Circa Posted March 7, 2013 Posted March 7, 2013 I know this has been asked so many times over the years but I only ran into the problem last night. Does anyone know the approximate number/size allowed in the base folder? This has nothing to do with JA+ or any of that, just baseJA. It might be less on mine because I'm using the Mac App Store version because I don't remember it being this low of an amount. I only have about 12 or so.
eezstreet Posted March 7, 2013 Posted March 7, 2013 4096 PK3s appears to be the limit in Quake 3. It wouldn't surprise me if the limit in JA is higher. therfiles and Hirmanator like this
minilogoguy18 Posted March 7, 2013 Posted March 7, 2013 I would have thought overall size would matter more than # of files since the game engine just merges everything.
Circa Posted March 7, 2013 Author Posted March 7, 2013 what error/problem are you having?The app just crashes. I took some out and it stopped happening. I guess I can try to see if it's actually an error with a specific file, but it doesn't give any errors. I'll play the elimination game to find out I suppose.
Circa Posted March 8, 2013 Author Posted March 8, 2013 what error/problem are you having?Well I've been messing around with it. It seems to be the amount of files. I'm still not sure if it's size or number, but its definitely not a specific file. I've also tried going through and deleting things from each PK3 that I don't want or use like bot files and those sorts of things, and combined a few of them, like putting all Obi-Wan models in the same pk3. I have 18 PK3's total, besides the assets. 12 of them are just models/skins and the rest are personal mods/tweaks. The total size of all them total is 102 MB. Does anyone else running the Mac App Store version have this issue?
Mog Posted March 8, 2013 Posted March 8, 2013 So....basically, you're having an issue with having too many PK3 files and it's crashing? if so, this might help you. If not....then I don't know.
Circa Posted March 8, 2013 Author Posted March 8, 2013 So....basically, you're having an issue with having too many PK3 files and it's crashing? if so, this might help you. If not....then I don't know. That site is requiring me to login to view it. where are you putting the pk3 files?The base folder in the .app file where the assets are.
redsaurus Posted March 8, 2013 Posted March 8, 2013 Try putting them in the other base folder. I posted where it was here. If that doesn't work, check in Console.app (at /Applications/Utilities/) to see if there are any error messages.
Circa Posted March 8, 2013 Author Posted March 8, 2013 Try putting them in the other base folder. I posted where it was here. If that doesn't work, check in Console.app (at /Applications/Utilities/) to see if there are any error messages.Oh wow. I didn't even see that portion of your post. I just saw the Steam version part and I guess I completely skipped over the part I needed. Unfortunately it still didn't work. Console gives a crash report but it won't open the whole report.
redsaurus Posted March 8, 2013 Posted March 8, 2013 Are you sure the report won't open? Try looking in /Library/Logs/ in the sidebar for it
Circa Posted March 8, 2013 Author Posted March 8, 2013 Okay, I found one there, but it was from a couple days ago. It should still be the same problem though. Process: Jedi Academy [10079] Path: /Applications/Games/Jedi Academy.app/Contents/Jedi Academy.app/Contents/MacOS/Jedi Academy Identifier: com.aspyr.jediacademy.sp.appstore Version: 1.01 (109339) Code Type: X86 (Native) Parent Process: launchd [568] User ID: 501 Date/Time: 2013-03-06 21:44:27.690 -0600 OS Version: Mac OS X 10.8.2 (12C60) Report Version: 10 Sleep/Wake UUID: B6DD8988-EE7F-4126-A2BB-2019084EE685 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Application Specific Information: dyld: launch, running initializers /usr/lib/libSystem.B.dylib XPC domain creation failed: Process is not in an inherited sandbox. Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libxpc.dylib 0x9422a2e0 _xpc_runtime_init_once + 1457 1 libdispatch.dylib 0x922d7bf1 dispatch_once_f + 57 2 libxpc.dylib 0x94220641 _xpc_runtime_set_domain + 218 3 libxpc.dylib 0x9421fa39 _libxpc_initializer + 529 4 libSystem.B.dylib 0x9486ac30 libSystem_initializer + 152 5 dyld 0x8fe9ecda ImageLoaderMachO::doModInitFunctions(ImageLoader::LinkContext const&) + 230 6 dyld 0x8fe9efde ImageLoaderMachO::doInitialization(ImageLoader::LinkContext const&) + 64 7 dyld 0x8fe9b268 ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 356 8 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200 9 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200 10 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200 11 dyld 0x8fe9b1cc ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 