"Out of Memory" Error...if you want a true puzzle, look here
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posted on July 6th, 2012, 5:37 pm
Last edited by USNDiesel on July 6th, 2012, 5:57 pm, edited 3 times in total.
Ok, i've dealt with meany "out of memory" errors in the past. I've checked the modding bug list guide on the website. I've addressed every detail. I'm clueless. I'm adding a new race, the Covenant, to my Fleetops mod. I've hunted down all the bugs of every unit and its all ready to go except one problem. I try to boot up my faction and it crashes. OK, so i go back and i start building each of my ships from another races yard, that will allow me to pinpoint where the issue is. I find several problems and fix them. Now, here are you clues detectives:
1 - EVERY single unit works IF built from another yard.
2- The crash happens as soon as you select the avatar
3 - The crash is in the shipyard it seems.
.....If my shipyard ODF has builditems of another race, IT WORKS (for example, telling the Covenant yard to construct a klingon Vor'Cha or Romulan D'Deridex).
.....If my shipyard ODF has builditems of the new Covenant race...it crashes with "Out of memory" (for example, telling the Federation yard to construct my Covenant ships).
.....HOWEVER, I can build these Covenant ships from another race's shipyard INDIVIDUALLY (only 1 covenant ship listed at a time).
.....If i add them ALL to another shipyard, it crashes (and i know you might be thinking that one of the ships has an error, except EVERY SINGLE ONE does build just fine, as long as its only 1 or 2 at a time).
.....For some reason, adding multiple builditems results in a crash. But i change all those ships to another race, it works (so its not like i mistyped builditem0, builditem1, builditem2, etc). Building just one ship at a time also works.
THIS IS SO INCREDIBLY FRUSTRATING. I know this sounds confusing, and the problem is confusing. I've checked, there are no errors in quotation marks, misspellings, etc. I've copied and pasted from working ODFs to make sure. Not only that, but the ODF files for the Covenant do infact work, just not all at the same time. If anyone can figure this out, i will be very thankful...and much less pissed off.
1 - EVERY single unit works IF built from another yard.
2- The crash happens as soon as you select the avatar
3 - The crash is in the shipyard it seems.
.....If my shipyard ODF has builditems of another race, IT WORKS (for example, telling the Covenant yard to construct a klingon Vor'Cha or Romulan D'Deridex).
.....If my shipyard ODF has builditems of the new Covenant race...it crashes with "Out of memory" (for example, telling the Federation yard to construct my Covenant ships).
.....HOWEVER, I can build these Covenant ships from another race's shipyard INDIVIDUALLY (only 1 covenant ship listed at a time).
.....If i add them ALL to another shipyard, it crashes (and i know you might be thinking that one of the ships has an error, except EVERY SINGLE ONE does build just fine, as long as its only 1 or 2 at a time).
.....For some reason, adding multiple builditems results in a crash. But i change all those ships to another race, it works (so its not like i mistyped builditem0, builditem1, builditem2, etc). Building just one ship at a time also works.
THIS IS SO INCREDIBLY FRUSTRATING. I know this sounds confusing, and the problem is confusing. I've checked, there are no errors in quotation marks, misspellings, etc. I've copied and pasted from working ODFs to make sure. Not only that, but the ODF files for the Covenant do infact work, just not all at the same time. If anyone can figure this out, i will be very thankful...and much less pissed off.

posted on July 6th, 2012, 5:43 pm
Do you happen to get a crashlog? If so, please upload it here 

posted on July 6th, 2012, 5:45 pm
No crash log was given, just that Fleetops has stopped working.
posted on July 7th, 2012, 2:55 pm
Sounds silly but did you adjust the techtree files to show the correct ships and that the shipyard can build them? Also, you may want to check the techtree files for an unlisted or mis spelled special weapon. Had something like this go on in the earliest stages of the BSG mod. It drove me mad until I found it. Good luck and I hope this helps.
posted on July 7th, 2012, 5:42 pm
if you get no crash report, it is likely be something fundamental. since you already have checked for quotation marks etc...have you accidently saved a odf file in unicode format instead of ansi?
posted on July 7th, 2012, 8:22 pm
if you wish you could email me your project so so far and i'll see what i can find
posted on July 7th, 2012, 10:52 pm
Well i did find the problem, it just became simpler to delete several ships and start them from scratch. I could find no errors but in the end I did manage to get my faction working. Thank you for the support guys.
posted on July 9th, 2012, 11:37 pm
Actually I just found another issue I could use help with. The final race i've added is the Colonials from Battlestar Galactica. I've done away with avatars so the game goes immediately to the starbase when loading a skirmish. As soon as the progress bar fills and the game prepares to take me to the game, the game crashes (no error report). Now, I know it isn't a unit ODF because if i put the constructor in another races shipyard, every single item builds just fine. This made me think it must be an AI issue or the colonial race odf. So to fix this, i took a working odf, copying the federation odf and simply plugging in the data that needed to be (name, displayname, instant action slot, and starting unit). This should have solved that problem, but it didn't. Any ideas? 

posted on July 10th, 2012, 12:00 am
Don't forget, you can always check here: http://guide.fleetops.net/guide/modding ... -checklist
But this does sound like an issue with a unit. probably a starting unit. Most likely the stat base if you don't have any others. It could be a weapon reference, build reference, physics reference, all sorts of things.
But this does sound like an issue with a unit. probably a starting unit. Most likely the stat base if you don't have any others. It could be a weapon reference, build reference, physics reference, all sorts of things.
posted on July 10th, 2012, 12:42 am
That was my initial thought as well. However again, the problem i run into is that every single unit is perfectly fine if i toss that constructor into a Federation shipyard. Meaning, if i take my colonial constructor and have the UFP build it instead, i can build every single unit without an error. There is no Col_StarbaseS, only Col_Starbase. This is because no starting unit with a avatar weapon is needed as I got rid of avatars.
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