System outofmemoryexception terraria как исправить

Terraria error system outofmemoryexception При игре с модами через tModLoader объем допустимой памяти для модов составляет 4 ГБ, в гайде подробно описано

Terraria error system outofmemoryexception

При игре с модами через tModLoader объем допустимой памяти для модов составляет 4 ГБ, в гайде подробно описано как задействовать всё ОЗУ вашего ПК.
Так же это работает и для мультиплеера.

When playing with mods via tModLoader, the amount of allowed memory for mods is 4 GB, the guide describes in detail how to use all the RAM on your PC.
This also works for multiplayer.

6,067 уникальных посетителей
95 добавили в избранное

Террария 32-битная игра и соответственно ModLoader тоже сделан под 32. В 32 битной системе нельзя задействовать больше 4 ГБ оперативной памяти.
Мы же с вами будем апать tModLoader в 64-разрядную версию.

Terraria is a 32-bit game and, accordingly, ModLoader is also made for 32. In a 32-bit system, you cannot use more than 4 GB of RAM.
We are going to up tModLoader to the 64-bit version.
——————————————————————————
Ссылки и пути установкиLinks and installation paths::

Вам ведь нужны пруфы? Вот вам пруфыYou need proofs, right? Here are the proofs:

1. Переходим на гитхаб разработчика и скачиваем 64-битную версию лоадера.
Находится внизу страницы, нас интересует tModLoader64bit.zip
Go to the developer’s github and download the 64-bit version of the loader.
Located at the bottom of the page, we are interested in tModLoader64bit.zip

2. Открываем путь игры и закидываем поверх файлы из архива с заменой.
У нас будет два новых ярлыка (выделены на скрине)
Open the path of the game and throw over the files from the archive with the replacement.
We will have two new shortcuts (highlighted in the screenshot)

2.5 Если у вас видеокарта AMD, советую после скачать tmodloader_x64_vulkan.zip и закинуть поверх tModLoader64bit. Производительность заметно улучшится.

If you have an AMD graphics card, I advise you to download tmodloader_x64_vulkan.zip afterwards and put tModLoader64bit over it. The performance will improve markedly.

3. Добавляем tModLoader64bit в библиотеку стим, для этого нажимаем в стиме внизу слева «Добавить игру» — «Добавить стороннюю игру» и указываем путь к tModLoader64bit.

Add tModLoader64bit to the steam library, for this, click in the Steam at the bottom left «Add game» — «Add a third-party game» and specify the path to tModLoader64bit.

4. Запускаем tModLoader64bit. И смотрим в левый нижний угол, если вы видите следующее:
Launch tModLoader64bit. And look in the lower left corner if you see the following:
Значит у тебя все получилось, похлопай себе
И, пожалуйста, не забудь поставить оценку этому гайду.

So you did it, give yourself a pat
And, pls, don’t forget to rate this guide.

Источник

PC Out of Memory Exception

x3n0ph0b3

Terrarian

I could really use some help with this one.

TL;DR my game crashes anywhere between a few hours and 10-15 minutes at a time.
It’s an out of memory exception while trying to resize an array.

I’ve lost a few good Ankh components and have begun save/exiting after I do anything important, but it’s becoming rather frustrating.

Edit: After a great deal of experimentation it appears to be because I’m using either Retro or Trippy lighting. The memory self-regulates at around 790 MB when using color or white lighting, but Retro and Trippy cause it to steadily climb. The game crashes around 840 MB used.

Things worth noting:

  • The game version is 1.3.0.4
  • Crash still occurs on 1.3.0.5
  • Cloud synchronization is disabledalready.
  • I’m on Windows 7.
  • I am NOT using recompiled source/exe, this is a vanilla binary in every possible way.
  • I am NOT using a 3rd party app, game launcher, mods, or anything of the kind.
  • I am NOT running in compatibility mode.
  • I am launching the game through steam.
  • Occurence of exception is seemingly random; from the logs you can see that the time between crashes can be hours at a time, or as little as roughly 10 minutes.
  • I haven’t been able to deduce a specific trigger for the crash; «what I’m doing» at the time appears to be irrelevant.
  • Edit: World size is SMALL, Type is Expert. I am playing single player.

