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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. A23B portable version http://www.mediafire.com/file/m4qts5h9a7xak3i/0ADPortable_Alpha_23b.paf.exe/file
  2. Updated the package it's under validation now. You can force testing it by running --version=0.0.23.1
  3. Maybe it only occurs in late game ? Since the beginning is not that intensive. Diagnosing memory is a bit tough though it's easier on Linux when using Valgrind. The thing Valgrind does is trying to find leaks and issues with memory. But it slows drastically the game. That's something Im willing to learn but I haven't had the time yet also the debug build on Windows is broken because of Fcollada. I need the help of @vladislavbelov to figure out why it compile on vs2015 but makes and unusable dll. And why it crashes on vs2013 but only on the release build and on models exported by blender and containing animations. And why it does so too When packaging on Windows. According to leper an assert somewhere could be removed but that would only not make it crash and not fix the bug. You might want to try since it's very likely it will be in upcoming versions of the game. Just don't go too hard on the number of threads and avoid playing on your lap. Your hardware is supposed to be Designed for thermal protection so you should be fine.
  4. Didn't occur on the random map I just tried but it occured on Corinthian Ismuth (4) 4AI very hard. Full Callstack 00000000() Inconnu Code non-utilisateur [Les frames ci-dessous sont peut-être incorrects et/ou manquants] Inconnu Aucun symbole n'a été chargé. > pyrogenesis.exe!InitDbghelp() Ligne 80 C++ Les symboles ont été chargés. pyrogenesis.exe!ModuleInit(volatile int * initState, __int64(*)() init=0x013badc0) Ligne 47 C++ Les symboles ont été chargés. [Cadre en ligne] pyrogenesis.exe!sym_init() Ligne 110 C++ Les symboles ont été chargés. pyrogenesis.exe!wdbg_sym_WalkStack(__int64(*)(const _tagSTACKFRAME64 *, unsigned int) cb=0x013bb470, unsigned int cbData=0, _CONTEXT & context={...}, const wchar_t * lastFuncToSkip=0x479b4018) Ligne 317 C++ Les symboles ont été chargés. pyrogenesis.exe!debug_DumpStack(wchar_t * buf=0x009000de, unsigned int maxChars=262033, void * pcontext=0x00d3e700, const wchar_t * lastFuncToSkip=0x479b4018) Ligne 1742 C++ Les symboles ont été chargés. pyrogenesis.exe!debug_BuildErrorMessage(const wchar_t * description=0x00d3ef18, const wchar_t * filename=0x0147e9d0, int line=139, const char * func=0x0147e948, void * context=0x00d3e700, const wchar_t * lastFuncToSkip=0x479b4018, ErrorMessageMem * emm=0x00d3e5f8) Ligne 304 C++ Les symboles ont été chargés. pyrogenesis.exe!debug_DisplayError(const wchar_t * description=0x00d3ef18, unsigned int flags=4, void * context=0x00d3e700, const wchar_t * lastFuncToSkip=0x479b4018, const wchar_t * pathname=0x0147e978, int line=139, const char * func=0x0147e948, volatile int * suppress=0x014f2bbc) Ligne 471 C++ Les symboles ont été chargés. pyrogenesis.exe!debug_OnAssertionFailure(const wchar_t * expr=0x0147e9e0, volatile int * suppress=0x014f2bbc, const wchar_t * file=0x0147e978, int line=139, const char * func=0x0147e948) Ligne 563 C++ Les symboles ont été chargés. pyrogenesis.exe!Allocators::DynamicArena::AllocateNewChunk() Ligne 139 C++ Les symboles ont été chargés. [Cadre en ligne] pyrogenesis.exe!Allocators::DynamicArena::{ctor}(unsigned int) Ligne 120 C++ Les symboles ont été chargés. pyrogenesis.exe!CPatchRData::RenderBases(const std::vector<CPatchRData *,std::allocator<CPatchRData *> > & patches={...}, const CShaderDefines & context={...}, ShadowMap * shadow=0x0a3f7ad0, bool isDummyShader=false, const std::shared_ptr<CShaderProgram> & dummy={...}) Ligne 732 C++ Les symboles ont été chargés. pyrogenesis.exe!TerrainRenderer::RenderTerrainShader(const CShaderDefines & context={...}, int cullGroup, ShadowMap * shadow=0x0a3f7ad0) Ligne 503 C++ Les symboles ont été chargés. pyrogenesis.exe!CRenderer::RenderPatches(const CShaderDefines & context={...}, int cullGroup) Ligne 951 C++ Les symboles ont été chargés. pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Ligne 1542 C++ Les symboles ont été chargés. pyrogenesis.exe!CRenderer::RenderScene(Scene & scene={...}) Ligne 1897 C++ Les symboles ont été chargés. pyrogenesis.exe!CGameView::Render() Ligne 489 C++ Les symboles ont été chargés. pyrogenesis.exe!Render() Ligne 223 C++ Les symboles ont été chargés. pyrogenesis.exe!Frame() Ligne 416 C++ Les symboles ont été chargés. pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x010f0008) Ligne 634 C++ Les symboles ont été chargés. pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x010f0008) Ligne 680 C++ Les symboles ont été chargés. pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x010f0008) Ligne 126 C Les symboles ont été chargés. pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x01002770, unsigned short * wenvp=0x010073a0) Ligne 151 C Les symboles ont été chargés. [Cadre en ligne] pyrogenesis.exe!invoke_main() Ligne 79 C++ Code non-utilisateur. Les symboles ont été chargés. pyrogenesis.exe!