More civs => more cities and more units => more memory consumption => inevitable crashes.I bet it is failing of something else, there is enouth memory, game crashes sometimes if it cant allocate the memory correctly.
Indeed, it is still likely to be an exe limitation, where e.g. a 1024 KB memory buffer is exceeded for light effects or something along that line. These smaller RAM buffers that can be exceeded are mostly handled by the exe as they are typically related to sound and graphics. If MAF is caused by the dll then it will most likely be a MAF where one runs out of RAM (~2.8 GB) because otherwise the exe wouldn't post a MAF message, but the game would CTD in the dll due to unexpected behavior from the bad memory handling there and would not post any message at all unless attached to VS or something.
const size_t size = 1024 * 1024; HANDLE mapping = CreateFileMapping(INVALID_HANDLE_VALUE, NULL, PAGE_READWRITE, 0u, size, NULL); if (mapping == NULL) throw std::runtime_error ("Failed to create segment"); |
Looks like 1024 MB is reserved for VRAMHmm... yes if the game still crash at 2.8 GB then there is something wrong, a thought... is the mod overwriting the steam downloaded exe? Otherwise a LAA falgged civ4 bts exe has to be provided to be put in manually.
Or the DLLs are not LAA patched.
Someone check that, maybe its as simple as this to get more free memory.
You do realize our BIGGEST challenge in this entire mod is trying to keep it within memory limits to reach the end of the game right? That and speed. And then wanting to do so much more still with rules and combat depth and trade and supply issues and... and... and... There's no way I'm putting 100 civs as a priority over other projects that would make things so much more cool once we get it in place.I bet it is failing of something else, there is enouth memory, game crashes sometimes if it cant allocate the memory correctly.
You do realize our BIGGEST challenge in this entire mod is trying to keep it within memory limits to reach the end of the game right? That and speed. And then wanting to do so much more still with rules and combat depth and trade and supply issues and... and... and... There's no way I'm putting 100 civs as a priority over other projects that would make things so much more cool once we get it in place.
However... there have been some truly genius suggestions of late as to how we might be able to get rid of much of our concerns about memory.
Multiple mods have gone there before, 100 civ dll is a very old thing in the Civ4 community.Its C2C! That mod goes where no one has gone before.Also 100 civs are good as memory test, recommend 40 civs but 100 civs can be tested/tried.
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But not working or? Ok then C2C should go 192/195 all world civs.Multiple mods have gone there before, 100 civ dll is a very old thing in the Civ4 community.
And we had that until we realized we needed to step it back until we could re-introduce it later, if we could ever justify it again.Multiple mods have gone there before, 100 civ dll is a very old thing in the Civ4 community.
I'd rather we wait until we have designed out a much larger selection of cultures and moved to a more civic selection basis of what civilization, among all your possessed cultures, that you as a country identify as. That may only be fulfilled by expanding out the massive civ pack perhaps but we'll see... might be easier as a breakdown of fundamental parts of what a civ is defined as and the ability to mix and blend those things more with a 'cheaper' shell culture adoption system.Btw, maybe the civ mega pack can be integrated into C2C, so more choice.
Yeah, I thought I remembered C2C had a 100 civ dll back sometime before I joined the team (like 8 years ago or something).And we had that until we realized we needed to step it back until we could re-introduce it later, if we could ever justify it again.
To think there was ever a time before... lol So glad you did!Yeah, I thought I remembered C2C had a 100 civ dll back sometime before I joined the team (like 8 years ago or something).
Ah, see there's the problem with it. Much of the memory usage is allocated when you open it up that far even if you aren't using all those player slots in your game. So its limiting even for those who choose more wisely.100 civ dll is justified now as memory usage is improved or later if it improves further, 40 civs can stay recommended but more are possible to use on own risk, its only not prioritized currently.![]()
Our dll is compiled with the large address aware flag set.Someone try to flag the DLLs LAA, and let me know if it conserves more memory or shout out and i test it, put it into latest svn, nothing to loos.But report here i want to know. On my other mod i managed to conserve about 600kb.
Dll's don't have LAA flag, it's an exe thing. Also, the BtS process can use more than 2 GB of RAM which proves that it is large address aware as 32 bit programs can only use 2 GB of RAM without being large address aware.
The exe decides how to partition/allocate the 4GB of RAM it has available, and it has chosen to reserve 1.2 GB for other things (graphics, audio, misc), and has thus only allocated 2.8 GB to the actual game code.
It's an exe thing, there is nothing we can do, so please stop beating this dead horse.
All we can do is to find ways for the BtS process to use less RAM, and that is something we are constantly working on one way or another when we see ways to do so.