Re: FTL Captain's Edition 1.201/Inf 1.201/EL 0.9 (beta)
Posted: Tue Apr 08, 2014 2:50 pm
Here's some insight into potential patching problems:
The more mods you load at once, the more memory SMM will require for the process.
When SMM/java runs out of it will throw an exception and unless catched inside the program (which doesn't seem to be the case) can be considered crashed, so there's no need to wait any longer.
I just checked on my system and the default maximum allowed heap size for a java process is 256MB which isn't enough when EL comes into play.
But don't worry all you have to do is tell java your application requires more before starting like this from command line:
java -Xmx1024m -jar modman.jar
So unless SMM has some serious memory bug going on that should do the trick.
There should be nothing that keeps good old 32bit users locked out just yet, remember they can in theory address almost up to 4GB of memory, just make sure you don't have too many programs running stealing memory from SMM.
The more mods you load at once, the more memory SMM will require for the process.
When SMM/java runs out of it will throw an exception and unless catched inside the program (which doesn't seem to be the case) can be considered crashed, so there's no need to wait any longer.

I just checked on my system and the default maximum allowed heap size for a java process is 256MB which isn't enough when EL comes into play.
But don't worry all you have to do is tell java your application requires more before starting like this from command line:
java -Xmx1024m -jar modman.jar
So unless SMM has some serious memory bug going on that should do the trick.

There should be nothing that keeps good old 32bit users locked out just yet, remember they can in theory address almost up to 4GB of memory, just make sure you don't have too many programs running stealing memory from SMM.