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Compiling maps directly with CaWE

Posted: 2006-04-27, 11:50
by Carsten
Hi all,

thanks to several thoughtful suggestions by Thrawn and Kai about improvements for CaWE, it will soon be possible to compile maps directly within CaWE.

Here is a preview of how it will look like:
http://images.ca3de-community.de/main.p ... itemId=385

Hope you like it. :cheesy:

Posted: 2006-04-27, 16:38
by Kai
Waited for this so long XD

Really this is great ! It will speed things up, and im sure other users will like it too !

Posted: 2006-04-28, 17:55
by Carsten
DONE! :captain:

Updated CaWE.exe is at http://carsten.ca3de-community.de/tempStuff/CaWE.exe

You may test it as you wish, I'll then update the entire SDK bundle in one or two weeks.

EDIT 2006-08-08: Updated URL.

Posted: 2006-04-28, 18:41
by Thrawn
Can't believe this, I waited 2 and 1/2 years for it and today it finally became reality XD

Posted: 2006-04-28, 18:52
by Sindwiller
AWW! No Linux version :cry:

Wfr, Sindwiller

Posted: 2006-04-28, 21:29
by Carsten
Sorry, I remembered to test the Linux version, but forgot to upload it. Will do so asap over the weekend.

Posted: 2006-04-28, 21:39
by Kai
Not sure ,but after clicking the browse button for the textures, CaWe mutates into a memory hog, not showing any textures but an increase of the consuming mem (i aborted when reaching 350 mb)

This is always repeatable to me .. i can't browse the texture lib of CaWe, but with the old exe it was no problem XD

Edit:
At 450 MB it finally opened the browser ..
This is because of so many mats and textures for the techdemo .. we need to clean things up !


Edit 2nd:
Wheee finally it worked so well, man this is how it should be since the first time i tried it XD
Carsten this was the most valuable improvement so far .. ;)
*running around his first own level*

Posted: 2006-04-28, 22:51
by Carsten
Hi Kai,
this is known behaviour -- 7000+ materials leave their memory footprint after all, see http://www.ca3d-engine.de/phpBB2/viewtopic.php?t=198 for details (the "Note:" below point 3). ;) On my system it even goes up up to 600 MB RAM usage.
Loading all these textures also takes some time, and is responsible for many of the one-time initialization delays that you observe.
It also should have been the same with all previous versions (if you installed them properly), they behaved the same.

All this is caused by the (more than) 7000 materials that CaWE has to load during init (details to be discussed in the TD Dev forum pls ;) ). But you're right: This (the cmats) should be cleaned up, and doing so will also lower system requirements dramatically.

Posted: 2006-04-28, 23:33
by Carsten
Kai wrote:Edit 2nd:
Wheee finally it worked so well, man this is how it should be since the first time i tried it XD
Carsten this was the most valuable improvement so far .. ;)
*running around his first own level*
Wow, :thanks: it's good to hear that!!

:idhitit:

Posted: 2006-04-29, 11:31
by ReFlex
Hat der Editor eine Lichtvorschau, sieht auf dem Bild oben so aus... Oo?

Edit: Ist bei der SDK auch die Demo zum testen dabei, würd gerne mal den Editor versuchen. :)

Posted: 2006-04-29, 14:52
by Kai
Nein eine Lichtpreview gibt so noch nicht, allerdings hat das Previewfenster im 3D View schon einen passenden Eintrag, es ist also schon geplant ;)

Ja das SDK hat bereits ein Testlevel, sowie alles was man zum testen braucht . Kannst also direkt CaWe starten , compilen und probespielen

Posted: 2006-04-29, 15:10
by ReFlex
Ok, danke.
Werd es mir mal ansehen. :)

Posted: 2006-04-29, 20:54
by Sindwiller
ReFlex wrote:Ok, danke.
Werd es mir mal ansehen. :)
Viel Spass beim Entdecken! ;)

Mfg, Sindwiller

Posted: 2006-04-30, 10:13
by Carsten
Please note that languages other than English are okay on this board only when the poster feels that he cannot express himself clearly in English, but can do so in his favourite language.

Answers to such mixed language posts should preferrably be written in English again, possibly summarizing the original (foreign language) question.

This is because the use of any language other than English tends to exclude the vast majority of forum participants from discussion.

:thanks: