Error codes 12 and 13 along with crashing.
ChilltownNJ:
Seeing as you are running a 32 bit OS, I don't believe you are capable of addressing more than 4gb (4096 MB) per hard drive, unless you had some sort of /pae extensions set in bcdedit. So it is likely you have a swapfile in each hard drive in your system. And you say your computer now handles the game easily? Oh man, well, no need for me to go any more in-depth. Your situation is still scary, to me. The last thing you want is your main system processes to be running in <shivvers> pagefile memory.
Tizerist, I can't leave your system hanging like that, the tech in me won't allow it...
Do this for me please, pretty please?
Goto Start > Control Panel > System and Security > System > Advanced System Settings > Advanced (tab) > Settings > Advanced Tab > Virtual Memory (change), if it is automatically being managed, uncheck it, Highlight C:, tick the custom size radio button, and then in initial size put 4096 and in Max size put 4096, click set, click OK. Make sure that all other drives Paging file size says None and then reboot. Check the system memory report that you did earlier and post the findings for me if you can. In all reality, a swapfile should be located on the fastest hard drive in your system, and preferably not on the system hard drive, unless it just so happens to be the fastest hard drive you have or only hard drive you have.
tizerist:
I see.
The theory was that if Vista + TS3 took up more than the physical amount of RAM, then the virtual one could be used to sort of "raise the ceiling" so that the limit is not reached, and therefore, no CTD.
This would only really be necessary in dense areas, and I don't think I will really need this "emergency memory" to be honest.
The objective is to simply give TS3 as much room as possible. Even if the paging file is, as you say, relatively slow compared to the physical RAM, I just want it to help in any way it can.
ChilltownNJ:
Yup, you got it! And i'm glad your game is playing the way you payed to play it, for the most part *cough, bugs*. My concern is for your system speed, game speed and hard drive degradation once you reach this ceiling and fall over to too much mock memory. I have a theory that if you lower your ceiling a bit, which is very high at the moment, you will not notice much of a gain, but you will gain much in the long run as in: Less hard drive thrashing (swapping of info from ram to pagefile) which in turn will give you longer hard drive life. My 2x150GB raided raptors have been going strong without a single hiccup, in my main machine, for over 4 years, which has been on damn near 24/7 or as close to it as mechanically possible, and I think this is possible partly because I keep large amounts of System Memory 8GB ddr2 upgraded to 8GB ddr3 (mobo upgrade 6 months ago) and small swap files 2GB located on a 2.01GB partition at the front of another hard drive.
Damn, honestly, I'm a performance junkie, and a tweak slut... Your Situation is good and if you've found settings that work for you, even better. I went way to deep into this, when in all actuality, your situation works for you. I hope you atleast have a better understanding of memory and your system after this though, if so, then it was worth it!
tizerist:
Vista is on C, so I'll use F.
Now it looks like this:
Installed physical memory (RAM) 4.00 gb
Total physical memory 3.25 gb
Available physical memory 2.30
Total virtual memory 7.18 gb
Available virtual memory 6.25 gb
Page file space 4.00 gb
I've also done
bcdedit /set IncreaseUserVA 4096
jjsy:
This thread will live as long as EA is driving the sims....
Anyway, this is an addition to the error-knowledge wrt to error code 12. Got it but managed to somewhat avert it in this case.
No save file voodoo, just plain in game actions.
This particular cause is due to something bad on a new lot I was editting. Mind you, I used no cheat codes NOR any non officail items (only those from base game + WA). Somewhere down the line, the program decides that it no longer like my save file so refuses to save.
How I averted this problem: due to the fact that the last big thing I was doing was building a new house on a lot, it quite clearly got the red tag for being suspicious. Fortunately, it was unoccupied, so firstly, I made a copy of it in library (just for reference). Then bulldozed the lot. Error 12 is gone and I can save normally again. Just for further testing, I plonk down the lot from the library into the neighborhood again. sure enough, I got error 12 again. Fortunately, bulldozing the lot averts the problem. I don't know if it is a freak bug sims make when saving or there is some architecturally unappealing about my building (honestly, my buildings are quite simple, no tricks or fancy stuff). I started from scratch again to progressively test saving to try to find out where the error 12 will occur. Will add on to this post when it is done (possibly take a while,most of the time waiting for save).
So if you got a suspected lot/building related code 12, moving it to library and bulldozing it will at least allow you to save the game. not sure about occupied lots, but it could be possible to evict them then bulldoze the lot giving problem.
PS: one more proof of bad EA save, when I place the copy of the building from the library back onto a lot, some strange stuff which wasn't there appeared. Basically, I build a part of the building right up to 1 square away from the lot edge, but I did not place anything on that 1 square buffer zone. but when I placed the saved building down, a part of the ceiling which did not reach the edge now do, and the side of floor tile touching the edge goes all crazy resulting in a sloped floor tile. Something could be wrong with EA's saving of certain building lots especially when you build close to the edge. I will post when I get more info, but in the mean time, if you have problems with building lots, try keeping a little more distance from the buggy lot edge.
EDIT: Think I narrowed down the culprit: I was drying to dig a well, by using a low fence to create a 2x2 square, covered the outer surrounding floor tiles, then using the pond tool to lower the center of the 2x2 square to reveal the water body (diamond perimeter within the 2x2 square). For some reasons, the program hates this and produces the error code 12. It becomes ok again as soon as I flattened the pond into flat terrain again.
I did some more experiments : varying depth of the pond doesn't seem to matter. Removing the fence also doesn't seem to matter. What DOES matter seems to be the size and shape of the pond. error code 12 disappears when I increase the pond size to 4x4 squares.
Verdict: Ponds can cause error code 12
Solution: Try changing size and shape
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