Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: "Hyping" my forthcoming mod (pun intended)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: "Hyping" my forthcoming mod (pun intended) Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: "Hyping" my forthcoming mod (pun intended) - 5/7/2017 1:50:38 AM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
A few more hotkeys

I've had these for a couple of weeks but forgot to mention them.

Alt-semicolon, Alt-single quote
These keys cycle (backward/forward) through all ships of the currently selected ship type. So, if you have a supply ship selected you can cycle through all of your supply ships. If you have a fighter selected it will cycle through all of the fighters from the same carrier/base.

Alt-slash
If you have a fighter selected hitting this key will select the parent carrier / base.


(in reply to RogerBacon)
Post #: 61
RE: "Hyping" my forthcoming mod (pun intended) - 5/7/2017 6:20:32 AM   
Sparviero

 

Posts: 27
Joined: 5/31/2012
Status: offline
Love alt-slash feature.

(in reply to RogerBacon)
Post #: 62
RE: "Hyping" my forthcoming mod (pun intended) - 5/7/2017 4:29:38 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
Square peg. Meet round hole.
OK, so this whole mod is basically trying to pound a square peg into a round hole. I feel I've been pretty successful at that effort, however nothing is perfect. There are some bugs I've squashed, or mostly mitigated along the way. Even the most common one occurs less that 1% of the time now. I want to list them though so that you will be aware of them. Don't be overly concerned. As I said they are mostly fixed and don't distract from the mod in my opinion. I'll list them in order of severity. I believe they all have their root cause in a ship thinking it is about to enter hyper jump or is actually in hyper jump when it really isn't.

Ship stuck in an endless loop
This one is the most irritating. A ship will move forward for a few seconds and then blink back to its starting location. To fix this problem, just give the ship any command. This occurs less that 1% of the time but it is still present.

Ship reaches destination and circles endlessly
I put in something to fix this and I'm 99.9% sure its gone.

Ship doesn't update target's position
Normally when a ship will hyper jump to a target it doesn't need to update the target's position because it will only take a few seconds. With gravity wells it may that several minutes to reach the target, during which tiem the target may move quite a distance. I put something it to force update the position of the target and it works fine so this bug should be fixed.

Ship can maneuver at warp speed
This one is super rare. Sometimes a ship will be traveling at hyperjump speed but the game thinks it is not in in hyperjump so it can still maneuver. Its not too bad because it will instantly drop to normal speed if it tries to interact with anything (like attacking). Just consider it a crazy engineer that did something to the ship's engine. It's very rare. You might see it once or twice every 10-20 game years.

(not a bug) SHips exit hyperjump and pop to a new location
In Vanilla DWU the hyperjump inaccuracy is small. The travel vector drawn on the map shows the expectd exit point but that is them modified by a random distance. When that distance is small you don't notice it unless you are zoomed in very close. When the distance is greater, such as recommended in this mod, you will see the ship exit and then jump to the random location. Its normal but if you don't know what to expect it can look weird.

To mitigate these bugs it is important that you press any key as soon as your saved game loads (or as soon as a new game finishes the setup phase for new games. The reason for this is that the settings for the mod are not actually loaded until the first time a key is pressed. I have gotten in the habit of pressing the space bar to pause and unpause the game but any key will work.

(in reply to Sparviero)
Post #: 63
RE: "Hyping" my forthcoming mod (pun intended) - 5/7/2017 11:32:30 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
The mod is released.

https://www.dropbox.com/s/bq84qowtpgj6qfa/BaconMod%20For%20Distant%20Worlds%20Universe.zip?dl=0

Let the inevitable error reports and questions commence.

(in reply to RogerBacon)
Post #: 64
RE: "Hyping" my forthcoming mod (pun intended) - 5/8/2017 12:38:06 AM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Looking forward to getting home in a few hours and trying your mod.

_____________________________



(in reply to RogerBacon)
Post #: 65
RE: "Hyping" my forthcoming mod (pun intended) - 5/8/2017 1:57:04 AM   
Overlord015

 

Posts: 38
Joined: 1/20/2015
Status: offline
I'm crying tears of joy right now, I'll give some feedback as soon as I can get into it (and cram it into my personal franken-mod-mod-mod).

