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darkxess

Slow map loading times

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Ok, ive asked this question to bushlurker and still we havent come up with a solution yet! ive a problem with my maps loading ingame slowly from a new

binarize, no objects etc, just a pure new map! ive done it the same way as ive done my first ever map Nicosia, but its loading slow as hell, when you

select the map it loads, around 3-4 mins it gets in to the editor! now once in the editor it loads in to game perfectly fast! and ingame also its perfect!

everything I made and how it is, is all working fine.

So, my question is what could be causing this? its annoying me now as ive gone over everything, even all the guides again and again to see if there is

something ive missed, but nothing... also ive looked at the Binarize.RPT and I see nothing serious, other than whats below:

=====================================================================

== D:\Program Files\Bohemia Interactive\BIS TOOLS 2\BinMake\Binarize\Binarize.exe

== -targetBonesInterval=56 -addon="p:\xess" -exclude="p:\xess\kandahar\exclude.lst" -textures="P:\BIN_TEMP" -binpath="D:\Program Files\Bohemia Interactive\BIS TOOLS 2\BinMake\Binarize" "p:\xess\kandahar" "P:\BIN_TEMP\xess\kandahar"

=====================================================================

Exe timestamp: 2011/04/04 15:49:17

Current time: 2011/04/05 19:34:11

=======================================================

-------------------------------------------------------

Exception code: C0000005 ACCESS_VIOLATION at 75E61389

Version 0.00.0

Fault address: 75E61389 01:00001389 C:\Windows\syswow64\kernel32.dll

Prev. code bytes: 90 90 90 90 90 90 90 8B 4C 24 04 B8 01 00 00 00

Fault code bytes: F0 0F C1 01 40 C2 04 00 8D 49 00 8B 4C 24 04 B8

Registers:

EAX:00000001 EBX:00E3C428

ECX:000005DC EDX:000005DC

ESI:00000000 EDI:000005D8

CS:EIP:0023:75E61389

SS:ESP:002B:0018D478 EBP:04063838

DS:002B ES:002B FS:0053 GS:002B

Flags:00010206

=======================================================

So, any ideas to what is causing my troubles please? any help would be great!

Thanks guys. :)

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Could be this exThreads thing again I guess...

I couldn't binarize the source you sent me at all... missing OA objects in my current P:\ setup... but I just copied the relevant data & image files into Sgt Aces tut samplemap - added a second surface, then created a new project to your parameters using that as a "shell"... worked fine, binarizes ok apart from my usual non-critical error or two and in game in the editor and preview we're talking 3 seconds to load... I think you'll be disappointed with the result tho... as I said in another post earlier - this is a greyscale of a satmap used as a DEM with a 20m variance between maximum low and high... it's not really working as a terrain without a proper DEM...

I'll send you those files back shortly so you can compare them to your original in case it's any help... Meantime try that -ExThreads=0 in your launch command line as Old Bear suggests - see if it suddenly fixes the loading times thing...

B

Edited by Bushlurker

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Binarization of the wrp will fix the issue, if not create a CIT ticket and provide all the necessary information.

-exThreads=0 is only a workaround for buldozer - it is NOT useful as a solution for playing.

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Gnat;1892050']Are you sure it Binarized without errors?

Whats the log say?

You mean this:

Exception code: C0000005 ACCESS_VIOLATION at 75E61389

Version 0.00.0

Fault address: 75E61389 01:00001389 C:\Windows\syswow64\kernel32.dll

Prev. code bytes: 90 90 90 90 90 90 90 8B 4C 24 04 B8 01 00 00 00

Fault code bytes: F0 0F C1 01 40 C2 04 00 8D 49 00 8B 4C 24 04 B8

So' date=' if its an error, how to fix it then?

Have a look at this thread :

http://forums.bistudio.com/showthread.php?t=113678

.... and try something like this on "target" :

Didnt work mate... :(

Binarization of the wrp will fix the issue, if not create a CIT ticket and provide all the necessary information.

-exThreads=0 is only a workaround for buldozer - it is NOT useful as a solution for playing.

How to do this then "binarization of the wrp" and also make a CIT ticket?

how and where? thanks.

*Just to add:

Would it matter that ive not got it installed on the C drive? I set it all up properly etc, just on the D drive and not the C.

Apart from that, im not doing anything else, and before my computer reboot it all worked fine!

Edited by DarkXess

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Check that you're not using any objects from OA that are not "cracked" for binarization purposes ;) binpbo doesn't not work properly if p3ds have new flags from OA. Well, the binarization process does get done somehow, but there are long loading times present in the game itself.

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-exThreads=0 is only a workaround for buldozer - it is NOT useful as a solution for playing.

And where did you get this from ?

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Check that you're not using any objects from OA that are not "cracked" for binarization purposes ;) binpbo doesn't not work properly if p3ds have new flags from OA. Well, the binarization process does get done somehow, but there are long loading times present in the game itself.

There are no objects, this is a clean project nothing more than the island itself! sats, maps, textures, etc... im using the takistan .paa as with the re-edited takistan config file, its all working great in game, just the loading times are killing me! lol. Please dont say this is the problem? ...

What about that error if any im getting in the rpt for binarize? is it something ive got to worry about, the cause of the problem? anyone know of it?

Thanks IceBreakr :)

Edit:

Ok, now Bushlurker sent me a testmap which I did and was doing the same thing, he has sent it me back just for me to biniarize, so whatever it he has done its worked! lol.

I notice he has CUT the configs right down bare, and also took all the stuff from takistan out! so im now thinking it could of been this problem like IceBreakr said, something that

the binarize doesnt like with uncracked files etc...

So now the question is, how DO you uncracked these files to use? lol.

Edited by DarkXess

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I remember we talked about this couple of months ago, can't find the topic but I think SnakeMan did the tutorial for that!

Found this, maybe helpful:

http://forums.bistudio.com/showthread.php?t=115741&highlight=hex+edit

Ok, followed all that, now something is wrong with my bulldozer ... god sake!

this is stressful! lol.

Here are the errors im getting in the pics below, they are when I open up bulldozer in visitor3.

gh1.jpg

gf2.jpg

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That error indicates a bad P:\ drive setup - as I said somewhere in one of your other many threads... ;)

OK - downloaded your Kandahar project source... my P:\ drive can't cope with OA object references, but the config is checkable... I'll just post it here under a spoiler tab so other people who know a bit more about coping with OA stuff can check it over too...

