#4212 closed defect (duplicate)
Game crashes very often
Reported by: | Carlos Marquez | Owned by: | |
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Priority: | Must Have | Milestone: | |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description
Hi I have windows 10, and in the middle of a world the game crashes it also happens a lot while trying to save.
Here is the error message:
Much to our regret we must report the program has encountered an error.
Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.
Details: unhandled exception (std::bad_alloc("bad allocation"))
Location: unknown:0 (RtlUnicodeStringToInteger)
Call stack:
(error while dumping stack: No stack frames found)
errno = 12 (Not enough memory)
OS error = 0 (no error code was set)
====================================
SVN Revision: 17960
Engine Version: 0.0.20
System info:
(generated 2016-09-12 20:27:11 UTC)
OS : Win8.1 (6.3.9200)
CPU : x86, Intel Core i3-2310M @ 2.10GHz (1x2x2), 2.10 GHz
Memory : 4096 MiB; 2319 MiB free
Graphics Card : Intel Intel(R) HD Graphics 3000
OpenGL Drivers : 3.1.0 - Build 9.17.10.4229; ig4icd32.dll (9.17.10.4229), ig4icd64.dll (9.17.10.4229)
Video Mode : 1366x768:32
Sound Card : Dispositivo de High Definition Audio; Sonido Intel(R) para pantallas;
Sound Drivers :
OpenGL Extensions:
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_color
GL_EXT_abgr
GL_EXT_texture3D
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap
GL_EXT_draw_range_elements
GL_SGIS_texture_lod
GL_EXT_rescale_normal
GL_EXT_packed_pixels
GL_EXT_texture_edge_clamp
GL_EXT_separate_specular_color
GL_ARB_multitexture
GL_EXT_texture_env_combine
GL_EXT_bgra
GL_EXT_blend_func_separate
GL_EXT_secondary_color
GL_EXT_fog_coord
GL_EXT_texture_env_add
GL_ARB_texture_cube_map
GL_ARB_transpose_matrix
GL_ARB_texture_env_add
GL_IBM_texture_mirrored_repeat
GL_EXT_multi_draw_arrays
GL_NV_blend_square
GL_ARB_texture_compression
GL_3DFX_texture_compression_FXT1
GL_EXT_texture_filter_anisotropic
GL_ARB_texture_border_clamp
GL_ARB_point_parameters
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_EXT_texture_compression_s3tc
GL_ARB_shadow
GL_ARB_window_pos
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_ARB_vertex_program
GL_EXT_texture_rectangle
GL_ARB_fragment_program
GL_EXT_stencil_two_side
GL_ATI_separate_stencil
GL_ARB_vertex_buffer_object
GL_EXT_texture_lod_bias
GL_ARB_occlusion_query
GL_ARB_fragment_shader
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_non_power_of_two
GL_ARB_vertex_shader
GL_NV_texgen_reflection
GL_ARB_point_sprite
GL_ARB_fragment_program_shadow
GL_EXT_blend_equation_separate
GL_ARB_depth_texture
GL_ARB_texture_rectangle
GL_ARB_draw_buffers
GL_ARB_color_buffer_float
GL_ARB_half_float_pixel
GL_ARB_texture_float
GL_ARB_pixel_buffer_object
GL_EXT_framebuffer_object
GL_ARB_draw_instanced
GL_ARB_half_float_vertex
GL_ARB_occlusion_query2
GL_EXT_draw_buffers2
GL_WIN_swap_hint
GL_EXT_texture_sRGB
GL_ARB_multisample
GL_EXT_packed_float
GL_EXT_texture_shared_exponent
GL_ARB_texture_rg
GL_ARB_texture_compression_rgtc
GL_NV_conditional_render
GL_EXT_texture_swizzle
GL_ARB_sync
GL_ARB_framebuffer_sRGB
GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float
GL_EXT_transform_feedback
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_ARB_framebuffer_object
GL_EXT_texture_array
GL_EXT_texture_integer
GL_ARB_map_buffer_range
GL_EXT_texture_snorm
GL_INTEL_performance_queries
GL_ARB_copy_buffer
GL_ARB_sampler_objects
GL_NV_primitive_restart
GL_ARB_seamless_cube_map
GL_ARB_uniform_buffer_object
GL_ARB_depth_clamp
GL_ARB_vertex_array_bgra
GL_ARB_shader_bit_encoding
GL_ARB_draw_buffers_blend
