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Memory Leaks - please Help
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TomTom
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Angry Memory Leaks - please Help - 30-06-2006

I have tried a few different ways to use the last 2 goldrush.nav files to (1) make a modified nav for a goldrush variant (goldrush2_fk_b1) and (2) to try some small changes to improve play in the original goldrush (Let the allied engrs do defensive mine placements.).
The latter changes are simple enough that no other file needs modification and I have checked the navs with Hobbbit's waypoint tool verification button.
However in all cases ET crashes (invalid page fault) after about 22-30 seconds of normal play with the default .bots file. I have not been able to determine what if anything is the trigger.
Other work from scratch that is ongoning does not crash ET (yet?).

What are the common mistakes that make FritzBot leak?
  
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Re: Memory Leaks - please Help
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TomTom
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Default Re: Memory Leaks - please Help - 01-07-2006

OK I reverted all files back to the 0.70 release and started adding one action at a time, then testing, avoided the waypoint tool and so-on. No crashes but the bots aren't doing the suggested actions yet.
  
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Re: Memory Leaks - please Help
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CrapShoot
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Default Re: Memory Leaks - please Help - 01-07-2006

check the entity numbers for the actions. if a bot has an active goal with an invalid entity number, it causes a crash. unfortunately Mal didn't get to the exception handling for this.

If you are just renaming the existing goldrush navs, it's highly likely that this will happen because I have added some entities to the original goldrush map via ET Pro map script support.

if you give me a link to that version of goldrush, I'll set up the map script as an example for you to be able to use in the future. Without the created entities, the map flow will be broken even if the entity numbers are correct.

There is also a general troubleshooting section of the Wiki here
  
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Re: Memory Leaks - please Help
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TomTom
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Default Re: Memory Leaks - please Help - 02-07-2006

irt CrapShoot
ok now with random bots (and moving the mine plants to group 4) the allies are planting for may additions later on in the game (for the original goldrush).
I noticed that many of your Snipes use ent 1 for no reason that I can see in the Wiki. Is this of any importance?
And what is the best way to find the misc_mg42 entnums? thx.
  
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CrapShoot
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Default Re: Memory Leaks - please Help - 02-07-2006

for finding the misc_mg42 entities, i point right at the top of the gun and use a key wich I have bound to the command /viewent. The constructible ones will need to built first of course.

there are alot of things that I need to put in the Wiki, I'm just trying to finish up a couple maps first (reactor and supply depot). The reason some of the camp actions have ent = 1 is that it is what we now use to have the bots stand while camping, rather than crouching all the time. It's something that was added at the last minute and Mal would have needed more time to add a new flag / variable/ menu item for it.

I'm not sure I understand the first part of your message. Are you saying that the mine plants are not turning off when you expect them to?
  
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Re: Memory Leaks - please Help
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TomTom
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Default Re: Memory Leaks - please Help - 02-07-2006

no just that the bots are playing the tank first which is just fine by me. The mines seem to get planted when the tank is nearing the bridge from below. And the allies were catching a few axis bots on them from then until the gold is on the truck. A minor improvement for the allied team over all but there are long stretches of the axis always winning this map (starting from 0 xp). I think I'll write some cfgs to delete various default bots and add randoms substitutes just to vary the play.
  
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