So monkey says that the problem happens a lot in the demon wars cycle
map 3 that was recently released and only on his windows 8.1 pc. He gave
me his save file which I tried, and I played a few rounds with no memory
leaks on a win 7 pc. He said that when he had a win 7 pc he did not
experience memory leaks also. He now has a win 8.1 pc that is memory
leaking.
On 2/28/2016 5:52 PM, Craig Brett (Redacted sender craigbrett17 for
DMARC) wrote:
What map packs is it most prevalent on? It might give me a clue as to
whether its the sheer number of units, tiles, items, etc.
Baring in mind it all runs fine on my computer. But then I suspect
some people are running this on older rigs than I am.
On 28/02/2016 22:44, Monkey wrote:
It doesn't, but it's frequent, and I don't just get it when I save,
but even while I'm playing.
I can go through two or three turns playing the third map of Demon
Wars, but then I'll get the error. That's how I found the saving one,
I tried to save my progress before the normal out of memory error came
up.
Not sure how many others are getting it, I know of at least one other
player who has mentioned it though.
Is it worth delaying the release? No, plus it's already out now. I
can wait.
On 2/28/16, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
I'm not sure what I can do about out of memory errors. Is it worth me
delaying the release for it?
Does it happen every time you save? Or was it just a thing that
happened?
On 28/02/2016 22:04, Monkey wrote:
Hahaha, and here I was getting excited!
Well, before you release it... I have an error for you. Got this when
trying to save a game.
System.OutOfMemoryException: Exception of type
'System.OutOfMemoryException' was thrown.
at System.IO.MemoryStream.set_Capacity(Int32 value)
at System.IO.MemoryStream.EnsureCapacity(Int32 value)
at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset,
Int32
count)
at System.IO.BinaryWriter.Write(String value)
at
System.Runtime.Serialization.Formatters.Binary.BinaryObjectWithMapTyped.Write(__BinaryWriter
sout)
at
System.Runtime.Serialization.Formatters.Binary.__BinaryWriter.WriteObject(NameInfo
nameInfo, NameInfo typeNameInfo, Int32 numMembers, String[]
memberNames, Type[] memberTypes, WriteObjectInfo[] memberObjectInfos)
at
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write(WriteObjectInfo
objectInfo, NameInfo memberNameInfo, NameInfo typeNameInfo, String[]
memberNames, Type[] memberTypes, Object[] memberData,
WriteObjectInfo[] memberObjectInfos)
at
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write(WriteObjectInfo
objectInfo, NameInfo memberNameInfo, NameInfo typeNameInfo)
at
System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Serialize(Object
graph, Header[] inHeaders, __BinaryWriter serWriter, Boolean fCheck)
at
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize(Stream
serializationStream, Object graph, Header[] headers, Boolean fCheck)
at
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize(Stream
serializationStream, Object graph)
at Ian.TBHM.SaveGame1(String name) in
C:\Data\Recent\Games\TacticalBattle\TBHelperMethods.cs:line 670
Error saving game
Cancelled
On 2/28/16, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Whoops, that meant to go to drafts... not sent. Apologies. Bad
Thunderbird. Bad.
On 28/02/2016 21:55, Craig Brett (Redacted sender craigbrett17 for
DMARC) wrote:
Hello all,-----
I'm pleased to announce that Tactical Battle 2.0 dev 9 is now ready.
This release brings some new feature goodness and a fix to a bug
that's been winding 1 or 2 people up for a while.
1. Implemented an announce_death flag for units and structures, that
defaults to true. When false, the "* has been defeated" message
on the
unit or structure's death will not be announced.
2. Implemented an ignored_by_other_ai flag for units and structures,
to say that other AI controlled teams will ignore this unit as a
friend or enemy.
3. Implemented an ignored_for_victory_conditions flag for units and
structures, to say that when there are no special victory/defeat
conditions set for a map, this unit or structure is not counted
towards a team's surviving units when calculating victory or defeat.
4. Implemented an is_skill_or_item_usable pair of script flags, both
before a target is picked and after a target is picked. This
allows a
scripter to add additional logic for checking whether a given
skill or
item is useable.
5. Fixed some instances where using unit.DoDamageTo wasn't calling
BeforePointDamage and AfterPointDamage scripts
This release also comes with the latest release of ShadowMamba's
scripts, please see his release announcement message for full
details
of the changes there.
We hope you like the changes.
Craig
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Or by visiting the list page at
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Download the latest dev version of Tactical Battle here:
http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip