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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: safe_malloc and lights error...
elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Thursday, Feb. 23, 2006 08:47 pm
sorry narc, and pleaseMYOB, i know the FAQ section but its almost 23:00 and i am BUSY :)

crashing 3 times on a fast bsp aint fun, quick solution on this one ?

big'ish map, distancecull set to 2000 with pra1 fog in worldspawn.

6576 surfaces
5255 raw lightmaps
89 surfaces vertex lit
6487 surfaces lightmapped
6428 planar surfaces lightmapped
0 non-planar surfaces lightmapped
59 patches lightmapped
16 planar patches lightmapped
--- SetupTraceNodes ---
************ ERROR ************
safe_malloc failed on allocation of 60293120 bytes

// thats one error, here are some light warnings, whats up with them ?

WARNING: Lightmap texture coords out of range: S 127.1804 > 127 || T 37.4485 > 81
WARNING: Lightmap texture coords out of range: S 127.1804 > 127 || T 21.2835 > 81
WARNING: Lightmap texture coords out of range: S 127.1804 > 127 || T 5.4485 > 81
WARNING: Lightmap texture coords out of range: S 127.1804 > 127 || T 5.1186 > 81
WARNING: Lightmap texture coords out of range: S 126.1514 > 126 || T 0.5000 > 105
WARNING: Lightmap texture coords out of range: S 126.1514 > 126 || T 104.7202 > 105

I'm all ears, i mean, EYES in this case... [tongue]

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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Thursday, Feb. 23, 2006 10:34 pm
Error 1;
Click Me

Your second problem could be caused by a very long brush (or brushes). Split it (or them) into two or three pieces and the warning may go away.
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Friday, Feb. 24, 2006 03:08 pm
Thanks *dog* :)

Yes i found the safe_malloc myself, low on memory...

Well i think i should try another approach:
The map is in one huge cube.
"roof" brush is X: 13k and Y: 11k in size.
Limit in brush size is 8k. I have to split it up ?
BTW the cube is the only structural brush.
Its a big net of streets and simple block housequarters, not accessable. I wanna create a huge outdoor city environment...
Not just a small tiny part with lots of indoor rooms.
And with freedom to move (not a tube map) around, the map keeps exiting, never know where someone is coming from...

So i thought i make the map playable by using enough distance culling, 2000, and thick dark pra fog...
(gives a nice atmosphere too ;) )

But, i've done only 50% of the map with 2k brushcounts, and i simply cant (dont know how to) free any more RAM...
i got 512 i think, or 1k.... i shut down all tasks that i see unneccessary , and there are still over 15 running.
Can someone give me a list of the tasks that i dont need, the extreme minimum of tasks that needs to be running ?
I shut something down and windows boots...
Dont feel like *trying it out* for myself anymore.



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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Friday, Feb. 24, 2006 10:36 pm
i think there is a way to prevent the malloc error, you can increase the limit in the sof2 console using com_hunkmegs. try that and see.

edit here -- oh i see the compiler is running out of memory, not the game. try using the low memory flag. its -LOMEM

edited on Feb. 24, 2006 05:41 pm by narc
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Saturday, Feb. 25, 2006 12:12 pm
you mean add the -LOMEM line to the bsp cmd line in the end ? how do i edit it in there ? ... ? (me so stooopid) :D***

i got it ... just waiting for the compile result. so far it has crossed the malloc point, so thats no more a problem.

I'll be back :)
Thanks narc, you're the man...

edited on Feb. 25, 2006 07:21 am by elemenz
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Saturday, Feb. 25, 2006 05:44 pm
its a better idea to close radiant and compile with a batch file or a front end because radiant takes up memory. you can also adjust your windows swapfile and add more virtual memory. your compile is going to go real slow but at least it should complete.
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elemenz
General Member
Since: Dec 6, 2004
Posts: 260
Last: Oct 10, 2007
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Sunday, Feb. 26, 2006 11:52 am
how do i compile without running radiant ?
... do the front end or batch file thingy ?
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Monday, Feb. 27, 2006 08:41 am
some links Here or Here or Here
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