#define _ARMA_

//Class config.bin{
class CfgPatches
{
class kandahar
{
 units[] = {"Takistan"};
 weapons[] = {};
 requiredVersion = 1.02;
 requiredAddons[] = {"CA_E","CARoads_E","CARocks_E","CAStructures_E","CAMisc_E"};
 version = "0.1";
 fileName = "kandahar.pbo";
 author = "DarkXess";
 mail = "Ace8104@hotmail.com";
};
};
class CfgWorlds
{
class DefaultWorld
{
 class Weather
 {
  class Overcast;
 };
};
class CAWorld: DefaultWorld
{
 class Grid;
 class DefaultClutter;
 class EnvSounds;
 class Weather: Weather
 {
  class Lighting;
  class Overcast
  {
   class Weather1;
   class Weather2;
   class Weather3;
   class Weather4;
   class Weather5;
   class Weather6;
  };
 };
};
class DefaultLighting;
class kandahar: CAWorld
{
 cutscenes[] = {"kandaharIntro"};
 description = "Kandahar";
 icon = "";
 worldName = "xess\kandahar\kandahar.wrp";
 pictureShot = "xess\kandahar\icons\kandahar_menu_pic.paa";
 centerPosition[] = {5000,5000,500};
 seagullPos[] = {5000,5000,500};
 longitude = 66;
 latitude = -34;
 elevationOffset = 2000;
 startTime = "12:00";
 startDate = "07/08/2011";
 startWeather = 0.1;
 startFog = 0;
 forecastWeather = 0.4;
 forecastFog = 0;
 class EnvSounds: EnvSounds
 {
  class Sea
  {
   name = "$STR_DN_SEA";
   sound[] = {"\ca\Sounds_E\sfx\lake_1",0.1,1};
   soundNight[] = {"\ca\Sounds_E\sfx\lake_3",0.17782794,1};
   volume = "sea";
  };
 };
 class OutsideTerrain
 {
  satellite = "xess\kandahar\data\s_satout_co.paa";
  enableTerrainSynth = 1;
  class Layers
  {
   class Layer0
   {
    nopx = "xess\kandahar\data\tb_polopoust_nopx.paa";
    texture = "xess\kandahar\data\tb_polopoust_co.paa";
   };
  };
 };
 class Lighting: DefaultLighting
 {
  groundReflection[] = {0.06,0.06,0.03};
 };
 class Weather: Weather
 {
  class Overcast: Overcast
  {
   class Weather1: Weather1
   {
    sky = "xess\kandahar\data\sky_clear_sky.paa";
    skyR = "xess\kandahar\data\sky_clear_lco.paa";
    horizon = "";
   };
   class Weather7: Weather1
   {
    sky = "xess\kandahar\data\sky_veryclear_sky.paa";
    skyR = "xess\kandahar\data\sky_clear_lco.paa";
    horizon = "";
   };
   class Weather2: Weather2
   {
    sky = "xess\kandahar\data\sky_almostclear_sky.paa";
    skyR = "xess\kandahar\data\sky_almostclear_lco.paa";
    horizon = "";
   };
   class Weather3: Weather3
   {
    sky = "xess\kandahar\data\sky_semicloudy_sky.paa";
    skyR = "xess\kandahar\data\sky_semicloudy_lco.paa";
    horizon = "";
   };
   class Weather4: Weather4
   {
    sky = "xess\kandahar\data\sky_cloudy_sky.paa";
    skyR = "xess\kandahar\data\sky_cloudy_lco.paa";
    horizon = "";
   };
   class Weather5: Weather5
   {
    sky = "xess\kandahar\data\sky_mostlycloudy_sky.paa";
    skyR = "xess\kandahar\data\sky_mostlycloudy_lco.paa";
    horizon = "";
   };
   class Weather6: Weather6
   {
    sky = "xess\kandahar\data\sky_overcast_sky.paa";
    skyR = "xess\kandahar\data\sky_overcast_lco.paa";
    horizon = "";
   };
  };
 };
 clutterGrid = 1.0;
 clutterDist = 125;
 noDetailDist = 40;
 fullDetailDist = 15;
 midDetailTexture = "xess\kandahar\data\tb_middle_mco.paa";
 minTreesInForestSquare = 3;
 minRocksInRockSquare = 3;
 ilsPosition[] = {0,0};
 ilsDirection[] = {0,0,0};
 ilsTaxiIn[] = {};
 ilsTaxiOff[] = {};
 class Clutter
 {
  class TB_GrassDry: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_GrassDesert_GroupSoft_EP1.p3d";
   affectedByWind = 0.7;
   swLighting = 1;
   scaleMin = 0.7;
   scaleMax = 1.0;
  };
  class TB_GrassDryLong: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_GrassDryLong_EP1.p3d";
   affectedByWind = 0.85;
   swLighting = 1;
   scaleMin = 0.75;
   scaleMax = 1.0;
  };
  class TB_GrassGreen: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_GrassGreen_EP1.p3d";
   affectedByWind = 0.7;
   swLighting = 1;
   scaleMin = 0.85;
   scaleMax = 1.1;
  };
  class TB_GrassGreenLong: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_GrassGreenLong_EP1.p3d";
   affectedByWind = 0.8;
   swLighting = 1;
   scaleMin = 0.75;
   scaleMax = 1.0;
  };
  class TB_BrushHard: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_Brush_Hard_EP1.p3d";
   affectedByWind = 0.4;
   swLighting = 1;
   scaleMin = 0.9;
   scaleMax = 1.3;
  };
  class TB_BrushSoft: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_Brush_Soft_EP1.p3d";
   affectedByWind = 0.8;
   swLighting = 1;
   scaleMin = 0.75;
   scaleMax = 1.4;
  };
  class TB_PlantsViolet: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_Plants_Violet_EP1.p3d";
   affectedByWind = 0.7;
   swLighting = 1;
   scaleMin = 1.0;
   scaleMax = 1.25;
  };
  class TB_PlantsWhite: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_Plants_White_EP1.p3d";
   affectedByWind = 0.7;
