C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

@Thunderbrd @Toffer90 Well is just a guess but i dont still believe that many of the MAF's come from "Out of memory" as the game mostly still has a lot of memory left when a MAF appears. If you press the left mouse button on the minimap and if you hold it down and move around the minimap fast then there is never a MAF. If you move around the map by normal scrolling MAFs can show up, so the MAF message shows up on a normal bug or overfloating, not only as a problem of no memory left, maybe it means by the former developers only memory cant be put into somewhere or the error message system lacks there a bit.

So i think its a problem with the graphics paging or map scrolling variables, maybe to have to much visible stuff on a map part, but that cant be most likely because no MAF's if you scroll via minimap, so someone should look into the graphics paging or looks more likely its just a scroll variable problem, maybe the map scroll stuff can get some larger variables or something can be changed there. Maybe that will MAF on turns also when the map jumps to a visible position while a turn is calculated. Or it looks like there is a unit that creates a temporary memory hole on the map. But maybe try to change or create a new map scroll system, maybe its that easy, worth a try.
 
The most recent King Solomon save. I believe he was in the Bible. I am a Recovering Alcoholic who sometimes attends AA Meetings and believes that it is Important to be a Good Person and try to have Faith in a Higher Power and you will be ok. I continue to prefer Games with no Fires and no Revolting Cities and Have Fun and Relax with an Arizona Arnold Palmer Iced Tea and Lemonade Half and Half...
 

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The most recent King Solomon save. I believe he was in the Bible. I am a Recovering Alcoholic who sometimes attends AA Meetings and believes that it is Important to be a Good Person and try to have Faith in a Higher Power and you will be ok. I continue to prefer Games with no Fires and no Revolting Cities and Have Fun and Relax with an Arizona Arnold Palmer Iced Tea and Lemonade Half and Half...

Yep, better never start to drink. Good job. :thumbsup: I think its one of the primary cancer causes.
 
@Thunderbrd @Toffer90 Well is just a guess but i dont still believe that many of the MAF's come from "Out of memory" as the game mostly still has a lot of memory left when a MAF appears. If you press the left mouse button on the minimap and if you hold it down and move around the minimap fast then there is never a MAF. If you move around the map by normal scrolling MAFs can show up, so the MAF message shows up on a normal bug or overfloating, not only as a problem of no memory left, maybe it means by the former developers only memory cant be put into somewhere or the error message system lacks there a bit.

So i think its a problem with the graphics paging or map scrolling variables, maybe to have to much visible stuff on a map part, but that cant be most likely because no MAF's if you scroll via minimap, so someone should look into the graphics paging or looks more likely its just a scroll variable problem, maybe the map scroll stuff can get some larger variables or something can be changed there. Maybe that will MAF on turns also when the map jumps to a visible position while a turn is calculated. Or it looks like there is a unit that creates a temporary memory hole on the map. But maybe try to change or create a new map scroll system, maybe its that easy, worth a try.
The scrolling system we have is already one way that mafs were reduced. Believe it or not, a MAF only means you ran out of memory and the memory limit for this game is about 2.5 gig. This is RAM memory mind you. Also remember every detail during load is saved the whole game as is almost everything that happens. One too many units - maf. We can fix this the most with improved AI that doesn't overtrain units as it does now.
 
The scrolling system we have is already one way that mafs were reduced. Believe it or not, a MAF only means you ran out of memory and the memory limit for this game is about 2.5 gig. This is RAM memory mind you. Also remember every detail during load is saved the whole game as is almost everything that happens. One too many units - maf. We can fix this the most with improved AI that doesn't overtrain units as it does now.

I will check on my next long game. :thumbsup: But then back to more memory saving techniques, try to find some ways to save some stuff to the hard drive and then only load it where the map viewport is, stuff that is put into the RAM normally, try to put it to the HDD/SSD.
 
Some of the ideas you point to have been plucked from our very discussions or feels like it, but can't say so for sure because implementation is very different than envisioned.
 
I got the mod where it needs to go in my files C:\Users\username\Documents\My Games\beyond the sword\Saves\WorldBuilder, but when I load the mod C2C, then play the scenerio C2C-UEM-ByPit2015-V5.8 I get a bug message saying "Failed to Read World Builder File C:\Users\username\Documents\My Games\beyond the sword\Saves\WorldBuilder\C2C-uem-bypit2015-v5.8.civbeyondswordwbsave" Anyone else experience this problem, or at least know what I'm doing wrong here?
 
I got the mod where it needs to go in my files C:\Users\username\Documents\My Games\beyond the sword\Saves\WorldBuilder, but when I load the mod C2C, then play the scenerio C2C-UEM-ByPit2015-V5.8 I get a bug message saying "Failed to Read World Builder File C:\Users\username\Documents\My Games\beyond the sword\Saves\WorldBuilder\C2C-uem-bypit2015-v5.8.civbeyondswordwbsave" Anyone else experience this problem, or at least know what I'm doing wrong here?
What version of C2C do you play? The map in now optimized for current SVN, and I think older (say, base download) versions won't accept the map.
 
I got C2C Version 43.7 I thought SVN was only "optimal" rather than "required"?
Not anymore, at least in this case.
You still CAN play the non-SVN version, but it's really heavily outdated by now.
Heck, some time ago we've got actual Space Multi-Maps on SVN - still needs a lot of polishing, but it IS working already.
Okay, it's turned OFF for now, but it is there, so you CAN use it.
 
@Thunderbrd Can the MAF's in the lategame be fixed after years of development or will it stay this way forever? Any new solutions?

Maybe the DLLs also can be flagged someone tried that? May save at least a big bunch of memory.

Look into:


"Do you need to LAA patch DLLs? The answer is a qualified 'yes'. See the Wikipedia articles Dynamic-link library and Virtual Memory for the full background, but the relevant point is this:

"With the introduction of 32-bit libraries in Windows 95 every [DLL] process runs in its own address space." [This would be physical address space. As far as the application is concerned, the DLL is loaded into it's virtual address space.]

DLLs share the same file format as an EXE. As with EXEs, DLLs can contain code, data, and resources, in any combination, within their own address space. Conceptually in abstract they are the same type of file: separate but cooperating programs or applications ('apps'). The LAA flag is a 'Large Address AWARE' flag (my emphasis). It enables a DLL (which is loaded as needed by the calling program, and thus relatively unpredictable by the player) to load into physical memory locations greater than the 4 GB virtual space addressable by the 32-bit game. Without the flag, they will only be loaded into the same 4 GB space as the game. The more code you can get to utilize the higher memory above 4 GB, the more room for the code (and data) which can't (not LAA enabled). It's about memory management in loading code, which reduces the chances of exceeding available memory.

LAA flagging does not prevent a program from gobbling up all available memory until it crashes, nor is it a magic bullet that makes the code 'better'. There is no guarantee that a DLL will perform correctly when loaded to upper memory if it was not LAA flagged by the developer. But it should manifest problems quickly in that case if the registry test setting suggested above is used, and has proven to successfully improve the amount of available memory for some games (i.e. The Elder Scrolls: Oblivion)."
 
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