Things I’ve tried:

    • Only passes on a fresh install. According to a sticky thread, this is normal: one file fails and fails to be reacquired.
    • Q: Steam has reported that one (1) file has failed verification and was downloaded?
    • A: This file is known as the serverconfig.txt file. Originally this file shouldn’t be packed with the game as Terraria should create this file automatically on launch if it is missing or out of date. Due to it being changed and updated by server owners, the file will constantly fail the verification process. This has no effect on playing the game, and can be ignored.

Option/settings:

  • Video frame skipping enabled
  • Multicore lighting disabled
  • Lighting trippy
  • Full screen Resolution 1920×1080

Hardware:

  • CPU i7 quad [chipset idk]
  • GPU Nvidia GTX 760
  • RAM 8 GB
  • HDs 128 GB SSD and 4 TB Hybrid Drive

Terraria saves/windows install is on a 128 GB SSD
Steam drive is on a 4 TB Hybrid Drive

Software:

  • .NET Framework 4.5.2, last I checked.
  • XNA installed, I forget the version. I will check it when I get home.
  • Terraria is through steam, it is very much a legal copy.

Any assistance or suggestions would be greatly appreciated.

Leinfors

Quality Assurance

Reactions: Dark_Duncanten235 , Soronity and x3n0ph0b3

x3n0ph0b3

Terrarian

x3n0ph0b3

Terrarian

Bump and notes:
I had the .NET framework 4.5.2 for work (I’m a .NET developer) and it appears to be a different version than the one Terraria wants to download by default (Framework 4 Client Profile and Framework 4 Extended). Not sure if the exact dependency matters, but it might.

I’ve reinstalled XNA, looks like it downloaded the same one I had already.

Moved my Terraria game directory to the C drive (Terraria gets to be special, the rest of my steam apps are on D).

Updated my video drivers to the latest for my card.

Tweaked my NVidia settings for Terraria optimization:

The Avast quarantine did not contain a Terraria executable, so it looks like I’m not having the same Antivirus issues everyone else is. Binary is there and it’s intact.

I will add to this post if the crash persists, with more information/logs.

x3n0ph0b3

Terrarian

Still crashing, even after all that stuff I did.

Same crash as before:

Bateman

Terrarian

x3n0ph0b3

Terrarian

killzoid23

Terrarian

Merancapeman

Plantera

Bateman

Terrarian
Terrarian

k73057

Terrarian

Having the same issue. Win 7 (64-bit) 4GB RAM. Plenty of hard drive space and no cpu issues.
I usually can get the game going with Video background turned OFF and Video quality set to LOW. Resolution 1280×962, lighting COLOR. Sometimes can play for hours without a crash.
But today for some reason it crashes immediately after it finishes loading. I’ve tried launching several times to no avail.

I am trying to load a LARGE world, that is not saved to the cloud. I can successfully load a small world that I just created.

When it crashes I get the popup error screen. My perfmon shows Terraria exe memory consumption rapidly grows and at crash state, is top memory user with over 1,100,000KB.
When I start playing I’m careful not to have any other apps running. Today I even tried killing off some processes and stopping unnecessary services in order to free up more memory.

Soronity

Plantera

k73057

Terrarian

I was able to get past the out of memory crash by increasing my virtual memory page file size.
It was originally configured to be managed by windows and was allocated to around 4085 MB despite showing a recommended size of 6127MB.
Since I have a lot of available disk space I changed it to custom size with min of 6127 MB and max of 8170. I’m not an expert on this setting so please do your own research on its usage.

I also set resolution to 1280×1024 (my display’s recommendation), color to Retro (yields smother movement for me), left quality LOW and background OFF, and Parallax zero. In addition I set Multicore lighting to 2 since I have a dual core cpu — not that I noticed any difference.