GL_ARB_texture_query_lod
GL_ARB_explicit_attrib_location
GL_ARB_draw_elements_base_vertex
GL_ARB_instanced_arrays
GL_ARB_fragment_coord_conventions
GL_EXT_gpu_program_parameters
GL_ARB_texture_buffer_object_rgb32
GL_ARB_compatibility
GL_ARB_texture_rgb10_a2ui
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_timer_query
GL_INTEL_map_texture
GL_ARB_vertex_array_object
GL_ARB_provoking_vertex
SMBIOS:
[Bios]
vendor: "INSYDE"
version: "R0180Z9"
releaseDate: "04/28/2011"
flags: pci|plug_and_play|upgradable|shadowing|boot_cd|selectable_boot|edd|int9|int10
flags1: acpi|usb_legacy|smart_battery
flags2: bios_boot|function_key_boot|targeted_content_distribution
size: 2 MiB
[System]
manufacturer: "Sony Corporation"
productName: "VPCEH14FM"
version: "C105W5FP"
serialNumber: "27544534-3035458"
uuid0: 11DEF61D220646C0
uuid1: 2081E93C8478D78C
wakeUpType: power_switch
skuNumber: "N/A"
family: "VAIO"
[Baseboard]
manufacturer: "Sony Corporation"
product: "VAIO"
version: "N/A"
serialNumber: "N/A"
assetTag: "N/A"
flags: motherboard
[Chassis]
manufacturer: "Sony Corporation"
type: notebook
version: "N/A"
serialNumber: "N/A"
assetTag: "N/A"
state: ok
powerState: ok
thermalState: ok
securityStatus: none
[Processor]
socket: "N/A"
type: CPU
family: 206
manufacturer: "GenuineIntel"
id: BFEBFBFF000206A7
version: "Intel(R) Core(TM) i3-2310M CPU @ 2.10GHz"
voltage: 13 dV
externalClockFrequency: 100 MHz
maxFrequency: 2100 MHz
bootFrequency: 2100 MHz
status: enabled
upgrade: none
hL1: 13
hL2: 14
hL3: 15
serialNumber: "N/A"
assetTag: "N/A"
partNumber: "N/A"
populated: true
[Cache]
designation: "L1 Cache"
configuration: socketed|enabled
supportedFlags: synchronous
currentFlags: synchronous
ecc: single_bit
type: other
associativity: A8
level: 1
location: internal
mode: write_through
maxSize: 128 KiB
installedSize: 128 KiB
[Cache]
designation: "L2 Cache"
configuration: socketed|enabled
supportedFlags: synchronous
currentFlags: synchronous
ecc: single_bit
type: unified
associativity: A8
level: 2
location: internal
mode: write_through
maxSize: 512 KiB
installedSize: 512 KiB
[Cache]
designation: "L3 Cache"
configuration: socketed|enabled
supportedFlags: synchronous
currentFlags: synchronous
ecc: single_bit
type: unified
associativity: A12
level: 3
location: internal
mode: write_through
maxSize: 3 MiB
installedSize: 3 MiB
[MemoryArray]
location: motherboard
use: system
ecc: none
numDevices: 2
[MemoryDevice]
hMemoryArray: 7
formFactor: SODIMM
locator: "SODIMM1"
bank: "Bank 0"
type: unknown
typeFlags: unknown
[MemoryDevice]
hMemoryArray: 7
totalWidth: 64 bits
dataWidth: 64 bits
formFactor: SODIMM
locator: "SODIMM2"
bank: "Bank 1"
type: DDR3
typeFlags: unknown
size: 4 GiB
[MemoryArrayMappedAddress]
hMemoryArray: 7
partitionWidth: 2
endAddress: FFFFFC00
[MemoryDeviceMappedAddress]
hMemoryDevice: 9
hMemoryArrayMappedAddress: 11
endAddress: FFFFFC00
[SystemBoot]
status: no_error
====================================
Main log:
(unavailable)
====================================
Attachments (2)
Change History (4)
by , 8 years ago
Attachment: | crashlog.txt added |
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by , 8 years ago
Attachment: | crashlog.dmp added |
---|
comment:1 by , 8 years ago
Keywords: | game crashes removed |
---|---|
Milestone: | Backlog |
Resolution: | → duplicate |
Status: | new → closed |
Hi! This is a well known issue. We provide 32 bit binaries, which means less than 2GB memory are available (even less due to memory fragmentation). This means sometime the AI will try to allocate memory, fail at it and crash.
This will hopefully be solved in the soon upcoming release, see #4190, wiki:Alpha21