200 12 dyld 0x8fe9b0ba ImageLoader::runInitializers(ImageLoader::LinkContext const&, ImageLoader::InitializerTimingList&) + 62 13 dyld 0x8fe8ce05 dyld::initializeMainExecutable() + 211 14 dyld 0x8fe90adb dyld::_main(macho_header const*, unsigned long, int, char const**, char const**, char const**, unsigned long*) + 3050 15 dyld 0x8fe8c376 dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*, unsigned long*) + 704 16 dyld 0x8fe8c077 _dyld_start + 71 Thread 0 crashed with X86 Thread State (32-bit): eax: 0xac56e240 ebx: 0x94229d40 ecx: 0x0106d570 edx: 0xbfffdce8 edi: 0x94229d40 esi: 0x0106d350 ebp: 0xbfffe998 esp: 0xbfffdb00 ss: 0x00000023 efl: 0x00010282 eip: 0x9422a2e0 cs: 0x0000001b ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f cr2: 0xdbb00000 Logical CPU: 7 Binary Images: 0x1000 - 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0x9a270ffb com.apple.DebugSymbols (98 - 98) /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols 0x9a273000 - 0x9a27dfff com.apple.speech.recognition.framework (4.1.5 - 4.1.5) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition 0x9a27e000 - 0x9a53efff com.apple.security (7.0 - 55179.1) /System/Library/Frameworks/Security.framework/Versions/A/Security 0x9a53f000 - 0x9a563fff libJPEG.dylib (845) /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib 0x9a564000 - 0x9a564ffd libOpenScriptingUtil.dylib (148.2) /usr/lib/libOpenScriptingUtil.dylib 0x9a565000 - 0x9a596fff com.apple.DictionaryServices (1.2 - 184.4) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices 0x9a597000 - 0x9a597fff com.apple.CoreServices (57 - 57) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices 0x9a636000 - 0x9a656ffd com.apple.ChunkingLibrary (2.0 - 133.2) /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary 0x9a657000 - 0x9a658fff libdnsinfo.dylib (453.18) /usr/lib/system/libdnsinfo.dylib 0x9a659000 - 0x9a69dfff libGLU.dylib (8.6.1) /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib External Modification Summary: Calls made by other processes targeting this process: task_for_pid: 1 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 5648 thread_create: 0 thread_set_state: 0 VM Region Summary: ReadOnly portion of Libraries: Total=119.1M resident=51.6M(43%) swapped_out_or_unallocated=67.5M(57%) Writable regions: Total=30.8M written=108K(0%) resident=180K(1%) swapped_out=0K(0%) unallocated=30.6M(99%) REGION TYPE VIRTUAL =========== ======= MALLOC 9316K MALLOC guard page 16K Memory tag=35 2152K Stack 64.0M __DATA 18.7M __DATA/__OBJC 4K __IMAGE 528K __LINKEDIT 31.2M __OBJC 1816K __PAGEZERO 4K __TEXT 87.9M __UNICODE 544K mapped file 85.5M shared memory 12K =========== ======= TOTAL 301.4M
redsaurus Posted March 8, 2013 Posted March 8, 2013 Hmm that's strange. And you're launching normally from the .app in Applications not the other one inside the application bundle?
Mog Posted March 8, 2013 Posted March 8, 2013 Oh...well..here was what I tried to link to: by venturous » Fri Mar 01, 2013 1:01 am"I think it's because you have too many skin files in your base folder and need to delete a few in order to play as the one you want. I know certain skins have more issues with the memory thing than others, so try removing a few from the base folder and try it again."
Circa Posted March 9, 2013 Author Posted March 9, 2013 Hmm that's strange. And you're launching normally from the .app in Applications not the other one inside the application bundle?Yeah I am. I guess it is the skins then. That kinda sucks. I use them for NPCs mostly. That's why I have so many.
Futuza Posted March 11, 2013 Posted March 11, 2013 I think if I remember right, OJP basic/enhanced had a fix for removing this limit. But its been a while and I could be mixing up things. You could try looking into that.
Circa Posted March 12, 2013 Author Posted March 12, 2013 Well after some more testing, I discovered that it was actually the NPC's that were causing the issue. I deleted the npc files from a few folders but left the models there. It ran fine.
Hirmanator Posted April 11, 2013 Posted April 11, 2013 4096 PK3s appears to be the limit in Quake 3. It wouldn't surprise me if the limit in JA is higher. So the real question is who here has reached that limit?
Raz0r Posted April 11, 2013 Posted April 11, 2013 I would not surprise me if DeFRaG players have reached that limit. There are countless maps for that, and the engine they use had to rewrite portions of that code to allow large amounts of PK3 files to be used.
minilogoguy18 Posted April 11, 2013 Posted April 11, 2013 I would think that you would run into other problems before hitting the limit since most modders can be sloppy causing conflicts between other mods.
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