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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!


rbray89

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I have not been able to get ATM to work with the 64 bit KSP. I've tried in 0.24 and 0.24.1. I am using the 3-3-1 x64 build (for both x64 and x86 - I don't think it makes a difference with C# DLLs). I get to the end of the loading progress bar, and before the screen goes dark and shows the "loading" doo-dad, the game crashes, generating a crash report. While x64 takes away the need for reducing memory usage, mipmap generation is still a major feature of this mod for me. I can play in 32 bit, but I'd like to migrate to 64 bit without losing the mipmap generation. I've tinkered with the config file, but I haven't found a combination that lets the game load without crashing.

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I have not been able to get ATM to work with the 64 bit KSP. I've tried in 0.24 and 0.24.1. I am using the 3-3-1 x64 build (for both x64 and x86 - I don't think it makes a difference with C# DLLs). I get to the end of the loading progress bar, and before the screen goes dark and shows the "loading" doo-dad, the game crashes, generating a crash report. While x64 takes away the need for reducing memory usage, mipmap generation is still a major feature of this mod for me. I can play in 32 bit, but I'd like to migrate to 64 bit without losing the mipmap generation. I've tinkered with the config file, but I haven't found a combination that lets the game load without crashing.

any clues in KSP_Data/output_log.txt ?

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any clues in KSP_Data/output_log.txt ?

Not that I can see. The last part of KSP_Datax64/output.log is


(snip)
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Parsing bool

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

AddonLoader: Instantiating addon 'PersistentEmitterManager' from assembly 'SmokeScreen'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Crash!!!
SymInit: Symbol-SearchPath: '.;D:\Games\Steam\steamapps\common\Kerbal Space Program;D:\Games\Steam\steamapps\common\Kerbal Space Program;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530,

followed by the list of DLLs and an approximately worthless stack trace.


(0x0000000103B80000) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x0000000003FC72DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003FC7270 0000000003FC734A) [00000000006D4D48 - Unity Root Domain] + 0x0
(0x000007FEE6FE36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e
(0x00000000099937C8) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000006D4D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

I thought at first it was SmokeScreen, since that's the last module listed above the crash, so I got rid of that and still had a crash. Once I removed ATM's DLL (everything else still intact), the crash stopped.

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Not that I can see. The last part of KSP_Datax64/output.log is


(snip)
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Parsing bool

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

AddonLoader: Instantiating addon 'PersistentEmitterManager' from assembly 'SmokeScreen'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Crash!!!
SymInit: Symbol-SearchPath: '.;D:\Games\Steam\steamapps\common\Kerbal Space Program;D:\Games\Steam\steamapps\common\Kerbal Space Program;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530,

followed by the list of DLLs and an approximately worthless stack trace.


(0x0000000103B80000) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x0000000003FC72DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003FC7270 0000000003FC734A) [00000000006D4D48 - Unity Root Domain] + 0x0
(0x000007FEE6FE36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e
(0x00000000099937C8) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000006D4D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

I thought at first it was SmokeScreen, since that's the last module listed above the crash, so I got rid of that and still had a crash. Once I removed ATM's DLL (everything else still intact), the crash stopped.

That is so weird. I can't imagine what ATM would be doing that would cause it to crash, especially like this. Might be an incompatibility with another mod though. Again, not sure why it would be incompatible.

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That is so weird. I can't imagine what ATM would be doing that would cause it to crash, especially like this. Might be an incompatibility with another mod though. Again, not sure why it would be incompatible.

Yeah, that's kinda what I'm thinking. I started on a clean install with only ATM, and it worked (of course). I guess I'll start adding other DLL / mods and see which one kills it.

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That is so weird. I can't imagine what ATM would be doing that would cause it to crash, especially like this. Might be an incompatibility with another mod though. Again, not sure why it would be incompatible.

Okay. I found it. ATM and FinalFrontier do not play together nicely for me in x64. x86 works okay, and if I get rid of either the FF.dll or ATM's DLL, x64 works. I guess I'll poke through the FF source to see if anything pops up - I've seen some NREs show up while it's configuring, so maybe there's something there.

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I hate to sound like a broken record, but is there any confirmation of .24.1 doing something weird to ATM? I gave up trying to walk back my most recent mods last night, so it could technically be one of them causing the RAM spike, but I'm not sure. I'll finish the last mods tonight, but it would be awesome to know that I'm not going crazy...

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I hate to sound like a broken record, but is there any confirmation of .24.1 doing something weird to ATM? I gave up trying to walk back my most recent mods last night, so it could technically be one of them causing the RAM spike, but I'm not sure. I'll finish the last mods tonight, but it would be awesome to know that I'm not going crazy...

Not as far as I know with this release. Also: they released a patch?

- - - Updated - - -

Okay. I found it. ATM and FinalFrontier do not play together nicely for me in x64. x86 works okay, and if I get rid of either the FF.dll or ATM's DLL, x64 works. I guess I'll poke through the FF source to see if anything pops up - I've seen some NREs show up while it's configuring, so maybe there's something there.

Awesome! Thanks for the help. It is quite odd it is only with x64 though.

