Author Topic: Crash-Reports from DebugDLL: Who gets them?  (Read 995 times)

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Online ShotgunSpiff

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Re: Crash-Reports from DebugDLL: Who gets them?
« Reply #30 on: December 25, 2011, 06:42:10 PM »
I've had 19 crash dumps made since 0.5.4 install: 4 are blank with the rest ALL being memory allocation crashes.  The highest being "Allocated memory: 502340142."

Doing a bit of conversion that equals roughly 480MB (assuming the original number in Bytes).  So that means the game was trying to use 2.48GB of memory, but crashed due to the 32bit 2GB limit, going 480MB over the limit, correct?

It seems to me this will only get worse as more assets are added, thus more memory usage, and more frequent memory crashes.  It may be necessary for the Devs to tell the community to upgrade to 64 bit OS with a front page article (haven't you done this before?).  After all, if I was running 64bit, I would have only crashed 4 times since install, with the blank dumps being stuff like engine crashes and driver issues (the Devs can't fix those).

So to summarize: Want to cut your game crashes by half or more?  Upgrade to 64bit OS.


And before anyone asks, in order to better use Win7 64 I would need new memory, mainboard, CPU and hard drive (for install).  I'm still jobless and don't want my family spending that kind of money on me alone for the holidays (parts needed for a good i5 system would subtotal around $600 USD.)

Offline Bruno_007

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Re: Crash-Reports from DebugDLL: Who gets them?
« Reply #31 on: December 25, 2011, 11:30:55 PM »
I'm on the same boat as you. I'm using Windows XP x86 more like because I'm lazy to migrate all my stuff to Windows 7. But I've only had 5 crashes in 3 days, not that bad. But it'll probably crash even move often at every update done because of extra stuff that might load. :P
 
Quote
Want to cut your game crashes by half or more?  Upgrade to 64bit OS.
Or... If you're willing to sacrifice visual fidelity, lower the graphics to Low. You'll still crash, but less times because you're using less memory from the start. And you'll get higher FPS, it has that bright side if you value more the gameplay.

The thing about the allocated memory, I'm not sure if it means that. My game doesn't even reaches close to 2GB before throwing a memory allocation failed message. The funny thing is when that happens I can click the game window and I can heard everything the teams are saying in the server, and write as well, but my mech starts moving through buildings and terrain and I can't move on my own. After that the memory of the game continues rising slowly until around 1500MB, when it crashes for good. :P
« Last Edit: December 25, 2011, 11:41:48 PM by Bruno_007 »