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[solved] malloc failure upon starting any new game


yoshimitsu

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Hello all,

 

I've just updated to 1.08 and started playing St. Lucia. Initially it ran beautifully. I saved the game and quit the program. The next time I tried to run The Dark Mod all seemed well until I tried to start the mission. The game crashed from the loading screen and gave me the following message:

 

 

 


WARNING:file materials/tdm_decals_legacy.mtr, line 401: material 'textures/decals/smear01' previously defined at materials/decals.mtr:3155
WARNING:file materials/tdm_decals_legacy.mtr, line 411: material 'textures/decals/handprint01' previously defined at materials/decals.mtr:3173
WARNING:file materials/tdm_decals_legacy.mtr, line 421: material 'textures/decals/handprint02' previously defined at materials/decals.mtr:3139
WARNING:file materials/tdm_decals_legacy.mtr, line 437: material 'textures/decals/footprint01r' previously defined at materials/decals.mtr:3105
WARNING:file materials/tdm_decals_legacy.mtr, line 452: material 'textures/decals/footprint01' previously defined at materials/decals.mtr:3122
WARNING:file materials/tdm_decals_misc.mtr, line 129: table 'tunnelVisionSolidAlpha' previously defined at materials/decals.mtr:717
WARNING:file materials/tdm_fogs.mtr, line 87: material 'fogs/basicFog' previously defined at materials/fogs.mtr:1
WARNING:file materials/tdm_fogs.mtr, line 101: material 'fogs/glare' previously defined at materials/fogs.mtr:85
WARNING:file materials/tdm_fogs.mtr, line 115: material 'fogs/glare2' previously defined at materials/fogs.mtr:72
WARNING:file materials/tdm_fogs.mtr, line 138: material 'fogs/delta1_fog' previously defined at materials/phook.mtr:62
WARNING:file materials/tdm_gui.mtr, line 359: material 'gui/loading/launch' previously defined at materials/patd.mtr:1382
WARNING:file materials/tdm_internal_engine.mtr, line 10: material '_default' previously defined at materials/shaderdemo.mtr:99
WARNING:file materials/tdm_internal_engine.mtr, line 21: material 'splashscreen' previously defined at materials/gfx.mtr:42
WARNING:file materials/tdm_internal_engine.mtr, line 24: material '_tracemodel' previously defined at materials/shaderdemo.mtr:94
WARNING:file materials/tdm_internal_engine.mtr, line 61: material 'textures/REGION' previously defined at materials/gfx.mtr:1
WARNING:file materials/tdm_internal_engine.mtr, line 73: material 'textures/bigchars' previously defined at materials/gfx.mtr:13
WARNING:file materials/tdm_internal_engine.mtr, line 81: material 'console' previously defined at materials/gfx.mtr:25
WARNING:file materials/tdm_internal_engine.mtr, line 94: material 'textures/common/pda_gui' previously defined at materials/invisible.mtr:1
WARNING:file materials/tdm_internal_engine.mtr, line 102: material 'textures/common/entityGui' previously defined at materials/invisible.mtr:19
WARNING:file materials/tdm_internal_engine.mtr, line 110: material 'textures/common/entityGui2' previously defined at materials/invisible.mtr:30
WARNING:file materials/tdm_internal_engine.mtr, line 118: material 'textures/common/entityGui3' previously defined at materials/invisible.mtr:41
WARNING:file materials/tdm_internal_engine.mtr, line 127: material 'textures/editor/visportal' previously defined at materials/invisible.mtr:52
WARNING:file materials/tdm_internal_engine.mtr, line 138: material 'textures/editor/aassolid' previously defined at materials/invisible.mtr:61
WARNING:file materials/tdm_internal_engine.mtr, line 149: material 'textures/editor/aasobstacle' previously defined at materials/invisible.mtr:71
WARNING:file materials/tdm_internal_engine.mtr, line 158: material 'textures/common/caulk' previously defined at materials/invisible.mtr:82
WARNING:file materials/tdm_internal_engine.mtr, line 174: material 'textures/common/nodraw' previously defined at materials/invisible.mtr:97
WARNING:file materials/tdm_internal_engine.mtr, line 182: material 'textures/common/nodrawsolid' previously defined at materials/invisible.mtr:106
WARNING:file materials/tdm_internal_engine.mtr, line 191: material 'textures/common/shadow' previously defined at materials/invisible.mtr:113
WARNING:file materials/tdm_internal_engine.mtr, line 202: material 'textures/common/shadow2' previously defined at materials/invisible.mtr:122
WARNING:file materials/tdm_internal_engine.mtr, line 210: material 'textures/common/trigger' previously defined at materials/invisible.mtr:131
WARNING:file materials/tdm_internal_engine.mtr, line 218: material 'textures/common/trigmulti' previously defined at materials/invisible.mtr:140
WARNING:file materials/tdm_internal_engine.mtr, line 226: material 'textures/common/trigonce' previously defined at materials/invisible.mtr:149
WARNING:file materials/tdm_internal_engine.mtr, line 234: material 'textures/common/trigtimer' previously defined at materials/invisible.mtr:158
WARNING:file materials/tdm_internal_engine.mtr, line 242: material 'textures/common/trigrelay' previously defined at materials/invisible.mtr:167
WARNING:file materials/tdm_internal_engine.mtr, line 250: material 'textures/common/trighurt' previously defined at materials/invisible.mtr:176
WARNING:file materials/tdm_internal_engine.mtr, line 258: material 'textures/common/trigfade' previously defined at materials/invisible.mtr:185
WARNING:file materials/tdm_internal_engine.mtr, line 266: material 'textures/common/triggui' previously defined at materials/invisible.mtr:194
WARNING:file materials/tdm_internal_engine.mtr, line 274: material 'textures/common/trigair' previously defined at materials/invisible.mtr:203
WARNING:file materials/tdm_internal_engine.mtr, line 282: material 'textures/common/trigentityname' previously defined at materials/invisible.mtr:212
WARNING:file materials/tdm_internal_engine.mtr, line 290: material 'textures/common/trigentityname_once' previously defined at materials/invisible.mtr:221
WARNING:file materials/tdm_internal_engine.mtr, line 302: material 'textures/common/nodrop' previously defined at materials/invisible.mtr:230
WARNING:file materials/tdm_internal_engine.mtr, line 314: material 'textures/common/clip' previously defined at materials/invisible.mtr:242
WARNING:file materials/tdm_internal_engine.mtr, line 325: material 'textures/common/trigflashlight' previously defined at materials/invisible.mtr:253
WARNING:file materials/tdm_internal_engine.mtr, line 338: material 'textures/common/clip_plusmovables' previously defined at materials/invisible.mtr:262
WARNING:file materials/tdm_internal_engine.mtr, line 349: material 'textures/common/full_clip' previously defined at materials/invisible.mtr:274
WARNING:file materials/tdm_internal_engine.mtr, line 361: material 'textures/common/player_clip' previously defined at materials/invisible.mtr:284
WARNING:file materials/tdm_internal_engine.mtr, line 371: material 'textures/common/monster_clip' previously defined at materials/invisible.mtr:294
WARNING:file materials/tdm_internal_engine.mtr, line 381: material 'textures/common/moveable_clip' previously defined at materials/invisible.mtr:303
