CariElf CariElf

1.6 Beta 5 is Now Available on SDC

1.6 Beta 5 is Now Available on SDC

Watch here for test builds

First of all, the change log:

+ FIX: Added code for the super hiver to adjust the costs of factories in the queue when they take over another colony to fix the bug where factories on worlds the hivers took over seemed to be stuck at zero turns.

+ FIX: Fixed a lockup on Trade screen when you have a huge amount of money in the treasury and you try to offer money.

+ FIX: Fixed lockup on Governor screen when you click on the Starship rallypoint governor

+ FIX:  Found a solution for the graphical glitches on AMD machines.  For those of you who are interested, it was a bug in a particular function in the version of the DirectX SDK that we're using.  So CodeCritter made his own version of the function.

+ FIX: Optimized new batch renderer so that ship instances of the same type will share the same vertex and index buffers.  This will save memory over the previous implementation where each instance had its own vert and index buffers. This should also fix the where ship parts sometimes would not show textures in the designer.

+ TWEAK: The display of stars on the minimaps should now be more visible on large and gigantic galaxies.

+ TWEAK: Made a slight change to the code that starts the AI threads which may help with the AI seeming to get a free turn at the start of a new game or when loading a save game but as I didn't have time to fully investigate the bug, this may only address part of the problem. 

People were still reporting out of memory errors with the test builds so we're still looking to see if we can figure out what might be sticking around in memory when it should be deleted.  In the meantime, here are some ways to save memory in DA:

1) Make sure that your virtual memory is set to at least 2 GB.  More than that probably won't help because Windows will cut GalCiv2 off after 2 GB if it's not 64 bit.

2) Turn off background stars and nebulas.

3) Change from scattered star density to tight clusters.

4) Reduce the number of stars, planets, and the availablility of habitable planets

5) Play on galaxies galaxies no bigger than large.

6) Turn off mods.

To increase the amount of Virtual Memory available to Windows:
 
1) Right click on the My Computer icon and chose properties
2) Click on the advanced tab
3) Under performance, click on the Settings button.
4) Click on the advanced tab
5) Click on the change button
6) Change the initial size to the recommended size and then increase the maximum size.

Update 5/29/07:

The following link is an update to 1.6 beta 5 which includes a fix for a crash following an Alt-Tab, a fix to remove AI ship designs from the graphics cache when they are no longer being used, and a fix that we hope will help the people getting the slowdown running in sw vp mode:

http://sd.stardock.com/carielf/da_1_6_b5d.zip

It appears that those of you with the slowdown when ships are on screen may be caused because your cards are running in what is called software vertex processing mode, which means that DirectX is having to emulate functionality that the driver should be handling, but is not. 

CodeCritter made some adjustments to the vertex buffers for if the game is running in sw vp mode that should help if you are stuck in software vp mode.  I am attempting to change the Direct3D initialization so that the game can start in mixed vp (where it uses hardware when it can, software where it can't) but it's not working for some older cards.

This link is the same as the above link except that it includes code to allow older cards to run in mixed vp mode, which may help with this error without needing to use the workaround below:

http://sd.stardock.com/carielf/da_1_6_b5e.zip

I was able to get it to work on a test box with an NVidia GeForce 5200 FX which is one of the problem cards, and I was getting 20 fps which isn't great, but a lot better than 2 fps.

If this build does not help, here is a workaround:

Try this to force it to use hw vp mode:

1) Create a shortcut that points directly to GC2DarkAvatar.exe. (Right click on the exe and choose send to desktop as shortcut)

2) Right click on the shortcut and choose properties.

3) Left click in the Target field and hit the END key on your keyboard so that the cursor is at the end of the field.  Hit space.  Type the word HARDWAREVP then hit OK.

Start the game and then see if it says something like this in your debug.err (with your own video card there):

Debug Message: HAL (hw vp): NVIDIA GeForce FX 5200

If Dark Avatar crashes when you try this, you could try the command line parameter MIXEDVP and see if that works for you.  If neither works, just delete the shortcut.

