Author Topic: Malevolent Rising - Remake  (Read 112904 times)

ultifd

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Re: Malevolent Rising v1.1
« Reply #250 on: 14 July 2010, 01:01:55 »
Of course it looks cooler, it is lol, freezing in fact! :P
Yeah.  :O

But uh, I just don't really like a "hell" type...  :| It's ok though...
Anyways, sweet.  :thumbup:

Omega

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Re: Malevolent Rising v1.1
« Reply #251 on: 14 July 2010, 01:55:21 »
Wow... You work amazingly fast and well! I can't figure out how you do it...

Where do you get the time to make all of this? So, 3 confirmed planned factions with massive tech trees! :o This'll be fun (once it works here)!
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #252 on: 14 July 2010, 11:36:12 »
With it being the break between my first year of university and my second I've got a load of time on my hands, though I'm looking for a part time job and there's a horrible expensive cluster of birthdays to deal with lol. My old Doom project though has provided me with a few models ready made and animating with 3ds max is really quick and easy, adding a skeleton is the horrible boring part though. Also my old project has loads of textures and sounds for me to use, a lot of them being none Doom related too so there will be a good amount of variation. I've got the Angels to make next which is going to take a bit of work.

ultifd

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Re: Malevolent Rising v1.1
« Reply #253 on: 15 July 2010, 05:32:40 »
Hmm I figured out that I have the same problem as this person and the other thread...side by side...
Just not sure what do do...  :| 
Quote
0: Core data
I run it with admin rights, but now what to do since this not the GAE directory itself...kinda confused now.

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #254 on: 15 July 2010, 11:43:08 »
Hmm I figured out that I have the same problem as this person and the other thread...side by side...
Just not sure what do do...  :| 
Quote
0: Core data
I run it with admin rights, but now what to do since this not the GAE directory itself...kinda confused now.

Make sure GAE is installed in an open place so not read only (you can't run it from a CD because is read only so the log text files can't be written to, etc) also windows vista/7 can be annoying with Program Files so try saving GAE somewhere like directly into your main hard drive.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #255 on: 15 July 2010, 16:06:23 »
"Error"

"Exception: bad allocation"

same as i get in the G3D viewer...

ultifd

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Re: Malevolent Rising v1.1
« Reply #256 on: 20 July 2010, 20:13:17 »
Make sure GAE is installed in an open place so not read only (you can't run it from a CD because is read only so the log text files can't be written to, etc) also windows vista/7 can be annoying with Program Files so try saving GAE somewhere like directly into your main hard drive.
Hmm, I know that, but I shouldn't be having this problem anyways, GAE does not have it...
Stupid Windows.

Anyways I'll probably just wait...for next version.
Speaking of it, how is it...

ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #257 on: 24 July 2010, 19:59:57 »
Next version hasn't been developed much, I will do though just not too much for now.
I have done some work to the music for the second faction (very icy and interesting) and I've a few buildings going but my next task is to make the Angel race which will take a bit of time like the Werewolves and Satyrs did.
« Last Edit: 26 July 2010, 16:23:00 by ChupaReaper »

Omega

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Re: Malevolent Rising v1.1
« Reply #258 on: 25 July 2010, 02:30:31 »
Here's some more info on what's wrong with mine. For some reason, it still won't work, despite me trying it even with the same stuff as military has, nor does it work on lower graphical settings. Basically, I get either "Bad Allocation" or "Cannot generate Mipmaps" as errors, which always come in the Rendering stage. I don't know why, but the memory usage of this seems to climb out of control (until it gets the error, where it falls down to about 50mb memory usage). How much memory have I seen before the program crashes? Take a look:


I'm not sure why I am having problems. I've played games like oblivion on their max settings, and have 4GB of physical DDR3 RAM (plus another 4 GB virtual). Anyway, this may be a Glest bug or somehow related to the massive number of units. It does make me wonder, if there are five factions like this, would anyone be able to handle the memory reqs? Perhaps something is wrong with me. I really have no clue. What is the memory usage of someone who has this working?
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #259 on: 25 July 2010, 10:52:08 »
Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.

-Archmage-

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Re: Malevolent Rising v1.1
« Reply #260 on: 25 July 2010, 16:12:20 »
It runs on my laptop, no error, no lagg. :D
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #261 on: 25 July 2010, 22:44:58 »
It runs on my laptop, no error, no lagg. :D
Cool, (if you mean with my mod then awesome!)

-Archmage-

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Re: Malevolent Rising v1.1
« Reply #262 on: 25 July 2010, 23:29:30 »
It runs on my laptop, no error, no lagg. :D
Cool, (if you mean with my mod then awesome!)

Yep, downloaded these both:

Quote from: First post
Or download directly from here (instructions and up to date info are on the releases page of my website):
-Core Files: Menu, Tilesets, Maps, GAE and will contain Scenarios in the future.
-Necribus Faction: Faction pack will work with just GAE but the core files are recommended for the full project.