Note that the game still crashes on occasion during play and sometimes on load, so I think there is still a memory leak that gets triggered under certain unknown conditions.

I haven’t played extensively with this configuration change so not sure how successful it will be. If the crashes are still really frequent and disruptive I’ll try to add another post.

x3n0ph0b3

Terrarian

I was able to get past the out of memory crash by increasing my virtual memory page file size.
It was originally configured to be managed by windows and was allocated to around 4085 MB despite showing a recommended size of 6127MB.
Since I have a lot of available disk space I changed it to custom size with min of 6127 MB and max of 8170. I’m not an expert on this setting so please do your own research on its usage.

I also set resolution to 1280×1024 (my display’s recommendation), color to Retro (yields smother movement for me), left quality LOW and background OFF, and Parallax zero. In addition I set Multicore lighting to 2 since I have a dual core cpu — not that I noticed any difference.

Note that the game still crashes on occasion during play and sometimes on load, so I think there is still a memory leak that gets triggered under certain unknown conditions.

I haven’t played extensively with this configuration change so not sure how successful it will be. If the crashes are still really frequent and disruptive I’ll try to add another post.

My «fix» was simply not to use retro/trippy lighting as they are responsible for the memory issue, pretty much single handedly. With white/color lighting I can max my resolution (1920 x 1080), max the texture quality, frame skipping off (vsync and triple buffering enabled in NVIDIA ctrl panel), no multicore lighting (not even sure what it does) and I’m crashless. The moment I turn on retro (my preferred lighting) or trippy (my second favorite), the memory issues return.

Also bear in mind at the time of the crash I’m nowhere near my ram’s capacity, the game simply refuses to go beyond a certain point of memory usage. Speaking to Shockah/Poro/modders in general reveals that you can’t uncap Terraria’s throttled memory consumption. Increasing your page file is a supplemental allocation for memory usage, it would not fix this particular problem. I have ample RAM for Terraria to avail itself to, regardless of my page file size. Terraria is simply [strictly] limited in how much it can use.

Источник

System.OutOfMemoryException bugs (again)

TerraLova

Terrarian

Hello! By «again» I meant that this is a very common bug I’ve stumbled across this forum and etc.
But I still haven’t found the solution yet, ran out of ideas and begging you guys for help!
Haven’t played this game mb in 5 years and wanted to check all the new thigs out but the game will give me this same crash every half an hour or so, can’t even cross the map with that time!

Full Log:

Error Logging Enabled.
Resolution changed to: 800×600.
Resolution changed to: 3840×2160.
================
3/1/2021 11:19:44 PM: First-Chance Exception
Thread: 1 [Main Thread]
Culture: en-US
Exception: ReLogic.Peripherals.RGB.DeviceInitializationException: Corsair initialization failed with: CE_ServerNotFound
at ReLogic.Peripherals.RGB.Corsair.CorsairDeviceGroup.Initialize()
================

Corsair RGB not supported. (Can be disabled via Config.json)
WaveMaskData texture recreated. 86×135
WaveMaskData texture recreated. 86×135
WaveMaskData texture recreated. 86×135
================
3/1/2021 11:29:11 PM: First-Chance Exception
Thread: 1 [Main Thread]
Culture: en-US
Exception: System.OutOfMemoryException: Exception of type ‘System.OutOfMemoryException’ was thrown.
at Microsoft.Xna.Framework.Graphics.GraphicsHelpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
================

================
3/1/2021 11:29:11 PM: First-Chance Exception
Thread: 1 [Main Thread]
Culture: en-US
Exception: System.OutOfMemoryException: Exception of type ‘System.OutOfMemoryException’ was thrown.
at Microsoft.Xna.Framework.Graphics.GraphicsHelpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, SurfaceFormat format)
at Microsoft.Xna.Framework.Content.Texture2DReader.Read(ContentReader input, Texture2D existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.InvokeReader[T](ContentTypeReader reader, Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.ReadObjectInternal[T](Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]()
at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]()
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
at ReLogic.Content.Readers.XnbReader.InternalContentManager.Load[T]()
at ReLogic.Content.Readers.XnbReader.FromStream[T](Stream stream)
at ReLogic.Content.AssetReaderCollection.Read[T](Stream stream, String extension)
at ReLogic.Content.AssetLoader.TryLoad[T](String assetName, IContentSource source, T& resultAsset)
at ReLogic.Content.AssetRepository.TryLoadingAsset[T](Asset`1 asset, AssetRequestMode mode)
at ReLogic.Content.AssetRepository.LoadAsset[T](Asset`1 asset, AssetRequestMode mode)
================

