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Author Assertion failed ! when loading 1.4 GB - PW World
-yi-
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Joined: 30 May 2004
From: Paris, France
Posted: Saturday, 04 November 2006 06:18PM
Dear all,

We are doing some alpha tests on our PW arkalym (www.arkalym.com).
The module size is 1.4GB, which should be below the 32bits limitation.

When we launch the module (with the NWNServeur or with a player) we have this message :

----------------------
Assertion failed!
Program: E:\ NWN2\ nwn2server.exe
File d:\ work\ nwn2\ code\ libsource\ nwn2_me... \NWN2_Memory.h

Expression: m_NextAlloc != (T*)0xDEADBEEF && "memory pool not big enough!"
-----------------------
Please help us to find a solution in order to have decent PW on NWN2
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Salith Grinn
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Profile: Salith GrinnNWN 2


Joined: 11 Oct 2006
Posted: Saturday, 04 November 2006 07:10PM
that is a bit worrisome....
one question, are you loading a mod made in the pre-release toolset? do we know if they are 100% compatible with the final release?

So far in testing just how area sizes turn up in memory usage I've found that memory usage is far less than actual area file size, so not sure whats going on there....though I havent gotten to trying anything near as big as 1.4gb...though we will need to eventually
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-yi-
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Profile: -yi-NWN
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Joined: 30 May 2004
From: Paris, France
Posted: Saturday, 04 November 2006 07:17PM
Yes it was a mod done by the pre release toolset.
But to create the 1.4 GB mod, we merged 3 mods.

And all mods works perfectly

I am trying to merge some obsidian mod to see what's happen
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-yi-
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Profile: -yi-NWN
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Joined: 30 May 2004
From: Paris, France
Posted: Saturday, 04 November 2006 07:44PM
Ok, I try merging 3 obsidian modules (the 3 biggest one). And I reach 1GB... And it crashs with the same error message.

so as with a 1.4GB module we have only 49 areas, that means PW on NWN2 with more than 5 or 10 players is an utopia

you can see some screenshots here : http://www.arkalym.com/index.php?action=screen (I hope it will motivate obsidian to solve this memory bug)
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Edited By -yi- on 11/04/06 19:45

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-yi-
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Profile: -yi-NWN
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Joined: 30 May 2004
From: Paris, France
Posted: Saturday, 04 November 2006 08:29PM
It does crash with a 780MB module ... that is a HUGE issue or I am the only one with it ?
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Danmar
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Joined: 19 Oct 2001
From: NY
Posted: Saturday, 04 November 2006 09:51PM
That does sound pretty bad for large modules.

let us hope that Atari continues funding for upkeep for a few months at least.
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Salith Grinn
Game Owner
Profile: Salith GrinnNWN 2


Joined: 11 Oct 2006
Posted: Saturday, 04 November 2006 11:02PM
well that sounds like a show stopper...
btw...how much memory does your server have that you are trying to load it on?
I really hope this turns out to be some simple bug or easily fixed, I thought we would only be limited by 32bit memory addressing...not something less
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-yi-
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Profile: -yi-NWN
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Joined: 30 May 2004
From: Paris, France
Posted: Saturday, 04 November 2006 11:06PM
we tried it on 3 PC (all with 2Go of memory, at least)..
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Anudil
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Joined: 26 Apr 2004
Posted: Saturday, 04 November 2006 11:10PM
You might want to devide your module into 4-5 different ones.
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NWN2Online
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Profile: NWN2OnlineNWN 2


Joined: 31 Oct 2006
Posted: Saturday, 04 November 2006 11:33PM
Quote: Posted 11/04/06 23:10 (GMT) by Anudil

You might want to devide your module into 4-5 different ones.

Since its a PW he's building that would not be much of an option. I really like the game itself, but if this limit turns to be it, its going to be a real PITA to setup any kind of PW.
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Grinning Fool
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Joined: 26 Nov 2003
From: Khalidine
Posted: Saturday, 04 November 2006 11:39PM
What do you mean by merging the mods? Are you manually combining them in the module folder, or are you exporting to erf, then importing into the master?

(You probably are, but I just wasn't clear from your post)
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-yi-
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Profile: -yi-NWN
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Joined: 30 May 2004
From: Paris, France
Posted: Saturday, 04 November 2006 11:42PM
You right, it was not clear :
The "combined" module was created with .erf
And we opened all the maps in the toolset to check if there was not corrompted.
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mykael22000
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Joined: 15 Nov 2003
Posted: Sunday, 05 November 2006 01:47AM
First thing to do is to load a 10-50MB module and see how much memory it uses. This will give you a baseline for system ovehead. Subtract this from 2GB and you'll have some idea of how much memory you've got left to load your module into.

The ammount of RAM in the machine (and the ammount of free disk space) is irrelevant (as long as there's 3-4GB on disk plus enough for virtual storage to bring the RAM up to over 2GB). The limit you'll be hitting is the 2GB address ability limit for a running 31 bit program. Windows is a fairly simplistic operating system when it comes to memory management, so you only option is to look at reducing your module size and/or distributing it over multiple servers. Hmmm. Actually for a 1.4GB module, you'd want 4GB+ of RAM, because windows is going to attempt to cache the whole .erf in memory (= lots of churn and a slow load if you have less).

It is also entirely possible that the game may require 2-3 times as much free memory while it is loading the module (if, for instance, it has read the entire .erf into storage, decoded it in storage and is then creating resources from it). This process may also be fragmenting memory to the extent that it can no-longer find any chunks big enough to unpack, say, a walkmesh.

You may get better results by saving the game in directory format (rather than .erf) as this would remove the requirment for the game to load and unpack the .erf file to expose the game resources.

Myk
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Salith Grinn
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Profile: Salith GrinnNWN 2


Joined: 11 Oct 2006
Posted: Sunday, 05 November 2006 04:29AM
he means he cant load the module in the server application...saving it as a directory wont help, pretty sure you have to load a .mod file in the server app.

Also if the .mod file size is under 2gb and they have 2gb on their machine why wouldnt it work? I realize the OS and other apps are using memory too.

to the OP, how much memory is in use before you attempt to load the mod? If your mod is 1.4gb and you have 600mb in use your gonna max out your system memory...but then you said a 700mb wouldnt work either...thats just bad. Maybe I'll get around to testing this myself tomorrow
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-yi-
Game Owner
Profile: -yi-NWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 30 May 2004
From: Paris, France
Posted: Sunday, 05 November 2006 06:38AM
Everybody can try the bug from their side.

For memory usage : a 800MB and even a 1.4GB module don't need 2GB of memory ... (do the trial a module of XMB need less than XMB of memory).

the issue here is more an internal malloc in an internal memory pool of NWN2 which seems to be limited... why it is limited that is the question
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