WARNING:file materials/tdm_internal_engine.mtr, line 391: material 'textures/common/ik_clip' previously defined at materials/invisible.mtr:312
WARNING:file materials/tdm_internal_engine.mtr, line 402: material 'textures/common/cushion' previously defined at materials/invisible.mtr:321
WARNING:file materials/tdm_internal_engine.mtr, line 411: material 'textures/common/slick' previously defined at materials/invisible.mtr:333
WARNING:file materials/tdm_internal_engine.mtr, line 420: material 'textures/common/noimpact' previously defined at materials/invisible.mtr:342
WARNING:file materials/tdm_internal_engine.mtr, line 434: material 'textures/common/mirror' previously defined at materials/invisible.mtr:352
WARNING:file materials/tdm_internal_engine.mtr, line 441: material 'invisible' previously defined at materials/invisible.mtr:366
WARNING:file materials/tdm_internal_engine.mtr, line 454: material 'textures/common/ladder' previously defined at materials/invisible.mtr:372
WARNING:file materials/tdm_internal_engine.mtr, line 463: material 'textures/common/collision' previously defined at materials/invisible.mtr:385
WARNING:file materials/tdm_internal_engine.mtr, line 473: material 'textures/common/speaker' previously defined at materials/invisible.mtr:394
WARNING:file materials/tdm_internal_engine.mtr, line 482: material 'textures/common/particle' previously defined at materials/invisible.mtr:402
WARNING:file materials/tdm_internal_engine.mtr, line 494: material 'textures/common/overdrawtest' previously defined at materials/invisible.mtr:409
WARNING:file materials/tdm_internal_engine.mtr, line 500: material 'textures/common/moveableclipmodel' previously defined at materials/invisible.mtr:421
WARNING:file materials/tdm_particles_legacy.mtr, line 58: material 'textures/particles/barrelpoof' previously defined at materials/senetemp.mtr:16769
WARNING:file materials/tdm_particles_legacy.mtr, line 72: material 'textures/particles/pfirebig2' previously defined at materials/sfx.mtr:1553
WARNING:file materials/tdm_particles_legacy.mtr, line 87: material 'textures/particles/pfirebig2_sort10' previously defined at materials/sfx.mtr:1569
WARNING:file materials/tdm_particles_legacy.mtr, line 102: material 'textures/particles/dustcloud' previously defined at materials/senetemp.mtr:16871
WARNING:file materials/tdm_particles_legacy.mtr, line 113: material 'textures/particles/drop2' previously defined at materials/andy.mtr:164
WARNING:file materials/tdm_particles_legacy.mtr, line 124: material 'textures/particles/drop3' previously defined at materials/andy.mtr:180
WARNING:file materials/tdm_particles_legacy.mtr, line 138: material 'textures/particles/s_lightning2_whi' previously defined at materials/andy.mtr:213
WARNING:file materials/tdm_particles_legacy.mtr, line 152: material 'textures/particles/s_lightning_masked' previously defined at materials/senetemp.mtr:16723
WARNING:file materials/tdm_sfx_legacy.mtr, line 30: material 'textures/particles/boomboom' previously defined at materials/sfx.mtr:541
WARNING:file materials/tdm_sfx_legacy.mtr, line 41: material 'textures/particles/boomboom2' previously defined at materials/sfx.mtr:585
WARNING:file materials/tdm_sfx_legacy.mtr, line 52: material 'textures/particles/boomboom3' previously defined at materials/sfx.mtr:518
WARNING:file materials/tdm_sfx_legacy.mtr, line 66: material 'textures/particles/dust' previously defined at materials/sfx.mtr:1724
WARNING:file materials/tdm_sfx_legacy.mtr, line 77: material 'textures/particles/fbeam' previously defined at materials/sfx.mtr:1459
WARNING:file materials/tdm_sfx_legacy.mtr, line 88: material 'textures/particles/pfirebig' previously defined at materials/sfx.mtr:1605