__scrt_common_main_seh() Ligne 253 C++ Code non-utilisateur. Les symboles ont été chargés. pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 364 C++ Les symboles ont été chargés. kernel32.dll!77698484() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. ntdll.dll!779e3ab8() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. ntdll.dll!779e3a88() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. Final line of the crash static Status InitDbghelp() { hProcess = GetCurrentProcess(); dbghelp_ImportFunctions(); // set options // notes: // - can be done before SymInitialize; we do so in case // any of the options affect it. // - do not set directly - that would zero any existing flags. DWORD opts = pSymGetOptions(); //opts |= SYMOPT_DEBUG; // lots of debug spew in output window opts |= SYMOPT_DEFERRED_LOADS; // the "fastest, most efficient way" opts |= SYMOPT_LOAD_LINES; -> opts |= SYMOPT_UNDNAME; pSymSetOptions(opts); The game reach Gigs fast and then crash. (14 error messages) ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory ERROR: JavaScript error: uncaught exception: out of memory 12 Threads
  5. Call stack is not really helpful sadly msvcr100.dll!__VEC_memcpy() Inconnu ucrtbase.dll!try_get_function() Inconnu ucrtbase.dll!try_get_function() Inconnu > kernel32.dll!75ec8484() Inconnu
  6. Okay so I guess it's just a coincidence.
  7. Windows isn't per se but the application we build is 32 bits. If you don't pass --large-address-aware in the update workspaces it can only use up to 2GB. The map changes the consumption greatly. The crash might only occur on Windows because we rely on undefined behavior somewhere that works on Unix distribution. You're welcome for the packaging. Best way to get generic feedback is too make it easier for people to test.
  8. Do you get the out of memory error when pitting 4 AIs against each other @Kuba386 ? Might be a windows only bug.
  9. Yeah I can finally commit stuff again !! Finally those five months of release stress are over. After I make the portable version of 0 A.D. and the chocolatey package.
  10. Yes that's AIs. However the fact that the game crashes with out of memory makes me think @Kuba386's patch triggers something faster. I compiled the exe with the large address aware patch and it crashed at around 3.5 GB of RAM usage. 4 AIs hardest difficulty. No lag whatsoever though.
  11. You can try one per core. Intel I3 usually have 2 to 4 Intel I5 4 Intel I7 8 to 12 Intel I9 can go up to 32 I think At least two to see a difference
  12. Try the other zip EDIT: Made the link not bug.
  13. Okay, so first I must say how astounding the performance is with that patch (I'm using 12 threads on an hexacore CPU I7-8750H) I can play a game at 20x with 4AIs at around 10-20 fps in mid game. (It went so well that I ran out of memory maybe the Leak @elexis is tracking down) I think you forgot to edit the default.cfg to set the default number of threads (By default no number is set) Every time I open the option menu I get a warning, likely related to 1. Here is the log. WARNING: JavaScript warning: gui/options/options.js line 228 reference to undefined property option.tooltip WARNING: JavaScript warning: gui/options/options.js line 263 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined) WARNING: JavaScript warning: gui/options/options.js line 228 reference to undefined property option.tooltip WARNING: JavaScript warning: gui/options/options.js line 263 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined) WARNING: JavaScript warning: gui/options/options.js line 263 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined) @Servo Here is a Mac version of the game with the patch: system.zip To install: Download the file Extract it (clicking on it should do the trick) Open Finder Go the Application folder Right click on 0 A.D. Click on show contents Open Contents Copy LibAtlasUI.dylib in Frameworks Copy LibAtlasUI.dylib in Frameworks Copy Pyrogenesis in MacOs Install pathfinder_mod.zip Launch the game Enable and Start the mod In the game options set the number of threads you want For those on windows that don't want to compile here is the modified version on Windows (Sorry linux guys but you can compile yourselves ) Here is the windows version patched exectuables: system.zip Go in your 0AD installation folder Go to binaries go to system Overwrite the files Install pathfinder_mod.zip Launch the game Enable and Start the mod In the game options set the number of threads you want
  14. Hey thanks for trying the game out and welcome to the forums glad to hear you like the game
  15. Hey Yves thanks for the insight, and if I might say, welcome back.
  16. Stan`

    Render Dump

    I've never been too good with animations
  17. Stan`

    Render Dump

    Thanks for sharing @Andrettin
  18. @Servo I could distribute a modified version of the game with that patch applied but you'd have to install it manually. would that be okay ? (Could make a new bundle but it takes around 6h so meh)
  19. Stan`

    Render Dump

    Yeah it's the lighting
  20. Stan`

    Render Dump

    Coming soon to Terra Magna.
  21. @Kuba386 I added you to the contributors list on Phabricator (code.wildfiregames.com) This way each time you submit a patch it will get autobuilt
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