It's fixed on SVN, just isn't released yet.

Really unbelievable that something basic like mining gold can crash a game. Not by any means trying to critisize anyone or anything, just saying it's unbelievable
I hope this can be fixed though!
Is there any information about a possible fix?
thx
It's fixed on SVN, just isn't released yet.
My user level isn't very special, below you will find the basic sript that I'm using:
Still there's a problem with the thing / items limit. I AM using Adikted and Keeper FX (I downloaded 038a). I've also downloaded the patch 038c (I've skipped 038b).
SET_GENERATE_SPEED(400)
MAX_CREATURES(PLAYER0,40)
MAX_CREATURES(PLAYER1,25)
COMPUTER_PLAYER(PLAYER1,10)
SET_COMPUTER_PROCESS(PLAYER1,"DIG TO CLOSE GOLD",0,25000,500,3,47)
START_MONEY(PLAYER0,20000)
START_MONEY(PLAYER1,16000)
REM ALL PLAYERS
REM Creature_Availability
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,TENTACLE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SPIDER,1,1)
ADD_CREATURE_TO_POOL(TROLL,30)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,30)
ADD_CREATURE_TO_POOL(SORCEROR,30)
ADD_CREATURE_TO_POOL(BILE_DEMON,30)
ADD_CREATURE_TO_POOL(ORC,30)
ADD_CREATURE_TO_POOL(DRAGON,30)
ADD_CREATURE_TO_POOL(HELL_HOUND,30)
ADD_CREATURE_TO_POOL(TENTACLE,30)
ADD_CREATURE_TO_POOL(SPIDER,30)
REM Room_Availability
ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)
REM Spells
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0 )
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1, 0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1, 0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DESTROY_WALLS,1, 0)
REM doors & traps
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LAVA,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,WORD_OF_POWER,1,0)
REM ---------------------------------------------------------
REM "This is a fiery realm. Tread carefully. Conquer the rival keeper to rule this land."
DISPLAY_OBJECTIVE(100,PLAYER0)
IF(PLAYER1,DUNGEON_DESTROYED == 1)
REM "Congratulations. This land and its inhabitants will now bend to your will."
DISPLAY_OBJECTIVE(101,PLAYER0)
WIN_GAME
ENDIF
IF_AVAILABLE(PLAYER0,BOULDER == 1)
REM "You have a boulder trap manufactured. Put these down in corridors and watch them crush all creatures in its path."
DISPLAY_INFORMATION(90)
ENDIF
IF_AVAILABLE(PLAYER0,WORD_OF_POWER==1)
rem CREATE_TEXT(5,106"YOU HAVE THE WORD OF POWER TRAP AVAILABLE TO YOU. THIS WILL DECIMATE ANY ATTACKERS WHO ARE UNFORTUNATE ENOUGH TO TRIGGER IT.")
DISPLAY_INFORMATION(106,PLAYER0)
ENDIF
IF_AVAILABLE(PLAYER0,POWER_HOLD_AUDIENCE==1)
rem CREATE_TEXT(6,107"THE POWER OF HOLD AUDIENCE HAS BEEN RESEARCHED. THIS SPELL SHOULD BE USED AS A LAST DITCH DEFENSIVE SPELL AS IT WILL IMMEDIATELY TELEPORT ALL OF YOUR CREATURES BACK TO YOUR DUNGEON HEART.")
DISPLAY_INFORMATION(107,PLAYER0)
ENDIF
IF(PLAYER0,SCAVENGER > 0)
REM "You have researched a scavenger room. Place creatures within to convert over creatures of that type from enemy dungeon keepers. If there are no enemy keepers, creatures will join you from the surface."
DISPLAY_INFORMATION(92)
ROOM_AVAILABLE(PLAYER0,SCAVENGER,1,1)
ENDIF
I kind of have the same problem , if I'm playing a level that lasts for awhile I always seem to hit an object limit that makes the level very hard to play , some problems include:
If i make a room there are not objects in them , e/g no book shelves in the library
not in game effects such as smoke
cannot make any imps even if i have none
creatures cant cast spells in battle and melee attacks miss 99% of the time , so battles can last for a very long and training is impossible.
If i lay a trap/ place a door after i hit the limit the game crashes to windows
Are you sure you're using the latest version of KeeperFX? Otherwise, you can still return to version 0.37c, which is still very stable and has a high things limit.
I like dragons! They're the center of my life! I'll never forget them...
I'm still having the same problem I was having so many months ago. Every game / map crashes after a while, when there are too many items/ things. At least, that's what I think it is. Does someone have any idea what I can do?
Here's the LOG-file from the last crash of the dbg-version of the game:
Dungeon Keeper FX ver 0.3.9.351 (standard release)
LOG CREATED @ 22:20:35 06-11-2011
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: CPU AuthenticAMD type 0 family 15 model 11 stepping 2 features 178bfbff
Sync: PhysicalMemory 32
Sync: Memory-demanding features enabled.