WARNING:file materials/tdm_sfx_legacy.mtr, line 99: material 'textures/particles/pfiresmall2' previously defined at materials/sfx.mtr:1515
WARNING:file materials/tdm_sfx_legacy.mtr, line 123: material 'textures/particles/plasma' previously defined at materials/sfx.mtr:2610
WARNING:file materials/tdm_sfx_legacy.mtr, line 137: material 'textures/particles/spark3' previously defined at materials/sfx.mtr:2509
WARNING:file materials/tdm_sfx_legacy.mtr, line 150: material 'textures/particles/preamble' previously defined at materials/sfx.mtr:278
WARNING:file materials/tdm_sfx_legacy.mtr, line 159: material 'textures/sfx/flamesparks' previously defined at materials/senetemp.mtr:16289
WARNING:file materials/tdm_sfx_legacy.mtr, line 203: material 'genericDamage' previously defined at materials/decals.mtr:1467
WARNING:file materials/tdm_sfx_legacy.mtr, line 216: material 'textures/sfx/shotgunpuff' previously defined at materials/sfx.mtr:4261
WARNING:file materials/tdm_tables.mtr, line 4: table 'sosTable' previously defined at materials/shaderdemo.mtr:1
WARNING:file materials/tdm_tables.mtr, line 5: table 'fadeTable' previously defined at materials/shaderdemo.mtr:3
WARNING:file materials/tdm_tables.mtr, line 6: table 'oneThirdTable' previously defined at materials/shaderdemo.mtr:4
WARNING:file materials/tdm_tables.mtr, line 41: table 'sinTable' previously defined at materials/shaderdemo.mtr:5
WARNING:file materials/tdm_tables.mtr, line 75: table 'cosTable' previously defined at materials/shaderdemo.mtr:40
WARNING:file materials/tdm_tables.mtr, line 85: table 'convexFade' previously defined at materials/shaderdemo.mtr:74
WARNING:file materials/tdm_tables.mtr, line 95: table 'concaveFade' previously defined at materials/shaderdemo.mtr:84
WARNING:file materials/tdm_tables.mtr, line 97: table 'eyestable' previously defined at materials/monsters.mtr:1
WARNING:file materials/tdm_tables.mtr, line 101: table 'decalFade' previously defined at materials/decals.mtr:1
WARNING:file materials/tdm_tables.mtr, line 103: table 'deserttable' previously defined at materials/senetemp.mtr:5618
WARNING:file materials/tdm_tables.mtr, line 105: table 'fireballtable' previously defined at materials/monsters.mtr:4
WARNING:file materials/tdm_tables.mtr, line 109: table 'embertable' previously defined at materials/kentest.mtr:3
WARNING:file materials/vp_materials.mtr, line 206: material 'textures/sfx/vp1' previously defined at materials/tdm_sfx_legacy.mtr:159
WARNING:file materials/vp_materials.mtr, line 224: material 'textures/sfx/vp3' previously defined at materials/tdm_sfx_legacy.mtr:175
WARNING:file materials/washroom.mtr, line 2: table 'blighttable' previously defined at materials/tdm_tables.mtr:97
WARNING:file materials/weapons.mtr, line 1321: material 'textures/particles/blacksmokepuff' previously defined at materials/tdm_particles_legacy.mtr:19
WARNING:file materials/zgraeme.mtr, line 135: material 'textures/particles/smokepuff' previously defined at materials/tdm_particles_legacy.mtr:1
WARNING:file materials/zgraeme.mtr, line 200: material 'textures/particles/smokepuffalpha' previously defined at materials/tdm_particles_legacy.mtr:34
Initializing event system
...793 event definitions
Initializing class hierarchy
...166 classes, 386984 bytes for event callbacks
idCmdSystemLocal::AddCommand: tdm_updateCookedMathData already defined
idCmdSystemLocal::AddCommand: tdm_lod_bias_changed already defined
Initializing scripts
Compiled 'rand_osc_light::GetOscOrigin': 165.1 ms
---------- Compile stats ----------

