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Red Sea map crash.


gameboy
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The red sea map in the virtual replay, when the virtual replay for more than and 20 minutes after the crash caused by a replay of the virtual play.

Details: unhandled exception (Breakpoint)
Location: unknown:0 (?)
Call stack:
(error while dumping stack: No stack frames found)
errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set)

 

commands.txt

Edited by gameboy
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Could replay that file without crash. Presumably it's out-of-memory. The pyrogenesis.exe file provided by Wildfire Games is 32bit, so less than 2GB can be allocated. Perhaps you can play longer with less population, less AIs / (lobby?) multiplayer, a smaller mapsize or less graphic effects.

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I use the compiler is VS2013, but I compiled binaries is 32 bit, how can I compile a 64 - bit binary files?

 

 

Yes, the development team should release can compile a 64 - bit binary code.

Edited by gameboy
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I tried to use the VS2013 to carry out a new 64bit binary compiler, but there is an error:

 

Error 61 LNK1112: error module computer type "X86" and target computer type "x64" conflict D:\trunk\build\workspaces\vc2013\mozjs31-ps-release.lib (mozjs31-ps-release.dll) pyrogenesis

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No that wouldn't change anything.

Read carefully. You have 8GB R.A.M. 0 A.D. is only able to use 1.5GB/8GB on windows. Ticket's patch allows you to use 4GB/8GB of R.A.M. Hardly ever will you need more than 4GB of R.A.M to play 0 A.D.

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I think our team (WFG) should release the pyrogenesis.exe 64bit and update the corresponding program code.

I agree with Elexis's idea:

(WFG should release 64bit binaries some time too since it crashes for basically all windows users playing with AI)

 

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