AeronautEdward Posted February 11, 2017 Share Posted February 11, 2017 (edited) After 1-3 turns on ground combat assault of a downed carrier, the game locks up and gets, well, stuck on the AI turn, it will not respond but does not crash, simply locking up. I tried reloading multiple times to no avail, nothing out of ordinary on the screen. Happened twice when I was assaulting a crashed carrier with 6 wraiths and 14 Ceasans with a leader on the ship. Dropship used was the Valkyrie. I hacked the research.xml, and the 120-degree view mod. OS: Windows 10 To reproduce: -Use the provided GC save file. -Play for 1-3 turns untill game locks up. -Bug Get! researches.xml armours_gc.xml GC.sav Humor: (I just have to.) If i was a COD kid i would be saying: omg aliens using gamefreeze hack Goldhawk pls ban!!11!!1!1111 Edited February 12, 2017 by AeronautEdward Made steps to reproduce more clear. Quote Link to comment Share on other sites More sharing options...
AeronautEdward Posted February 12, 2017 Author Share Posted February 12, 2017 *bump* Quote Link to comment Share on other sites More sharing options...
Solver Posted February 15, 2017 Share Posted February 15, 2017 Haven't managed to reproduce a freeze on this save, although the turns are slow. Quote Link to comment Share on other sites More sharing options...
ckelloug Posted April 28, 2017 Share Posted April 28, 2017 I have run this save game under wine in X:CE 32.4HF. It has two problems. It allocates a whole bunch of texture maps and starts getting out of memory errors allocating textures. Before it can crash for that reason which it usually does in my games, it encounters a deadlock condition between the first thread started by the game and a thread started much much later. A race condition with occasional deadlock would explain the slow alien turn bug. Here's some of the errors coughed up by wine: err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:d3d:wined3d_debug_callback 0x1b1af8: "GL_OUT_OF_MEMORY error generated. Failed to allocate memory for texture.". err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) err:ntdll:RtlpWaitForCriticalSection section 0x44b36854 "?" wait timed out in thread 0045, blocked by 0000, retrying (60 sec) Quote Link to comment Share on other sites More sharing options...
ckelloug Posted May 8, 2017 Share Posted May 8, 2017 (edited) It appears that the X:CE executable is not being built with the large address aware flag and as a result, the program runs out of address space with the texture maps. I was able to download the following tool that hacks the binary to change that flag and all of my problems with running out of memory on wine went away. I think there may be a compiler option in the build but this tool fixed the problems for me. http://www.moddb.com/downloads/large-address-aware1 Edited May 8, 2017 by ckelloug typo Quote Link to comment Share on other sites More sharing options...
Charon Posted May 8, 2017 Share Posted May 8, 2017 Running out of map memory space fixing ? Thats exactly what i need. @Solver can you investigate this ? Quote Link to comment Share on other sites More sharing options...
Solver Posted May 8, 2017 Share Posted May 8, 2017 Yeah, there's a linker option to that effect. I cannot claim much familiarity with the MS tech stack though so am not sure how safe applying the flag is. For instance, how will that affect memory allocation when running on 64-bit Windows, that is, most computers? And can I be reasonably sure that the game engine doesn't do ugly hacks with pointers that would break? Quote Link to comment Share on other sites More sharing options...
Charon Posted May 8, 2017 Share Posted May 8, 2017 1 hour ago, Solver said: Yeah, there's a linker option to that effect. I cannot claim much familiarity with the MS tech stack though so am not sure how safe applying the flag is. For instance, how will that affect memory allocation when running on 64-bit Windows, that is, most computers? And can I be reasonably sure that the game engine doesn't do ugly hacks with pointers that would break? Compile a test exe and let me test it. I run win 7 64 bit, gtx 970, amd 4,4 ghz and can give all other data on request. Quote Link to comment Share on other sites More sharing options...
Solver Posted May 8, 2017 Share Posted May 8, 2017 It probably won't break anything immediately. What I am unsure about is the long-term stability. Quote Link to comment Share on other sites More sharing options...
Charon Posted May 8, 2017 Share Posted May 8, 2017 I cant follow you, tell me an example. Im more thinking about my current texture error. As i have a perfect map giving the game the limits it can run on i can immidiatelly tell you if that expands on something or not. Quote Link to comment Share on other sites More sharing options...
ckelloug Posted May 8, 2017 Share Posted May 8, 2017 I'm not an expert on the microsoft stack either but I've played through the game once using the hacking tool under wine on linux and had only a few hangs rather than every mission with larger than a scout UFO causing the out of memory problem. The Large address aware flag should be fine on 64 bit windows. What it does is tell the linker that it's okay for the 32 bit code to use memory addresses between 2gb and 4gb. From extensive googlation many many games from this era had the exact same problem. Quote Link to comment Share on other sites More sharing options...
Solver Posted May 8, 2017 Share Posted May 8, 2017 Thanks for the info. The game has to be compiled with VC++ 2008 and I see the linker option also exists back in that tool, so might be worth doing. I wouldn't be surprised if something in the engine breaks when using that much memory anyway, but it starts acting up anyway when pushed to its limits. Quote Link to comment Share on other sites More sharing options...
Charon Posted May 9, 2017 Share Posted May 9, 2017 I remember using that hack for the Total War Rome mod: Roma Surrectum 2 and it was basically a requirement to run the game with all their hd textures. Didnt cause more instability than the game already had. Quote Link to comment Share on other sites More sharing options...
Charon Posted May 10, 2017 Share Posted May 10, 2017 @ckelloug Im still deciding if i should marry you. Nevertheless this solved some major blockades for X-Division, and may lead to a totally new map design in the future. Ofcourse @Solver did all the work :). Quote Link to comment Share on other sites More sharing options...
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