Opened 8 years ago

Closed 8 years ago

Last modified 8 years ago

#4212 closed defect (duplicate)

Game crashes very often

Reported by: Carlos Marquez Owned by:
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)

crashlog.txt (7.1 KB ) - added by Carlos Marquez 8 years ago.
crashlog.dmp (77.9 KB ) - added by Carlos Marquez 8 years ago.

Download all attachments as: .zip

Change History (4)

by Carlos Marquez, 8 years ago

Attachment: crashlog.txt added

by Carlos Marquez, 8 years ago

Attachment: crashlog.dmp added

comment:1 by elexis, 8 years ago

Keywords: game crashes removed
Milestone: Backlog
Resolution: duplicate
Status: newclosed

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

comment:2 by Itms, 8 years ago

(regardless of our memory limitation, there is also a problem in the AI manager that causes the crash, and will be fixed in #4191. #4190 is just a safeguard)

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