Memory usage:
 Strings: 42, 5072 bytes
 Statements: 18304, 366080 bytes
  Functions: 1139, 116360 bytes
  Variables: 83908 bytes
Mem used: 1040024 bytes
Static data: 2277552 bytes
  Allocated: 2780128 bytes
Thread size: 7068 bytes

...5 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 2 mods in the FM folder.
Parsed 2 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: saintlucia
-------- Initializing Session --------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
session initialized
--------------------------------------
============= ReloadEngine end ===============
couldn't exec autocommands.cfg
Found 0 new mission packages.
Found 2 mods in the FM folder.
Objective 1: Parsing success and failure logic
Objective 2: Parsing success and failure logic
Objective 3: Parsing success and failure logic
Objective 4: Parsing success and failure logic
Objective 5: Parsing success and failure logic
Objective 6: Parsing success and failure logic
Objective 7: Parsing success and failure logic
Objective 8: Parsing success and failure logic
Objective 9: Parsing success and failure logic
Applied 0 objective conditions.
Objective 1: Parsing success and failure logic
Objective 2: Parsing success and failure logic
Objective 3: Parsing success and failure logic
Objective 4: Parsing success and failure logic
Objective 5: Parsing success and failure logic
Objective 6: Parsing success and failure logic
Objective 7: Parsing success and failure logic
Objective 8: Parsing success and failure logic
Objective 9: Parsing success and failure logic
Applied 0 objective conditions.
WARNING:file def/tdm_maps_saintlucia.def, line 22: Unknown entityDef 'shopitem_base' inherited by 'shopitem_map_saint_roderics'
--------- Game Map Shutdown ----------
ModelGenerator memory: No LOD entries.
--------------------------------------
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/msg.gui.
Widescreenmode was set to: 3 (1680x1050)
--------- Map Initialization ---------
Map: saintlucia
glprogs/ambientEnvironment.vfp
glprogs/ambientEnvironment.vfp
glprogs/heatHazeWithMask.vfp
glprogs/heatHazeWithMask.vfp
----------- Game Map Init ------------
collision data:
  516 models
80272 vertices (1881 KB)
131582 edges (4625 KB)
51258 polygons (3589 KB)
11133 brushes (1537 KB)
24170 nodes (660 KB)
95524 polygon refs (746 KB)
31324 brush refs (244 KB)
51658 internal edges
 2226 sharp edges
 0 contained polygons removed
 0 polygons merged
13286 KB total memory used
831 msec to load collision data.
map bounds are (5515.0, 5394.0, 1558.0)
max clip sector is (172.3, 337.1, 194.8)
  21 KB passage memory used to build PVS
  12 msec to calculate PVS
 143 areas
 340 portals
  10 areas visible on average
2 KB PVS data
[Load AAS]
loading maps/saintlucia.aas48
[Load AAS]
loading maps/saintlucia.aas96
[Load AAS]
loading maps/saintlucia.aas32
done.
[Load AAS]
loading maps/saintlucia.aas100
[Load AAS]
loading maps/saintlucia.aas_rat
done.
ConversationManager: Found 2 valid conversations.
Entering tdm_main()
Exiting tdm_main()
Spawning entities
Compiled 'E:\Games\Doom 3\darkmod\maps\saintlucia.script': 4.3 ms
---------- Compile stats ----------

