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VincentKeeper
April 7th, 2011, 22:45
Hey everyone,

my Keeper FX game crashes every now and then in different campaigns, levels and play modes because I have too many things (items) in one game. Basically, it might be because my hatcheries are usually too large, which causes the game to crash.

Is there any way of setting the maximum item / thing level in campaigns OR user maps (Adikted)? I would love to increase the maximum number of items, so I can also design more detailed maps.

VincentKeeper
April 9th, 2011, 23:08
# Replies: 0
# Views: 46

So... Nobody knows how to increase the maximum number of items / things in a world or user level? I hope someone has the answer!

Thanks in advance

mefistotelis
April 10th, 2011, 07:14
Not possible. Search the forum for details.

VincentKeeper
April 13th, 2011, 12:59
I have searched, but I haven't found any specific details.

Also, it would be nice to hear some advice or share experiences from / with other players.

For instance, I'm building a new user level now, to make sure there aren't too many items, I've made about half of the map solid rock. So only half of the map is habitable. But still my hatcheries dry up, spinning keys start missing, all because there are too many items in the game.

I don't know about you, but I think it's pretty strange that Keeper FX on a modern computer isn't able to provide some sort of option to increase the maximum number of items (chickens, keys, statues, torches etc.) in a game.

So what are the tricks that other designers of user levels use to make sure their worlds work fine?

Mistressmaster
April 13th, 2011, 13:35
I've no idea why you're hitting the things limit after creating just half a map. You are using Adikted right? Because there's only one level I've played on keeperFX that had a serious things limit issue, and that was the final level of Twin Keeper. Maybe if you post an example of one of your custom maps with it's script so people could check it out?

mefistotelis
April 13th, 2011, 14:07
Make sure you're using most recent patch. It fixes a bug with freeing things which made the game to not always free thing slots when they're deleted.

Skyman
April 14th, 2011, 12:19
I had an issue with thing limit in .38a, was really annoying, I could watch creatures fight for minutes, really annoying :(

Als on Good Keeper there is a level that crashes on me, even with the latest patch. I've made my own level which is quite fun but also tends to hang after a long time, really strange and frustrating. Is there a reason for these hangs?

grtz

Ogre
April 14th, 2011, 13:36
I had an issue with thing limit in .38a, was really annoying, I could watch creatures fight for minutes, really annoying :(

Als on Good Keeper there is a level that crashes on me, even with the latest patch. I've made my own level which is quite fun but also tends to hang after a long time, really strange and frustrating. Is there a reason for these hangs?

grtz

It CAN be that your using an old save file from a different version, it will cause problems.

Skyman
April 14th, 2011, 14:23
Even when I reload the entire scenario I still have these problems it seems ......

Krizzie
April 14th, 2011, 17:04
AI Keeper with gold? There's your crash.

Skyman
April 14th, 2011, 18:40
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

mefistotelis
April 15th, 2011, 06:22
It's fixed on SVN, just isn't released yet.

VincentKeeper
April 15th, 2011, 13:44
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

Vamperik
May 1st, 2011, 08:50
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

DragonsLover
May 1st, 2011, 22:09
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.

Vamperik
May 3rd, 2011, 20:10
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 swapped to the earlier version and the problems gone , thanks

VincentKeeper
November 6th, 2011, 21:29
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

VincentKeeper
November 7th, 2011, 11:12
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.

mefistotelis
November 7th, 2011, 15:42
You ran out of thing slots:

Warning: erstat_check: Out of thing slots, 51 occurrences

And how to fight that?
- 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.