[0.76/77 bug] Next Turn stuck on XP SP3

I have two machines, one XP SP3 with +3 GB / ATI w/ 512 MB video mem. and one Windows 7.  I tried playing FE on the XP machine and I couldn't play more than 5-6 turns at a time before the next turn would get stuck.  The cursor stays on the hourglass and the next turn button is not clickable.  I can still click on things and open windows, even save the game, but can't continue to the next turn.  The FE task is using about 800 MB and the processor sits around 50%.  If I save, close FE, restart and load the game, then use the enter key to go to the next turn, I can play for another 5-6 turns and then it sticks again.  Will any of the debug files help to identify the issue?

It seems to work OK on the Win 7 machine.

6,377 views 4 replies
Reply #1 Top

I have the exact same problem at around turn 16-17. https://forums.elementalgame.com/416369 

Be sure to post your debug file and your saved game, in case they can be used to determine what exactly is causing this. 

Reply #2 Top

Issue is still there in 0.77

I had the Task Manager running and was watching memory and CPU useage.  The CPU is usually pinned at 100% all the time, but when it gets stuck, it drops to about 66%.  Total memory usage is around 1.3GB.  The Next Turn button is flashing, but it just sits there.  Time between turns is also slow, but that is probably due to the single core CPU I have.

Saving, closing the game and reloading still allows you to continue for a while.

Here is a section from the debug.err:

Debug Message:  - Ending Turn 30 -
Debug Message:  Current Memory Usage: 810088 KB
DebugMessage:  Step 1: Thread: Ready for New Turn = FALSe
Debug Message:  Cities in World: 6
Debug Message:  Units in World: 326
Debug Message:  Units in World with Gfx: 184
DebugMessage:  Step 2: Thread: Setting AI Event Semaphore
DebugMessage:  Popup Manager Update: Unhiding RecruitWnd
Debug Message:  Unit Cuessa traded from Kingdom NPC Player to Kingdom of Pariden.
DebugMessage:  Border size reported as 6 by 32
DebugMessage:  Popup Manager Update: Unhiding OptionsWnd
DebugMessage:  Deleting save game.   Curr. Memory Usage: 834203648 bytes
Debug Message:  SAVE GAME: Saving XML Data (start)   Memory: 834203648 bytes
Debug Message:  SAVE GAME: Saving XML Data (end)  Memory: 834203648 bytes
Debug Message:  SAVE GAME: Saving Quick Data   Memory: 834203648 bytes
Debug Message:  SAVE GAME: Saving Quick Data - Complete  Memory: 834203648 bytes
Debug Message:  SAVE GAME: Saving World    Memory: 834203648 bytes
Debug Message:  Saving Goodie Huts
Debug Message:  Saving Quest Locations
Debug Message:  Saving dungeons
Debug Message:  Saving shards
Debug Message:  Saving resource hoards
Debug Message:  Saving world props
Debug Message:  Saving rivers
Debug Message:  Saving Dynasty Members
Debug Message:  Saving players
Debug Message:  Saving roads
Debug Message:  Saving Npcs to spawn
Debug Message:  Saving next IDs
Debug Message:  Saving resource marketplace values
Debug Message:  Saving trigger manager
Debug Message:  Saving music data
Debug Message:  Saving temporary map modifiers
Debug Message:  SAVE GAME: Saving World - Complete     Memory: 834203648 bytes
DebugMessage:  Deleting save game.   Curr. Memory Usage: 834203648 bytes
DebugMessage:  Border size reported as 6 by 32
DebugMessage:  Popup Manager Update: Unhiding OptionsWnd
DebugMessage:  Popup Manager Update: Unhiding MessageBoxWnd
DebugMessage:  WM_CLOSE message received.
Debug Message:  WARNING: World leaked an item of type Potion of Fire Resistance: 3 Refs
Debug Message:  WARNING: World leaked an item of type Queens Staff: 3 Refs
Debug Message:  WARNING: World leaked an item of type Mushroom: 3 Refs
Debug Message:  WARNING: World leaked an item of type Champion's Spear: 3 Refs
Debug Message:  WARNING: World leaked an item of type Spider Venom Sack: 3 Refs
Debug Message:  WARNING: World leaked an item of type Hunter's Axe: 3 Refs

It looks like it gets into the autosave and then the world literally falls apart.  I'm not sure if this is generated during the shutdown or if it is a result of the hang.  WM_CLOSE implies that it is part of the game close.

The normal autosave messages should look something like this:

Debug Message:  Saving players
Debug Message:  Saving roads
Debug Message:  Saving Npcs to spawn
Debug Message:  Saving next IDs
Debug Message:  Saving resource marketplace values
Debug Message:  Saving trigger manager
Debug Message:  Saving music data
Debug Message:  Saving temporary map modifiers
Debug Message:  SAVE GAME: Saving World - Complete     Memory: 814583808 bytes
DebugMessage:  Deleting save game.   Curr. Memory Usage: 814862336 bytes
DebugMessage:  Deleting save game.   Curr. Memory Usage: 814862336 bytes
DebugMessage:  Finished auto save.   Memory: 814862336 bytes
DebugMessage:  AutoSaving - Complete
DebugMessage:  Step 3: World Settings updated.
DebugMessage:  Step 4: Game Thread New Turn Setup Complete.
DebugMessage:  Step 5: AI Players Done. Resetting AI thread to wait.
DebugMessage:  Step 6: Sending Next Turn. Now ending turn.
Debug Message:  -------------------------

 

Reply #3 Top

I think the WM_CLOSE and following is related to shutting down the game.

I did manage to eventually play about 60-70 turns without having to save and restart, but by that time 4 of my 6 opponents were dead.  I had also turned the autosave time to every 25 turns.  Zero apparently doesn't disable autosave.  Maybe the hang is related to something in processing the AI turns.

Reply #4 Top

Turning off auto turn seems to have done the trick for the most part.