(in reply to rjord1)
Post #: 66
RE: "Hyping" my forthcoming mod (pun intended) - 5/8/2017 5:12:40 PM   
Hattori Hanzo


Posts: 716
Joined: 3/21/2011
From: Okinawa
Status: offline
I will download it immediately

(in reply to Overlord015)
Post #: 67
RE: "Hyping" my forthcoming mod (pun intended) - 5/8/2017 9:34:59 PM   
rjord1

 

Posts: 1693
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I have not had a chance to try your mod yet..... may not get a chance till next week..... will let you know when I do get to try it out.

_____________________________



(in reply to Hattori Hanzo)
Post #: 68
RE: "Hyping" my forthcoming mod (pun intended) - 5/9/2017 9:17:29 AM   
Sparviero

 

Posts: 27
Joined: 5/31/2012
Status: offline

Downloading!

(in reply to rjord1)
Post #: 69
RE: "Hyping" my forthcoming mod (pun intended) - 5/10/2017 1:25:00 PM   
Uncle Lumpy


Posts: 155
Joined: 7/1/2005
Status: offline
As soon as I complete my current game (too much fun to give up now), I'll fire up your mod. I'm excited to see how gravity works, and for having a bit more control over various aspects of the game.

I admit I'm a real nob when it comes to mods and such. So, for clarification, you mean to back up the original Distant Worlds.exe and save a copy of it, because your Distant World.exe will over-write the original, correct?

_____________________________

I once heard there was a garage, which some said was air tight.

(in reply to Sparviero)
Post #: 70
RE: "Hyping" my forthcoming mod (pun intended) - 5/10/2017 1:48:44 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Uncle Lumpy

I admit I'm a real nob when it comes to mods and such. So, for clarification, you mean to back up the original Distant Worlds.exe and save a copy of it, because your Distant World.exe will over-write the original, correct?


That's correct.

(in reply to Uncle Lumpy)
Post #: 71
RE: "Hyping" my forthcoming mod (pun intended) - 5/10/2017 4:33:21 PM   
Uncle Lumpy


Posts: 155
Joined: 7/1/2005
Status: offline
Thanks!

_____________________________

I once heard there was a garage, which some said was air tight.

(in reply to RogerBacon)
Post #: 72
RE: "Hyping" my forthcoming mod (pun intended) - 5/11/2017 9:58:14 PM   
Sabranan

 

Posts: 345
Joined: 2/24/2016
Status: offline
Hi Bacon,

While I love the tools your mod provides, I do have some issues.

First, when viewing the research tree the screen tends to "flash". This is a minor thing really but it does make it kind of hard to see what you're doing.

If you've selected a location and there's a build or colonise event waiting to happen (such as when you select a planet and there's a colony ship on the way), the black font is near unreadable.

But the most annoying thing is within an hour of play I'm getting out of memory errors when I try to save, or when autosave kicks in. This breaks it completely because it goes straight back to the main menu once you acknowledge the error. The exact message (might be the longest I've ever got in a dialogue box) is:

"---------------------------
Cannot save game
---------------------------
Distant Worlds could not save this game.

Error:

System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.

at System.Runtime.Serialization.ObjectToIdCache.Rehash()

at System.Runtime.Serialization.ObjectToIdCache.GetId(Object obj, Boolean& newId)

at System.Runtime.Serialization.XmlObjectSerializerWriteContextComplex.OnHandleReference(XmlWriterDelegator xmlWriter, Object obj, Boolean canContainCyclicReference)

at WriteArrayOfHabitatToXml(XmlWriterDelegator , Object , XmlObjectSerializerWriteContext , CollectionDataContract )

at System.Runtime.Serialization.CollectionDataContract.WriteXmlValue(XmlWriterDelegator xmlWriter, Object obj, XmlObjectSerializerWriteContext context)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.WriteDataContractValue(DataContract dataContract, XmlWriterDelegator xmlWriter, Object obj, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.SerializeWithoutXsiType(DataContract dataContract, XmlWriterDelegator xmlWriter, Object obj, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.InternalSerialize(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContextComplex.InternalSerialize(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at WriteArrayOfHabitatToXml(XmlWriterDelegator , Object , XmlObjectSerializerWriteContext , ClassDataContract )

