[0.14.14][posila] Crash on loading sprites after Alt-Tab

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Sergeant_Steve
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[0.14.14][posila] Crash on loading sprites after Alt-Tab

Post by Sergeant_Steve »

I have found that if I Alt Tab out of Factorio while it is loading sprites and open another program such as CPUID HW Monitor which prompts User Account Control that Factorio will instantly crash on loading that sprite and suggest you don't have enough video memory. I have reproduced this twice in a row on this version and also on older branches of 0.14. I'm not sure whether this is just the way WIndows 10 is handling processing when you alt tab from a full screen program to open another, or whether this is something Factorio related.

Windows 10, i7-6700k, GTX980 8Gb VRAM and 32Gb of DDR4 2133MHz System RAM, so not running out of resources by any means.
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First time opening CPUID HW Monitor
First time opening CPUID HW Monitor
Screenshot 2016-10-24 21.22.55.png (170.16 KiB) Viewed 7122 times
Reproduced the error opening CPUID HW Monitor a second time
Reproduced the error opening CPUID HW Monitor a second time
Screenshot 2016-10-24 21.29.14.png (165.83 KiB) Viewed 7122 times

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steinio
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Re: [0.14.14] Crash on loading sprites after Alt-Tab

Post by steinio »

Ah yes confirmed.
Didn't bother to make a bug report until now because restarting the game solved it always.
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aubergine18
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Re: [0.14.14] Crash on loading sprites after Alt-Tab

Post by aubergine18 »

This must be Windows-specific, not happening here on a Mac.
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impetus maximus
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Re: [0.14.14] Crash on loading sprites after Alt-Tab

Post by impetus maximus »

if you alt+ctrl+del while it's loading sprites it will crash also. found this out while setting affinity. (server + client)

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Re: [0.14.14] Crash on loading sprites after Alt-Tab

Post by steinio »

aubergine18 wrote:This must be Windows-specific, not happening here on a Mac.
Yes UAC is a windows thing ;)
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posila
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Re: [0.14.14][posila] Crash on loading sprites after Alt-Tab

Post by posila »

Hi, I think it is minor issue, but it has been reported so many times that we finally decided to finally fix it. Should be fixed in 0.15

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