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safe_malloc failed on allocation of 276824064 bytes


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safe_malloc failed on allocation of 276824064 bytes

just do not understand this compilation error only happens in the 3rd phase of rendering lights

someone can help me with this problem

 

Maybe it would help to use an external compiler?

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This has come up before:

You can try adding the -lomem flag to your light compile's command line, but this wasn't a solution for either of the threads mentioned. Here's how you can set-up a 64-bit Q3Map2 though: http://jkhub.org/topic/4088-gtkradiant-and-q3map2-64bit/?do=findComment&comment=59997

 

Technical side note: I'm not sure what the significance of the 276824064 (264MiB) number is. No idea why the compiler would be trying to allocate 264MiB at once; this seems like a memory calculation bug rather than an intentional allocation.

Merek and Xycaleth like this
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safe_malloc failed on allocation of 276824064 bytes

just do not understand this compilation error only happens in the 3rd phase of rendering lights

someone can help me with this problem

 

What version of GTKRadiant are you using?

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  • Solution

Sorry about previous post, please disregard,

 

I use the command prompt as administrator and compile using the command prompt with a saved code.  I have codes for JO and JA (I think. 

 

Run command prompt as administrator, you will be in the window directory

 

type cd.. press enter then cd.. again and you chould be at the c: prompt

 

 

Codes are:

 

For Jedi Outcast,

 

-lomem light compile: 

 

light -lomem -fast -filter -sample 2,  compile quality looks pretty good, it's  a fast medium light quality light compile I use for testing, I've got another for more lighting passes.  Remember copy below including the first " and last " , if using notepad, turn word wrap off then turn word wrap back on then select and copy the text, you want that code in it's entirity.  The code can be changed depending on what you want to do with the compile but formatting of the code must be correct or you may receive errors.

 

JO Code:

 

"C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -v -meta -leaktest -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/yourmapname" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -vis -saveprt -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/yourmapname" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -light -lomem -fast -filter -sample 2 -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/" "C:/Program Files/LucasArts/Star Wars JK II Jedi Outcast/GameData/base/maps/yourmapname"

 

For Jedi Academy

 

JA light -fast compile should be similar just with paths changed.  (JO code I know works, This JA compile I haven't used in a little while since the forest House JA conversion I made).

 

"C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -v -meta -leaktest -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/yourmapname.map" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -vis -saveprt -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/yourmapname.map" && "C:/Program Files/LucasArts/GtkRadiant-1.6.4-20131213/q3map2" -light -lomem -fast -filter -sample 2  -game ja -fs_basepath "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/" "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/yourmapname.map"

 

That might be one way to try.  Works for me.  I do compile first with gtk just to leak test.  Once all the leaks are taken care of I'll just close the compile windows and change the code to the new map name in the notepad, copy and past and click enter and it will compile away.  You can have many codes ready to go for many types of compiles just using the command prompt but it's not the most user friendly given the code must be copied and pasted correctly for the command will work.  There's many here on JKhub that have more info than I do, I am just telling ya what I know.  This may or may not be the best way to do it.

 

Do note one says .map for ja in the line, one does not, I don't think it matters if it says .map, I know it works without as I have been using one without the .map for a while now.

 

And also note, the paths in the code to your version of Radiant  and location of JA folders etc must be changed for the code to work.

 

I believe it is what people are saying, due to compatability of radiant (ahem, or should I say q3map2) with newer systems a -lomem light compile must be done to eliminate that error you are having.

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