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: Moon phase -0.3582
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
LbDataFree: freeing "*PALETTE"...done
LbDataFree: freeing "*SCRATCH"...done
Sync: GraphicsHeap Size 8388608
Sync: SoundHeap Size 8388608
Sync: Sound samples in banks: 840,126
Sync: Pentium Pro polygon rendering on
Sync: Recomputing fade tables
Sync: setup_game: Speech recognition disabled: KeeperSpeech module not found
LbDataFree: freeing "data/hpointer.dat"...done
LbDataFree: freeing "data/hpointer.tab"...done
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: get_startup_menu_state: Standard startup state selected
Sync: Frontend state change from 0 into 1
Warning: parse_campaign_map_block(line 273): Couldn't recognize "SPEECH" file names in [map00100] block of Campaign config file.
Warning: parse_campaign_map_block(line 282): Couldn't recognize "SPEECH" file names in [map00101] block of Campaign config file.
Warning: parse_campaign_map_block(line 291): Couldn't recognize "SPEECH" file names in [map00102] block of Campaign config file.
Warning: parse_campaign_map_block(line 300): Couldn't recognize "SPEECH" file names in [map00103] block of Campaign config file.
Warning: parse_campaign_map_block(line 309): Couldn't recognize "SPEECH" file names in [map00104] block of Campaign config file.
Warning: parse_campaign_map_block(line 318): Couldn't recognize "SPEECH" file names in [map00105] block of Campaign config file.
Sync: Created menu ID 18 at slot 0, pos (0,0) size (640,480)
Sync: Frontend state change from 1 into 2
Sync: Created menu ID 19 at slot 0, pos (0,0) size (640,480)
Sync: Frontend state change from 2 into 10
Sync: Frontend state change from 10 into 0
LbDataFree: freeing "ldata/frontft1.dat"...done
LbDataFree: freeing "ldata/frontft1.tab"...done
LbDataFree: freeing "ldata/frontft2.dat"...done
LbDataFree: freeing "ldata/frontft2.tab"...done
LbDataFree: freeing "ldata/frontft3.dat"...done
LbDataFree: freeing "ldata/frontft3.tab"...done
LbDataFree: freeing "ldata/frontft4.dat"...done
LbDataFree: freeing "ldata/frontft4.tab"...done
LbDataFree: freeing "*FE_BACKUP_PAL"...done
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: GraphicsHeap Size 8388608
Sync: reenter_video_mode: Switched video to 640x480x32 (mode 28)
Warning: erstat_check: Out of thing slots, 1 occurrences
Sync: Onscreen message: Frame skip 1
Sync: Onscreen message: Frame skip 2
Sync: Onscreen message: Frame skip 4
Warning: erstat_check: Out of thing slots, 17 occurrences
Sync: Onscreen message: Frame skip 6
Error: process_player_manufacturing: Could not create manufactured item
Warning: erstat_check: Out of thing slots, 8 occurrences
Sync: Onscreen message: Frame skip 8
Warning: erstat_check: Out of thing slots, 14 occurrences
Sync: Onscreen message: Frame skip 10
Error: creature_arms_trap: The ALARM trap has moved or been already rearmed
Error: creature_arms_trap: The ALARM trap has moved or been already rearmed
Warning: erstat_check: Out of thing slots, 22 occurrences
Sync: Onscreen message: Frame skip 12
Warning: erstat_check: Out of thing slots, 63 occurrences
Sync: Onscreen message: Frame skip 14
Warning: erstat_check: Out of thing slots, 59 occurrences
Sync: Onscreen message: Frame skip 16
Error: creature_arms_trap: The LIGHTNING trap has moved or been already rearmed
Warning: erstat_check: Out of thing slots, 46 occurrences
Sync: Onscreen message: Frame skip 21
Warning: erstat_check: Out of thing slots, 78 occurrences
Sync: Onscreen message: Frame skip 28
Error: creature_arms_trap: The ALARM trap has moved or been already rearmed
Warning: erstat_check: Out of thing slots, 51 occurrences
Sync: Onscreen message: Frame skip 37
Sync: Onscreen message: Frame skip 49
Error: Attempt to read from inaccessible memory address.
in keeperfx.dll at 001b:00c0a3d3, base 00b90000
Again, I have to emphasize: this game was the first level of one of the campaigns automatically included in KeeperFX, so I guess there's nothing wrong with the design of the level.
You ran out of thing slots:
And how to fight that?Code:Warning: erstat_check: Out of thing slots, 51 occurrences
- try using latest version (0.40), with latest nightly build patch.
- try different tactics in the game - don't build huge rooms, attack faster, etc.
DragonsLover suggested before that v0.37c was more "stable" in that matter - you could try that. (ofcourse, I would prefer people to play new versions, so that they could report problems which I can fix).
Will this problem be fixed?
Yes, some day, but it's quite complicated issue.