   swLighting = 1;
   scaleMin = 0.85;
   scaleMax = 1.1;
  };
  class TB_Weed1: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_Weed_1_EP1.p3d";
   affectedByWind = 0.65;
   swLighting = 1;
   scaleMin = 0.65;
   scaleMax = 1.0;
  };
  class TB_WeedThistle: DefaultClutter
  {
   model = "ca\plants_e\Clutter\c_Weed_Thistle_EP1.p3d";
   affectedByWind = 0.7;
   swLighting = 1;
   scaleMin = 1.0;
   scaleMax = 1.25;
  };
 };
 class Names
 {
  class vill_SanaagBari
  {
   name = "Kandahar";
   position[] = {6322.86,4982.98};
   type = "NameVillage";
   radiusA = 400;
   radiusB = 250;
  };
 };
 class Sounds
 {
  sounds[] = {};
 };
 class Grid: Grid
 {
  offsetX = 0;
  offsetY = 10240;
  class Zoom1
  {
   zoomMax = 0.15;
   format = "XY";
   formatX = "000";
   formatY = "000";
   stepX = 100;
   stepY = -100;
  };
  class Zoom2
  {
   zoomMax = 0.85;
   format = "XY";
   formatX = "00";
   formatY = "00";
   stepX = 1000;
   stepY = -1000;
  };
  class Zoom3
  {
   zoomMax = 1e+030;
   format = "XY";
   formatX = "0";
   formatY = "0";
   stepX = 10000;
   stepY = -10000;
  };
 };
};
};
class CfgWorldList
{
class kandahar{};
};
class CfgMissions
{
class Cutscenes
{
 class kandaharIntro
 {
  directory = "xess\kandahar\data\scenes\intro.kandahar";
 };
};
};
class CfgSurfaces
{
class Default{};
class Water{};
class TBAsfalt: Default
{
 access = 2;
 files = "tb_asfalt_*";
 rough = 0.001;
 dust = 0.1;
 soundEnviron = "concrete_ext";
 character = "Empty";
 soundHit = "concrete";
};
class TBBeton: Default
{
 access = 2;
 files = "tb_beton_*";
 rough = 0.01;
 dust = 0.08;
 soundEnviron = "concrete_ext";
 character = "Empty";
 soundHit = "concrete";
};
class TBHlina: Default
{
 access = 2;
 files = "tb_hlina_*";
 rough = 0.1;
 dust = 0.8;
 soundEnviron = "dirt";
 character = "Empty";
 soundHit = "soft_ground";
};
class TBPlevel: Default
{
 access = 2;
 files = "tb_plevel_*";
 rough = 0.11;
 dust = 0.7;
 soundEnviron = "drygrass";
 character = "TBWeedsClutter";
 soundHit = "soft_ground";
};
class TBPole: Default
{
 access = 2;
 files = "tb_pole_*";
 rough = 0.12;
 dust = 0.6;
 soundEnviron = "grass";
 character = "TBFieldGrassClutter";
 soundHit = "soft_ground";
};
class TBPolopoust: Default
{
 access = 2;
 files = "tb_polopoust_*";
 rough = 0.01;
 dust = 0.9;
 soundEnviron = "dirt";
 character = "TBDesertClutter";
 soundHit = "soft_ground";
};
class TBSkala: Default
{
 access = 2;
 files = "tb_skala_*";
 rough = 0.3;
 dust = 0.5;
 soundEnviron = "rock";
 character = "Empty";
 soundHit = "hard_ground";
};
class TBSkalniSterk: Default
{
 access = 2;
 files = "tb_skalni_sterk_*";
 rough = 0.15;
 dust = 1.0;
 soundEnviron = "rock";
 character = "Empty";
 soundHit = "hard_ground";
};
class TBSterkNaDno: Default
{
 access = 2;
 files = "tb_sterk_na_dno_*";
 rough = 0.2;
 dust = 0.0;
 soundEnviron = "rock";
 character = "Empty";
 soundHit = "hard_ground";
};
class TBValouny: Default
{
 access = 2;
 files = "tb_valouny_*";
 rough = 0.15;
 dust = 0.4;
 soundEnviron = "rock";
 character = "Empty";
 soundHit = "hard_ground";
};
class TBTrava: Default
{
 access = 2;
 files = "tb_trava_*";
 rough = 0.11;
 dust = 0.5;
 soundEnviron = "drygrass";
 character = "TBGrassClutter";
 soundHit = "soft_ground";
};
class TBDlazbaOld: Default
{
 access = 2;
 files = "tb_dlazba_old_*";
 rough = 0.001;
 dust = 0.1;
 soundEnviron = "concrete_ext";
 character = "Empty";
 soundHit = "concrete";
};
class TBForest: Default
{
 access = 2;
 files = "tb_forest_*";
 rough = 0.01;
 dust = 0.9;
 soundEnviron = "dirt";
 character = "TBForestClutter";
 soundHit = "soft_ground";
};
class TBMoutain: Default
{
 access = 2;
 files = "tb_mountain_*";
 rough = 0.01;
 dust = 0.9;
 soundEnviron = "dirt";
 character = "TBMountainsClutter";
 soundHit = "soft_ground";
};
};
class CfgSurfaceCharacters
{
class TBGrassClutter
{
 probability[] = {0.89,0.03,0.02};
 names[] = {"TB_GrassDry","TB_BrushHard","TB_PlantsWhite"};
};
class TBDesertClutter
{
 probability[] = {0.12,0.1,0.01,0.01};
 names[] = {"TB_BrushSoft","TB_BrushHard","TB_PlantsWhite","TB_WeedThistle"};
};
class TBForestClutter
{
 probability[] = {0.1,0.4,0.1};
 names[] = {"TB_BrushHard","TB_GrassGreen","TB_Weed1"};
};
class TBMountainsClutter
{
 probability[] = {0.1,0.05,0.01,0.01,0.01};
 names[] = {"TB_BrushHard","TB_BrushSoft","TB_PlantsWhite","TB_WeedThistle","TB_PlantsViolet"};
};
class TBWeedsClutter
{
 probability[] = {0.6,0.1,0.15,0.05,0.05};
 names[] = {"TB_GrassDry","TB_GrassDryLong","TB_Weed1","TB_WeedThistle","TB_BrushHard"};
};
class TBFieldGrassClutter
{
 probability[] = {0.6,0.3,0.02,0.01,0.02};
 names[] = {"TB_GrassGreen","TB_GrassGreenLong","TB_PlantsWhite","TB_PlantsViolet","TB_Weed1"};
};
};
//};