If you are forcing hardware vp, you should also disable the background stars and point sprites on the video tab so that it won't try to create graphics for the things that it can't draw in this mode.  You may notice other missing graphics.  This is really just a temporary workaround until we can figure out a better way to deal with it, and this won't work for everyone. 

And if anyone is wondering, yes, there is a SOFTWAREVP command line parameter too.    I created these three command line parameters when I was testing the Direct3D initialization code.

20,654 views 71 replies
Reply #51 Top
Very nice with the betas CariElf. Just when will 1.6 actually be released? I'm dying of anticipation here!  

Etrius

(BTW, CariElf, you might have read my raps about Kryo, Frogboy, Dark-Star and Boogiebac. Theres one in the works for you!  )
Reply #52 Top
I tried out the updated Beta 5 for the software vp fix and it didn't provide me with increased frame rates.
Reply #53 Top

GeneralEtrius,

We want to nail down this performance bug with the older cards before we release 1.6.

kholdstayr,

I know that the HARDWAREVP parameter didn't work, but does it work if you use the MIXEDVP parameter?

 

Reply #54 Top

GeneralEtrius,


We want to nail down this performance bug with the older cards before we release 1.6.


kholdstayr,


I know that the HARDWAREVP parameter didn't work, but does it work if you use the MIXEDVP parameter?


 




I just tried the MIXEDVP setting. It does the same thing that HARDWAREVP does, causes a black screen and gives the same debug.err message as the HARDWAREVP mode.
Reply #56 Top
Hi CariElf,

I overwrote the GalCiv2 fonts with the ones in the link and it didn't help. There is still no text in the game.

Also, this isn't a 1.6 bug per se, but with the installer, if I install the game to F:/Games/GalCiv2, the game gets installed into F:/Games/GalCiv2/GalCiv2. If I install the game to F:/Games, it gets installed into F:/Games. Also, if I cancel the install half way through, the files installed so far are not deleted.

Hal
Reply #57 Top
Not certain if this is a bug or normal behavior but when ships autolaunch to an assigned rally point after being built, they just sit in place awaiting commands rather than automatically going to their assigned rally points. This persists over multiple turns until manual move commands are issued.

Right now that's the only thing bugging me, everything else is working fine.

1.59[b].007, Vista x64, AMD X2 5600, 4GB ram, GF7950GT 512MB. 158.18 drivers.
Reply #58 Top
Hi CariElf,

Actually, there is some text in the game. The large font on the main page doesn't work, but the 1.6 beta text at the lower left comes up. On the load game screen, the time stamp font and the name of the selected game is shown at the top. However, none of the indvidual save game names are displayed. The yellow text displayed during the loading screens works too.

Inside the game, the text for the UI buttons (like Turn) doesn't show up. And on the research page, you can see like Research Spending 99bc, but that is the only font you see on it. I'm guessing the white/yellow text is the same font with just different vertex coloring. The tech boxes are empty on the left and in the tree region. The tech description "Better than plain old Tri-Strontium" is shown as well. The only text that comes up on the option page is the yellow text for where to load the mods.

So it doesn't like one or more of your font strips where its not getting generated into textures properly.

Let me know if you need anything else.

Thanks.

Hal
Reply #59 Top
New build worked for me with no noticeable decline in fps.

Edit: You never said whether the newest update was supposed to fix the missing graphics. (It didn't.)

It's not life-or-death, though. The game is more playable for me than it ever has been. I almost feel kind of guilty that you're going to such lengths to accomodate some of our POS systems.
Reply #60 Top
Thanks for the minimap fixes! My system looks good in that regard. This was a big help!

Looking forward to the fps fix. I'll be trying the other modes next game launch!

Reply #61 Top
I just tried the beta 5E build and started it with a MIXEDVP shortcut and it goes to a black screen at startup just as before.