My specs are very high for a game like this:

Clean Steam version, no mods no none (with GOG it’s the same problem actually too)
Windows 10 Pro 64 (fully updated even) (tried to run in compatibility mode too)
GTX 1070
4k monitor (tried all resolutions and window/fullscreen options — nothing)
AMD Ryzen 5 2500X overclocked at 4.0
AMD Radeon R9 Gamer Series 16GB of RAM (3200Mhz)

Updated all of my drivers, xna, net., nvidia, nothing helps

Only time I’ve played for more than an hour is with TMod, because I think it runs in 64bit and gives terraria all of mine 16gb of ram

Literally have no clue how to fix it, maybe simple changes in the settings will do, but I tried almost all of them combined.

Thanks in advance!

Источник

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Closed

Shona1984 opened this issue

Aug 2, 2015

· 15 comments

Comments

@Shona1984

Are you planing a 64bit Version?

Because i run all the time out of memory and i have 8GB but 32bit can only use max. 2GB per process. Tedit using the most time 1.1 — 2+GB so it crashes. Also it runs really slow on my SSD.

I know it is only a fork but please think about a 64bit Version, please. :)


Terraria 1.3.0.7
TEdit: 3.5.15209.1427
Log:

08-02-2015 07:37: Starting TEdit 3.5.15209.1427
08-02-2015 07:37: OS: Microsoft Windows NT 6.1.7601 Service Pack 1
08-02-2015 07:37: .Net >= 4.0
08-02-2015 07:37: XNA 4.0
08-02-2015 07:37: Terraria Data Path: d:/steamsteamappscommonterrariaContent
08-02-2015 07:37: Creating Undo cache: C:UsersShonaAppDataRoamingTEditundo_888831694
08-02-2015 08:05: Error — Eine Ausnahme vom Typ «System.OutOfMemoryException» wurde ausgelöst.
bei TEditXna.Editor.Tools.BrushTool.MouseDown(TileMouseState e) in c:UsersErwan Le PapeDocumentsVisual Studio 2013ProjectsTerraria Map EditorSBlogic — CopyTEditXnaEditorToolsBrushTool.cs:Zeile 34.
bei TEditXna.ViewModel.WorldViewModel.MouseDownTile(TileMouseState e) in c:UsersErwan Le PapeDocumentsVisual Studio 2013ProjectsTerraria Map EditorSBlogic — CopyTEditXnaViewModelWorldViewModel.cs:Zeile 639.
bei TEditXna.View.WorldRenderXna.xnaViewport_HwndLButtonDown(Object sender, HwndMouseEventArgs e) in c:UsersErwan Le PapeDocumentsVisual Studio 2013ProjectsTerraria Map EditorSBlogic — CopyTEditXnaViewWorldRenderXna.xaml.cs:Zeile 1592.
bei TEdit.UI.Xaml.XnaContentHost.GraphicsDeviceControl.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) in c:UsersErwan Le PapeDocumentsVisual Studio 2013ProjectsTerraria Map EditorSBlogic — CopyTEditXnaUIXamlXnaContentHostGraphicsDeviceControl.cs:Zeile 482.
bei System.Windows.Interop.HwndHost.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
bei MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
bei MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
bei System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
bei MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
bei MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
bei System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
bei System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
bei System.Windows.Threading.Dispatcher.Run()
bei System.Windows.Application.RunDispatcher(Object ignore)
bei System.Windows.Application.RunInternal(Window window)
bei System.Windows.Application.Run(Window window)
bei TEditXna.App.Main() in c:UsersErwan Le PapeDocumentsVisual Studio 2013ProjectsTerraria Map EditorSBlogic — CopyTEditXnaobjx86ReleaseApp.g.cs:Zeile 0.

@CyberZHG

image

Right click TEditXna -> Properties and:

image

@Shona1984

If i Right click TEditXna.exe -> Properties it definitely don’t look like this.
What are u using? Is it Microsoft Visual Studio?

@Hecatoncheyr

Yes, he’s using Microsoft Visual Studio. It does build a x64 version to use, but it doesn’t help the crashes.

08-02-2015 09:59: Starting TEdit 3.5.15214.0959
08-02-2015 09:59: OS: Microsoft Windows NT 6.2.9200.0
08-02-2015 09:59: .Net >= 4.0
08-02-2015 09:59: XNA 4.0
08-02-2015 09:59: Terraria Data Path: C:Program Files (x86)SteamsteamappscommonTerrariaContent
08-02-2015 09:59: Creating Undo cache: C:UsershecaAppDataRoamingTEditundo_195711857
08-02-2015 10:00: Error — Exception of type ‘System.OutOfMemoryException’ was thrown.
at TEditXna.Editor.Tools.SpriteTool.MouseDown(TileMouseState e) in c:UsershecaDownloadsTerraria-Map-Editor-masterTEditXnaEditorToolsSpriteTool.cs:line 63
at TEditXna.ViewModel.WorldViewModel.MouseDownTile(TileMouseState e) in c:UsershecaDownloadsTerraria-Map-Editor-masterTEditXnaViewModelWorldViewModel.cs:line 639
at TEditXna.View.WorldRenderXna.xnaViewport_HwndLButtonDown(Object sender, HwndMouseEventArgs e) in c:UsershecaDownloadsTerraria-Map-Editor-masterTEditXnaViewWorldRenderXna.xaml.cs:line 1592
at TEdit.UI.Xaml.XnaContentHost.GraphicsDeviceControl.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) in c:UsershecaDownloadsTerraria-Map-Editor-masterTEditXnaUIXamlXnaContentHostGraphicsDeviceControl.cs:line 482
at System.Windows.Interop.HwndHost.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at TEditXna.App.Main() in c:UsershecaDownloadsTerraria-Map-Editor-masterTEditXnaobjx64ReleaseApp.g.cs:line 0

@CyberZHG

Brush Tool:
image

Sprite Tool:
image

I could not figure out why this would happen.
It’s strange because the large map is 8400 x 2400, and the bool array requires less than 80 MB memory, while the large map itself is about 1GB.

@CyberZHG

image

If you want to use more than 1.3GB memory when running in VS, the option «Enable the Visual Studio hosting process» should not be checked. There is no need to compile the code to x64 since there is a post-build script to change the memory limit to 4GB and it is enough for TEdit.

1

@Shona1984

@Walkman100

Damn can’t open the files with my old Visual Studio 2008 xD

You can get Visual Studio Express 2013 for Windows Desktop, it’s free, aulthough it’s a ridiculous size.

@Hecatoncheyr

TEdit chose to crash before I could crash it. lol. All I tried to do was load the sprite tab.

An unhandled exception of type ‘System.OutOfMemoryException’ occurred in PresentationCore.dll

System.OutOfMemoryException was unhandled
HResult=-2147024882
Message=Exception of type ‘System.OutOfMemoryException’ was thrown.
Source=TEditXna
StackTrace:
at TEditXna.App.CurrentDomain_UnhandledException(Object sender, UnhandledExceptionEventArgs e) in C:UsershecaDesktopTerraria-Map-Editor-masterTerraria-Map-Editor-masterTEditXnaApp.xaml.cs:line 106
InnerException:

Okay so fine, tried again only just using pencil tool.