at System.Runtime.Serialization.ClassDataContract.WriteXmlValue(XmlWriterDelegator xmlWriter, Object obj, XmlObjectSerializerWriteContext context)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.WriteDataContractValue(DataContract dataContract, XmlWriterDelegator xmlWriter, Object obj, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.SerializeWithoutXsiType(DataContract dataContract, XmlWriterDelegator xmlWriter, Object obj, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.InternalSerialize(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContextComplex.InternalSerialize(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.InternalSerializeReference(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at WriteGalaxyToXml(XmlWriterDelegator , Object , XmlObjectSerializerWriteContext , ClassDataContract )

at System.Runtime.Serialization.ClassDataContract.WriteXmlValue(XmlWriterDelegator xmlWriter, Object obj, XmlObjectSerializerWriteContext context)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.WriteDataContractValue(DataContract dataContract, XmlWriterDelegator xmlWriter, Object obj, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.SerializeWithoutXsiType(DataContract dataContract, XmlWriterDelegator xmlWriter, Object obj, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.InternalSerialize(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContextComplex.InternalSerialize(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at System.Runtime.Serialization.XmlObjectSerializerWriteContext.InternalSerializeReference(XmlWriterDelegator xmlWriter, Object obj, Boolean isDeclaredType, Boolean writeXsiType, Int32 declaredTypeID, RuntimeTypeHandle declaredTypeHandle)

at WriteGameToXml(XmlWriterDelegator , Object , XmlObjectSerializerWriteContext , ClassDataContract )

at System.Runtime.Serialization.ClassDataContract.WriteXmlValue(XmlWriterDelegator xmlWriter, Object obj, XmlObjectSerializerWriteContext context)

at System.Runtime.Serialization.NetDataContractSerializer.InternalWriteObjectContent(XmlWriterDelegator writer, Object graph, DataContract contract, Hashtable surrogateDataContracts)

at System.Runtime.Serialization.NetDataContractSerializer.InternalWriteObjectContent(XmlWriterDelegator writer, Object graph)

at System.Runtime.Serialization.XmlObjectSerializer.WriteObjectContentHandleExceptions(XmlWriterDelegator writer, Object graph)

at System.Runtime.Serialization.NetDataContractSerializer.WriteObjectContent(XmlDictionaryWriter writer, Object graph)

at DistantWorlds.CompactSerializer.WriteObjectContent(XmlDictionaryWriter writer, Object graph)

at DistantWorlds.CompactSerializer.WriteObject(XmlDictionaryWriter writer, Object graph)

at DistantWorlds.Main.method_359(Stream stream_0, String string_30)

at DistantWorlds.Main.FjJumqgwNe(Object object_7)

Working Set: 1134465024 bytes
---------------------------
OK
---------------------------
"

_____________________________


(in reply to Uncle Lumpy)
Post #: 73
RE: "Hyping" my forthcoming mod (pun intended) - 5/12/2017 12:38:46 AM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Sabranan

Hi Bacon,

While I love the tools your mod provides, I do have some issues.

First, when viewing the research tree the screen tends to "flash". This is a minor thing really but it does make it kind of hard to see what you're doing.

If you've selected a location and there's a build or colonise event waiting to happen (such as when you select a planet and there's a colony ship on the way), the black font is near unreadable.

But the most annoying thing is within an hour of play I'm getting out of memory errors when I try to save, or when autosave kicks in. This breaks it completely because it goes straight back to the main menu once you acknowledge the error. The exact message (might be the longest I've ever got in a dialogue box) is:


Hi,

Yes, the black text is bad. I noticed that right before release. However, the text never says anything useful. It just says that a ship is scheduled to build there. So, if you can see any text then you will already know what it means.

The flashing research is a symptom of the out of memory error I believe. I used to get those many months ago and posted in the technical support forum but they just said there was nothing that could be done with out of memory errors. I haven't seen it in a long time but I usually play on small maps. I also have auto save turned off.
How long into the game were you when it happened? Has it happened more than once?