**Edit**

I found this website WWW Link that shows that my video card doesn't support Pixel Shaders 1.0-2.0, but does support Vertex Shaders 1.0-3.0. I have no idea if that information is useful or not.
Reply #62 Top

kholdstayr, try it without the shortcut; the initialization code should choose the correct mode automatically now.

 

Reply #63 Top
Ok, I tried the beta 5e by starting it directly. It gets 3 fps still. The debug file says something like this:

Debug Message: Failed to find a device that can support hw vp mode. Trying mixed vp.
Debug Message: Failed to find a device that can support mixed vp mode. Trying sw vp.

So the Intel laptop cards are pretty useless I guess.

*EDIT*

I just want to mention that I am not going to be surprised if you can't improve the framerates for the 1% of your users that are trying to play the game on a laptop like mine. I do want to reiterate though that the game does have normal frame rates with Dark Avatar 1.5 release and Dread Lords, so I suppose the problem could be fixed in a somewhat crude way if you provided an option to revert back to whatever graphics code was being used with the last Dark Avatar release patch.
Reply #64 Top
Am I right to assume that 1.6 Beta 5e is meant to be used by all people, not only those having graphical problems? Or would that be a bad idea?
Reply #65 Top

e-stab, it can be used by anyone, but I left d up as well in case people had problems with the new initialization code.  But it appears to be working, so it should be safe.

 

Reply #66 Top
I see, thanks.
Reply #67 Top
Any word on the issues I was describing regarding influence/ownership display mode on the minimap? Its rather annoying now
Reply #68 Top

neotiger_uk,

Have you sent in a zipped save game that reproduces this bug along with a debug.err? I got one from someone else who noticed this bug, but I couldn't load the save game.  If you haven't sent in a report yet, please send it to [email protected] and make sure to describe the problem in your e-mail so that I know what I'm looking for.

 

Reply #69 Top
Hey folks.

I experienced quite the oddity in my current beta5 game. As you can see in the screenshot below, planets are about to revolt against the ai to join up with my empire, that shouldnt do so, as they are not within my sphere of influence.

The planet Vesta II just joined up with my empire at the beginning of the turn that screenshot was taken in. It was the last planet of the Torians and it is clearly visible not within my influential reach (atleast as it is visually indicated by the border), nor was it the round before.
That is the second time this has happened in the game im currently playing and it never stays that way for long. After approximately 2 turns everything is back to normal again.



Note: The influence border in the picture is "not" a result of a freshly loaded game, i played for roughly half an hour until this incident occurred.

I would be glad for some input on this one, as i dont know if i am imagining a potential bug(?) that probably isnt one.
Apologies, if this is already known.

EDIT: I sent some savegames and the like to [email protected]. Hope this helps.
Reply #70 Top
edit: wrong thread
Reply #71 Top
I just got hit with an Out of Memory error upon an attempt to autosave, but the game didn't crash. It just aborted the save. Strangely enough, after that point I was able to do a manual quicksave which worked just fine. The game quit normally as well, so SmartException didn't catch anything.

Here's the relevant portion of the last debug.err (it was a long game so the full thing is 529K):