System.OutOfMemoryException was unhandled
HResult=-2147024882
Message=Exception of type ‘System.OutOfMemoryException’ was thrown.
Source=TEditXna
StackTrace:
at TEditXna.App.CurrentDomain_UnhandledException(Object sender, UnhandledExceptionEventArgs e) in C:UsershecaDesktopTerraria-Map-Editor-masterTerraria-Map-Editor-masterTEditXnaApp.xaml.cs:line 106
InnerException:

Interestingly enough, I played around with small and medium sized worlds. Absolutely no effect. I can change tens of thousands of blocks at once, the exact same way. Using/placing sprites, runs just fine. Only large worlds seem to be effected by this error in TEdit.

Unticking the «»Enable the Visual Studio hosting process» does not seem to have an effect with regards to the exception. Its a mystery to me.

@Walkman100

And the platform target? does that make any difference? I expect setting it to x86 (32-bit) would make it worse, at least.

@Hecatoncheyr

Nah doesnt seem to affect it either. Crashes just the same x86 or x64. Its either something super obvious or just totally beyond me. :D

@CyberZHG

Here is an x86 binary: 55a2c97

You can try substituting TEditXna.exe with this one. The binary should have a memory limit of 4GB and it shall not crash while editing the big map.

@Walkman100

Why not x64? then the limit is even higher :D

Reply to @CyberZHG: Fair enough.

@CyberZHG

@Walkman100

Because whatever I do with the big map (copy & paste the entire map several times, open big map’s schematics file, init sprite tool), the memory will not exceed 2.7GB, thus I guess 4GB is enough for most situations. And x86 has a better compatibility.

@Shona1984

@Walkman100
I know i can get VS 2013 for free but i have it somewhere. I got it on my education days but i can’t find it, i only found the 2008 version^^

@CyberZHG
The Problem are not only the 2GB Limit, it also crash with the error under 2GB if you are faster then the program. As i wrote in the beginning it is really slow on my SSD, so if i paint to fast or changing the tools to fast it crashes with «System.OutOfMemoryException» or it loads 10-30 seconds and then you see the mess after the «lag».

Also you can create a x86 and a x64 exe so everyone can choose ;)

@BinaryConstruct

The current version with SharpDX and MonoGame is x64.


Terraria: Error

System.OutOfMemoryException: Insufficient memory to continue the execution of the program.

at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount)

at Microsoft.Xna.Framework.Graphics.SpriteBatch.PlatformRenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)

at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)

at Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush()

at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()

at Terraria.Main.RenderBackground()

at Terraria.Main.do_Draw(GameTime gameTime)

at Terraria.Main.DoDraw(GameTime gameTime)

at Terraria.Main.Draw(GameTime gameTime)

at Microsoft.Xna.Framework.Game.DrawFrame()

at Microsoft.Xna.Framework.Game.Tick()

at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)

at Microsoft.Xna.Framework.GameHost.OnIdle()

at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()

at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)

at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)

at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)

at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)

at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)

at System.Windows.Forms.Application.Run(Form mainForm)

at Microsoft.Xna.Framework.WindowsGameHost.Run()

at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)

at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)

OK

that is what it said i have no clue on what to do plz help


Terraria: Error

System.OutOfMemoryException: Insufficient memory to continue the execution of the program.

at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount)

at Microsoft.Xna.Framework.Graphics.SpriteBatch.PlatformRenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)

at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)

at Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush()

at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()

at Terraria.Main.RenderBackground()

at Terraria.Main.do_Draw(GameTime gameTime)

at Terraria.Main.DoDraw(GameTime gameTime)

at Terraria.Main.Draw(GameTime gameTime)

at Microsoft.Xna.Framework.Game.DrawFrame()

at Microsoft.Xna.Framework.Game.Tick()

at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)

at Microsoft.Xna.Framework.GameHost.OnIdle()

at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()

at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)

at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)

at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)

at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)

at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)

at System.Windows.Forms.Application.Run(Form mainForm)

at Microsoft.Xna.Framework.WindowsGameHost.Run()

at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)

at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)

OK

that is what it said i have no clue on what to do plz help

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