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safe_malloc error

Page: 1 of 1
 lauser
07-30-2004, 4:06 PM
#1
I need help with this memory error. I have already tried Splashdamage. mslaf, Wade, Gothix, anyone?

Here is my compile option put into Radiant and REdirected to Q3map2.5.15:

! "C:/Program Files/q3map/q3map2" -v # -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -meta -samplesize 2 $ && ! "C:/Program Files/q3map/q3map2" # -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -vis -saveprt $ && ! "C:/Program Files/q3map/q3map2" -v # -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" -light -fast -samples 2 -lowmem $


Here is the logfile:

2.5.15
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.15
GtkRadiant - v1.5.0 Jul 8 2004 21:06:11
Kitten confit: It's not just for breakfast anymore!
--- InitPaths ---
VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/
--- BSP ---
Creating meta surfaces from brush faces
Lightmap sample size set to 2x2 units
entering shaders/shaderlist.txt
entering shaders/blah blah blah
--- LoadMapFile ---
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.map
entering C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/map.map
4179 total world brushes
3581 detail brushes
458 patches
8564 boxbevels
8742 edgebevels
660 entities
47230 planes
0 areaportals
Size: -4672, -12544, -1088 to 2944, 3664, 2240
--- ProcessDecals ---
0 decal projectors
--- CreateMapFogs ---
0 fogs
############### model 0 ###############
block size = { 2048 2048 2048 }
BSP bounds: { -4672.000000 -12544.000000 -1088.000000 } { 2944.000000 3664.000000 2240.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
383 patches
150 patch LOD groups
--- FaceBSP ---
4713 faces
3700 leafs
--- MakeTreePortals ---
112 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
776 structural brushes
1696 cluster references
--- FloodEntities ---
Entity 331, Brush 0: Entity leaked
879 flooded leafs
--- FillOutside ---
1500 solid leafs
1321 leafs filled
879 inside leafs
--- CullSides ---
636 hidden faces culled
83 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
1554 faces
1715 leafs
--- MakeTreePortals ---
150 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
776 structural brushes
1995 cluster references
--- NumberClusters ---
833 visclusters
2227 visportals
3010 solidfaces
--- WritePortalFile ---
writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.prt
--- FloodAreas ---
4 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
3403 detail brushes
6281 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
11249 axial edge lines
15818 non-axial edge lines
4 degenerate edges
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
WARNING: Degenerate T-junction edge found, fixing...
6648 verts added for T-junctions
64595 total verts
12785 naturally ordered
1398 rotated orders
203 can't order
3 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
168 empty or malformed surfaces deleted
--- MakeEntityDecals ---
(0)
0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (1)
14384 total meta surfaces
14126 stripped surfaces
257 fanned surfaces
0 patch meta surfaces
66426 meta verts
38778 meta triangles
--- TidyEntitySurfaces ---
14384 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (1)
1740 smoothed vertexes
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9...WARNING: Flipped triangle: ( -960 -4544 768) ( -1088 -4544 960) ( -1088 -4544 960)
(10)
12241 surfaces merged
145196 vertexes merged
--- FilterDrawsurfsIntoTree ---
25747 references
13537 (13537) emitted drawsurfs
14126 stripped face surfaces
257 fanned face surfaces
526 surface models generated
0 skybox surfaces generated
0 SURFACE_BAD surfaces
0 SURFACE_FACE surfaces
383 SURFACE_PATCH surfaces
913 SURFACE_TRIANGLES surfaces
0 SURFACE_FLARE surfaces
0 SURFACE_FOLIAGE surfaces
0 SURFACE_FORCED_META surfaces
12241 SURFACE_META surfaces
0 SURFACE_FOGHULL surfaces
0 SURFACE_DECAL surfaces
0 SURFACE_SHADER surfaces
329493 redundant indexes supressed, saving 1287 Kbytes
--- FixBrushSides ---
--- EndModel ---
284 light entities stripped
47298 BSP planes
--- WriteSurfaceExtraFile ---
Writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.srf
Writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp
Storing lightgrid: 0 points
Wrote 17.3 MB (18120180 bytes)
138 seconds elapsed
2.5.15
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.15
GtkRadiant - v1.5.0 Jul 8 2004 21:06:11
Kitten confit: It's not just for breakfast anymore!
VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