(in reply to Sabranan)
Post #: 74
RE: "Hyping" my forthcoming mod (pun intended) - 5/12/2017 2:45:58 AM   
Overlord015

 

Posts: 38
Joined: 1/20/2015
Status: offline
quote:

ORIGINAL: RogerBacon

The flashing research is a symptom of the out of memory error I believe. I used to get those many months ago and posted in the technical support forum but they just said there was nothing that could be done with out of memory errors. I haven't seen it in a long time but I usually play on small maps. I also have auto save turned off.
How long into the game were you when it happened? Has it happened more than once?

If I'm not mistaken DW is a 32bit application, yes? There are applications out there that allow for the .exe to be modified to be large address aware, like: https://www.techpowerup.com/forums/threads/large-address-aware.112556/. Maybe this could resolve your memory issues guys? And maybe even also allow you to play in larger maps Bacon?

Do be warned, while I've done this to some of my other games, I've not used this on DW, so I'm not responsible for your villages getting ravaged by any marauding hordes in the event that trying this goes wrong. I haven't had memory problems so far (with vanilla or any of my personal mods), although I might try applying this myself if this mod happens to cause memory issues (did you have memory problems in the vanilla game as well Bacon?).

< Message edited by Overlord015 -- 5/12/2017 2:46:45 AM >

(in reply to RogerBacon)
Post #: 75
RE: "Hyping" my forthcoming mod (pun intended) - 5/12/2017 4:45:25 AM   
Sabranan

 

Posts: 345
Joined: 2/24/2016
Status: offline
It takes a while and I usually play mostly at 4x speed, on very large galaxies. But it's consistently happening with the mod within an hour of play from a new game.

That said, I've just tried the tool Overlord015 suggested and touch wood, it seems to be working!

_____________________________


(in reply to Overlord015)
Post #: 76
RE: "Hyping" my forthcoming mod (pun intended) - 5/12/2017 12:49:25 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Overlord015

(did you have memory problems in the vanilla game as well Bacon?).


Overlord, thanks for the tip on that program. Yes, I believe I have always had this error. I posed about it in Tech Support forum back on 2016-08-06 and I had been having it for some time before that. However, if Sabranan just started seeing it after playing my mod I may have to face to possibility that its something I did. I will look into it but I can't imagine what it could be because the stack trace doesn't even touch my code. Every method I injected has the word "Bacon" in it. If you ever see one of those in a crash's stack dump let me know right away.

quote:

ORIGINAL: Sabranan

That said, I've just tried the tool Overlord015 suggested and touch wood, it seems to be working!


That is great news to hear.

Here's what I've done over the past year to minimize these out of memory crashes.
1 Disable autosave
2 Save to two or more slots and alternate between them because a crash while saving will corrupt the save slot.
3 Zoom in the map and pause the game before saving. The game saves extra information for any object that is visible onscreen.
4 Check the tech screen before saving. If it is flashing then the game will crash on save. Instead of saving, keep playing and check again in 10-15 minutes. Memory is freed up all the time as threads exit. It can fix itself.

using the above steps I have had only one crash while saving in the past 3 months. Hopefully Overlord015's solution makes the above steps unnecessary.

(in reply to Overlord015)
Post #: 77
RE: "Hyping" my forthcoming mod (pun intended) - 5/12/2017 7:51:00 PM   
Overlord015

 

Posts: 38
Joined: 1/20/2015
Status: offline

quote:

ORIGINAL: RogerBacon

Overlord, thanks for the tip on that program. Yes, I believe I have always had this error. I posed about it in Tech Support forum back on 2016-08-06 and I had been having it for some time before that. However, if Sabranan just started seeing it after playing my mod I may have to face to possibility that its something I did. I will look into it but I can't imagine what it could be because the stack trace doesn't even touch my code. Every method I injected has the word "Bacon" in it. If you ever see one of those in a crash's stack dump let me know right away.

Here's what I've done over the past year to minimize these out of memory crashes.
1 Disable autosave
2 Save to two or more slots and alternate between them because a crash while saving will corrupt the save slot.
3 Zoom in the map and pause the game before saving. The game saves extra information for any object that is visible onscreen.
4 Check the tech screen before saving. If it is flashing then the game will crash on save. Instead of saving, keep playing and check again in 10-15 minutes. Memory is freed up all the time as threads exit. It can fix itself.

using the above steps I have had only one crash while saving in the past 3 months. Hopefully Overlord015's solution makes the above steps unnecessary.

