Crash on resized lots at 7PM -- any ideas?

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dizzy:
It just occurred to me that maybe CAS sims tend to crash the game because they tend to be at the edge of a contiguous memory pool (I'm assuming that the way they allocate memory is using a pool technique). If this is the case, then maybe the errant pointer is corrupting the sim character file (or nearly so).

Zazazu:
Quote from: Simsample on 2007 October 29, 21:47:19

Baratron, the lights come on at 18:00 in my game, so this isn't a factor in the 18:59 crashes. And if I save the game, it doesn't crash- so surely that means specs/ lighting isn't to blame? Or is my logic wrong?! I don't have any lighting mods in currently (I clean reinstalled a few weeks back), but in case this is relevant here are my specs:

It was that his lights come on at 6, not that it gets dark at 6.

pbox:
Quote from: dizzy on 2007 November 12, 22:52:35

It just occurred to me that maybe CAS sims tend to crash the game because they tend to be at the edge of a contiguous memory pool

Correct me if I'm wrong, but wouldn't this:
Quote from: Simsample on 2007 October 29, 21:47:19

And if I save the game, it doesn't crash
(snipped from Zazazu's Simsample quote above)

support that theory? As in, if the game gets to write those corruption-prone sim files to disk, they don't get smashed (or: get in the way) when the light/shadow change occurs (because they're safely out of reach)?

If this is so, or perhaps even if it *might be* so, the cas sim issue would be perhaps be reduced to a side problem .. they suffer the results from a problem with redrawing the night scene, but they aren't the cause of it.

Does this make sense?

(I have seen crashes with no sims involved -- in a completely empty hood, clean templates and all -- which in my eyes also means the sim files aren't causing anything)

dizzy:
This tells me that if what I surmise is the case, then saving the game does some memory-juggling which causes the said character data to plunged into the middle of random allocations, thus rendering the errant pointer harmless with respect to generating CPU-interrupting exceptions.

All of which is to say that indeed CAS sims are merely a possible correlation to The Problem Factor rather than part of the causation.

Doc Doofus:
My own suspicion is that there is some field (a square, a field, an index variable, a whatever) that would be normally initialized by the game is sometimes NOT being initialized because walls are on the edges.  However, the flawlessness of the gameplay once you achieve 7:01pm makes me think that when the game gets the opportunity to do some normal housekeeping procedure, things get cleaned up.  That is why I find it interesting that tweaks to the house in build mode so often fix the problem.

Mootilda, I'm not as worried as you are about the corrupted data from the hanging pointer.  Until we know what the problem is, there's no way to know for sure, but nobody has had that kind of corruption yet.  I'm much more worried about the kind of corruption that could be caused by a half-written file interrupted by a crash, or a character file out of sync because of interruption by a crash, as J.M alluded to.

The game's Simantic code interpreter is a virtual machine, written in C++.  Interpreters tend to be more robust than native-code programs when it comes to things like hanging pointers and uninitialized variables.  They do crash, but usually with more grace and little damage. 

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