Mac memory management: what are the memory hogs?

Robuzon

Chieftain
Joined
Dec 14, 2011
Messages
14
I was just wondering if there was a clear hierarchy of memory usage for BTS/HR so that I could be more efficient in streamlining my usage. I play on a Mac Powerbook with more than the max 2 Gigs available for allocation and suffer from the game crashes when the game gets towards the later stages with much of the map revealed and a lot of units moving around.

My issue is that one of my favorite features of HR are the two new map sizes, I've always felt slightly crammed in Civ4 when playing with 7-8 opponents as I usually do. What would anyone suggest cutting out before reducing the map size? How much memory does reducing the game by one AI civ save?

I really want to figure this out because some of the maps that the World script has generated on the Massive size have been beyond gorgeous and have included really significant geographical barriers such as deserts and glacial mountain ranges that are a dozen or more tiles across, presenting a significant challenge even into the Modern era. The problem is that on these maps I rarely can play beyond the late Industrial era before crashes begin to occur every other turn.
 
I've been wondering about this as well, as I'm one of the people who enjoy playing the largest possible maps sizes, with the largest number of civilizations. It would also be nice to see a list of what graphical enhancements require high amounts of memory, so I know what to turn off.

I was thinking that it would be nice to have an option to switch all of the 3d leader portraits to 2d non moving ones, which might save some memory.
 
Leader graphics are actually loaded on demand for the most part, so while they can trigger a MAF (Memory Allocation Failure) when a leader contacts you, it's because too much memory is used elsewhere already.

The first thing I would recommend you both try is unpacking the unit and building art. In the Assets folder of the mod you'll see the files HR_Units.fpk and HR_Structures.fpk. These can be unpacked into all their separate files and folders with Macapaka (Mac) or Pakbuild (Windows).

I'm typing this on my phone in a tent so I can't give any detailed instructions on how to do this but you should be able to find the links and steps you need by searching this forum or the Civ4 Mac forum. Once unpacked the resulting Effects, Units, Structures and Shared folders should be placed in HR's Art folder.

Note that this will significantly increase the loading time of the mod but, as things are being loaded in many little chunks rather than 2 huge chunks, this will give BTS a lot more room to shift things around in memory. I've found that this can noticeably reduce the occurrence of MAFs, though it won't eliminate them completely.
 
Thanks Xyth! I had seen that option in the Troubleshooting thread, I was just trying to avoid that increased loading time. I'm in the process of unpacking the files now, hopefully this will let me fulfill my desire for vast worlds with awesome aesthetics.

Also: Playing as the Iroquois is unbelievably fun; their UU, UB, and UW are all great. I actually haven't been able to bring myself to play as any other civ over the past dozen games because I'm addicted to swooping down on my enemies with armies of Mohawks and Cuirassiers.
 
You weren't kidding about loading times,. It was stuck loading for roughly 7 minutes when I opened the game.

For those who didn't know where to extract to and whatnot:
1) open file you wish to extract with Macpaka/Windows version
2) set the destination of extraction to the assets directory in the history rewritten mod directory.
3) Press the extract button, wait for it to finish extracting
4) move the .fpk files you extracted to a backup folder for later use/storage/etc

The extracted files should be place in the art directory, if you wish to look at them.
And thank you for this suggestion Xyth, it seems to be helping. (or I could be imagining things, due to the placebo effect)
 
I'm still suffering crashes at about the same tech and militarization level. I don't think they're MAF as I don't receive the in-game message and I get this error report:

Spoiler :
Process: Civilization IV Beyond the Sword [1366]
Path: /Game Junk/Civilization IV/Beyond the Sword/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier: com.aspyr.civ4bts
Version: 3.19 (92131)
Code Type: X86 (Native)
Parent Process: launchd [96]

Date/Time: 2011-12-31 15:23:13.741 -0500
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6

Interval Since Last Report: 295830 sec
Crashes Since Last Report: 17
Per-App Interval Since Last Report: 140968 sec
Per-App Crashes Since Last Report: 15
Anonymous UUID: C602D3E7-48AE-45F5-A16D-89DE2DE34086

Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0xffff0bb7 __memcpy + 1047
1 libSystem.B.dylib 0x904628af fread + 132
2 com.aspyr.civ4bts 0x0008e689 mmioRead + 47
3 com.aspyr.civ4bts 0x0000441b CWaveFile::LoadFile(char*) + 669
4 com.aspyr.civ4bts 0x0000660f Miles::SampleOpenAL::AttachFile(char const*, _STREAM*, _SAMPLE*) + 93
5 com.aspyr.civ4bts 0x00003883 AIL_open_stream + 353
6 com.aspyr.civ4bts 0x0062ebaf FAudioSystemMiles::InitSoundHandle(FAudioSystem::ESoundType, void*, unsigned long, bool) + 523
7 com.aspyr.civ4bts 0x00623818 FAudioManager::Load2DStream(FSharedSoundData*, FStringA*, int) + 202
8 com.aspyr.civ4bts 0x006324a8 FSharedSoundData::Load(int, ESoundLoadType, int, FStringA*, bool, bool) + 1154
9 com.aspyr.civ4bts 0x006251fe FAudioManager::AcquireLoadedBuffer(int, int&, bool, bool) + 220
10 com.aspyr.civ4bts 0x00634112 FSound::DoLoad(FStringA*) + 418
11 com.aspyr.civ4bts 0x00633d6c FSound::Load(FStringA*) + 64
12 com.aspyr.civ4bts 0x0062596e FAudioManager::DoSound(int, bool, float, float, int, int, bool, bool, bool, bool) + 878
13 com.aspyr.civ4bts 0x006389e6 FSoundScape::Init(int, float) + 180
14 com.aspyr.civ4bts 0x006223f6 FAudioManager::DoSoundscape(int, float, float) + 94
15 com.aspyr.civ4bts 0x00a961a0 CvAudioGame::DoSoundscape(int, float, float) + 120
16 com.aspyr.civ4bts 0x00a967f3 CvAudioGame::UpdateWorldSoundscapeDistanceVolume(NiPoint3) + 1559
17 com.aspyr.civ4bts 0x00a96bbd CvAudioGame::UpdateWorldSoundscape() + 217
18 com.aspyr.civ4bts 0x00a96e6b CvAudioGame::Update(bool) + 81
19 com.aspyr.civ4bts 0x00a91ea5 CvApp::OnIdle() + 1227
20 com.aspyr.civ4bts 0x0066ea41 FWinApp::Run() + 31
21 com.aspyr.civ4bts 0x00b1ee52 WinMain + 50
22 com.aspyr.civ4bts 0x000a7f99 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
23 com.apple.HIToolbox 0x90bd9c2f DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1567
24 com.apple.HIToolbox 0x90bd8ef6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
25 com.apple.HIToolbox 0x90bd8d55 SendEventToEventTargetWithOptions + 58
26 com.apple.HIToolbox 0x90c0da24 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3006
27 com.apple.HIToolbox 0x90bda080 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2672
28 com.apple.HIToolbox 0x90bd8ef6 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 411
29 com.apple.HIToolbox 0x90bfb7f3 SendEventToEventTarget + 52
30 com.apple.HIToolbox 0x90d84c17 ToolboxEventDispatcher + 86
31 com.apple.HIToolbox 0x90d84d4f RunApplicationEventLoop + 243
32 com.aspyr.civ4bts 0x000a8052 InstallEventsAndRunGameLoop() + 166
33 com.aspyr.civ4bts 0x000a83ea main + 356
34 com.aspyr.civ4bts 0x00002642 _start + 216
35 com.aspyr.civ4bts 0x00002569 start + 41

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x90454382 kevent + 10
1 libSystem.B.dylib 0x90454a9c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x90453f59 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x90453cfe _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x90453781 _pthread_wqthread + 390
5 libSystem.B.dylib 0x904535c6 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x9042db5a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9045b6e1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9048a5a8 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x9711db90 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x9711d8ce TSWaitOnSemaphoreCommon + 511
5 ...ickTimeComponents.component 0x98c7ed25 ReadSchedulerThreadEntryPoint + 4698
6 libSystem.B.dylib 0x9045b259 _pthread_start + 345
7 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x9045baa2 __semwait_signal + 10
1 libSystem.B.dylib 0x9045b75e _pthread_cond_wait + 1191
2 libSystem.B.dylib 0x9045d3f8 pthread_cond_wait$UNIX2003 + 73
3 GLEngine 0x336eb382 gleCmdProcessorPTHREAD + 186
4 libSystem.B.dylib 0x9045b259 _pthread_start + 345
5 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x9042db5a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9045b6e1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9048a5a8 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x93a3c3ab CAGuard::WaitFor(unsigned long long) + 219
4 com.apple.audio.CoreAudio 0x93a3f3dd CAGuard::WaitUntil(unsigned long long) + 289
5 com.apple.audio.CoreAudio 0x93a3ccda HP_IOThread::WorkLoop() + 1892
6 com.apple.audio.CoreAudio 0x93a3c571 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x93a3c488 CAPThread::Entry(CAPThread*) + 140
8 libSystem.B.dylib 0x9045b259 _pthread_start + 345
9 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x9042db36 semaphore_wait_trap + 10
1 ...ickTimeComponents.component 0x99347a92 QTThreadWaitSignal + 107
2 ...ickTimeComponents.component 0x98d08dbf audioprepThreadEntry + 68
3 ...ickTimeComponents.component 0x99347a0c start_thread + 54
4 libSystem.B.dylib 0x9045b259 _pthread_start + 345
5 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 6:
0 libSystem.B.dylib 0x9042dc0e mach_wait_until + 10
1 libSystem.B.dylib 0x904b5429 nanosleep + 345
2 libSystem.B.dylib 0x904b52ca usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9045b259 _pthread_start + 345
5 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 7:
0 libSystem.B.dylib 0x9042db5a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9045b6e1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9048a5a8 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x9711db90 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x9711d8ce TSWaitOnSemaphoreCommon + 511
5 ...ple.CoreServices.CarbonCore 0x971785aa AIOFileThread(void*) + 1127
6 libSystem.B.dylib 0x9045b259 _pthread_start + 345
7 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 8:
0 libSystem.B.dylib 0x9042db5a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x9045b6e1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x9048a5a8 pthread_cond_timedwait_relative_np + 47
3 ...ple.CoreServices.CarbonCore 0x9711db90 TSWaitOnConditionTimedRelative + 242
4 ...ple.CoreServices.CarbonCore 0x9711d8ce TSWaitOnSemaphoreCommon + 511
5 ...ple.CoreServices.CarbonCore 0x97141b8b TimerThread + 97
6 libSystem.B.dylib 0x9045b259 _pthread_start + 345
7 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 9:
0 libSystem.B.dylib 0x9042dc0e mach_wait_until + 10
1 libSystem.B.dylib 0x904b5429 nanosleep + 345
2 libSystem.B.dylib 0x904b52ca usleep + 61
3 com.aspyr.civ4bts 0x0000b461 sCQuickTimeThread(void*) + 73
4 libSystem.B.dylib 0x9045b259 _pthread_start + 345
5 libSystem.B.dylib 0x9045b0de thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0xffff0b75 ebx: 0x90462839 ecx: 0x00000038 edx: 0xfffff040
edi: 0x00000fc0 esi: 0xbb3abbc8 ebp: 0xbfffe3d8 esp: 0xbfffe3d0
ss: 0x0000001f efl: 0x00010212 eip: 0xffff0bb7 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000000

