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-   -   Out of memory: too many Mymallocs (http://forum.shrapnelgames.com/showthread.php?t=45104)

Corporal Kindel March 11th, 2010 10:01 PM

Out of memory: too many Mymallocs
 
Hello:

trying to enable my new mod, and I got the error listed in title. I also tried downloading a new endgame mod from one of the users & got the same error. I got same error trying to enable each separately and both together.

I cannot seem to enable new mods by enabling them through setting preferences pre-game (enable mods). What do I need to do to fix this problem?

p.s. I could not find any references to this problem using the thread search tool, there were no matches.

Gandalf Parker March 11th, 2010 10:13 PM

Re: Out of memory: too many Mymallocs
 
What OS? Windows? Mac? Linux? and which version thereof.
Usually Id guess Windows since they most commonly dont say. But mymalloc makes me think Linux.

kennydicke March 11th, 2010 10:38 PM

Re: Out of memory: too many Mymallocs
 
Mallocs and mymallocs are subroutines used in C/C++ language. They affect memory allocation.

I had the same problem several months back on my XP machine. Maybe you have too many mods enabled or in your folder.

Corporal Kindel March 11th, 2010 11:42 PM

Re: Out of memory: too many Mymallocs
 
Thanks for the replies guys. As far as my system, I'm using windows XP home edition version 2002 with service pack 3 with 3GB ram. Dom version 3.23b. I'm copying and pasting the heading part of my Mod extension below in case there's any noticeable errors. Since this is my very first mod, I'm thinking I more than likely made some mod (coding) errors.

I have thousands more names after Archibald, I just cut it off at that point, but its all just like that from there on (each letter ends with an #end then new letter starts, eventually getting to next nation & wash/repeat). I wouldn't think the length of text file, or number of names would be bogging down the game memory since they're just text names and not tga images (which would load down the memory a whole lot more I'd think) ?? I mean I'd think one would be able to add 100,000 new names for example and not bog down the memory. But, maybe I'm wrong, or maybe there's some other problem that I'm missing? (After all, the names are only getting used when a leader is created, so technically I'd think it wouldn't cause a memory problem any more than the standard name-generating mechanism?)

Anyway, any help would be appreciated.

By the way, I only added the diversity mod. It's the only other mod I've tried to activate. I created an extra tga image file for my mod and just added it to the diversity folder instead of creating a completely new folder.






################################################## ##############################
## Mod Overview and Description
################################################## ##############################
#modname "MoreNames Dom 3"
#version 3.06
#domversion 3.23b
#icon "diversity/CplK_name_m.tga"

#description "400 more names for each of 46 nations, 1050 more names for each of
the following 4 nametypes: 100 (misc male), 119 (misc female), 127
(custom male), 128 (custom female). That's 22,600 new names, so no
name should ever get duplicated on large map games ever again !!!!

Basic name generating mechanism as described by a shrapnel forumite:
The mechanic is simple. All units take their name from one of the
lists upon creation. That's it. That's why there appears so many du-
plicate names in large games since the name is just randomaly taken
from the list with no regard for the names previously created. Units
never change name lists, not for any reason. If you were playing Ma-
verni only your national commanders were getting Maverni names,
indpendent commander got indy names.

Pretender names (not sure what nametype list they're coming from):
Tehom, Mordeith, Sikyon, Rellandela,

Creator: Corporal Kindel

Version 3.06 updated 9/4/09"

################################################## ##############################
## Names, Names, Names, and more Names !
################################################## ##############################

--------------------------------------------------------------------------------

################################################## ##############################
## Whole slew of new custom names so no-one will ever get duplicated!!!
################################################## ##############################

#selectnametype 100
-- 100 misc male (119, 127, 128)
-- A 50
#addname "Acid Brain"
#addname "Acid Head"
#addname "Acne Face"
#addname "Allen Thimble"
#addname "Allen"
#addname "Al"
#addname "Arnold"
#addname "Arnie"
#addname "Alfridge"
#addname "Alfie"
#addname "Art"
#addname "Abe"
#addname "Abner"
#addname "Adam"
#addname "Aidan"
#addname "Albert jr."
#addname "Al jr."
#addname "Alec"
#addname "Alex"
#addname "Alf"
#addname "Alfiel"
#addname "Alfonso"
#addname "Alton"
#addname "Amos"
#addname "Andy"
#addname "Andrew"
#addname "Anthony"
#addname "Archie"
#addname "Archibald"

Corporal Kindel March 12th, 2010 01:12 AM

Re: Out of memory: too many Mymallocs
 
Adding to my previous comment; my mod is basically of the form:

<intro heading as pasted in above post>

#selectnametype 100
#addname "bunch of names A to Z"
#end

#selectnametype 101
#addname "bunch of names A to Z"
#end

....