Debug Message: Deleting previous save game.
Debug Message: About to auto save.
Debug Message: Save Game: About to save
Debug Message: Error allocating memory.
ASSERT ERROR in file .\Source\memman.cpp at line 1434.
Debug Message: Aborting save game due to lack of memory.
Debug Message: Finished auto save.
Debug Message: Error flipping back buffer to primary buffer.
Debug Message: D3DERR_DEVICELOST
Debug Message: Device lost
Debug Message: Attempting to reset device.
Debug Message: BuildShip: Cannot build ship type 0-Frigate M7-7 at Sivil I - No open slots
Debug Message: Eval
Debug Message: Error flipping back buffer to primary buffer.
Debug Message: D3DERR_DEVICELOST
Debug Message: Device lost
Debug Message: Attempting to reset device.
Debug Message: Popup Manager Update: Updating window with ID=11
Debug Message: Popup Manager Update: Unhiding AlertWnd
Debug Message: Popup Manager Update: Updating window with ID=19
Debug Message: Popup Manager Update: Unhiding OptionsWnd
Debug Message: Save Game: About to save
Debug Message: Saving game E:\My Documents\My Games\GC2DarkAvatar\QuickSave.sav
Debug Message: Num Sectors Across: 18
Debug Message: Saving: Game mode is normal.
Debug Message: Save game finished.
Debug Message: Popup Manager Update: Updating window with ID=19
Debug Message: Popup Manager Update: Unhiding OptionsWnd
Debug Message: OptionsWnd: Quit Btn
Debug Message: Popup Manager Update: Updating window with ID=10
Debug Message: Popup Manager Update: Unhiding MessageBoxWnd
Debug Message: Posting WM_CLOSE message.
Debug Message: WM_CLOSE message received.
Debug Message: GameUninitialize start
Debug Message: Killing Galaxy
Debug Message: Killing threads.
Debug Message: Kiling civs.
Debug Message: Killing ships.
Debug Message: Killing rallypoints.
Debug Message: Killing misc objects.
Debug Message: Killing stars.
Debug Message: Killing anomalies.
Debug Message: Killing asteroid fields.
Debug Message: Killing asteroid field mining bases.
Debug Message: Killing space resources.
Debug Message: Killing colonies and planets.
Debug Message: killing scenario.
Debug Message: Clearing Turn Event Log
Debug Message: Clear galaxy settings.
Debug Message: Clear influence.
Debug Message: Clear up laws.
Debug Message: Clear first time events.
Debug Message: Clear wonders and trade goods.
Debug Message: Clear sector mapper.
Debug Message: Clear data definitions.
Debug Message: Killing ship styles:
Debug Message: Killing Galaxy: Completed
Debug Message: Shutting down sound system.
Debug Message: Clearing sound and music handles.
Debug Message: Desplay_ShipList_Entry_Down.png not cleared 90 counts left.
Debug Message: Desplay_ShipList_Entry_Over.png not cleared 90 counts left.
Debug Message: Desplay_ShipList_Entry_Up.png not cleared 180 counts left.
Debug Message: Desplay_Small_Status_Frame_Up.png not cleared 180 counts left.
Debug Message: F:\GalCiv2\Gfx\Overlays\Starbase_Mill_48.png not cleared 30 counts left.
Debug Message: F:\GalCiv2\Gfx\Overlays\Starbase_Mine_48.png not cleared 7 counts left.
Debug Message: F:\GalCiv2\Gfx\Overlays\Starbase_Res_48.png not cleared 42 counts left.
Debug Message: F:\GalCiv2\Gfx\Overlays\Starbase_So_48.png not cleared 11 counts left.
Debug Message: F:\GalCiv2\Gfx\Race\RaceLogo03.png not cleared 1 counts left.
Debug Message: F:\GalCiv2\Gfx\Race\RaceLogo04.png not cleared 1 counts left.
Debug Message: F:\GalCiv2\Gfx\Race\RaceLogo09.png not cleared 1 counts left.
Debug Message: TextFiledBack.png not cleared 180 counts left.
Debug Message: WorkAreaBack.png not cleared 1 counts left.
Debug Message: GameUninitialize end
Debug Message: Device not cleared. 190626 counts left.
Debug Message: D3D not cleared. 1 counts left.
Debug Message: Destroying Window.
Debug Message: Main Shell terminating normally
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
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Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Unallocated Mem: 8 bytes of memory from line 1131 of .\Source\editfields.cpp
Debug Message: Not all memory has been freed from memory system EditFields.
Debug Message: 2160 bytes of memory still allocated.

Windows Vista Ultimate x64, AMD Athlon64 X2 5600, 4GB DDR2-800, 4GB pagefile.sys, GF7950GT 512MB.

EDIT: I also feel inclined to point out that Process Explorer showed 3.8GB total commit charge usage when the out-of-memory error hit. Without GC2 running I'm at 2.0GB.