If my memory isn't failing me, the devs fixed a couple of memory leaks early in the game's days, maybe they missed one? From what you're describing, I think that rather than your changes directly knocking something over, its more like its probably interacting with some preexisting issue that ends up in a possible memory leak. Although, I'm no expert on the subject matter, so slap me if I'm just making half-assed assumptions. If it isn't too rude to ask, what are your specs Bacon?

Also, thanks for the hints, going to use them to boost my game performance (have suffered from corrupted saves in some long-running games a couple of times).

And finally, separate question/subject, would you be willing to go into how you created this mod (through PM if you'd rather not publicize)?

(in reply to RogerBacon)
Post #: 78
RE: "Hyping" my forthcoming mod (pun intended) - 5/13/2017 2:09:27 AM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
quote:

ORIGINAL: Overlord015

If my memory isn't failing me, the devs fixed a couple of memory leaks early in the game's days, maybe they missed one? From what you're describing, I think that rather than your changes directly knocking something over, its more like its probably interacting with some preexisting issue that ends up in a possible memory leak. Although, I'm no expert on the subject matter, so slap me if I'm just making half-assed assumptions. If it isn't too rude to ask, what are your specs Bacon?

Also, thanks for the hints, going to use them to boost my game performance (have suffered from corrupted saves in some long-running games a couple of times).


There is definitely a save-related memory leak. I just took a saved game I have and saved over and over about 15 times. I watched my memory usage for Distant Worlds grow from about 550MB to over 900MB. That's one good reason to turn off auto-save right there.

From Sabranan's stack trace (identical to mine from last August) the issue is not total memory used but the working set for the saveGame thread. Distant Worlds fires up a separate thread to save the game. It allocates 8 MB to that thread. That's not the limit on the size of your saved game file but it is the limit of how big an object it can process at one time. Actually, its really only half of that because one method in the save process does an array copy and you have to have twice the size of the object when you do an array copy. Not surprisingly, that is the exact method where the crash occurs as you can see from his post above.

I've just made a change to my game and allocated 32MB of memory to the save game thread. That means 24MB less for the game itself to use but that shouldn't be a factor since it can still use 2+ GB like any other 32-bit application (or more with Overlord015's trick). I'll test some large map games run for awhile and see if I get a crash.

In addition to the save game crash, DW can always run out of memory like any other 32-bit game. This is exasperated by the aforementioned memory leak when saving. The solution there is just to monitor your memory usage and exit and restart DW every few hours.

quote:


And finally, separate question/subject, would you be willing to go into how you created this mod (through PM if you'd rather not publicize)?

I think if we ever hope to see a mod like this for DW2 I'll have to keep it at "No comment". Sorry.

< Message edited by RogerBacon -- 5/13/2017 2:10:10 AM >

(in reply to Overlord015)
Post #: 79
RE: "Hyping" my forthcoming mod (pun intended) - 5/13/2017 6:21:33 PM   
Overlord015

 

Posts: 38
Joined: 1/20/2015
Status: offline
quote:


There is definitely a save-related memory leak.

I've just made a change to my game and allocated 32MB of memory to the save game thread. That means 24MB less for the game itself to use but that shouldn't be a factor since it can still use 2+ GB like any other 32-bit application (or more with Overlord015's trick). I'll test some large map games run for awhile and see if I get a crash.

If it works, will you be updating the uploaded files with the changes? It might also be a good idea if one of us gathers up these findings and posts up a report over at tech support.
quote:


I think if we ever hope to see a mod like this for DW2 I'll have to keep it at "No comment". Sorry.

No worries, I understand.

(in reply to RogerBacon)
Post #: 80
RE: "Hyping" my forthcoming mod (pun intended) - 5/14/2017 4:19:23 AM   
Sabranan

 

Posts: 345
Joined: 2/24/2016
Status: offline
Ok, I've just been running with the Bacon Mod and using the tool Overlord suggested on the largest possible galaxy settings in sandbox mode, full automation (also suppressing all pop-up boxes so it actually runs) and just letting it run fully zoomed out in 4x speed for 2 hours, autosaving every 5 minutes. Bit of a stress test for it.