#selectnametype 150
#addname "bunch of names A to Z"
#end

This is the correct format, right?

kennydicke March 12th, 2010 01:33 AM

Re: Out of memory: too many Mymallocs
 
Not sure. I don't remember why I got the error or how I fixed it. I would suggest downloading a third mod, and trying to load it without alteration. If it works, then you at least know the problem is within the two you already have. I know the late-game diversity mod works fine on my machine.

Another method would be to split your mod into several smaller mods, this helps in locating exactly where the error is. At least, that's how I was taught to find errors in programming.

I don't know that there is a limit to the number of mods you can have, but it does stand to reason. The same goes with text entries in a mod.

I don't see anything in your header that would cause a problem, but I'm relatively inexperienced. Try examining a popular mod for ideas.

You have the format down - is your intention to add names, or replace them?

Burnsaber March 12th, 2010 05:52 AM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Corporal Kindel (Post 735263)

################################################## ##############################
## Mod Overview and Description
################################################## ##############################
#modname "MoreNames Dom 3"
#version 3.06
#domversion 3.23b
#icon "diversity/CplK_name_m.tga"


################################################## ##############################
## Names, Names, Names, and more Names !
################################################## ##############################

--------------------------------------------------------------------------------

################################################## ##############################
## Whole slew of new custom names so no-one will ever get duplicated!!!
################################################## ##############################

I'm not sure, but I think that filling the .dm file with "#" sings could mess up it, because it might try to look for a command after each one.

Perhaps replace those signs with "/" or "-" characters?

Also, nice mod idea!

Corporal Kindel March 12th, 2010 11:27 AM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by kennydicke (Post 735272)
Not sure. I don't remember why I got the error or how I fixed it. I would suggest downloading a third mod, and trying to load it without alteration. If it works, then you at least know the problem is within the two you already have. I know the late-game diversity mod works fine on my machine.

Another method would be to split your mod into several smaller mods, this helps in locating exactly where the error is. At least, that's how I was taught to find errors in programming.

I don't know that there is a limit to the number of mods you can have, but it does stand to reason. The same goes with text entries in a mod.

I don't see anything in your header that would cause a problem, but I'm relatively inexperienced. Try examining a popular mod for ideas.

You have the format down - is your intention to add names, or replace them?



Thanks for the reply. I did try to download a third mod. I downloaded the insectoid mod in addition to the diversity mod. I went back and played a few turns of a test game using these two mods and they seemed to work ok, all the new spells were present for the diversity mod .. which makes me think the problem is with my mod.

That's a good ides to split my mod. I noticed that the file size of the diversity mod and insectoid mod are each in the 42kb range, but my name-adding mod is 320 kb at this point. Hence, my mod is roughly 8 times the size of each of the other mods, even though it uses no image (.tga) files other than the one intro.

My intent is just to add names. I typically play using large maps and in my average game I have 10 guys named "Taximalgus" for example using Maverni. Just about every leader I have gets duplicated many times over, and I hate that. It's too much of a pain to rename every leader when I get to the point where I'm recruiting several of them every turn, so I figured the best thing is to add 400 to 500 leader-names per nation.

I think what I'll try and do is divide my name-generating mod by specific nations or nameType; this should reduce each nation to under 30kb in size. I did see a reference in one of the other posts that only 4 mods could be active at any time, so logically, if the mods average size is 42kb, then that would put a cap of around 168kb on functional mod-usage file size in Dominions.




Quote:

Originally Posted by Burnsaber (Post 735290)
Quote:

Originally Posted by Corporal Kindel (Post 735263)

################################################## ##############################
## Mod Overview and Description
################################################## ##############################
#modname "MoreNames Dom 3"
#version 3.06
#domversion 3.23b
#icon "diversity/CplK_name_m.tga"


################################################## ##############################
## Names, Names, Names, and more Names !
################################################## ##############################

--------------------------------------------------------------------------------

################################################## ##############################
## Whole slew of new custom names so no-one will ever get duplicated!!!
################################################## ##############################

I'm not sure, but I think that filling the .dm file with "#" sings could mess up it, because it might try to look for a command after each one.

Perhaps replace those signs with "/" or "-" characters?

Also, nice mod idea!


That's a good point, I went back and commented-out the extraneous symbols with the comment function --, but I still have the same error.

My thinking at this point is that it simply has to do with the .DM (mod) file size. I know in Java or other computing languages that comments are just ignored in compiling, but with the DM files (a text file) the comments just increase the overall size of the mod file regardless, so maybe in that sense they're just adding useless & unnecessary baggage?

I don't really understand the relationship to comments, space (as in dominions mod length/size), and functionality (not exceeding memory size or "mymallocs") in Dominions game-modding. Basically, it might be worthwhile to eliminate or greatly reduce comments altogether in dominions mods in the light of what I'm seeing here.

Anyway, what I'll try next is to try a reduced mod (test file) that has just one nationality, like the other guy suggested. This should reduce my file size considerably, perhaps under 30k for just Maverni, and I'll see how that works. If it works, I'll have my answer and what I'll do is break my one large name-generating-mod into 50 smaller ones (one for each of the 50 nameType categories).

Anyway thanks for the replies, I'll let everyone know how the next round of testing goes, and once I get it to work I'll create a name-generating-bundle like I mentioned above and players can just use the one name file from the bundle based on their country or nameType category. If I get it to work, I'll have to test each of the 50 files individually to be sure each works, so I still have a month or more of testing type work ahead of me once I get it to function properly.

Corporal Kindel March 12th, 2010 11:50 AM

Re: Out of memory: too many Mymallocs
 
By the way, does anyone have any idea which nameType category is associated with independents?

I'm thinking it's the generic male [100] but I don't know for sure.

Stavis_L March 12th, 2010 12:00 PM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Corporal Kindel (Post 735316)
That's a good point, I went back and commented-out the extraneous symbols with the comment function --, but I still have the same error.

My thinking at this point is that it simply has to do with the .DM (mod) file size. I know in Java or other computing languages that comments are just ignored in compiling, but with the DM files (a text file) the comments just increase the overall size of the mod file regardless, so maybe in that sense they're just adding useless & unnecessary baggage?

I don't think the parser understands comments per se, and the "--" string isn't documented as a comment indicator (although it's widely used in the mods posted here.) Basically, every instance of a "#" symbol tells the parser that a command follows, and lines without "#" in them are ignored. So something like "--#mycommand" would still be interpreted as a command (although it doesn't always execute correctly, so it probably assumes the command starts a line.)

I would strongly recommend removing the extraneous "#" symbols altogether.

Also, you could try (for testing purposes) eliminating all but say the first dozen or so names from each namelist to see if the mod runs properly then. That should tell you whether it's a syntax/structure issue or a data issue.

Corporal Kindel March 12th, 2010 08:05 PM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Stavis_L (Post 735322)
Quote:

Originally Posted by Corporal Kindel (Post 735316)
That's a good point, I went back and commented-out the extraneous symbols with the comment function --, but I still have the same error.

My thinking at this point is that it simply has to do with the .DM (mod) file size. I know in Java or other computing languages that comments are just ignored in compiling, but with the DM files (a text file) the comments just increase the overall size of the mod file regardless, so maybe in that sense they're just adding useless & unnecessary baggage?

I don't think the parser understands comments per se, and the "--" string isn't documented as a comment indicator (although it's widely used in the mods posted here.) Basically, every instance of a "#" symbol tells the parser that a command follows, and lines without "#" in them are ignored. So something like "--#mycommand" would still be interpreted as a command (although it doesn't always execute correctly, so it probably assumes the command starts a line.)

I would strongly recommend removing the extraneous "#" symbols altogether.

Also, you could try (for testing purposes) eliminating all but say the first dozen or so names from each namelist to see if the mod runs properly then. That should tell you whether it's a syntax/structure issue or a data issue.




Great news, Success!!

I just tested a small subset the name generating mod with just Maverni (has about 450 new names) and deleted the rest, although saved in another file.

The problem definitely has to do with size. After reducing to just Maverni names the filesize was 9kb, a significant reduction from the original 320 kb for the whole-enchilada of 50 nameTypes.

I agree with your comment. I'm going to go back and cut the extraneous comments. I think what I'll do is just have a thick "read me" type text doc, and keep the "description" comments in each of the nameType files to just the bare-bones necessary, maybe one sentence at most.

Feels pretty to good to actually create a mod & see it work. It's kind of like seeing your first "Hello World" project work :)

By the way, I tested the file on a small map and ran 20 turns, enough to generate 20 leaders, at least one of each leader type available to Maverni. These were the results:


3 original names generated
17 new names generated over the following letters:

A .. 1
D .. 1
F .. 1
G .. 3
H .. 1
K .. 2
L .. 1
M .. 1
O .. 2
P .. 1
T .. 1
Y .. 2

A fairly good distribution over 12 of the 26 alphabet letters.

There's definitely an upper limit to text file size needed for DM-mods to function. I just don't know exactly what this cap is. I think it's around 168kb by prior reasoning. I'm thinking that comments add unnecessarily to this size, but I don't know exactly what the relationship is between filesize, comments, & memory.

Take it easy
rk

Gandalf Parker March 12th, 2010 08:13 PM

Re: Out of memory: too many Mymallocs
 
The lines of ###### definitely will cause a problem. Remember that this is basically a linux program. Having
--############ and a carriage return is not treated as you think it should be. That would still be a dozen null commands taking up string space.

Anywhere you used ##### decoratively should be changed to -------- or =============

Johan K March 16th, 2010 11:41 AM

Re: Out of memory: too many Mymallocs
 
Please try the many name mod with version 3.24. I believe this error should not be possible to get in the latest version of Dominions.

Corporal Kindel March 18th, 2010 12:18 PM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Johan K (Post 735773)
Please try the many name mod with version 3.24. I believe this error should not be possible to get in the latest version of Dominions.

I tried using the search tool for "many name" and "name mod" but no such match was found.

I did get my mod to work finally, I'm in the process of refining it for each of the nationalities, I'm still filling in names for a couple of the nameLists too.

I believe the error I originally got was a function of size; it would probably happen regardless of DomVersion if the mod size is too big. Although I should probably upgrade to the newest version, whatever that is now.

By the way, do you know which nameList is the Independents? is it 100?

thx,
rk

Stavis_L March 18th, 2010 12:33 PM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Corporal Kindel (Post 736088)
Quote:

Originally Posted by Johan K (Post 735773)
Please try the many name mod with version 3.24. I believe this error should not be possible to get in the latest version of Dominions.

I tried using the search tool for "many name" and "name mod" but no such match was found.

I think he means this mod :p

Quote:

I did get my mod to work finally, I'm in the process of refining it for each of the nationalities, I'm still filling in names for a couple of the nameLists too.

I believe the error I originally got was a function of size; it would probably happen regardless of DomVersion if the mod size is too big. Although I should probably upgrade to the newest version, whatever that is now.
If I understand correctly, Johan was indicating that the size should not cause that error as of the latest patch (3.24, released a week or so ago.) ;) And he should know, as he's the developer. Please try again w/your full data set, as if it finds a bug, we may get another release :D

Quote:

By the way, do you know which nameList is the Independents? is it 100?

thx,
rk
I believe they use 100 and 119 as gender appropriate.

Corporal Kindel March 18th, 2010 12:46 PM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Stavis_L (Post 736092)
Quote:

Originally Posted by Corporal Kindel (Post 736088)
Quote:

Originally Posted by Johan K (Post 735773)
Please try the many name mod with version 3.24. I believe this error should not be possible to get in the latest version of Dominions.

I tried using the search tool for "many name" and "name mod" but no such match was found.

I think he means this mod :p



OOOPs, my bad :) :D



Quote:

Originally Posted by Stavis_L (Post 736092)
Quote:

I did get my mod to work finally, I'm in the process of refining it for each of the nationalities, I'm still filling in names for a couple of the nameLists too.

I believe the error I originally got was a function of size; it would probably happen regardless of DomVersion if the mod size is too big. Although I should probably upgrade to the newest version, whatever that is now.
If I understand correctly, Johan was indicating that the size should not cause that error as of the latest patch (3.24, released a week or so ago.) ;) And he should know, as he's the developer. Please try again w/your full data set, as if it finds a bug, we may get another release :D
Quote:

By the way, do you know which nameList is the Independents? is it 100?

thx,
rk
I believe they use 100 and 119 as gender appropriate.



Ok, I'll upgrade to 3.24 and retest using the original full mod of size 320k. I thought Indies were nameType[100], just wasn't 100% sure.

thx,
rk

Corporal Kindel March 18th, 2010 12:59 PM

Re: Out of memory: too many Mymallocs
 
OK, where's the patch version 3.24? I can't seem to find it in the maps & mods thread. I tried putting patch in the search tool but no matches were found?

kennydicke March 18th, 2010 01:13 PM

Re: Out of memory: too many Mymallocs
 
Corporal Kindel

Quote:

OK, where's the patch version 3.24? I can't seem to find it in the maps & mods thread. I tried putting patch in the search tool but no matches were found?
Look at the left-hand side of the screen - under 'Latest News'.

Corporal Kindel March 18th, 2010 09:29 PM

Re: Out of memory: too many Mymallocs
 
Another round of good news!

