Game Development Community

Torque Wants 1.4+GB RAM

by Theo Brinkman · in Torque Game Engine · 11/25/2005 (10:39 pm) · 13 replies

I've just downloaded TGE 1.4 and started trying to learn it, but I'm getting some very strange behavior when I try to run any of the examples (FPS starter, Racing Starter, Tutorial Starter, Demo, or ShowTool).

First, the screen blanks, then drops back to the desktop.
Then, I sit and watch as Torque starts trying to claim 1.44GB RAM. (This system is maxed out for RAM at 384MB, which isn't anything to write home about, but should be sufficient based on the listed system requirements.)
Finally, a tiny dialog pops up titled "Memory Error", which reads, "Error allocating virtual memory."

System Stats:
Windows XP Service Pack 2 & all updates
Pentium III 850, 384MB RAM
nVidia GeForce2 Go w/ 16MB RAM w/ driver version 66.93 (the last driver revision to support this chipset)

The console.log file starts like this:
//-------------------------- 11/26/2005 -- 01:12:59 -----
Processor Init:
   Intel Pentium III, ~850 Mhz
     (timed at roughly 841 Mhz)
   FPU detected
   MMX detected
   SSE detected
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
   Installing FPU extensions
   Installing MMX extensions
   Installing SSE extensions
 
Input Init:
   keyboard0 input device created.
   mouse0 input device created.
   DirectInput enabled.

Initializing chunk mappings...
   o 'TEXT' maps to TextChunk
   o 'SCHK' maps to UnknownChunk
   o 'SCHK' maps to SimChunk
--------- Loading MODS ---------
Loading compiled script tutorial.base/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script tutorial.base/client/defaults.cs.
Loading compiled script tutorial.base/server/defaults.cs.
Missing file: tutorial.base/prefs.cs!
Loading compiled script creator/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!

--------- Parsing Arguments ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

--------- Initializing TTB: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script tutorial.base/server/game.cs.

--------- Initializing TTB: Client ---------
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Video Init:
   Accelerated OpenGL display device not detected.
   Accelerated D3D device not detected.
   Voodoo 2 display device not detected.

"OpenGL" display device not found!
"OpenGL" display device not found!
"D3D" display device not found!
"Voodoo2" display device not found!
Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/ConsoleDlg.gui.
Could not load this GL function: glGenTextures
Could not load this GL function: glBindTexture
Could not load this GL function: glTexImage2D
Could not load this GL function: glTexParameteri
Could not load this GL function: glTexParameteri
Could not load this GL function: glTexParameteri
Could not load this GL function: glTexParameteri
Could not load this GL function: glGenTextures
Could not load this GL function: glBindTexture
Could not load this GL function: glTexImage2D

#1
11/25/2005 (10:42 pm)
I see I'm getting the classic display issue, but with no newer driver available, I'm not sure how to proceed in trying to resolve this. Anybody have any ideas?
#2
11/25/2005 (10:53 pm)
I had the same issue with my geforce2 mx. I went to the NVidia website and downloaded a new version and it now works.

My driver's version is 8.1.9.5 (11.11.2005)


dunno if it can help
#3
11/25/2005 (11:49 pm)
I noticed there is something about virtual memory at the top...

Window's way to deal with too much RAM usage is through virtual memory which uses the computer's hard drive to store virtual "RAM" if you will. I'm not sure if this is the problem, but follow the steps below to make sure Virtual Memory is enough. Note: It will take up hard drive space to increase it.

1. Rightclick on "My Computer" and select "Properties"
2. Click on the "Advanced" tab.
3. In the "Performance" section (should be the first one), click on "Settings"
4. In this new window, click the "Advanced" tab.
5. The last section of this page should be called "Virtual Memory" ... Look at "Total Paging File Size for All Drives"

If it is set to less than 1500 MB, then you will have to change it (noted below on how). If it is set to more than 1500MB, then I'm no help :(

6. Click on change.
7. If the "Custom" circle is not currently filled in, click on it to fill it in now.
8. In both the "Initial Size" and "Maximum Size" fill in at least 1536 ... I recommend you fill in "1664" though (to give the system exactly 2GB of memory)
9. * Click the Set button. *
10. Click OK... Keep clicking OK until it asks you to restart, and do so.