Stuck 'em together, ran mrise.exe(or whatever it was called), started a custom game and it ran fine. ;)
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ChupaReaper

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Re: Malevolent Rising v1.1
« Reply #263 on: 26 July 2010, 10:48:10 »
Awesome, glad to know someone's got it working lol, maybe the zshare one with the whole lot is corrupt or something.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #264 on: 26 July 2010, 17:54:49 »
I use DDR3 ram too, what type you got chup? (DDR2/DDR3)
« Last Edit: 26 July 2010, 23:23:44 by -Archmage- »

ultifd

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Re: Malevolent Rising v1.1
« Reply #265 on: 26 July 2010, 19:19:22 »
... :|

Next version hasn't been developed much, I will do though just not too much for now.
I have done some work to the music for the second faction (very icy and interesting) and I've a few buildings going but my next task is to make the Angel race which will take a bit of time like the Werewolves and Satyrs did.
I see, but hopefully it will work...if not, I'll try on other computers when I have the time.
Hmm, interesting.

Gabbe

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Re: Malevolent Rising v1.1
« Reply #266 on: 26 July 2010, 21:51:14 »
No arch, its completely on topic...What type of RAM may be the cause of our errors...

-Archmage-

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Re: Malevolent Rising v1.1
« Reply #267 on: 26 July 2010, 23:24:44 »
No arch, its completely on topic...What type of RAM may be the cause of our errors...
I can't imagine what RAM would have to do with it, but so be it...

I have DDR3 RAM, so it's probably something else anyway.
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Gabbe

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Re: Malevolent Rising v1.1
« Reply #268 on: 26 July 2010, 23:26:25 »
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..

-Archmage-

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Re: Malevolent Rising v1.1
« Reply #269 on: 26 July 2010, 23:38:18 »
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..

If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.

I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|

SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.
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Gabbe

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Re: Malevolent Rising v1.1
« Reply #270 on: 27 July 2010, 00:12:22 »
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..

If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.

I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|

SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..

If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.

I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|

SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.

I got 12GB now, just had a upgrade...OMG i saw whats the problem, my RAM is running at high temps here! let me try to increase fan speed and lower the clock some werious much..

-Archmage-

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Re: Malevolent Rising v1.1
« Reply #271 on: 27 July 2010, 01:21:22 »
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..

If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.

I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|

SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.
mhm, im going to decrease the voltage and clock on my RAM, maybe it slows down the RAM suck..

If I'm using 4gb of ddr3 RAM and you're using what..... 6? 8? gb of ddr3 RAM, that means that either my computer is simply faster than yours( :P), or your computer has a problem. That is, IF RAM is the trouble.

I've turned of all my special little Windows eyecandy stuff and increased my virtual memory so IF RAM is the problem then I guess what I did is helping me. Thinking about RAM and something I think Titi said, I now see why RAM could be a problem. :|

SIDENOTE: I did not make those computer modifications for this mod, I made them to make Crysis run better.

I got 12GB now, just had a upgrade...OMG i saw whats the problem, my RAM is running at high temps here! let me try to increase fan speed and lower the clock some werious much..

No need to quote me twice dude. :|

Wow 12GB!?!?!?!?! You're going to have about 80GB of RAM when you die if you progress at the rate your going. :P
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Gabbe

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Re: Malevolent Rising v1.1
« Reply #272 on: 27 July 2010, 01:40:24 »
Im planning to get 24GB to use as renderfarm, now wer getting OT i think...

increase fan speed lowered the temps but its still not running...

I doubled my RAM in 4 months... I think im gonna live a little longer than what you think ;)

Omega

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Re: Malevolent Rising v1.1
« Reply #273 on: 27 July 2010, 02:24:18 »
Please, keep this ONTOPIC. Either way, I'm stumped, since it works for others, yet not for me, despite having easily more than the reqs to use something like this... :confused:
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Yggdrasil

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Re: Malevolent Rising v1.1
« Reply #274 on: 27 July 2010, 13:29:03 »
Mine hits around 1,162,248kb in game, which is quite a lot but with at least 2gb ram and plenty of virtual ram it should run fine.
I think this is more of a GAE bug or something, maybe your graphics drivers or something though if other games work fine then maybe not, if other GAE mods don't work either then it's GAE or there's something up with your setup.
I usually run two instances of my mod when testing too and they run fine, maybe when there're a few hundred units out it begins to lag a little but for having it running twice with little lag like that is ok.

Similar here. I'll have a look why your mod needs so much memory.

Besides, here is a small bug report from linux (using gae svn trunk, not your binaries):
Code: [Select]
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/stockpile/models/stockpile_roof.tga                                                                                     
Error: No such file or directory                                                                                                                                                   
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/stockpile/models/stockpile.tga                                                                                         
Error: No such file or directory                                                                                                                                                   
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/stockpile/models/stockpile_floor.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/treasury/models/treasury_roof.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/treasury/models/treasury.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/treasury/models/treasury_floor.tga
Error: No such file or directory
PHYSFS_openRead failed: techs/mrise/factions/necribus/units/worg/models/worg.tga
Error: No such file or directory
The filesystem on linux is case sensitive. So, just make all names lower case.

Otherwise, nice mod with many good looking units. Keep up the good work.

 

anything