Memory usage:
 Strings: 43, 5168 bytes
 Statements: 18585, 371700 bytes
  Functions: 1144, 116768 bytes
  Variables: 84544 bytes
Mem used: 1048548 bytes
Static data: 2277552 bytes
  Allocated: 2783040 bytes
Thread size: 7068 bytes

removed 199 degenerate triangles
removed 30 degenerate triangles
removed 24 degenerate triangles
removed 2 degenerate triangles
removed 16 degenerate triangles
removed 10 degenerate triangles
WARNING:Couldn't load sound 'tdm_ai_builder2_sleep.wav' using default
removed 12 degenerate triangles
glprogs/heatHaze.vfp
glprogs/heatHaze.vfp
removed 58 degenerate triangles
removed 28 degenerate triangles
WARNING:Couldn't load sound 'sound/voices/builders/builder2/tdm_ai_builder2_notice_corpse_female_01.ogg' using default
WARNING:Couldn't load sound 'sound/voices/builders/builder2tdm_ai_builder2_greeting_noblexcivilian_01.ogg' using default
WARNING:Couldn't load sound 'sound/voices/builders/builder2tdm_ai_builder2_greeting_noblexcivilian_02.ogg' using default
WARNING:Couldn't load sound 'sound/voices/builders/builder2tdm_ai_builder2_greeting_noblexcivilian_03.ogg' using default
WARNING:Couldn't load sound 'sound/voices/builders/builder2tdm_ai_builder2_greeting_noblexcivilian_04.ogg' using default
WARNING:Couldn't load sound 'sound/voices/builders/builder2tdm_ai_builder2_greeting_noblexcivilian_05.ogg' using default
removed 47 degenerate triangles
WARNING:aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_1'.
removed 75 degenerate triangles
removed 22 degenerate triangles
removed 16 degenerate triangles
removed 10 degenerate triangles
removed 12 degenerate triangles
WARNING:entity 'Sitting Beggar' doesn't have health set
WARNING:idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_19880'
WARNING:Couldn't load sound 'sound/voices/wench/tdm_ai_wench_notice_generic01.ogg' using default
WARNING:Couldn't load sound 'tdm_ai_wench_find_soft_corpse_female.wav' using default
removed 47 degenerate triangles
removed 75 degenerate triangles
removed 16 degenerate triangles
removed 16 degenerate triangles
WARNING:idFileSystem::OSPathToRelativePath failed on //tdm_collision_metal
WARNING:aas32_flood doesn't include a spawnfunc or spawnclass on 'aas32_flood_3'.
removed 49 degenerate triangles
WARNING:Couldn't load sound 'alarm.wav' using default
...2706 entities spawned, 0 inhibited

WARNING:location entity 'info_location_2' overlaps 'info_location_1'
WARNING:location entity 'info_location_3' overlaps 'info_location_1'
WARNING:location entity 'info_location_4' overlaps 'info_location_1'
WARNING:location entity 'info_location_5' overlaps 'info_location_1'
==== Processing events ====
Objective 1: Parsing success and failure logic
Objective 2: Parsing success and failure logic
Objective 3: Parsing success and failure logic
Objective 4: Parsing success and failure logic
Objective 5: Parsing success and failure logic
Objective 6: Parsing success and failure logic
Objective 7: Parsing success and failure logic
Objective 8: Parsing success and failure logic
Objective 9: Parsing success and failure logic
Applied 0 objective conditions.
[aas32]: Assigned 3 multistatemover positions to AAS areas and ignored 0.
[aas_rat]: Assigned 3 multistatemover positions to AAS areas and ignored 0.
WARNING:Unknown string id #str_02618
WARNING:Unknown string id #str_02619
WARNING:Unknown string id #str_02048
WARNING:Unknown string id #str_02497
WARNING:Unknown string id #str_04240
WARNING:Unknown string id #str_04240
--------------------------------------
SpawnPlayer: 0
WARNING:file materials/tdm_models_weapons.mtr, line 384: Bad term 'firetable2'
WARNING:file materials/tdm_models_weapons.mtr, line 384: expected ')' but found '['
removed 16 degenerate triangles
removed 16 degenerate triangles
removed 48 degenerate triangles
removed 8 degenerate triangles
removed 48 degenerate triangles
removed 8 degenerate triangles
glprogs/cookMath_pass1.vfp
glprogs/cookMath_pass1.vfp
glprogs/cookMath_pass2.vfp
glprogs/cookMath_pass2.vfp
glprogs/brightPass_opt.vfp
glprogs/brightPass_opt.vfp
glprogs/blurx.vfp
glprogs/blurx.vfp
glprogs/blury.vfp
glprogs/blury.vfp
glprogs/finalScenePass_opt.vfp
glprogs/finalScenePass_opt.vfp
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level,  1189 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING:Couldn't load image: textures/darkmod/window/lamp_glass
WARNING:Couldn't load image: sleeve
WARNING:Couldn't load image: sleeve_frill
WARNING:Couldn't load image: tail
WARNING:Couldn't load image: textures/darkmod/nature/foliage/dry_brush03_local
WARNING:Couldn't load image: _bloomimage
WARNING:Couldn't load image: _cookedmath
0 purged from previous
 241 kept from previous
1434 new loaded
all images loaded in  73.6 seconds
----------------------------------------
----- idSoundCache::EndLevelLoad -----
187503k referenced
5959k purged
----------------------------------------
sound: missing efxs/saintlucia.efx
-----------------------------------
126717 msec to load saintlucia
0 0 1680 1050
Regenerated world, staticAllocCount = 0.
Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled.
--------- Game Map Shutdown ----------
WARNING:Door atdm_mover_door_2 is not within a valid AAS area
WARNING:Door atdm_mover_door_23 is not within a valid AAS area
WARNING:Door atdm_mover_door_36 is not within a valid AAS area
WARNING:Door sewerdr4 is not within a valid AAS area
WARNING:Door sewerdr5 is not within a valid AAS area
WARNING:Door sewerdr6 is not within a valid AAS area
WARNING:Door SewerTrapDoor is not within a valid AAS area
WARNING:Door PadlockHasp is not within a valid AAS area
WARNING:Door TapTurner1 is not within a valid AAS area
WARNING:Door PumpRoomDoor1 is not within a valid AAS area
WARNING:Door PumpRoomDoor2 is not within a valid AAS area
WARNING:Door atdm_mover_door_5 is not within a valid AAS area
ModelGenerator memory: No LOD entries.
--------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...restoring hardware gamma: success
...shutting down QGL
...unloading OpenGL DLL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
ModelGenerator memory: No LOD entries.
--------------------------------------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
malloc failure for 134217736

