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Strange problem with UDK on iPhone 3GS

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    #16
    Originally posted by mgrigorov View Post
    The game it's not crashing. The problem is that sometimes when I start it and begin loading at the end it goes down in the app manager.. or whatever it's called.. and after that when i start it again it loads with no problems and the game starts playing... I think the problem is caused of overloading the memory... the game is currently 120MB. Now I've seen this in the log file created on the device: DevMemory: Memory allocations reported by the OS: 100.05 MB (with 3995.95 MB waste) [0023.71] DevMemory: Virtual memory tracked in the allocators: 216.80 MB (with 216.80 MB used, 0.00 MB slack and 0.00 MB waste) I am worried about the 3995.95 MB waste....
    Ok, but is it showing the UDK start movie again when you click on it in the app manager? You can also try if its the ram by getting some textures out of your map or making the lightmap res very low. You should also be able to see the used ram ingame by useing the console command: stat memory. That log memory report you have there is kinda confusing.

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      #17
      Originally posted by mgrigorov View Post
      Most probably it's from the sounds becouse my .upk file is 40MB and the soundtrack it's .wav file too. When I type Stat audio in the console it shows that Audio memory used is 8.35MB .. About the precomputed visibility and the Cull distance... I am not using them because my environment is static and the depth it's not changing. But what is causing this 3995.95MB waste... I'll try to reduce the size of the .wav sounds.. About using .mp3 files the only thing I found is that UDK supprots only .wav files. Can you post a link or description how to load mp3 files with Unreal Script.
      There is no scripting needed for mp3...
      No It does support mp3 and rather than fill up two pages trying to explain how it works ,the best thing to do would be to check out the Jazz game's audio set-up and then find the mp3 audio file's here C:\UDK\UDK-2011-10\UDKGame\Build\iPhone\Resources\Music and you can just work out how the i device then finds that audio...
      idevices do not support .wav files as music files and will end up in a complete mess when they try to play .wav as music...

      Seek And Destroy Games
      Tutorials for UDK PC,iOS and 3ds Max
      http://www.youtube.com/user/lexluthornumber1

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        #18
        When I click it again from the app manager it starts loading again... The log file is created after that when the game have been successfuly loaded. If it's not successful and goes down the log file is empty.. I'll try reducing the sounds and the graphics and I hope that this will help

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          #19
          Thanks a lot Lexluthor1 I'll try this method (Y)

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            #20
            Originally posted by mgrigorov View Post
            When I click it again from the app manager it starts loading again... The log file is created after that when the game have been successfuly loaded. If it's not successful and goes down the log file is empty.. I'll try reducing the sounds and the graphics and I hope that this will help
            Whether or not you are using static or interp actors you still need precomputed or cull distance volumes because i devices have no idea how to occlude what's in front of the camera without it being specified!

            Seek And Destroy Games
            Tutorials for UDK PC,iOS and 3ds Max
            http://www.youtube.com/user/lexluthornumber1

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              #21
              Originally posted by Lexluthor1 View Post
              Whether or not you are using static or interp actors you still need precomputed or cull distance volumes because i devices have no idea how to occlude what's in front of the camera without it being specified!

              Seek And Destroy Games
              Tutorials for UDK PC,iOS and 3ds Max
              http://www.youtube.com/user/lexluthornumber1
              Ahhh thanks again I'll try this too

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