Armoredking
Chieftain
- Joined
- Jul 8, 2012
- Messages
- 8
Loving the updates, and eagerly awaiting release.
ugh. i know exactly where you are at it is gut-wrenching.
here are some of my off-the-cuff remarks:
do you have any immobile units in the game? and if so, did you grant it/them with the 'Load' unit action? this causes lags and undecipherable errors.
i've had bad flc files cause crashes. it happened to me only one time. but i remember the exact flc, an attack anim for an f-86 sabre.
i imagine that there is no error message?
could it be a maximum units allowed issue? there is a cap on the total amount of units being able to be on the map at one time. remarkably, there is a patch that cures this.
lastly, as a matter of course, i ask about the RAM on your rig. could you be in need of more? i had issues on my old pc, added more RAM, and problems solved. sometimes processors are fickle and need all the juice they can get. just sayin.
Message is 'Unable to Allocate Draw Buffer, Terminating'
I'm not going to continue working on the scenario
After six months of trying every trick I've learned so far, I think the crash in this game is due to a unit limit in Civ 3. There are some 6000 units on the map to start, from 1000 biq unit types and using about 550 unique graphics. We know that there is no limit on the number of units that can be in the biq, and that the limit of units on the map is 8192, which is not an issue anyway since we are using the knuckles exe. The scenario was first constructed using standard firaxis graphics, and then after everything was placed was when I began adding the 'after market' unit graphics. The game worked fine for a while, and then gradually became more unstable as new custom units were added. In its current form, the game will not even load.
The only answer I can come up with is that Civ 3 simply can't draw that many unit graphics at one time. There are many mods that have large numbers of custom units but I can't think of any that have so many at the same time. If you change the units in this game back to firaxis units, the game will go back to being functional. I also recently added a new graphics card with some other happy horsestuff to the computer which had no effect on the issue, so I doubt that it's an issue with RAM or processing power.
Anyway, if anyone wants to take a look at it, let me know. At this point I'm not going to continue working on the scenario. I do appreciate all the friendly support the last year or so . Might get around to completing the interface/cities/units at some point as a separate release.
I must say the mod description when you first select the biq is the best mod description I have ever seen, bar-none!
Blue Lion said:When looking through the taskmaster while starting some of the 1989 biqs, I noticed, that the 1989 sYn-exe is very, very big (and becomes even bigger during gameplay).
Examples of size:
Normal C3C game at start: 113 000
Conquest Fall of Rome: 117 000
SOE: 451 000
Febr. 1989 biq: 802 000 (this biq run stable on my pc the complete first turn)
1989 crash-biqs: 960 000 and more
The size of biqs varies and rises, when there were more starts of the exe.
I can´t give here a direct rule, but from my observations this day it seems, that a game with a sYn-exe of 950 000 becomes very instable and over 960 000 the crash is "programmed".