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Old 03-25-19, 07:35 AM   #1
Olamagato
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Default Read manual

Read manual because most problems with CTD is known.
Never save a game while underwater.
Avoid saving game with enemy contact.
4 GB patch is not "must have" if you use clean GWX mod only.
But almost all GUI's waste RAM with nonsense big 32-bit textures as example. This is especially true for full HD.

I can play clean GWX/1600x900 without any CTD on Windows XP/SP2 with 1,5GB physical RAM and no windows swap file.
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Old 03-25-19, 02:04 PM   #2
makman94
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Quote:
Originally Posted by Olamagato View Post
...
But almost all GUI's waste RAM with nonsense big 32-bit textures as example. This is especially true for full HD.
...
Hello Olamagato,

this is something that bothered me some time ago and i want to ask you if i am somewhere wrong at the followings conclusions i had made.

As far i had the knowledge there is noway to make a transparent image less than 32-bit without losing its transparency. is this correct?
So , as the game ingame (i am not talking for the menu screens here but i am talking for when you have entered the action) uses more than 99+% images with transparency i came to the conclusion that when you are actually playing the game it is only 3-4 images (crew background,radio messages background,mission orders background, log book background... if i am not missing anyone right now) that are not using transparency so just these 3-4 could be reduced to 24-bit. (as far i can tell , you can't reduce a tga image to less than 24-bit).

Am i correct at the aboves or i am missing something ? please inform
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Old 03-25-19, 07:43 PM   #3
Olamagato
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Offtopic (sorry)
Quote:
Originally Posted by makman94
As far i had the knowledge there is noway to make a transparent image less than 32-bit without losing its transparency. is this correct?
Yes. But SH3 does not use the alpha channel at all in the largest background textures, most of which are in the "data\menu\Data" directory and two in the "data\menu\Gui" directory (MOrderBgnd.tga and RadioMsg.tga). You can safely remove the alpha channel from them because the alpha channel is unnecessary. Only backgrounds overlayed on a 3D view or video require an alpha channel (e.g. periscopes, main menu)
In addition, any entries in menu1024x768.ini type CropX = 0,0,1, Y (Y <1, e.g. 0.75) to CropX = 0,0,1,1 and reduce the multiple-purpose textures into two different textures should be reduced. Especially when the truncated or uncut section does not need an alpha channel.
The alpha channel is only needed for big background textures of both periscopes, uzo, binoculars, deck gun, main menu (mask512.tga) and perhaps a museum (museu.tga). All other textures either are alpha-channel themselves or they do not need it at all.

Last edited by Olamagato; 03-25-19 at 07:47 PM. Reason: bad names
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Old 03-26-19, 10:36 AM   #4
makman94
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Offtopic (sorry)

....
yes , you are correct

Sorry about this Con20or , i was totally abstract when i wrote the post


@Olamagato: i moved the conversation with my reply here: http://www.subsim.com/radioroom/show...35#post2599435
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Old 03-25-19, 02:21 PM   #5
con20or
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Quote:
Originally Posted by Olamagato View Post
Read manual because most problems with CTD is known.
Never save a game while underwater.
Avoid saving game with enemy contact.
4 GB patch is not "must have" if you use clean GWX mod only.
But almost all GUI's waste RAM with nonsense big 32-bit textures as example. This is especially true for full HD.

I can play clean GWX/1600x900 without any CTD on Windows XP/SP2 with 1,5GB physical RAM and no windows swap file.
Thanks - will try and avoid the save tips, underwater should be no problem - no enemy contact harder.
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