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Yeah, .24.1 went live yesterday. It was a bugfix patch for the initial .24 release. Info here. I'm not an expert on the code, but it sounds to me like they shored up the problem with pre-.24 craft files not working, but not sure how that would pertain to ATM. I could be wrong though, I'll defer to you. I was unfortunate to have Steam auto-update on for KSP (A problem I have now rectified), so now I'm stuck waiting for all the new dependancies to get updated and whatnot.

Edited by Ghostshark27
I'm dumb...
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Awesome! Thanks for the help. It is quite odd it is only with x64 though.

... And it still crashed, after I removed the FF mod. But it's inconsistent, now - I wonder if there's a timing issue that's tripping KSP up somewhere.

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As for installation there are x86 and x64 versions. Do I have to to have two game folders one where I run x64 and another where I run x86??? Or can I simply install the x64 version on my windows 7 x64 system and then still run either x86 or x64 from the same game folder?

Sorry for the nood question but this is the first mod I have replaced that has two versions so I am confused.

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Nah every time I load now I get a crash;

d3d: failed to create 2D texture id=673 w=15 h=15 mips=5 d3dfmt=21 [invalid call]

Crash!!!

(0x0000000103A70000) ((module-name not available)): (filename not available): (function-name not available) + 0x0

(0x0000000003F9506B) (Mono JIT code): (filename not available): ActiveTextureManagement.CacheController:RebuildCache (ActiveTextureManagement.TexInfo,bool,bool,bool) + 0x18b (0000000003F94EE0 0000000003F95649) [0000000000546D48 - Unity Root Domain] + 0x0

(0x0000000003F94E0B) (Mono JIT code): (filename not available): ActiveTextureManagement.CacheController:FetchCacheTexture (ActiveTextureManagement.TexInfo,bool,bool,bool) + 0xa8b (0000000003F94380 0000000003F94E2E) [0000000000546D48 - Unity Root Domain] + 0x0

(0x0000000003F9414F) (Mono JIT code): (filename not available): ActiveTextureManagement.ActiveTextureManagement:UpdateTexture (ActiveTextureManagement.TexInfo) + 0x6df (0000000003F93A70 0000000003F941B3) [0000000000546D48 - Unity Root Domain] + 0x0

(0x0000000003F90FAB) (Mono JIT code): (filename not available): ActiveTextureManagement.ActiveTextureManagement:LoadTextures () + 0x28b (0000000003F90D20 0000000003F912DA) [0000000000546D48 - Unity Root Domain] + 0x0

(0x0000000003F8D65B) (Mono JIT code): (filename not available): ActiveTextureManagement.ActiveTextureManagement:Awake () + 0x9b (0000000003F8D5C0 0000000003F8DC54) [0000000000546D48 - Unity Root Domain] + 0x0

(0x0000000003EB72DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003EB7270 0000000003EB734A) [0000000000546D48 - Unity Root Domain] + 0x0

(0x000007FEDACF36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e

(0x000000000ABB0468) ((module-name not available)): (filename not available): (function-name not available) + 0x0

(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0

(0x0000000000546D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

========== END OF STACKTRACE ===========

**** Crash! ****

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Nah every time I load now I get a crash;

d3d: failed to create 2D texture id=673 w=15 h=15 mips=5 d3dfmt=21 [invalid call]

Crash!!!

I was getting crashes in 64 bit (but not 32 bit) until I changed to -force-opengl. I don't know why, but 64 bit won't work for me using ATM unless I use OpenGL.

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Ok, I've been trying to run 32bit since .24 came out, and once the mad dash to fix all the new build problems were fixed, I was able to get a couple of good days of gameplay out of it. Then .24.1 happened, and I haven't been able to get the game to even load. I've tried forcing it with OpenGL, still no luck. I did see my RAM usage drop quite a bit, but it's still hanging up on weird parts, and from the looks of it, there's no compression of textures. Earlier tonight, it hung up on the world cup soccer balls, so I got rid of them, didn't need them anyway. Now it's hanging up on a Universal Storage part. I am running quite a few mods, but before .24.1 I had a good stable game running, probably more stable than .23.5, TBH.

Most of the mods I'm running are more parts packs than anything (KW, Fustek, USI's MKS/OKS, and Near Future packs), but I have some visual enhancements as well. (EVE 7-3, EOO pack, texture replacer, Hot and Cool Rockets, and ATM.) I've got a hunch that one of the visual ones aren't playing nice with each other, but I'm no expert by any means. Here's my latest output log. The loading bar only got about half finished before it stopped. If you can see something in the log, I'd be grateful for any input. My next step is to just completely wipe the whole install and start from scratch again, but that's a huge pain.

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I was getting crashes in 64 bit (but not 32 bit) until I changed to -force-opengl. I don't know why, but 64 bit won't work for me using ATM unless I use OpenGL.

See I tried to do opengl, but I just get screen flickering on load between desktop and game... dunno whether its even loading lol.

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I'm not sure if the above listed problems are specific mod related or not but, I have been running this one along with about 7 others on .24.2 at 32bit with no problems so far. So I would recommend checking each mod individually to see if that is the problem.

Oh yeah, forgot to mention. I'm not using an opengl either.

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I'm not sure if the above listed problems are specific mod related or not but, I have been running this one along with about 7 others on .24.2 at 32bit with no problems so far. So I would recommend checking each mod individually to see if that is the problem.

Oh yeah, forgot to mention. I'm not using an opengl either.

It's Commander Koenig! Wow you must be ancient now...

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