v22 bugs and crashes

64 bit operating systems in general don't have that problem. They will always provide a full 4GB address space to 32 bit programs.

Which makes his apparent ceiling at 2.7 even weirder...
 
I am getting the following error

Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "autologEventManager", line 896, in onCityBuildingUnit
RuntimeError: unidentifiable C++ exception

In autologEventManager this is the highlighted line
Code:
	def onCityBuildingUnit(self, argsList):
		if (AutologOpt.isLogBuildStarted()):
			pCity = argsList[0]
			iUnitType = argsList[1]
			if pCity.getOwner() == CyGame().getActivePlayer():
				[B]zTurns = pCity.getUnitProductionTurnsLeft(iUnitType, 1)[/B]
				message = BugUtil.getText("TXT_KEY_AUTOLOG_CITY_PRODUCES_UNIT", (pCity.getName(),gc.getUnitInfo(iUnitType).getDescription(), zTurns))
				Logger.writeLog(message, vColor="Purple")

Pretty sure that's my fault, since it's right in the area I changed yesterday. I'll look into it today.
 
Got two errors: SVN 2408

1. GEM map, Capital i put the unit gatherers on auto-make, but it quits making them with 1-4 turns??

2. Minidump from CTD??

I am using the Nazi Civ so you might need to put that back in your alt timelines to get it to work correctly??

Minidump identified the problm right away - it's a bug in the changes I posted yesterday. I'll fix it later today. For now avoid auto-repeat builds as a workaround.
 
I will post game a bit later, just wanted to mention that this problem with MAFs happens for me almost always in late game. And 2.7 gig limit too.

I will check all my system options - pagefile size etc. to be sure i didn't have /3gb switch size set at 2.7 sometime earlier accidentally.
 
the archer bombard doesn't work any more. there isn't a botton to use it
Also the AI seems weirdly passive, haven't happen before. I'm at war with the Vikings who is my neighbour. he's military power is 2 times greater than mine but still he don't attack me
 
the archer bombard doesn't work any more. there isn't a bottom to use it
Also the AI seems weirdly passive, haven't happen before. I'm at war with the Vikings who is my neighbour. he's military power is 2 times greater than mine but still he don't attack me

On latest SVN or release v22? This is a known issue with v22 as released (especially if you use 'start as minors' as a game option) - I believe it is fixed in the SVN.
 
latest SVN. And I didn't starts as minor
should I upload a save?
 
2.7 gig memory usage by civ4 - then crash

savegame attached for Koshling, tho i don't think it's related to this particular game, as i have exactly same errors for last few months.

Updated video drivers today.
I dunno, what other possible options are there for memory usage by programs besides 3gb switch (which doesn't help me since i use vista 64)?
 
latest SVN. And I didn't starts as minor
should I upload a save?

Sure. Be sure to add a commentary on specifically which civ(s) are acting oddly and where (if it's a geographic effect at all)
 
2.7 gig memory usage by civ4 - then crash

savegame attached for Koshling, tho i don't think it's related to this particular game, as i have exactly same errors for last few months.

Updated video drivers today.
I dunno, what other possible options are there for memory usage by programs besides 3gb switch (which doesn't help me since i use vista 64)?

I'll see what I can find. Just one question - can you verify that the MAF reproduces for you if you just load the game and set it on autoplay (20 turns say), since that's the way I'll be testing for it, so it would be good know that it is sufficient to generate the issue for you too.

To do this, enable debug actions in the INI file ('CheatCode = chipotle'), load the game, then ctrl-shift-X.

Thanks
 
2.7 gig memory usage by civ4 - then crash

savegame attached for Koshling, tho i don't think it's related to this particular game, as i have exactly same errors for last few months.

Updated video drivers today.
I dunno, what other possible options are there for memory usage by programs besides 3gb switch (which doesn't help me since i use vista 64)?
I have a suspicion. The FPKs that C2C uses (including the base game ones) sum up to 1.232.875 KB. That is pretty close to the 1.3 GB that seem to be missing of the virtual address space in your case. So maybe Civ4 maps the FPK access into the upper part of its virtual address space.
Try setting DisablePAKMemoryMapping in the BeyondTheSword ini to 1 (it will likely be quite a performance hit though).

Another possible culprit would be if the graphics memory is mapped to the Civ4 address space. If it is, then likely setting MemSaver to 1 will help.
 
I'll see what I can find. Just one question - can you verify that the MAF reproduces for you if you just load the game and set it on autoplay (20 turns say), since that's the way I'll be testing for it, so it would be good know that it is sufficient to generate the issue for you too.

To do this, enable debug actions in the INI file ('CheatCode = chipotle'), load the game, then ctrl-shift-X.

Thanks

I ran autoplay for 10 turns (ctrl-shift-x), it crashed after 6 or 7, soon after i reached 2.7 gig limit. I didnt understand what to do with debug actions?
 
I ran autoplay for 10 turns (ctrl-shift-x), it crashed after 6 or 7, soon after i reached 2.7 gig limit. I didnt understand what to do with debug actions?

No, that's fine. Just need chipotle set to enable ctrl-shift-x I think, which is all I meant. I'll see if I can reproduce it also when I finish what I'm currently testing. Did you try the things AIAndy suggested above also?
 
No, that's fine. Just need chipotle set to enable ctrl-shift-x I think, which is all I meant. I'll see if I can reproduce it also when I finish what I'm currently testing. Did you try the things AIAndy suggested above also?

I tried to do /3gb switch, yes, just in case, because from it's description it seems it only works for 32 bit systems, no difference.

Tomorrow i will try install windows 7 64 bit, install civ under windows 7 and see if it helps to upper memory limit before civ crashed to 4 gig (that would be sufficient - i can live with restarting game every 15-20 turns, i am used to 15-20 mins per turn on RoM/AND, but restarting every 2-3 turns is a bit much ... ).
 
I tried to do /3gb switch, yes, just in case, because from it's description it seems it only works for 32 bit systems, no difference.

Tomorrow i will try install windows 7 64 bit, install civ under windows 7 and see if it helps to upper memory limit before civ crashed to 4 gig (that would be sufficient - i can live with restarting game every 15-20 turns, i am used to 15-20 mins per turn on RoM/AND, but restarting every 2-3 turns is a bit much ... ).
Before you go through all that effort, try this:
I have a suspicion. The FPKs that C2C uses (including the base game ones) sum up to 1.232.875 KB. That is pretty close to the 1.3 GB that seem to be missing of the virtual address space in your case. So maybe Civ4 maps the FPK access into the upper part of its virtual address space.
Try setting DisablePAKMemoryMapping in the BeyondTheSword ini to 1 (it will likely be quite a performance hit though).

Another possible culprit would be if the graphics memory is mapped to the Civ4 address space. If it is, then likely setting MemSaver to 1 will help.
 
Sure. Be sure to add a commentary on specifically which civ(s) are acting oddly and where (if it's a geographic effect at all)

it helped then i saved and loaded. The civs now behave normally
 
Before you go through all that effort, try this:

Thanks m8, tried setting both options - same result as before ...
 
Thanks m8, tried setting both options - same result as before ...

I can reproduce it, so I'm looking for the memory leak. Might take a while as they are not the easiest things in the world to hunt for...
 
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