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E1005 - Help
#344210
10/15/10 05:25
10/15/10 05:25
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
OP
Expert
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OP
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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I am getting the E1005 out of memory error after loading a series of levels.
I had asked about this error a couple years ago, and thought I beat it but it has resurfaced upon loading sometimes and I'm not sure why.
From the stats panel:
My sys_memory shows around 425MB, while my nexus is about 150MB on average, and the video memory shows at 1GB on average.
I don't believe this is a damaged file as I resaved everything. Almost all my images are .dds, and my models use bones animation, everything's being purged, ect. My computer has 3GB of virtual memory and 2GB of Ram.
So I am wondering, what accounts for the 425MB exactly? And why is this crashing the game?
I tried using bmap_load to save even more image space but that function isn't fully stable nor is the bmap_create one, it will work mostly(maybe 30 image loads) but then it will crash with some weird Directx E2000 errors or in the latter a pointer crash.
I need to know what or how to cut stuff out or dynamically reload in the game so this E1005 does not appear. All my songs and sounds are streamed through FMOD, and the BMAP pointer definitions in my script only account for about 100MB of it. So where is the rest of it coming from? Levels are loaded dynamically out of .wrs files. There is nothing else defined in my scripts but the BMAPs that would take up space.
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Re: E1005 - Help
[Re: jcl]
#344290
10/15/10 22:45
10/15/10 22:45
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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OP
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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If this is true then why does it load this particular level fine over and over again. But when I load another level, then come back to it, it will sometimes give me this error upon loading it and crash the engine?
As well, you still didn't explain how sys_memory calculates it's memory?
And if it is some entity that only gives errors randomly, can the engine at least tell me what entity it failed to load after the crash? After all, I have hundreds of entities, sound, and image files so it is impossible to pinpoint. Especially when the "damaged file" thing does tell you how to make a file work? Do I save it in MED again?
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Re: E1005 - Help
[Re: Rondidon]
#344301
10/16/10 00:52
10/16/10 00:52
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Joined: Feb 2008
Posts: 3,232
Australia
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Does it oNLY crash after loading another level? Or does it sometimes crash on its own? It may be that these "other" levels are not being completely 'released' when you load your 'naughty' level, and so there is not enough space left to fit it in? Have you tried multi-loading just the naughty level? And checking for crashed or 'extra' memory consumption.
while(1)
{
level_load("naughty.wmb");
diag_memory_usage();
wait(-10);
}
That may expose an in-engine memory 'leak'...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: E1005 - Help
[Re: Tobias]
#344552
10/18/10 12:00
10/18/10 12:00
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Expert
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OP
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Is the engine supposed to show around 1,777,000 K in the task manager dialog? This is what it is normally at when it crashes. It does not just issue this error on the loading of a certain level.
By loading the same level over and over it doesn not give an error or increase the sys_memory. Here is a way I can make the error appear, load the tutorial level, then load a racetrack, then load the tutorial level again. This will make the error.
However, if I load load let's say 8 different racetracks in different orders the error wont appear.
But, if I do the first it does. There is some times where it won't give the error on the first method but instead give a directX texture error saying it can't create a "Skin2". And the tutorial level will run a second time. But then if I load any other level in the game the E1005 appears.
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