--- Vis ---
saveprt = true
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.prt
833 portalclusters
2227 numportals
3010 numfaces
4454 active portals
388 hint portals
visdatasize:93304
farplane distance = 10000.0

--- BasePortalVis (4454) ---
0...1...2...3...4...5...6...7...8...9... (3)
6 average number of passages per leaf
8 MB required passage memory

--- CreatePassages (4454) ---
0...1...2...3...4...5...6...7...8...9... (9)

--- PassagePortalFlow (4454) ---
0...1...2...3...4...5...6...7...8...9... (17)
creating leaf vis...
Total visible clusters: 75554
Average clusters visible: 90
Writing C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp
Storing lightgrid: 0 points
Wrote 17.4 MB (18213484 bytes)
33 seconds elapsed
2.5.15
1 threads
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.15
GtkRadiant - v1.5.0 Jul 8 2004 21:06:11
Kitten confit: It's not just for breakfast anymore!
--- InitPaths ---
VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/

--- Light ---
Fast mode enabled
Adaptive supersampling enabled with 2 sample(s) per lightmap texel
WARNING: Unknown argument "-lowmem"
Map has shader script C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/../shaders/q3map2_endor_offense.shader
entering shaders/shaderlist.txt
entering shaders/blah blah blah
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.bsp
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.srf
--- LoadMapFile ---
Loading C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.map
entering C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/endor_offense.map
288 light entities
--- SetupBrushes ---
3964 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupSurfaceLightmaps ---
WARNING: Lightmap texture coords out of range: S 54.0273 > 77 || T 125.0091 > 125
WARNING: Lightmap texture coords out of range: S 54.0273 > 77 || T 125.0091 > 125
15196 surfaces
10783 raw lightmaps
1897 surfaces vertex lit
13299 surfaces lightmapped
12582 planar surfaces lightmapped
276 non-planar surfaces lightmapped
441 patches lightmapped
61 planar patches lightmapped
--- SetupTraceNodes ---
************ ERROR ************
safe_malloc failed on allocation of 173015040 bytes

You can see my lightgrid bounds are much too high. How to I get that lower? I tried using the -lowmem switch but I'm not sure how/if it works and if I put it in the correct spot with correct spelling. I have no idea how one gets a flipped triangle??

Thanks in advance.
 lauser
07-30-2004, 4:22 PM
#2
LIGHTGRID?? You mean I have to physically put in a lightgrid to determine it's boundary? Can I put in multiple lightgrids all over occupying player space? And can I clip that boundary to ANY size?
 Ice Dyn4stY™
07-30-2004, 4:30 PM
#3
How many ram have you got? If you have a areal, which have a lot of complexe brushes and light, try to make that easier...

//eit: There is a thread (In german) probably you understand it...=)
http://www.darth-arth.de/forum/viewtopic.php?t=1298)
 Shadow_stone
07-30-2004, 4:41 PM
#4
i found the error off a site
saying this


This error basically means that you’re computer has run out of memory.
This could happen at any time during the compile process, but it mainly happens during the vis or lighting stages.


Try restarting you’re computer before you compile the map to free up memory.
Don’t have any programs / applications running in the background, that you don’t need.
Install more physical memory.
Make sure you have at least 1GB of virtual memory (swap files).
Make some of you’re brushes detail.


http://www.gdconnect.com/index.php?mod=MapErrors&op=verr&id=11)

thats the site
and where did you get radiant 1.5?
 mslaf
07-30-2004, 5:39 PM
#5
What you need is more real RAM or virtual RAM. Set virtual memory to 1/2GB and that should solve the problem. Consider removing “-samplesize 2” in bsp phase. This CAN drastically reduce FPS on your map.

also check:

WARNING: Unknown argument "-lowmem"
 lauser
07-30-2004, 5:46 PM
#6
mslaf, -lowmem is a switch, though I don't know how to use it unfortunately. It's supposed to reduce memory by 50%.

As far as RAM goes, I have 1 GIG of it. And my virtual is maxed out. I'll take the -samplesize out and see if that helps...post back later.

@Shadow.....Radiant 1.5?? You mean Q3map 2.5.15?
 mslaf
07-30-2004, 5:53 PM
#7
Originally posted by lauser
LIGHTGRID??Can I put in multiple lightgrids all over occupying player space?

Yes, you can have multiple lightgrid brushes. They will reduce lightgrid computation process during the light stage. If you remember my fearis map, download the source map and check how I did it.
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