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...
64 bit operating systems in general don't have that problem. They will always provide a full 4GB address space to 32 bit programs.
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")
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??
Which makes his apparent ceiling at 2.7 even weirder...
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
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)?
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.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
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?
Before you go through all that effort, try this: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 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)
Before you go through all that effort, try this:
Thanks m8, tried setting both options - same result as before ...