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#471581 - 03/10/18 14:01 Re: Random Crashes under Windows 10 [Re: Superku]
Iglarion Offline
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Registered: 07/09/04
Posts: 775
Loc: Serbia
Ok I'll try now...
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#471586 - 03/10/18 17:28 Re: Random Crashes under Windows 10 [Re: Iglarion]
Iglarion Offline
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Registered: 07/09/04
Posts: 775
Loc: 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.

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#471589 - 03/10/18 18:18 Re: Random Crashes under Windows 10 [Re: Iglarion]
Ezzett Offline
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Registered: 08/26/03
Posts: 100
Loc: 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.

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#471595 - 03/10/18 19:11 Re: Random Crashes under Windows 10 [Re: Ezzett]
Kartoffel Offline
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Registered: 06/11/09
Posts: 2210
Loc: Bavaria, Germany
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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#471601 - 03/10/18 20:35 Re: Random Crashes under Windows 10 [Re: Kartoffel]
Iglarion Offline
User

Registered: 07/09/04
Posts: 775
Loc: 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.
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#471674 - 03/13/18 23:40 Re: Random Crashes under Windows 10 [Re: Superku]
Firoball Online
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Registered: 09/10/03
Posts: 9816
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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