Drakkan wrote:I am still having problems. As my dungeon grew about 50 floors it starting to crash even with medium setting sometimes. :/
Because you used an excessive amount of textures, combined with a large number of objects and components.
Drakkan wrote:1. object like lanterns having castShadow = true and staticShadow = true ? will help set it to false ?
castShadow is whether a light source casts shadows (true) or doesn't (false). staticShadow is whether a model has static shadows (true) or dynamic ones (false). Models should have staticShadow set to true unless they are moving or animated in some way, since dynamic shadow casting is more expensive. The effect on system RAM usage is from this is insignificantly small, if it even exists at all; static shadows exist because casting dynamic shadows for every model would be unnecessary and horrible for rendering speed, and non-shadow-casting lights exist because giving shadows to every light source would be unnecessary and horrible for rendering speed.
Drakkan wrote:2. how much memory take "cloned" monsters ( default ones only with changed textures) ?
However much memory is taken up by the texture, plus a completely inconsequential amount of Lua memory. Object definitions don't use an appreciable amount of memory. Textures (which are loaded when you use them in a defineMaterial call, even if you don't actually place objects that use them), and to a lesser extent models, do. Memory usage will also balloon whenever the player saves; you can reduce this balloon by reducing the number of objects, and
especially by reducing the number of objects and components on objects that lack minimalSaveState.
Drakkan wrote:3. do objects like walls require minimalSaveState = true in case I am not going set its position somehow ? I noticed many default walls has it and I do not see reason for that
Default walls have it because otherwise save games would be enormous: there are often hundreds of walls on one level.
Drakkan wrote:4.I am highly suspecting the town tilesets for many problems.
I have told you many times that this tileset conversion is awful and you shouldn't use it unless you are going to fix it. The only assets that were been converted to anything usable are the textures. The object definitions are essentially useless.
Drakkan wrote:I alreay set minimalsave false to all objects from this assets
What the hell, why would you do that? No wonder you're having memory usage problems if you're not using minimalSaveState. Without minimalSaveState, the entire state of an object and all its components must be saved. With minimalSaveState, the object is essentially just respawned: only its name, id, and map position (not world position) are saved. The difference in savegame size, and therefore memory usage from saving, is very large for objects that are used many times. If an object isn't going to change state, it should have minimalSaveState. If it is going to change state (a surface that could have items added to it, an item that could be picked up or moved, a door that could be opened, etc) then it shouldn't. Remember that disabling a component in the editor is also a state change, so, for example, you shouldn't disable (or open, or do anything else with) the DoorComponent on dungeon_wall_grating since it has minimalSaveState.
Drakkan wrote:still I wonder if some occluders etc are missing it could cause some memory issues
...how could occlusion possibly reduce RAM usage? I think you are very confused about some basic concepts here. Occlusion just prevents models/lights/etc from being rendered when they aren't visible, to improve rendering performance. It is absolutely inexcusable that there are tilesets released without occlusion support, and even more inexcusable that there are mods released using them, but that's because of the god-awful rendering performance that results from no occlusion, not because of memory.