After doing this, check to see if it makes it work. If it doesn't, then I'm sorry :(

I hope this helps.
#4
11/25/2005 (11:57 pm)
A 2 Go with 16 megs... I don't know if they will be enough for Torque. That driver is old.
#5
11/26/2005 (12:27 am)
Laptop?
#6
11/26/2005 (12:35 am)
The error and the huge allocation are probably due to Torque passing a negative number into the allocator - ie, trying to allocate -1 bytes - which typically results in a many gig allocation. Adding more virtual memory probably won't solve this problem. :)

But, hmm... the driver issue is odd, as is the crash. What does a debugger say about the crash?
#7
11/26/2005 (1:05 am)
@Stephane
Unfortunately there's no driver more recent for the 2Go chipset.

@Chris Cain
Tried upping the virtual memory limit, and the only thing that changed was the amount of RAM it tried to grab.

@Vashner
I'm not expecting great performance out of it, but its the best I've got to work with. The first game I'm planning is going to be a puzzle game in the same vein as 'Adventures of Lolo' for the NES. I'd been holding off on starting development for the 1.4 release. By the time I start on my next project I plan on having modern hardware again.

@Dreamer
Yep. A Toshiba Satellite 2805-S402. One of the first PC laptops with 3D accelerated video hardware. It was a truely sweet bit of silicon when I bought it... ...6 years ago. I'm planning on an x86 Powerbook for my next bit of kit. That way I can develop and test on all three platforms natively (at least in theory).

@Ben
I haven't managed to get 1.4 to compile yet, so I haven't been able to run anything through the debugger. I'm trying both TBE and MS Visual C++ 2005 Express Edition, but I'm apparently missing some needed setup changes for both at this point.
#8
11/26/2005 (1:36 am)
Just dug up and installed a copy of TGE 1.3. I appear to get the same results. The console.log file looks pretty much identical to the 1.4 one I posted a snippet of.

I get different behavior from the T2D Shooter Demo. It just dies and Windows reports "T2D.exe has encountered a problem and needs to close. We are sorry for the inconvenience."
#9
11/26/2005 (2:02 am)
@ Theo, I think your problem lies in here
Video Init:
   Accelerated OpenGL display device not detected.
   Accelerated D3D device not detected.
   Voodoo 2 display device not detected.

"OpenGL" display device not found!
"OpenGL" display device not found!
"D3D" display device not found!
"Voodoo2" display device not found!

Reading what Ben has said, I think this may be passing something funky back to the engine.
Although in linux when this happens (it means you haven't installed the 3D driver), the engine doesn't crash but it does switch to software and runs like molasses in January.

That hardware sounds pretty aged, you may want to see if there is an inexpensive mod kit to bring in a newer video chipset somewhere.

Another thing is to make sure not only do you have the lastest video card drivers, but that you have the latest DirectX implementation as I have seen that crash (mostly TSE), these engines from time to time.
#10
11/26/2005 (3:41 am)
@Dreamer
Yeah, that's what I meant when I said I was 'getting the classic display issue'. The 'usual' solution to that is to make sure you're using the latest drivers, but in my case the latest drivers are about 2 years old, and I don't have any real hope of newer ones suddenly appearing, so I'm hoping there's another solution.
#11
02/14/2006 (2:11 am)
Theo i have faced same problem an solution for this problem is search for openGL drivers for your display device
i m running it on pIII 733 Mhz 128Mb and it is working cool
#12
02/14/2006 (4:11 am)
The easy "fix" for this is:

in platformWin32/winWindow.cc, function InitOpenGL() there is an AssertFatal() towards the end, around line 1038 in the code I'm currently looking at (1.3 w/Lighting Pack):

AssertFatal( false, "Could not find a compatible display device!" );

Change this to:

AssertISV(false, "Could not find a compatible display device! Make sure you are using a supported graphics card and upto date drivers." );

That will cause TGE to error out with a more useful message in release builds rather then sit there filling up the console log and taking up huge amounts of memory.

Of course, the fix to actually get TGE working is to install proper OpenGL drivers for your graphics card.

T.
#13
02/21/2006 (6:03 pm)
Took me about a month and a half, but I managed to find the 'right' version of the driver (only one version worked). Now I'm finally getting a chance to try my hand at getting TGE to compile in VS 2005 again. I *REALLY* need to get a new dev box. I've been compiling for the past 15 minutes, and it only *just* finished now.