OK... there we go... lets take a look...

First mistake - line 7...

#define _ARMA_

//Class config.bin{
class CfgPatches
{
class kandahar
{
 units[] = {"Takistan"};
 weapons[] = {};

This basically says - "I'm a config for ARMA, I'm defining a new class called "kandahar", the unit that this class refers to will be known as "Takistan"...

Is that really what you mean???

I'd try fixing that pretty fundamental one for starters - though it ain't the cause of either of the errors you've reported above...

B

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Hi DarkXess,

I had a similar experience. Here was my post (sorry don't know how to link directly to a post):

-------------

Hi Folks,

I just followed the guide using:

ARMA2P 1.11 (and OA [buldozer] 1.57.076815)

My project opens just fine in Visitor, but when I launch buldozer I get:

No entry 'bin\config.cpp/CfgInGameUI/MPTable.shadow'.

When I click OK to the first error, I get:

Shaders not valid (mismatch of exe and Data?)

and buldozer never launches.

I checked bin\config.cpp and found CfgInGameUI/MPTable. In fact there was no .shadow element. I added shadow = 0;

This resulted in a new error, something about shakecam not found. So, I reverted the config.cpp file to the original error.

Any ideas?

EDIT: (FIXED - from the Arma 2 Terrain Totuorial) Hint: If you are using arma2.exe from your present game version then you need to replace the bin folder in p:/ with the extracted bin.pbo from your present game version too, otherwise there is a mismatch of shaders.

Note: In my case I had to use the BIN from my \Bohiemia Interactive\Expansion directory.

Thanks,

JR

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Hi,

arma2p 1.12 will be out 'real soon now' to fix this

the issue is this.

dta\bin.pbo\config.cpp from the relevent engine, *must* end up on your p: drive to garantee correct compilation (using binpbo) of the model's config.cpp. At the very least, and in fact, worst possible scenario, binarise(binpbo) will work fine but the thing you've built *might* not work in game, or it might produce rpt errors, or both, if you persist in using personal tools config.cpp

the config.cpp accompanying personal tools is way out of date.

however, and unfortunately, buldozer.exe, the viewer, that comes with personal tools assumes classes and variables that in fact, are no longer present in the 'real' config.cpp.

hence you get it burping missing configs as a result

to get round this, you match the 'real' config.cpp, with the 'real' engine exe

this throws shader errors because shaders for personal tools aint the same as 'real' shaders

and so it goes on.....

arma2p 1.12 will no longer attempts to replace buldozer or shaders. you will get an annoying burp from oxygen and or visitor3 viewer (PE buldozer.exe) about a missing config/blip.

too bad. bottom line, p:\bin\config.cpp MUST match the intended engine. period.

>got mine from expansions

yep. totally fine. that's the new home for dta on arrowhead.

---

to fix your immediate problem with arma2p 1.11

copy personal\tools\bin\* to p:\bin

copy personal\tools\bulodozer.exe to p:\

Edited by Mikero

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So Mikero, this could or is the problem of my slow loading times? would the new update fix my issues then? or... ?

And any time/date when its due for release? im peed off with all the problems with Vistor3 etc, lol. Thanks for the replies guys.

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I'm right with you with the slow map loading.... I haven't touched my map project in about a month or so! Some of you guys might know me from the map makers channel on Skype as "BSK". I've trashed all my old projects, including Kansan! I'm making a fresh start on a map right now! I'm calling it Isola Pandera. I am currently on the masking stage of my terrain, I've got a little ways to go, but hey the challenge of making these maps is what makes it fun for me! I hope in the end that all can enjoy the map Im making! Hopefully I can get close to finishing my mask this weekend, and finish it some time next week. As for my map loading issue... Well I still have that on a older map of mine, but oh well, hopefully I won't experience the same issue on this one...

-Bigshot

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