The save games are now about 30MB, but no crashes so far which is great!

Still probably a good idea to release a new executable that patches the memory allocation for that thread, assuming it hasn't caused any problems it certainly can't hurt.

_____________________________


(in reply to Overlord015)
Post #: 81
RE: Bacon Mod - 5/14/2017 9:32:06 AM   
Clogs

 

Posts: 3
Joined: 5/14/2017
Status: offline
No idea why I spent the last 20 mins reading this entire thread. Awesome mod doe

(in reply to RogerBacon)
Post #: 82
RE: "Hyping" my forthcoming mod (pun intended) - 5/14/2017 1:22:32 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Sabranan

Ok, I've just been running with the Bacon Mod and using the tool Overlord suggested on the largest possible galaxy settings in sandbox mode, full automation (also suppressing all pop-up boxes so it actually runs) and just letting it run fully zoomed out in 4x speed for 2 hours, autosaving every 5 minutes. Bit of a stress test for it.

The save games are now about 30MB, but no crashes so far which is great!

Still probably a good idea to release a new executable that patches the memory allocation for that thread, assuming it hasn't caused any problems it certainly can't hurt.


That is fantastic news. I've been doing a similar stress test with the new 32MB save thread and my results are less impressive. Note I have not been using Overlord's tool since I wanted a pure apples to apples comparison. I have not received any crashes during save ( I'm using manual save only) but there are occasional (3 so far) memory related crashes. They are not in the Distant Worlds core code but in various Microsoft library functions that the game calls. This may be just typical to the memory problems any 32-bit program has.
I plan one more day of testing. I will switch to using the tool Overlord mentioned. I will definitely release a new version because I found a bug in the manually assigned cargo missions. If you had cargo from another empire at the source it would consider that car in its calculations of which cargo to transport. It wouldn't actually pick up another empire's cargo but it would prevent the proper cargo from b eing selected. That is now fixed and it will only consider cargo types from your empire.

(in reply to Sabranan)
Post #: 83
RE: "Hyping" my forthcoming mod (pun intended) - 5/14/2017 6:37:03 PM   
Kull


Posts: 1548
Joined: 7/3/2007
From: El Paso, TX
Status: offline
I've been doing some research on LAA issues for another game, and decided to run a test with DW to see which hexes are modified. I used the linked tool and created a modified DW file, and then opened the original and the modified one with a hex editor. Using the "file compare" feature, it showed NO DIFFERENCE between the two. Interestingly, DW launches using the "autorun.exe" file, and that one DOES show a difference when modified.

So I'm curious - which files are you guys changing? Is it just me who is not seeing any physical hex difference between the before and after DW.exe files?

_____________________________


(in reply to RogerBacon)
Post #: 84
RE: "Hyping" my forthcoming mod (pun intended) - 5/15/2017 1:18:19 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
Version 1.1 released.
https://www.dropbox.com/s/8umu1o16gdbdrst/Bacon%20mod%20for%20Distant%20Worlds%20Universe.zip?dl=0

1.1 Fixed a bug in manual cargo missions. Fixed an out of memory error when saving. Used utility “Large Adress Aware” (https://www.techpowerup.com/forums/threads/large-address-aware.112556/) to enable exe to access more of the first 4GB of system memory.

(in reply to Kull)
Post #: 85
RE: Bacon Mod - 5/27/2017 3:24:58 AM   
Beyondfubar

 

Posts: 26
Joined: 5/27/2017
Status: offline
Hey I love the idea of this mod! Sub light forced makes having engines on ships make sense.. sadly I can't figure out why but attempting to use (just) the exe + main folder Txt results in eventual crashes for the other mods I hold dear. Any chance I'm doing this wrong?

for background I am not using your fighter/bomber bay changes (yet!) but rather just the base addons. I am using various mods posted here, Starfall I tried for the first time and assumed that was the issue so I went back to Beyond and found the same out of bounds array issues, particularly when pulling up the ship order screen, but also if I attempt to edit (adding) independant race items.