 

 

 

Since then every map I try to load does the same thing with a similar message.

 

I have tried a clean reinstall of both Doom 3 and The Dark Mod but with no success.

 

Any suggestion would be appreciated since I sincerely love this mod.

 

Thanks

Windows XP home edition (Service Pack 3 plus all updates)

Asrock Dual Series Motherboard

Onboard Sound (ALC888 Audio Codec) Using Realtek HD Audio Drivers

Intel Core 2 Duo 6400 (2.13Ghz)

2GB RAM

ATI Radeon HD 4850

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Thanks for the suggestion. Unfortunately it didn't make any difference. I still get exactly the same error message.

Windows XP home edition (Service Pack 3 plus all updates)

Asrock Dual Series Motherboard

Onboard Sound (ALC888 Audio Codec) Using Realtek HD Audio Drivers

Intel Core 2 Duo 6400 (2.13Ghz)

2GB RAM

ATI Radeon HD 4850

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I'm having the same problem. Same exact malloc number. I'm running a system with similar specs to yoshimitsu's. 2GB of ram on a dual core with a Radeon HD 4600. I made a video of my experiment so you can see the ram being used. Is it normal for a tiny map like the training mission to use over a gig?

 

Taurus philosophy:

Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.

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From the FAQ

 

 

 

Getting "Malloc Failure for #######" crash-to-desktop

 

Because Doom 3 is a 32-bit game, it can only utilize a certain amount of RAM. When Doom 3 needs more memory, but cannot allocate anymore, it crashes with an error saying something like

Shutdown event system

--------------------------------------

malloc failure for 3145781

 

A possibly solution is to patch Doom3.exe with a 4GB Patcher to allow the game to allocate more memory.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Patching the doom3.exe is no longer valid though, we use TheDarkMod.exe and supposedly the code to support 64 bit memory is already included. Try running the patch on TheDarkMod.exe and see what happens, that may tell us whether or not the included code is working properly or not.

 

I'm just thinking... These mallloc problems are so common these days, should such a patching be done so that the TDM people download contains the already patched exe?

 

That's the puzzling thing, the code is supposed to be included already...but from what we're seeing it doesn't appear to be working.

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AluminumHaste showed that Darkmod.exe is already Large Address Aware.

