[0.10.0] bad allocation

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nosfereefer
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[0.10.0] bad allocation

Post by nosfereefer »

After updating the game I loaded up a game I had going for quite some time, and it ran fine for about thirty minutes, but when I tried to save I was met with this message:
Image
Now, I can reload the last autosave without any problems, but any attempt to save the game causes it to display the message and crash.
This is the last autosave:
https://www.dropbox.com/s/17rxl783wotmx ... osave1.zip

nosfereefer
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Re: [0.10.0] bad allocation

Post by nosfereefer »

In addition, while the game is demanding a lot of ram at this point, it's still way below the available amount.

[edit] also, I have half a terrabyte of free space

nosfereefer
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Re: [0.10.0] bad allocation

Post by nosfereefer »

Actually this seems to be the problem with all my saves from before the update. New games don't produce this problem though. While, shamefully I'd admit, the saves have over 90 hours invested in them, this problem seems only to have surfaced immediately after the update so I suspect that it might be related to the update specifically.

YasP
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Re: [0.10.0] bad allocation

Post by YasP »

I have the same issue. Savegame with a lot of hours from the previous version cannot be saved in 10.0

I did get to save it one time by loading the autosave and saving that under a new file name.

slpwnd
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Re: [0.10.0] bad allocation

Post by slpwnd »

Tried to reproduce this (loading the autosave and saving it later) both in 0.10.0 and current (in progress) 0.10.1. Without success.

tdzl2003
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Re: [0.10.0] bad allocation

Post by tdzl2003 »

I met this problem when trying save a game from custom map.
I'm pretty sure both the map and the game was created in 0.10.0

tdzl2003
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Re: [0.10.0] bad allocation

Post by tdzl2003 »

besides, I opened the mod "trailer" by accident, maybe this effects.


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erikem
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Re: [0.10.0] bad allocation

Post by erikem »

In my case bad allocation happens when I put a lot of connected roboports without electricity. It seems that it happens during one of those checks when newly created deelectrified roboport looses coverage and connections.

My experiment was:
1. Create 4 roboports at max conenctable (supply) distance from each other and my main roboport network without sypplying electricity. Wait a bit. Crash.
2. Create 4 roboports at max conenctable (supply) distance from each other and my main roboport network supplying each of tehm with electricity right after I put it. Wait a bit. No crash. Continue enjoying the game =)

Yeah and it has nothing to do with "saves" in my case because autosaves are disabled.

Alternatively you can load this save https://dl.dropboxusercontent.com/u/16452197/Free74.zip and try removing the roboport closest to player. This will immediately cause "bad allocation".

kovarex
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Re: [0.10.0] bad allocation

Post by kovarex »

So I have been trying to reproduce, and after some time I found out, this happens only on 32bit version (that I use rarely), it is probably caused by the memory addressable space limitation on the 32 bit system.
This causes problem when saving/loading as we changed for new version to first save/load all the map to/from memory in one big block.

We will change the algorithm, to use smaller blocks, but it will probably not happen in 0.10.1, but in 0.10.2

P.S. Let me know if I'm wrong and this happens in 64bit binary as well.

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erikem
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Re: [0.10.0] bad allocation

Post by erikem »

The one I posted does not involves save/load at all.

As I have said autosave is disbaled and direct save/load cause no issue. What causes an issue resides somwhere in an algorithm that recalculates coverage zone of roboports or something closely related to it.

DarkenDragon
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Re: [0.10.0] bad allocation

Post by DarkenDragon »

awe man that means I have to wait 2 patches to finish my game? >_< that sucks

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cube
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Re: [0.10.0] bad allocation

Post by cube »

I'm working on it now (for 0.10.1)...
I have no idea what I'm talking about.

kovarex
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Re: [0.10.0] bad allocation

Post by kovarex »

Just to make it clear, we decided to wait to next friday with 0.10.1

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erikem
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Re: [0.10.0] bad allocation

Post by erikem »

I presume this one wasn't fixed in 0.10.1? =(

kovarex
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Re: [0.10.0] bad allocation

Post by kovarex »

This was fixed for 0.10.1, at least for the described scenario with the op, so I'm moving it to resolved bug.
Let me know if it isn't your case.

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