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runtime error (Microsoft C++) - exit to desktop

me_myrmidon

Chieftain
Joined
Sep 4, 2008
Messages
39
First off, I must say I really like this mod and hope to play a stable post 7.20 version soon.

On my system, these newest versions of WildMana (post 7.20) have been unstable (memory allocation failures, crashes to desktop after a few dozen turns on large maps etc.).


Here is the latest reproducible example in patch 7.55:

start huge size map of highlands, scattered thin peaks, 8 players

After showing the intro movie (or sometimes before), I get:



Runtime error!

.../civbeyondsword.exe

Microsoft Visual C++ Runtime Library

The application has requested the Runtime to terminate it in an ususual way.



If I start on a "smaller huge map" such as Arboria which has water then the game will start. However if I pop in and out of worldbuilder a few times I will then get a Memory Allocation Failure.

Note that I have Windows XP, sp2 with 4gb physical ram (3gb addressible). Just upgraded to 5850 sapphire toxic 2gb video card


I enabled debug logging and peeked at the created logs. For example we have:

resmgr.log
RESMGR: Texture Modules\NormalModules\Frozen\Frozen\Weak.dds failed to load


...these are the last lines in
CvXMLLoadUtilitySetMod_MLFEnumerateFiles.log

[3786.015] * Search subdirectory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\Ranged Warfare
[3786.015] === MLFEnumerateFiles begin in root directory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\Ranged

Warfare ===
[3786.015] * Search subdirectory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\Slavery
[3786.015] === MLFEnumerateFiles begin in root directory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\Slavery

===
[3786.015] * Search subdirectory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\SpellsPlus
[3786.015] === MLFEnumerateFiles begin in root directory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild

Mana\Assets\modules\NormalModules\SpellsPlus ===
[3786.015] * Search subdirectory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\SpellsPlus\Art
[3786.015] === MLFEnumerateFiles begin in root directory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild

Mana\Assets\modules\NormalModules\SpellsPlus\Art ===
[3786.015] * Search subdirectory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild Mana\Assets\modules\NormalModules\SpellsPlus\Art\Buttons
[3786.015] === MLFEnumerateFiles begin in root directory C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\FFH Wild

Mana\Assets\modules\NormalModules\SpellsPlus\Art\Buttons ===


audiolog (some selected lines):

[3733.890] AudioManager: Successfully initialized the audio manager.
[3747.437] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_HALFMORN of TagId 3

[3748.078] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_MAZATL of TagId 3

[3748.093] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_OPHELIA of TagId 3

[3748.093] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS2D_DIPLO_XIVEN of TagId 3


thanks for the look...
 
a) installed xp sp3

b) unloaded mod, ran default game, reloaded mod, ran default game to clear settings and cache

...on huge map creation, still same C++ runtime error.

...on large map creation, this works, but then jumping in/out of worldbuilder or regenerate map can result in memory alloc failure frequently.
 
Did you fiddle around with boot.ini settings for the RAM boost? If so try optimizing the /Userva=xxxx switch.
 
First off, I must say I really like this mod and hope to play a stable post 7.20 version soon.

On my system, these newest versions of WildMana (post 7.20) have been unstable (memory allocation failures, crashes to desktop after a few dozen turns on large maps etc.).


Here is the latest reproducible example in patch 7.55:

start huge size map of highlands, scattered thin peaks, 8 players

After showing the intro movie (or sometimes before), I get:



Runtime error!

.../civbeyondsword.exe

Microsoft Visual C++ Runtime Library

The application has requested the Runtime to terminate it in an ususual way.

Same error here, but in standard map, 8 players.If it helps it was after i bought a world map from a civ in the other continent...
 
I am working on dealing with these MAFs. Not easy though since I do not get any MAFs. Optimizing the Art files (they need by far the most RAM) hopefully will help with this.
 
to Honor regarding " Did you fiddle around with boot.ini settings for the RAM boost? If so try optimizing the /Userva=xxxx switch. ":

...Thanks, I had also googled and tried out several of the windows boot memory settings to pull ram from kernel and give to user (programs) but still the same result.


To Sephi regarding: "I am working on dealing with these MAFs. Not easy though since I do not get any MAFs. Optimizing the Art files (they need by far the most RAM) hopefully will help with this."

...Or as an associated approach: how about a "memory optimized" Wildmana version in which much of the big memory items are removed/replaced? In any case I will stop bumping the thread since a modder has responded.

Thanks very much for looking into this since I'm kind of on hold on playing this version of the mod mod.
 
@sephi
i don't get mafs, but i noticed:
if you don't explore the map to a great extend and then trade map vision with an ai that has explored most of the map it really takes a while for this transaction to complete. maybe people having crashes because of this too?
 
@sephi
i don't get mafs, but i noticed:
if you don't explore the map to a great extend and then trade map vision with an ai that has explored most of the map it really takes a while for this transaction to complete. maybe people having crashes because of this too?

tesb,

i have never crashed with a map trade (a long one like you have described) though there were times i thought there was a lockup, because it took so long.

i have had no MAFs since version 8.0 including reloads ingame, which almost always gave me an MAF before.

I think me_myridion crashes are from another cause, not the current version
 
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