Hi,
is there any way (except -lomem) to avoid “safe_malloc failed on xxx bytes” error?
Avoid safe_malloc error
Make sure to optimise your map, meaning that you make everything detail exept for your caulkhull & try to avoid tjunctions. Use a lightgrid brush in your map…
If you still get the error after using the -lomem switch consider to convert some of the brushwork in your map to ASE models, importing them as misc_gamemodels in your map.
What is lightgrid brush?
I have all detail except skybox and hull.
I didn’t get this error when I used GTK Radiant 1.4, I don’t know why it appeared.
I don’t get error with -lomem, but it takes 20x longer than it has taken without it.
Has this error anything to do with Q3map2 versions?
It doesn’t matter what version of gtkradiant you use: It’s the compiler that spits out the error, and with the malloc error you are getting it doesn’t even matter what version of q3map2.exe you would use: you would get the same error with any old version of q3map2.exe
In other words: your map is causing the error, so you need to fix your map first.
yep, adding the -lomem switch does take a while to compile, like I said the only alternative AFAIK is to convert large of brushwork chunks into ASE models…
It doesn’t matter what version of gtkradiant you use: It’s the compiler that spits out the error, and with the malloc error you are getting it doesn’t even matter what version of q3map2.exe you would use: you would get the same error with any old version of q3map2.exe
In other words: your map is causing the error, so you need to fix your map first.
yep, adding the -lomem switch does take a while to compile, like I said the only alternative AFAIK is to convert large chuncks of brushwork into ASE models…
Well, but before in GTK1.4 my light compile has taken 20 minutes without -lomem or anything.
I added only few detail brushes in GTK1.5 and I got this error.
So I don’t know why should be something wrong with my map.
Any other ideas?
EDIT. Never mind, compiled it on other computer.