Greetings, I have installed the latest version of TTDPatch to run on an Intel Celeron 500mhz computer with msdos 6.22. I use these (I have 2) to play two player with my son. We use the original game with no problem but when I try to use TTDPatch it fails to load stating:
Not enough free memory Result: [Error!] Press any key to abort.
The mem command in dos shows 11,357K free total, 648K under the 1MB and 615K largest executable program. When running the original game the "about" screen shows memory as 10,828 total and 4976K free.
Any suggestions? I have tried too many options to list here to no avail. I just wonder if it is the patch or my memory management.
> Greetings, > I have installed the latest version of TTDPatch to run on an Intel > Celeron 500mhz computer with msdos 6.22. I use these (I have 2) to > play two player with my son. We use the original game with no problem > but when I try to use TTDPatch it fails to load stating:
Thanks for the advice! The lowmemory switch did allow it to run and connect for two player game. I know that this switch will limit the use of some features such as new graphics. Is this due to the limits set by the switch or does it still use up the resources it can find? I just wonder if it will have a big effect on performanceof the game.
Hunter
On Sun, 10 Feb 2008 23:58:29 -0000, "Owen Rudge" <n...@owenrudge.net> wrote:
>> Greetings, >> I have installed the latest version of TTDPatch to run on an Intel >> Celeron 500mhz computer with msdos 6.22. I use these (I have 2) to >> play two player with my son. We use the original game with no problem >> but when I try to use TTDPatch it fails to load stating:
> I know that this switch will limit the use of some features such as > new graphics. Is this due to the limits set by the switch or does it > still use up the resources it can find? I just wonder if it will have > a big effect on performanceof the game.
I'm not sure exactly how lowmemory goes about keeping memory usage down, although according to the wiki it does this mainly by restricting the vehicle factor and new graphics. I'm not sure if it'd have much of an effect on performance, it probably just won't let you use too many custom features.
H H Jones wrote: > Thanks for the advice! > The lowmemory switch did allow it to run and connect for two player > game. > I know that this switch will limit the use of some features such as > new graphics. Is this due to the limits set by the switch or does it > still use up the resources it can find? I just wonder if it will have > a big effect on performanceof the game.
The switch has two effects:
1. It prevents you from loading any game saved with a larger vehicle array (in other words, the 'morevehicles' switch must be set the same or higher as it was when the game was saved -- otherwise you get a "Game load failed" message; normally you would probably get a warning). This is the primary source of memory savings, since normally TTDPatch reserves memory for the largest array possible (more than 4 MB).
2. The cache for the ordinary TTD sprites is set to 800 KB instead of the usual 4 MB. This may mean more frequent disk accesses, which in turn *may* affect the performance -- but frankly, I doubt you'll notice it much, unless you have a really slow hard disk.
Note, however, that new graphics are loaded separately, and add to the memory usage anyway (but on the positive side, they don't require disk access during the game). Thus, you may get out of memory again if you add many new graphics sets to newgrf.cfg.
BTW, I've checked the latest sources; the behaviour of the switch hasn't changed since 2.0. -- Marcin Grzegorczyk
<mgrze...@poczta.onet.pl> wrote: >The switch has two effects:
>1. It prevents you from loading any game saved with a larger vehicle >array (in other words, the 'morevehicles' switch must be set the same or >higher as it was when the game was saved -- otherwise you get a "Game >load failed" message; normally you would probably get a warning). This >is the primary source of memory savings, since normally TTDPatch >reserves memory for the largest array possible (more than 4 MB).
>2. The cache for the ordinary TTD sprites is set to 800 KB instead of >the usual 4 MB. This may mean more frequent disk accesses, which in >turn *may* affect the performance -- but frankly, I doubt you'll notice >it much, unless you have a really slow hard disk.
>Note, however, that new graphics are loaded separately, and add to the >memory usage anyway (but on the positive side, they don't require disk >access during the game). Thus, you may get out of memory again if you >add many new graphics sets to newgrf.cfg.
>BTW, I've checked the latest sources; the behaviour of the switch hasn't >changed since 2.0.