We could probably do with some guidance on this, as we defintely made some bad design choices early on. Most of the maps are down to between 12 and 32 colours (indexed). We still however have two huge ones in there (in terms of pixels: in size they're 2Mb and 4Mb respectively) - though we're not actually testing the memory issues with these two giants (ironically though, previos playtests on one of them had no problems).
All the counters are also png files. I have no idea what colour depth they have - didn't really think to look at it while making them (they were mostly made years ago as BMPs in Paint and ADC, then converted). Obviously the thought of going back and adjusting them is pretty depressing, but if it's necessary then I'll do it. Presumably the way to do this (using Gimp) is to switch the mode to Index and reduce the number of colours, then save once more as a PNG? And Joel, I can get the mod to you (in sections). Drop me a line at [EMAIL PROTECTED] Cheers for all the great responses. It's given me hope that we can get this cracked.... --- In [email protected], Rich Johnston <[EMAIL PROTECTED]> wrote: > > At 01:20 PM 10/21/2007, you wrote: > >Thus spake "benw_h": > > > > > > ...and do any of the changes you make effect saved games already in > > > progress? So far I've reduced the colours of all the maps. All of my > > > pieces are already only 1kb (does it matter how many colours they are > > > if they are already this small?). I'm still getting out of memory > > > errors. Does the sheer number of images in the module (even if not > > > displayed) effect this? The mod is about 25Mb (5+5 per extension), with > > > probably around 5-600 piece images, 8 maps (with multiple boards in > > > most cases), and another 200 cards. Any advice? AT present I've truned > > > my attention to increasing the memory allocation... > > > >What module is this? I'd like to have a look at it next week once I'm > >home again. I'm in the midst of a project aimed at eliminating > >unnecessary out of memory exceptions, and I'd like to be able to test > >my new image caching code on modules which are likely to stress it. > > > >(BTW, there is no direct connection between file size and in- memory size > >for images. It's the image dimensions and depth which matter for in-memory > >size. It's possible to create tiny files which store huge images once > >they're loaded.) > > This is what I've discovered as well. What graphics format are > you saving your files in? From the size of your mod compared to what > you have in it, you may just be using a high resolution intense > graphics format that can probably be converted way down. > > My mod currently has at least 2 dozen map windows and between 1500 > and 2000 pieces, chits, cards, etc. and the overall size of the file > is just under 15Mb. My biggest map is 5426 x 4260 pixels and it's > only 540k in size. All the graphics I have in the mod use the PNG-8 > graphics format and I'm allocating 512 megs to Vassal. Things are > running good here. >
