crash with -patchshadows


(heeen) #1

light crashes on my map with patchshadows enabled…
maybe there’s some bug in that option?
sometime right after entering the .map a safe_malloc call fails and light crashs.


(ydnar) #2

Add the -lomem switch and see if that cures the problem.

Compiles will take less memory, but be slightly slower.

What’s your system configuration, BTW?

y


(MindLink) #3

Got the same problem…

p4/2400, 512 megs ram (+1,5 gig virtual)


(Arno) #4

Same problem here. It crashes and damages the operating system. I had to reinstall RTCW. QuickTime and MSN Messenger seem to be affected as well. This looks like a very serious bug. :frowning:

P4 2600mhz; 1 GB RAM; GeForce FX5600; WinXP


(ydnar) #5

[2003-10-13 04:37 PM] <ydnar> !! http://www.splashdamage.com/forums/viewtopic.php?t=4943
[2003-10-13 04:38 PM] <Emon> “Same problem here. It crashes and damages the operating system.” <— !!!
[2003-10-13 04:38 PM] <TTimo> bah
[2003-10-13 04:38 PM] <TTimo> he ran out of virtual memory
[2003-10-13 04:38 PM] <Emon> Oh.
[2003-10-13 04:38 PM] <TTimo> when it happens, other things in the system can go shit

There you have it.

Try using -lomem. Sorry… :slight_smile:

y


(MindLink) #6

Well actually I had my task manager open when trying to compile and it says that I still got loads of free virtual memory (over 1 gig)… Haven’t tried -lomem yet, but I’ll do so right now.


(MindLink) #7

Ok it seems to work so far (though the compile isn’t finished yet, takes ages compared to no -lomem without -patchshadows) … :bump:


(Arno) #8

Ok, it seems that I had a terrain texture scaled wrongly, causing the lightmap to be too big. At least, that’s my guess. It’s fixed now, anyway.

Unrelated to the problem above, I’m experiencing another crash when doing BSP -meta on paZur’s small map with reflective water (I got that map from this page). It crashes after “— PatchMapDrawSurfs —”.

I got that map just to see how reflective water looks like and whether I could use it in my own map, but I’m so far unable to compile it properly. Any suggestions would be appreciated.


(ydnar) #9

What are the exact compile options you’re using?

y


(Arno) #10

I used the first compile option in the Q3-RTCW-ET version of GTKRadiant. I also tried to use a seperate batch file with the options “-game wolf -meta -v”. Same result.
Before I compiled I made sure that pazur.shader was in my Main/scripts/ directory and pazur.shader was added to shaderlist.txt.

This problem is not that important for me, as I can do without reflective water in my map. But I thought I’d just point it out.

Edit: I’m using the Q3Map2 version that comes with GTKRadiant 1.3.11. When I’m home I’ll try it out with Q3Map2.5.10, which I just saw in another thread.

Edit2: I just compiled it with Q3Map2 2.5.10-test1 and it doesn’t crash! That’s great! :clap: