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Re: Random Crashes under Windows 10 [Re: Superku] #471581
03/10/18 13:01
03/10/18 13:01
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
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Iglarion  Offline
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Serbia
Ok I'll try now...


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: Random Crashes under Windows 10 [Re: Iglarion] #471586
03/10/18 16:28
03/10/18 16:28
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
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Iglarion  Offline
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Joined: Jul 2004
Posts: 785
Serbia
Finally i got crash. I had a problem when I got crash in fullscreen mode there was no way I could enter in vmmp. It looks like in window mode i need a much more time to reach crash, than in fullscreen mode. I compile game with nexus 400, my biggest level in game use 200 nexus. To get crash i pass trought my all levels 2-3 times.



IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: Random Crashes under Windows 10 [Re: Iglarion] #471589
03/10/18 17:18
03/10/18 17:18
Joined: Aug 2003
Posts: 118
Deutschland
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Ezzett Offline
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Ezzett  Offline
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Posts: 118
Deutschland
I never used VMMap, so it's possible that I say something wrong here. If so, just ignore my comment.

But it looks like your game uses about 1.5 GBytes of memory. In my experience this is too much for Acknex to handle. It should be much lower.

Re: Random Crashes under Windows 10 [Re: Ezzett] #471595
03/10/18 18:11
03/10/18 18:11
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Originally Posted By: Ezzett
I never used VMMap, so it's possible that I say something wrong here. If so, just ignore my comment.

But it looks like your game uses about 1.5 GBytes of memory. In my experience this is too much for Acknex to handle. It should be much lower.
From my knowledge this is true. Somewhere around ~1.6 GB the engine runs out of memory.

One thing you can try is look at the memory usage in the taskmanager and how it increases when playing the game. It might keep increasing at points like level loads but should settle at some point (for example if you've loaded every asset once). If it doesn't there might be some memory leak.

Note that I think the engine uses custom memory management with pools for better performance. This can mean that even if some of the memory isn't used anymore the application keeps holding onto it for upcoming allocations. So don't get confused if the memory usage doesn't decrease when you expect it.


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Re: Random Crashes under Windows 10 [Re: Kartoffel] #471601
03/10/18 19:35
03/10/18 19:35
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
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Iglarion  Offline
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Joined: Jul 2004
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Serbia
Yes, it looks like I'm walking along the border of crash. I really hope this is the reason for the crash. The good thing is i still not totaly finish with reducing the size of textures and models and there is a lot space for optimization.


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: Random Crashes under Windows 10 [Re: Superku] #471674
03/13/18 22:40
03/13/18 22:40
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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Posts: 9,859
Originally Posted By: Superku

This is not quite true, you can remove the entity immediately on creation (in its action or after ent_create). I do this all the time in my game based on level progress/ checkpoints.

If you don't use PROC_GLOBAL (at all in your code - which IMO you really shouldn't, it's buggy in my opinion and does nasty stuff as described indirectly by Firoball) removing an entity will stop its (while(1) loop) function.


There's a chance the limitation for ptr_remove was abandoned in later editions. I remember in the past it was necessary, but you'd notice immediately due to error message popup (always).

As for the while(1) thing I remember I in fact had severe problems of entity functions getting attached to other entities due to the "my" pointer. It was complex functionality reacting on events though, and not some "move, rotate and scale object around" thingy. Again, maybe things have improved by now, I think I had this in A5.
I'm pretty sure you can still produce skipping entity loops by calling ptr_remove in events (which you should never ever do. No, don't even think about this! grin )


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