Binary Images:
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...and have no idea what it means. Any ideas?
 
The spoiler text isn't displaying on my phone. I'll be home in a day or two and I'll see if I can figure out what's happening there. Sorry about the wait.
 
Here's an error I got as well under this setup, not sure what it is, or if it's important.

In the attached file.
 

Attachments

Sorry for the wait guys, I am now back home.

I'm still suffering crashes at about the same tech and militarization level. I don't think they're MAF as I don't receive the in-game message and I get this error report:

...and have no idea what it means. Any ideas?

That is one of the infamous audio-related crashes that happens under unmodded BTS as well. I've reported it to Aspyr several times and they have refused to fix it. I'm no expert but there seems to be a memory leak in BTS' audio system that can lead to crashes over time. Unfortunately It's probably exacerbated by playing on the very large maps, there being less memory available overall. It affects different systems in differing amounts - on some models of iMac it renders the game near unplayable. The only solution I've found so far is to completely disable audio in the .ini file.

However if you get that crash with a certain leader in play and not at other times then that could potentially be something wrong at my end. See if you can spot any such pattern.

Here's an error I got as well under this setup, not sure what it is, or if it's important.

In the attached file.

I've had that crash before and it looks like you have the same system as me. I have no idea what causes it or what it's related to, though I've had with other mods too. Fortunately it's relatively uncommon, in my experience at least.

Also, according to that crash report you are still using BTS 3.17. Though I don't know exactly what was added in 3.19 I'd recommend upgrading regardless. I'm pretty sure Aspyr did add a few important Mac fixes in it.
 
No worries on the wait, its admirable you were still contributing while in the wilderness. I have seen the notes about the audio-related crash but had no idea this was my problem. I guess there's no specific aspect of the audio that can be modified to fix it? Everything just has to be turned off?

On a weird side note: I think that I avoided this problem for the first year I was playing Civ 4 by using a torrented copy. I've since purchased the Complete Edition and this is when crashes of this sort began to occur.
 
No worries on the wait, its admirable you were still contributing while in the wilderness. I have seen the notes about the audio-related crash but had no idea this was my problem. I guess there's no specific aspect of the audio that can be modified to fix it? Everything just has to be turned off?

I usually play with the music switched off and that alone doesn't prevent them. It's been a long time since I experimented with solutions for this crash but I seem to recall that was the only effective way we found. Worth experimenting though, every system is different.

On a weird side note: I think that I avoided this problem for the first year I was playing Civ 4 by using a torrented copy. I've since purchased the Complete Edition and this is when crashes of this sort began to occur.

I can't imagine that would make any difference. I expect it's just that these crashes are made more common when playing large maps in a mod like HR, as there's simply less memory 'available to be leaked'.
 
Thanks for the audio suggestion on this count, I tried it for my most recent game and everything seemed to be going well... in fact the game ran faster. However I have encountered this error, attached below.

It occurred again when I re-loaded the most recent auto-save and played up to the same point. I've unpacked the art files and am playing with the sound switched off in the .ini file. Any ideas anyone?
 
Thanks for the audio suggestion on this count, I tried it for my most recent game and everything seemed to be going well... in fact the game ran faster. However I have encountered this error, attached below.

It occurred again when I re-loaded the most recent auto-save and played up to the same point. I've unpacked the art files and am playing with the sound switched off in the .ini file. Any ideas anyone?

The attachment seems to be missing.
 
The first thing I would recommend you both try is unpacking the unit and building art. In the Assets folder of the mod you'll see the files HR_Units.fpk and HR_Structures.fpk. These can be unpacked into all their separate files and folders with Macapaka (Mac) or Pakbuild (Windows).

Unpacking definitely helps, thanks for the tip.
 
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