[BUG] Game crash during LAN game.

Was playing a LAN game with DeadMG, and after about 20 minutes my game froze. The mouse would judder round the screen and the music still played for a little bit. This was then replaced by a completely black screen with a flashing cursor in the top left hand corner. However on my second screen, the website was still showing that was open before. Only was to get it back was to reset comp and XP did an error report. Specs:

Q9450 (stock)

2GB RAM (stock)

9800GX2 (stock with SLI disabled for multi-monitor support)

XP 32-bit

Latest video drivers.

5,029 views 7 replies
Reply #1 Top

Try playing again. If it crashes near the same spot, the program might be running out of virtual addressing space; it wouldn't be suprising with a 98gx2 and 32bit

Reply #2 Top

Not with only 2 GB of ram. The card is sucking down a lot of RAM, but with only 2 GB, it's not even up against the 4 GB barrier, so I don't think that it's lack of virtual addressing space. My desktop needs a lot more addressing space than that. I think it may be something odder.

Reply #3 Top

XP 32bit can only address 2GB per program. The other 2 GB is reserved.

The 2GB that XP32 can address includes: graphic memory, sound, misc. hardware, and the game itself.

Reply #4 Top

oh, that explains things somewhat. Thanks, I forgot that bit, I'll shut up now. :X

I wonder if all the video card memory is addressed for demigod? I don't think that demigod needs to hog a gig of ram, does it? I also think that the other monitor would mean it gets less video ram to adress, but I may be wrong.

Reply #5 Top

Well I never have the problem with FA, which is notorious for causing crashes due to players hitting the virtual address limit in large 4v4s.

Reply #6 Top

Well I never have the problem with FA, which is notorious for causing crashes due to players hitting the virtual address limit in large 4v4s.
There's a workaround for that somewhere...

 

:fox:

Reply #7 Top

Well I never have the problem with FA, which is notorious for causing crashes due to players hitting the virtual address limit in large 4v4s.

That's odd, I'm not sure if there's anything easy to do to test this then.