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Author Topic: 38a freezing when generetaing  (Read 471 times)

Lofoten

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38a freezing when generetaing
« on: February 05, 2008, 07:19:00 pm »

After it has finished generated, it will give me a choice of saving an image of the world and the seed that was used, or just continiuing. Problem is that it will freeze no matter what i chose. Win XP says the program is not responding.

Is this a problem of me ony having 216Mb ram? If that is the case, what is the name of the raw where i can lower the numbers that Toady suggested?

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numerobis

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Re: 38a freezing when generetaing
« Reply #1 on: February 05, 2008, 07:24:00 pm »

He did mention that he upped the req to 512 MB.

If you have a pair of twenty-five dollar bills to rub together, buy yourself some RAM; it'll make life much more pleasant when reading email, too.

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Draco18s

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Re: 38a freezing when generetaing
« Reply #2 on: February 05, 2008, 10:58:00 pm »

quote:
Originally posted by benoit.hudson:
<STRONG>a pair of twenty-five dollar bills</STRONG>

...they make those?

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Kagus

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Re: 38a freezing when generetaing
« Reply #3 on: February 05, 2008, 11:07:00 pm »

Anything that works with the world at large in this version takes a ridiculous amount of time to complete.  I almost killed the dwarfort.exe process when it said it was saving after worldgen.  Took it quite a few minutes of eating up my entire CPU and an insane amount of memory (almost 300,000k according to task manager) before it finally moved on to the next screen.


Just let it sit and stew itself for a bit.  Go off and do something else for a while and let it take up your CPU, when you come back it should have progressed to the next stage.

As a general rule, Dwarf Fortress does not talk to windows.  Whenever the task manager asks DF what it's doing, it never responds.  Even if it's running just fine. So that's no indication of whether or not it's actually frozen.

Toady One

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Re: 38a freezing when generetaing
« Reply #4 on: February 06, 2008, 02:05:00 am »

You can also reduce the number of critters by going into raw/objects/entity_default.txt and lowering [MAX_STARTING_CIV_NUMBER:<number>] for everything there until it works out.  The number of civilians running around really ups the memory usage now that it is tracking more about them.  This problem might be mitigated somewhat when I get around to offloading more data during world gen, but there will always be trouble like this in some form or another.
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Lavastine

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Re: 38a freezing when generetaing
« Reply #5 on: February 06, 2008, 04:07:00 am »

My game had a runtime error around the year 400, I had 400k or so alive historical figures and a couple mil dead, and countless historical events. It could have just filled up my ram all the way(last time I checked it was using 1.5gigs).
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Toady One

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Re: 38a freezing when generetaing
« Reply #6 on: February 06, 2008, 07:14:00 pm »

Is that a modded game?  Those numbers are very high.
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Torak

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Re: 38a freezing when generetaing
« Reply #7 on: February 06, 2008, 07:19:00 pm »

quote:
Originally posted by Toady One:
<STRONG>Is that a modded game?  Those numbers are very high.</STRONG>

We need to have bigger worlds so make up for modded populations and stuff. Maybe it would scale to the "Max" (As the game determines with the info given by the raws) amount of population.

10k-20k max (alive) people in a world would allow it to be the same size.
20k-100k would make the world about two or three times larger.
100k+ would just go with some algorithm. Over 100k the world would add maybe 10 Region Tiles onto the X and Y of the world for every 5k more population.

Maybe a stupid suggestion.

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Lavastine

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Re: 38a freezing when generetaing
« Reply #8 on: February 06, 2008, 10:24:00 pm »

Yes, thats way modded. I set the max civs to double, and max pop to 10000 or so(20,000 for humans, left it at 50 for kobolds).
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