The game is giving me a hard time with just one particular map of mine. I'm running into a problem where, as far as i can tell, I have to keep the number of objects/entities/decals/everything down to a "limit" or else it will crash, with no error message. This "limit" seems irregularly contrived and the problem doesn't seem to have any obvious root. However, it only affects the game and the map viewer, not the editor.
I can go ahead and delete random chunks of the level, regardless of particular content (so I'm pretty sure it's not a custom model issue or anything) and it will play just fine. But the map isn't even that big to start with, and that's what's confusing me.
The HPL.log doesn't show anything that grabs my attention, but is pasted below:
Version 1.20 - s26ADEE0-539
-------- THE HPL ENGINE LOG ------------
Engine build ID 20110502212112
Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------
Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------
Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: 1280x800 bpp:32 fs:1 ms:0 gpufmt:2 cap:'Amnesia - The Dark Descent - Loading...' pos:(-1x-1)
Setting video mode: 1280 x 800 - 32 bpp
Init Glew...OK
Setting up OpenGL
Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce 9400M OpenGL Engine
Version: 2.1 NVIDIA-1.6.36
Max texture image units: 16
Max texture coord units: 8
Max user clip planes: 6
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Texture compression: 1
Texture compression S3TC: 1
Auto generate MipMaps: 1
Render to texture: 1
Max draw buffers: 8
Max color render targets: 8
Packed depth-stencil: 1
Texture float: 1
GLSL Version: 1.20
ShaderModel 2: 1
ShaderModel 3: 0
ShaderModel 4: 0
OGL ATIFragmentShader: 0
ATTENTION: System does not support const arrays in glsl!
Setting up G-Bugger: type: 0 texturenum: 3
Adding engine materials
Initializing DevIL
Vendor String: Abysmal Software
Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 22 2010
Version Number: 168
Adding engine post effects
--------------------------------------------------------
Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
Available OpenAL devices:
0. Built-in Output(OpenAL default)
Trying to open device 'Built-in Output'... Success!
Number of mono sources: 32
Streaming setup: 4 Buffers x 262144 bytes each
--------------------------------------------------------
Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------
User Initialization
--------------------------------------------------------
-------- Loading map 'menu_bg.map' ---------
Cache Loading: 0 ms
Entities: 2102 ms
Compilation: 0 ms
Total: 2104 ms
Meshes created: 0
Bodies created: 0
-------- Loading complete ---------
--------------------------------------------------------
Game Running
--------------------------------------------------------
Setting profile: 'Murphy Crevasse' Path: '/Users/jerrykathleensand/Library/Application Support/Frictional Games/Amnesia/Main/Murphy Crevasse/'
-------- Loading map 'Pestilence.map' ---------
MeshEntity Loading: 2260 ms
Primitive Loading: 176 ms
Decal Loading: 0 ms
Object Combining: 0 ms
Compilation: 107 ms
If anyone would has time, here's the map file plus some requisites (the static objects by Traggey):
https://dl.dropboxusercontent.com/u/1586...051213.zip - Someone check it out and tell me if you get the same deal. Thanks in advance.