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Allocate more memory for Skulltag due to losing savegames


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How do I do this? I am occasionally having lockups when saving during Oblige megawads using the "Hordes" or "Crazy" monster amount choices and normally during intense fighting/monster infighting. I also think this has happened to me on user made levels a few times before as well and has happened with the official build and up to build 2116. (Am yet to test with build 2159)

The lockup just keeps the game stuck at quicksave prompt and when the program is shut down in task manager, the savegame it was trying to write to is lost/deleted. I had to make a second file just so I wouldn't have to load from an autosave instead.

I don't see anything on the ZDoom wiki speaking about allocating more memory to the program to prevent ZMalloc(?) or other memory allocation failures, nor do I think there might be anything for Skulltag. Help please?

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I thought they took as much memory as they needed (there's been issues with memory leaks in the past). How much RAM do you have?

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ZDoom and its derivates have removed the Zone heap and all its effects, in particular the need to preallocate a fixed amount of memory. All allocations are directly done from the system heap - and are only limited by available physical/virtual memory.

Your problem doesn't really look like a heap problem. Just to make sure, what's your system specs.

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1.6Ghz Turion (64 bit)
2GB RAM
100GB HDD

This is an HP laptop by the way. When I sometimes see the error quickly before the console closes, it usually says "Could not allocate 60/70something MB" or something like that.

I am also using Windows Vista Basic (32 bit) on this system if that might be helpful to the inquiry.

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If you don't already have an autoexec for ST, create a file entitled autoexec.cfg and put this inside:

logfile d:/games/doom/log
(Of course, replace d:/games/doom by whatever path you use for Skulltag.) Then verify in you skulltag-<username>.ini file that you have [Game.AutoExec] entries with something like this inside:
Path=$PROGDIR/autoexec.cfg
Once you've done that, play till you get the bug again. Then, open the logfile (with skulltag, it'll be named something like like log__YYYY_MM_DD-HH_MM_SS.log, actually) and look at the last line. If the error message is printed to the console, it'll be kept in the console.

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