What memory pools do I need to raise?

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commanderawesome
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What memory pools do I need to raise?

Post by commanderawesome »

This is somewhat of a continuation of this thread. While working on my skin changer mod, I've had some issues with crashing using ReadDataFile() to change playermodels. It appears to be a memory issue. So I ask: what memory pool(s) would I need to raise?
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Re: What memory pools do I need to raise?

Post by Noobasaurus »

Most RedMemory pool errors can't be fixed. Usually they appear when you've hit an ingame limit. Looking at the error log in your first post, this is probably what's happened.
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Re: What memory pools do I need to raise?

Post by Teancum »

Noobasaurus wrote:Most RedMemory pool errors can't be fixed. Usually they appear when you've hit an ingame limit. Looking at the error log in your first post, this is probably what's happened.
Incorrect. Ingame limit implies you can't go any higher. Adjustable memory pools like those you set in LUA have defaults that can be raised. This ensures that the minimal amount is used.

In regards to the actual crashing, be sure to be running the debug exe that comes with the mod tools. While ingame, hit ~, then type mem to see the current memory usage. These are stats that can't be made bigger, so if you find one that's maxed out, that's as far as you can go.
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Re: What memory pools do I need to raise?

Post by Noobasaurus »

Teancum wrote:Incorrect. Ingame limit implies you can't go any higher. Adjustable memory pools like those you set in LUA have defaults that can be raised. This ensures that the minimal amount is used.
My bad. I guess that I'm just used to seeing a lot of these errors and raising said memory pools did not help.
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Re: What memory pools do I need to raise?

Post by commanderawesome »

I still need help with this.
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Re: What memory pools do I need to raise?

Post by Teancum »

Did you actually do what I outlined above? You're probably hitting the hard limit, but you won't be able to tell until you actually use the mem command in the debug executable.
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