Stan` Posted July 18, 2016 Report Share Posted July 18, 2016 (edited) Today, I ran into some trouble playing on a map I'm updating (#2881) which made it impossible for me to test it. My Ram would go from 1GB used to 1.5GB and then crash, no matter what, I asked @andy5995 to test it and that ran fine without errors on his linux laptop (Enjoy the choice) though it also peaked up at 1.5GB, So I googled a bit and found this tool https://www.techpowerup.com/forums/threads/large-address-aware.112556/ which basically allows 0ad to use more ram since I have a 64bit machine I applied it on pyrogenesis, and voilà, no more out of memories issues, and memory peaks at 1.6GB before going back to 1.0GB, so i guess it's stacking something every turn ? and that consumes too much memory. Maybe @Itms or @wraitii or @leper or @historic_bruno might know more about it. Good thing is that fixes my issue, don't know if that causes issues with multiplayer though, so as always, test it at your own risks. Maybe this is something we can put in our code.https://msdn.microsoft.com/en-us/library/aa366778.aspx EDIT 1: It seems to also fix the big screenshot issue on windows (#1619) EDIT 2: Memory goes up to 2GB Edited July 31, 2016 by stanislas69 3 Quote Link to comment Share on other sites More sharing options...
gameboy Posted July 19, 2016 Report Share Posted July 19, 2016 This is a very important issue that we need to pay attention to. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 31, 2016 Author Report Share Posted July 31, 2016 (edited) It's visibly a flag to set in the linker when compilling on vs2013. Maybe a simple patch http://stackoverflow.com/questions/3109543/what-to-do-to-make-application-large-address-aware Not sure about pointer stuff Edited July 31, 2016 by stanislas69 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted August 18, 2016 Report Share Posted August 18, 2016 @stanislas69 here is that VMMap output that Philip suggested. 1.2MB uncompressed. pyrogenesis_01.mmp.zip Quote Link to comment Share on other sites More sharing options...
andy5995 Posted August 20, 2016 Report Share Posted August 20, 2016 I played the modified Corinthian Isthmus (4) map on Windows a couple days ago. I didn't see any error messages in the console like the ones shown in the description of #1619. As far as using the term "crash", I think we need to be more specific. Stan, do you get a window with a white background that pops up first? Gives a generic message (apparently generated by a 0 A.D. error-trapping routine) about encountering an error, and the buttons "continue" and "break" at the bottom. After I hit continue, I get a Windows dialog about encountering a problem and needing to close 0 A.D. I'm no expert, but I'm not convinced this is related to #1619. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 20, 2016 Author Report Share Posted August 20, 2016 Yeah we get that white window because it can't allocate enough memory, so it crashes, same goes for big screenshot, it need more memory so it fails, except in this case, it's handled. Quote Link to comment Share on other sites More sharing options...
gameboy Posted August 21, 2016 Report Share Posted August 21, 2016 @andy5995 :So, we need to 64bit 0 A.D., this will not be a problem, a good news, my friend Stan is compiling 64bit 0 A.D., please wait patiently. Quote Link to comment Share on other sites More sharing options...
Itms Posted September 7, 2016 Report Share Posted September 7, 2016 The autobuilt version now uses the large address aware flag, while Windows users compiling themselves won't have the flag by default. Quote Link to comment Share on other sites More sharing options...
gameboy Posted September 7, 2016 Report Share Posted September 7, 2016 @Itms Hi, itms. I want to know how Windows users have the flag by default? Quote Link to comment Share on other sites More sharing options...
Itms Posted September 7, 2016 Report Share Posted September 7, 2016 Use update-workspaces.bat --large-address-aware, or use the autobuilt version. Quote Link to comment Share on other sites More sharing options...
gameboy Posted September 7, 2016 Report Share Posted September 7, 2016 Compile according to your method, Windows users compiling the game themselves will not have the 2GB limitation ? Quote Link to comment Share on other sites More sharing options...
FeXoR Posted September 7, 2016 Report Share Posted September 7, 2016 @gameboy Yes, that's what @Itms meant. I just want to make you aware of that @Itms is also woking on reducing the memory need of the player AI. That will at least soften this issue - and actually fixing the cause rather than the symptoms 2 Quote Link to comment Share on other sites More sharing options...
King_Solomon810 Posted January 26, 2017 Report Share Posted January 26, 2017 (edited) Any update on this bug? I have this problem when playing with a friend via Direct LAN today. This is such a great game, im very impressed! EDIT: By the way we are playing on windows 8.1 and windows 10. Edited January 26, 2017 by King_Solomon810 Quote Link to comment Share on other sites More sharing options...
niektb Posted January 26, 2017 Report Share Posted January 26, 2017 The fix for this particular bug is in Alpha 21 so likely you're experiencing a different bug Quote Link to comment Share on other sites More sharing options...
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