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.
>


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