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Z_Malloc: failed on allocation of 25165848 bytes from the main zone Rate Topic: -----

#1 User is offline   Delirium Icon

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  • Account: delirium
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Posted 21 March 2009 - 09:18 AM

ok, I have Searched my ass off, and my results are DRY!
this error has only known to be caused on ut_sands

i have tried on 3 computers
and with diffrent com_hunkmeg settings

and now on my map!.

here is the shut down code if it helps
-----------------------------------
-----------------------------------
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ASUS A9600 Series
GL_VERSION: 2.1.8304 Release
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 8, 1280 x 1024 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 737597 bytes of code
ui loaded in 33931488 bytes on the hunk
UI menu load time = 583 milli seconds
UI menu load time = 311 milli seconds
16 bots parsed
13 crosshairs parsed
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 1617707 bytes of code
cgame loaded in 34383680 bytes on the hunk
WARNING: R_FindImageFile could not find 'levelshots/ut4_springs.tga' in shader 'levelshots/ut4_springs'
Shader levelshots/ut4_springs has a stage with no image
Minimap Tga for maps/ut4_springs.TGA written.
WARNING: 'textures/aadel_chinasprings/fog.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/fern.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/leaf.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/ground_tiles_conc_block.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/roof_b.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/r_wall.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/tree3.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/tree2.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/cg_tiles_blue_38.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/blinds1.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/weathered_wood.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/ir_wall_gothic1.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/congo4.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/mudmoss.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/s_poster3.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/max_drapes.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/decal_window_wood_metal_bars.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/erez4.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/erez3.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/erez2.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/erez.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/whiteflag2.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/whiteflag.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/juniper.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/water010.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/water2.tga' TGA file header declares top-down image, ignoring
WARNING: 'textures/aadel_chinasprings/water1.tga' TGA file header declares top-down image, ignoring
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown (Server fatal crashed: Z_Malloc: failed on allocation of 25165848 bytes from the main zone) -----
==== ShutdownGame ====
---------------------------
Z_Malloc: failed on allocation of 25165848 bytes from the main zone


IM JUST ABOUT DONE WITH IT.

i'm ready to upload my map to anyone who can help
Please help

#2 User is offline   Daedalus Icon

  • Account: daedalus
  • Joined: 28-February 10
  • Posts: 88

Posted 21 March 2009 - 10:30 AM

You're right, there's not much in google. Well, lots of the same question but no answers...

I'm no expert, but i'll ask obvious questions on the off chance that maybe you've not thought of them already:

Have you compared the map compile output with that of a map that works, (looking for really big numbers, or warnings etc)
Having said that 25MB is not a massive amount of memory to cause a problem, have you tried running it on q3 instead of iourt? or vice versa.
Make sure you know how many undos you can do, and make a backup (of course), but you could slowly {delete brushes/entities and recompile and play} over and over again until it works. (Maybe there is a corrupt something in the map that is making the engine throw a wobbly.)

Probably no help, but as Bronowski says: "ask an impertinent question, and you are on the way to a pertinent answer"

#3 User is offline   codey (old) Icon

  • Joined: 07-February 04
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  • Locationrepublic.stockholm.se

Posted 21 March 2009 - 12:05 PM

Could be you've run out of memory for the bsp tree's zones, ie a vis problem which is not helped by upping com_hunkmegs. You can up your com_zonemegs setting but that will only push the problem further down the line to online servers and players. Then most likely the map needs to be more sectioned with structural brushes and vis optimizations to work.

Or, if you use autoclipping on many misc_models this can also happen. Manually clipping them will fix it in that case.

#4 User is offline   Delirium Icon

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Posted 23 March 2009 - 09:15 PM

ok i have fixed up the textures and now it only reads this

-----------------------------------
-----------------------------------
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ASUS A9600 Series
GL_VERSION: 2.1.8304 Release
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 8, 1280 x 1024 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 737597 bytes of code
ui loaded in 33931488 bytes on the hunk
UI menu load time = 583 milli seconds
UI menu load time = 311 milli seconds
16 bots parsed
13 crosshairs parsed
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 1617707 bytes of code
cgame loaded in 34383680 bytes on the hunk
Minimap Tga for maps/ut4_springs.TGA written.
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown (Server fatal crashed: Z_Malloc: failed on allocation of 25165848 bytes from the main zone) -----
==== ShutdownGame ====
---------------------------
Z_Malloc: failed on allocation of 25165848 bytes from the main zone



#5 User is offline   Delirium Icon

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Posted 25 March 2009 - 12:18 AM

Problem solved.
seemed to be a 3072 x 2024 image LOL that i was using for my clouds

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#6 User is offline   Hayame Icon

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Posted 25 March 2009 - 12:34 AM

another day of delirium..  :roll:

#7 User is offline   J.English Icon

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Posted 13 October 2012 - 12:21 PM

hey delirium I know it's and old topic but how did you fix the textures? I know there not a problem and the map works fine with them but I have a few and I'd like to have a clean map with no warnings/errors popping up when the map loads. This is annoying cause it flips the image from the way its facing in radiant.
Anyway a small but pesty bug that I wanna get rid of and can't find an actual solution for it.
Cheers

#8 User is offline   tener Icon

  • Account: tener
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Posted 13 October 2012 - 09:42 PM

View PostJ.English, on 13 October 2012 - 12:21 PM, said:

This is annoying cause it flips the image from the way its facing in radiant.
Anyway a small but pesty bug that I wanna get rid of and can't find an actual solution for it.


I'm not sure what Delirium did as he was talking about a larger texture. But I had the flipping texture bug too when loading my map. My fix probably should've been flipping the texture in GIMP, but what I actually did was scale my 512x512 texture to 600x600. worked perfectly.. :huh:

#9 User is offline   J.English Icon

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Posted 14 October 2012 - 12:21 AM

View Posttener, on 13 October 2012 - 09:42 PM, said:

I'm not sure what Delirium did as he was talking about a larger texture. But I had the flipping texture bug too when loading my map. My fix probably should've been flipping the texture in GIMP, but what I actually did was scale my 512x512 texture to 600x600. worked perfectly.. :huh:


really cause i thought textures all had to be power of 2 or whatever like 128,256,512,1024 or is that just MEANT to be that but can be other sizes?

#10 User is offline   Delirium Icon

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Posted 14 October 2012 - 02:34 AM

They don't HAVE to be powers of 2, but it's wasted space if they aren't

The problem was solved by reducing the size of the image, the engine will have a heart attack if you use anything over 2048x2048 but tbh you're best using 1024x1024

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