I found the patch & upgraded to version 3.24. I then went back to my original old in-work mod, put it together in one big mod like the original, edited the extraneous ### symbols that I had in the comments (which Stavis recommended I remove in another post), and retested.

The whole-enchilada Name-Mod file size was 422kb before I tested it, but it did work. :) ;) I also changed the version # to 3.24 on the mod. Apparently, there doesn't seem to be a file-size restriction on mods with the new patch in place (as I'd previously thought).

The bad news is that I actually have more work than I'd originally thought. I've completely finished 4 NameTypes, but there are very big holes in most of the other NameTypes, and a few I haven't added any names at all yet ( some of the Female nameTypes ). So, I have a couple more months work at least; I'm trying to add a couple dozen new names every day or so. There's actually thousands of names, so it's more work than it seems.

I also needed to create a completely alphabetized text list on the side, so I'm actually adding every name twice. I had to create an alphabetized list because I realized I was inadvertently duplicating names, which was the whole purpose to begin with (avoid dups). Since there's so many names, it's actually fairly easy to dup them inadvertently.

By the way, now that I'm thinking about it, if there's somebody that has a good knowledge of alphebetizing: is the following snippet correct (ignore the numbers which are just references to nameType catogories) .. I'm not 100% on how spaces, hyphens, and non-letter (apostrophe) symbols get alphabetized, i.e.:

Jack 100
Jack 'O 100
Jack Frost 144
Jack o' Lantern 144
Jack-in-the-box 137
Jack-La-Lant 145
Jack-the-Ripper 140
Jacko 137

If you think there's something wrong with the order of the names in this alphabetized snippet, let me know. I put symbols (apostrophe in jack 'o in the second line) before letters, and hyphenated words after, but I'm not 100% sure of this.

Stavis_L March 19th, 2010 08:50 AM

Re: Out of memory: too many Mymallocs
 
Quote:

Originally Posted by Corporal Kindel (Post 736190)
Another round of good news!

I found the patch & upgraded to version 3.24. I then went back to my original old in-work mod, put it together in one big mod like the original, edited the extraneous ### symbols that I had in the comments (which Stavis recommended I remove in another post), and retested.

Glad to hear things worked out for you :)

Quote:


The whole-enchilada Name-Mod file size was 422kb before I tested it, but it did work. :) ;) I also changed the version # to 3.24 on the mod. Apparently, there doesn't seem to be a file-size restriction on mods with the new patch in place (as I'd previously thought).

The bad news is that I actually have more work than I'd originally thought. I've completely finished 4 NameTypes, but there are very big holes in most of the other NameTypes, and a few I haven't added any names at all yet ( some of the Female nameTypes ). So, I have a couple more months work at least; I'm trying to add a couple dozen new names every day or so. There's actually thousands of names, so it's more work than it seems.

Um...are you literally trying to add *every* name in existence? I think you're going to run into issues with that...

Also, you might want to consider starting a thread for your mod (and giving it a name :) ) and posting partial versions so interested people could use it at least in its preliminary format. Half a loaf is better than none, and all...

Quote:


I also needed to create a completely alphabetized text list on the side, so I'm actually adding every name twice. I had to create an alphabetized list because I realized I was inadvertently duplicating names, which was the whole purpose to begin with (avoid dups). Since there's so many names, it's actually fairly easy to dup them inadvertently.

By the way, now that I'm thinking about it, if there's somebody that has a good knowledge of alphebetizing: is the following snippet correct (ignore the numbers which are just references to nameType catogories) .. I'm not 100% on how spaces, hyphens, and non-letter (apostrophe) symbols get alphabetized, i.e.:

Jack 100
Jack 'O 100
Jack Frost 144
Jack o' Lantern 144
Jack-in-the-box 137
Jack-La-Lant 145
Jack-the-Ripper 140
Jacko 137


Are you including the names above? Which name list would they go in? Or are they just for alphabetization check purposes?

Quote:


If you think there's something wrong with the order of the names in this alphabetized snippet, let me know. I put symbols (apostrophe in jack 'o in the second line) before letters, and hyphenated words after, but I'm not 100% sure of this.

I'd strongly suggest using some kind of spreadsheet tool (Excel, OpenOffice's Calc, or Google Spreadsheets, for instance) so that it can handle the ordering for you. You could create one sheet for each namelist. Once you've got your lists of names, you could copy/paste them into the mod and add all the #addname commands to the start of each line (or, if you're a programmer at all, write something to do it for you.)

Also, if you're looking for lists of names, I might point you to this: http://en.wiktionary.org/wiki/Catego...ame_appendices

...which has pre-ordered lists by cultural background.


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