Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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pvcf Author
pvcf - - 4,943 comments

soo, couldn't sleep tonight and finished some loadtests so i can find out exactly what happens if
Error: CRenderer::EF_GetObject: Too many objects (> 4096)
is logged by loading a saved game.
i created a empty map and placed simplet entities: blockwise, each block have 500 simple entities, first i copied this block until i reach 5000 pieces. save the game, load the game and: no 4096 error.

the screen shows this empty map: grey boxes = 4000, red boxes: above 4000. lower screen: loaded this scene but with all boxes in players "back" (not visible on cam).

hmm.
ok, 6000 entities:
save game, -->load game, no error.

ok, 8000 entities:
save game, -->load game, no error.

10.000 entities:
save game, -->load game,
Error: CRenderer::EF_GetObject: Too many objects (> 4096)
but all objects are existent ! no single red box is missing!

ooh, wait, why this error comes on a big map within 5600 objects ?
and why the flickering sky bug appears ?

so i repeated the 10.000 entities:
save game, but this time without seeing the entities! -->load game, no error!

the CRenderer::EF_GetObject routine seems NOT the routine which counts the objects for physic behaviour or interaction for game mechanics, like triggers, soundspots, it seems its a 16bit renderstak from screenspace / shader!
it seems, (for me ^^), that the shader renderstak is 16bit processed and simply tell the engine that he have a >4096 in drawcall pipeline for creating effects like lightmaps, shadows, bumps, decals and so on.

long story short result: it seems i can ignore this warning message, because the renderstack which is builded during loading is totally unimportant (at least i think it is so :D ), because after loading the screenspace is limited by viewdistance and my entity streamer, this should limitate the drawcall.

ok, this still not explains why editor wont save the big map anymore on wxp sp3, but it seems i can let my map "intact", even with the wooden destroyable fortress.

btw.: funfact:
i found a nice way to crash a SSD within a half second :)

just start a old partition edit program, lets say norton PartitionMagic 8.0, which tell on start that he found on clusterchain xxxxxxx a failere an can repair it, answer "yes" and your SSD is almost gone :D
after that i found out, that this version from norton was from 2008, doesnt knowed about SSD's and their special alignement :)

(needed ~5 hours to restore the whole SSD from backup, and yes, OS and OPCL mod is on this SSD :D )

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pvcf Author
pvcf - - 4,943 comments

ah, and it also proof that the whole object occluder routine in cryengine is totally not working.
(technically it is like that: cryengine have a switch for software based and hardware based occluder rendering test.
theoretically the engine should look byself, if a object is hidden behind another object, and stop drawing that. AMD claims, they have that in their drivers since 2004, but what to say, ofcourse its not working (both, hard or software!), you can stable thousends of boxes behind a solid wall, all boxes will be drawn and processed. in cryengine you must then place occluder "walls" (areas), or paint terrainhills inbetween or create corridor levels with visarea sectors.).
to be fair: all engines have this problem. maybe later real raytracing renderer can use real occluder calculations, which boost renderingspeed drastically by a exciting amount of details and lighteffects per scene.

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Marek33
Marek33 - - 3,891 comments

I hope that there wasn't a lot of work lost since your mod is one of my favorite ones on this website!

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pvcf Author
pvcf - - 4,943 comments

no, i lost "only" ~2 weeks of create debugging code and find out whats going on.
map and mod is intact and fully working.

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Marek33
Marek33 - - 3,891 comments

That's bad, but it's still better than losing your whole project or damaging the SSD which I hope it's OK. And also the mod. I'm guessing that you reinstalled the OS, but hopefully you managed to restore everything.

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pvcf Author
pvcf - - 4,943 comments

ah no, i simply have mirrored my whole SSD to a HDD, the SSD is only 240 gb in size, so it's not a big deal :)
as far as i actually see, i didnt lost any single bit and the OS and partitions also totally identically :)
Backup for the winners :D
the whole mod OPCL is actually on 3 SSD/HDD's cloned and one copy is on my server and 2 friends of me have the whole package also, so the chance of total mod-loss is actually low :)

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Marek33
Marek33 - - 3,891 comments

That's great to hear!

Yes, the backups are very important and it's also great to hear that you had a lot of backups!

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pvcf Author
pvcf - - 4,943 comments

have seen here some mods dissapeared because of HDD crash ^^ i learn :D

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Marek33
Marek33 - - 3,891 comments

I have seen a lot of amazing mods lost because of it. Even some which has been in production for over about four years.

Also, I responded to you here: Moddb.com

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pvcf Author
pvcf - - 4,943 comments

> Also, I responded to you here:

i know, sorry, was busy :D i fight actually with a strange bug:
a ocean which eats up 75.000 polygones, eats 200meter away over 1million polies and crash the FPS and i absolutely dont have a idea why :D because the ocean is the same mesh and texture all over the map...

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Marek33
Marek33 - - 3,891 comments

That's OK. I also sometimes forgot to respond if I don't get a notification.

That's really strange. I hope that you managed to fix it.

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pvcf Author
pvcf - - 4,943 comments

maybe it have to do with surface reflection :/ but this doesnt need polygones... real real strange.
unfortunately its in the game start zone, it looks very very good but it kills the FPS :/
this gives a bad feeling about the mod, if this is on very first startsector :/

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