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[0.10.0] bad allocation

Posted: Sat Jun 07, 2014 6:01 pm
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

Re: [0.10.0] bad allocation

Posted: Sat Jun 07, 2014 6:10 pm
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

Re: [0.10.0] bad allocation

Posted: Sat Jun 07, 2014 6:43 pm
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.

Re: [0.10.0] bad allocation

Posted: Mon Jun 09, 2014 12:23 pm
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.

Re: [0.10.0] bad allocation

Posted: Tue Jun 10, 2014 3:01 pm
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.

Re: [0.10.0] bad allocation

Posted: Wed Jun 11, 2014 1:02 am
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

Re: [0.10.0] bad allocation

Posted: Wed Jun 11, 2014 1:03 am
by tdzl2003
besides, I opened the mod "trailer" by accident, maybe this effects.

Re: [0.10.0] bad allocation

Posted: Wed Jun 11, 2014 10:12 am
by fixthebugs

Re: [0.10.0] bad allocation

Posted: Thu Jun 12, 2014 8:44 am
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".

Re: [0.10.0] bad allocation

Posted: Thu Jun 12, 2014 4:09 pm
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.

Re: [0.10.0] bad allocation

Posted: Thu Jun 12, 2014 5:29 pm
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.

Re: [0.10.0] bad allocation

Posted: Thu Jun 12, 2014 6:02 pm
by DarkenDragon
awe man that means I have to wait 2 patches to finish my game? >_< that sucks

Re: [0.10.0] bad allocation

Posted: Fri Jun 13, 2014 4:29 pm
by cube
I'm working on it now (for 0.10.1)...

Re: [0.10.0] bad allocation

Posted: Fri Jun 13, 2014 4:58 pm
by kovarex
Just to make it clear, we decided to wait to next friday with 0.10.1

Re: [0.10.0] bad allocation

Posted: Fri Jun 20, 2014 9:26 pm
by erikem
I presume this one wasn't fixed in 0.10.1? =(

Re: [0.10.0] bad allocation

Posted: Sat Jun 21, 2014 1:21 am
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.