The first few times if not trapped in a loop of JIT errors, I can continue but after a bit for no real reason I just get a CTD. None of the error screens show a call to a bacon method... but I've never had them before.

If only the CTD didn't happen I love the mod enough to attempt to beat an infinite loop!

(in reply to RogerBacon)
Post #: 86
RE: Bacon Mod - 5/28/2017 2:05:32 PM   
Francoy


Posts: 107
Joined: 3/10/2005
Status: offline
Great work, especially for the Freighter.
Now i will need to redesign my ships with more engine...

A small request if possible:
I never use the mini-map (lower right).
Would it be possible while using the 'T' key:
add a mode where the mini-map is not displayed but everything else is displayed.
This would increase the visible area.

thanks.

(in reply to Beyondfubar)
Post #: 87
RE: Bacon Mod - 5/29/2017 2:06:54 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline
quote:

ORIGINAL: Beyondfubar

Hey I love the idea of this mod! Sub light forced makes having engines on ships make sense.. sadly I can't figure out why but attempting to use (just) the exe + main folder Txt results in eventual crashes for the other mods I hold dear. Any chance I'm doing this wrong?

for background I am not using your fighter/bomber bay changes (yet!) but rather just the base addons. I am using various mods posted here, Starfall I tried for the first time and assumed that was the issue so I went back to Beyond and found the same out of bounds array issues, particularly when pulling up the ship order screen, but also if I attempt to edit (adding) independant race items.

The first few times if not trapped in a loop of JIT errors, I can continue but after a bit for no real reason I just get a CTD. None of the error screens show a call to a bacon method... but I've never had them before.

If only the CTD didn't happen I love the mod enough to attempt to beat an infinite loop!


Hi. The next time it happens copy and paste the entire error message and PM it to me. I'll try and see what the issue is. Does your computer have more than 4 GB of memory? To fix a save game bug I made the exe LAA (Large Address Aware) with the assumption that everyone has more than 4 GB of memory these days. Still, it doesn't sound like a memory issue if there is an array out of bounds error.

When you say "I went back to Beyond" you mean Beyond Extended Universe http://www.matrixgames.com/forums/tm.asp?m=3657646 ?

If you could, try to play without any other mod (I know, its painful to go back to vanilla or semi-vanilla with my mod) and see if you still get the crashes.
If no crashes, we may have to dissect the other mod bit by bit and find out where the interaction is that is causing the error. With no reference to a Bacon method in the error output its going to be difficult. I'll look at the other mod and see if anything jumps out.




< Message edited by RogerBacon -- 5/29/2017 2:14:23 PM >

(in reply to Beyondfubar)
Post #: 88
RE: Bacon Mod - 5/29/2017 2:09:12 PM   
RogerBacon

 

Posts: 563
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Francoy

Great work, especially for the Freighter.
Now i will need to redesign my ships with more engine...

A small request if possible:
I never use the mini-map (lower right).
Would it be possible while using the 'T' key:
add a mode where the mini-map is not displayed but everything else is displayed.
This would increase the visible area.

thanks.


Hi. Glad you are liking it. Unfortunately UI changes are a little beyond my abilities -- hence the standard MessageBoxes for all of the info screens I added. If the minimap was all one element it might be doable but I'm pretty sure each of those little buttons is separate.

(in reply to Francoy)
Post #: 89
RE: Bacon Mod - 5/30/2017 7:39:23 PM   
Beyondfubar

 

Posts: 26
Joined: 5/27/2017
Status: offline
I'll try out vanilla, I have 16gb of ram and have been running with the LAA ever since I realised I didn't have to crash hard every 30 minutes (awesome) I did try it with Beyond Extended Universe and with Starfall (Corrected version)

Let me get out the vanilla game and give it a go, thanks for the help thus far your star gravity well idea is so insanely gold I miss it without even having tried it. Also to add to that, it does play and seems to work as intended before giving me a straight appcrash error. Typically this is after a few attempts at a 'details, continue, quit' error storm.

(in reply to RogerBacon)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: "Hyping" my forthcoming mod (pun intended) Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.180