AllocRenderModel called from a different thread for 'particles/weapons/muzzle_flashes


(apec18) #1

maps/mp/aquarium: locked 295080 bytes (2.25 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.15s
0: ‘aqrint_csc’ StopCutscene…
0: ‘aqsint_csc’ StopCutscene…
…precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_1
…precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_2
…precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_3
…precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_5
…precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_6
…precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_player
0: ‘aqoutro_csc’ StopCutscene…
0: ‘aqmid_csc’ StopCutscene…
=== Allow user to skip loading screen ===

00:25 to load maps/mp/aquarium.entities
sdAbilityManager::OnLocalPlayerClassChanged: 0
Received abilities from client 0
…‘grenade_molotov’ set as bind 0
…‘landmine’ set as bind 8
…‘charge’ set as bind 16
…‘spotting’ set as bind 17
…‘repairing’ set as bind 18
…‘disarming’ set as bind 19
…‘building’ set as bind 20
…‘revive’ set as bind 21
…‘hacking’ set as bind 22
…‘sprinting_reload’ set as bind 23
…‘give_ammo’ set as bind 56
…‘life_buff1’ set as bind 57
…‘weapon_buff1’ set as bind 58
…‘disguise_self’ set as bind 59
14 abilities set
done setting 14 local abilities
All Stats Cleared
OnIntroCutsceneStart
99: Cinematic (correct) model for ‘aqsint_actor_1’ composited (uses id 1, expected id 1), ccfIndex 9
99: Cinematic (correct) model for ‘aqsint_actor_2’ composited (uses id 2, expected id 2), ccfIndex 10
99: Cinematic (correct) model for ‘aqsint_actor_3’ composited (uses id 3, expected id 3), ccfIndex 11
99: Non-cinematic (correct) model for ‘aqsint_extra_5’ composited (uses id 17, expected id -2), ccfIndex 12
99: Non-cinematic (correct) model for ‘aqsint_extra_6’ composited (uses id 18, expected id -2), ccfIndex 13
99: Non-cinematic (correct) model for ‘aqsint_player’ composited (uses id -1, expected id -1), ccfIndex 0
OnIntroCutsceneEnd
Player Team: security
Fade in victory splash
All Stats Cleared
All Stats Cleared
Syncing stats to clients…
Mapscripts: setup objective from match state
…OnMatchStatePrimary 0
…OnMatchStateOther 0 0
…OnMatchStateOther 1 0
…OnMatchStateOther 2 0
…OnMatchStateOther 3 0
…OnMatchStateOther 4 0
…OnMatchStateOther 5 0
…OnMatchStateOther 6 0
…OnMatchStateOther 7 0
…OnMatchStateOther 8 0
…OnMatchStateOther 9 0
…OnMatchStateOther 10 0
…OnMatchStateOther 11 0
…OnMatchStateOther 12 0
…OnMatchStateOther 13 0
…OnMatchStateOther 14 0
…OnMatchStateOther 15 0
…OnMatchStateOther 16 0
…OnMatchStateOther 17 0
Mapscripts: done setting up objective from match state
8 mins to go
client 15 connected.
OnClientConnect: Clearing abilities for client 15
Syncing match state to client 15
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Finished compositing contextId 1 team security (0) cinematic: false
Finished compositing contextId 3 team security (0) cinematic: false
client 14 connected.
OnClientConnect: Clearing abilities for client 14
Syncing match state to client 14
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 13 connected.
OnClientConnect: Clearing abilities for client 13
Syncing match state to client 13
client 12 connected.
OnClientConnect: Clearing abilities for client 12
Syncing match state to client 12
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 11 connected.
OnClientConnect: Clearing abilities for client 11
Syncing match state to client 11
WARNING: Thread ‘’: GetNetVarFloat: ‘assault_rifle_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 10 connected.
OnClientConnect: Clearing abilities for client 10
Syncing match state to client 10
WARNING: Thread ‘’: GetNetVarFloat: ‘assault_rifle_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Finished compositing contextId 2 team security (0) cinematic: false
client 9 connected.
OnClientConnect: Clearing abilities for client 9
Syncing match state to client 9
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 8 connected.
OnClientConnect: Clearing abilities for client 8
Syncing match state to client 8
client 7 connected.
OnClientConnect: Clearing abilities for client 7
Syncing match state to client 7
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 6 connected.
OnClientConnect: Clearing abilities for client 6
Syncing match state to client 6
client 5 connected.
OnClientConnect: Clearing abilities for client 5
Syncing match state to client 5
client 4 connected.
OnClientConnect: Clearing abilities for client 4
Syncing match state to client 4
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 3 connected.
OnClientConnect: Clearing abilities for client 3
Syncing match state to client 3
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 2 connected.
OnClientConnect: Clearing abilities for client 2
Syncing match state to client 2
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_04_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Syncing match state to client 1
Resetting bot skills…
Bot skills reset
Give escort XP to ‘van der Waals’ - owner completed a task
play Question
entered
Migration other match state 1: 1
Migration other match state 2: 2
Security skill bumped up, Resistance down
Migration other match state 5: 2


FATAL ERROR: AllocRenderModel called from a different thread for ‘particles/weapons/muzzle_flashes/arifle_light_3rdperson’


…unloading Input Method Editor DLL
mouse: Failed to remove raw input device
…unloading Raw Input DLL

------- Input Initialization -------
Initializing DirectInput8…
…calling LoadLibrary( ‘user32.dll’ ): succeeded
…initializing Raw Input
mouse: Raw Input initialized.
…calling LoadLibrary( ‘imm32.dll’ ): succeeded
…initializing Input Method Editor

AllocRenderModel called from a different thread for ‘particles/weapons/muzzle_flashes/arifle_light_3rdperson’
…unloading Input Method Editor DLL
mouse: Failed to remove raw input device
…unloading Raw Input DLL
Shutting down OpenGL subsystem
…releasing DC
…destroying window
…shutting down QGL
…unloading OpenGL DLL
…unloading Windows Terminal Server API DLL


(TruthTeller) #2

I have the exact same isue. Play for a while , and then boom, CTD!


(VoKUS) #3

Same issue, havent found a fix yet and it happened me almost every game now.


(Sind) #4

Same Problem!!

This is my face right now >> :frowning:


(TruthTeller) #5

It is weird, when i play campaighn solo, it seems to play fine, then go online no problem. But when i execute the game and go straight to multiplayer it crashes with this error after a few minutes or so.


(Mister) #6

same problem…after the last crash i lost my character…


(Sind) #7

Not just Multiplayer here…I tried Solo, Private, Public, Online etc… (all things) and still I get the AllocRenderModel crash.


(TruthTeller) #8

Yeah so perhaps i got lucky with the solo play. I guess its very random then. It says something about an error about rendering muzzle flashes? well i am sure they will be able to fix this.


(Apophus) #9

This also happens on the server software as well. Been working on this issue since the 10th with my GSP.