 

So we're down to a couple of possible culprits here:

 

1) Doom 3 assets are progressively replaced for each release with higher resolution versions. As these replacements

happen, maps consume more video ram.

 

2) Serpentine optimized the engine to "cache" more things. That cache takes more ram (obviously).

 

3) Maybe the reverse problem is happening... Many of these malloc errors are being reported by 32bit OS users.

Perhaps the video driver (etc) is calling on the application to allocate more buffer (etc) but the application is trying

to place the data in an address space that the video driver doesn't recognize.

 

Can we get a 32bit only non LAA compile for comparison? :)

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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The 4gb patch had no effect. Same error exactly.

 

I tried to attach my darkmod.cfg but it seems that I'm not allowed to post either .cfg or .zip files. Is there an uploading protocol that I'm unaware of?

 

Would enlarging my page file possibly help? I'll try that.

 

Thanks for the ideas

 

P.S. It seems very strange to me that this would start happening after I had successfully loaded and played through St. Lucia. The only thing thing that changed from one play that worked and the next that failed was that I saved my game. Now even a total reinstall doesn't help

Edited by yoshimitsu

Windows XP home edition (Service Pack 3 plus all updates)

Asrock Dual Series Motherboard

Onboard Sound (ALC888 Audio Codec) Using Realtek HD Audio Drivers

Intel Core 2 Duo 6400 (2.13Ghz)

2GB RAM

ATI Radeon HD 4850

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Set this

 

seta image_downSize "0"

 

to

 

seta image_downSize "1"

 

 

Also set

 

seta com_videoRam "128"

 

to

 

seta com_videoRam "512"

 

(or however much video RAM you have).

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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My specs:

 

Intel Pentium D Dual Core 2.80GHz

2GB Ram

AMD Radeon HD 4650 w/ 1GB Ram

Wijndows XP Media Center w/ SP3

 

And here's my config file: https://dl.dropbox.com/u/48945177/Darkmodcfg.zip

 

It seems to be loading the level just fine. The problem has to lie somewhere between the progress bar filling up and the mission starting. For comparison, I ran the same experiment on vanilla Doom 3 and found that the intro level only takes up about 700MB of ram when fully loaded. Also, what effect does the 4GB patch have on a system that only has 2GB?

Taurus philosophy:

Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.

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Those two cvars did the trick for me as well. Many thanks nbohr1more.

 

It's still not perfect. Every time I restart the Dark mod I have to open the .cfg, re-type the (seta com_videoRam "512") command and resave the file. If I don't do that, I continue to get the same crash and malloc error.

Even weirder the text in the .cfg doesn't revert back to seta com_videoRam "128". The game just seems to want me to resave the .cfg file each time I start it.

 

Annoying, but I have been able to play through St. Lucia (amazing map), and started William Steel In the North.

 

I love The Dark Mod and the helpful, courteous people with whom I have interacted so far.

Thank you

Windows XP home edition (Service Pack 3 plus all updates)

Asrock Dual Series Motherboard

Onboard Sound (ALC888 Audio Codec) Using Realtek HD Audio Drivers

Intel Core 2 Duo 6400 (2.13Ghz)

2GB RAM

ATI Radeon HD 4850

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I did a few experiments.

 

#1

settings:

seta image_downSize "0"

 

seta com_videoRam "512"

 

result:

malloc error.

 

#2

settings:

seta image_downSize "1"

 

seta com_videoRam "512"

 

result:

Game playable but the menus look blurry.

 

#3

settings:

seta image_downSize "0"

 

seta com_videoRam "1024"

 

result:

malloc error.

 

#4

settings:

seta image_downSize "1"

 

seta com_videoRam "128" <-Lowered to defualt to see if it made any difference. It didn't.

 

result:

Game playable but the menus look blurry.

 

#5

settings:

seta image_downSizeLimit "1024"

 

seta image_downSize "1"

 

seta com_videoRam "1024"

 

result:

malloc error.

 

#6

settings:

seta image_downSizeLimit "512"

 

seta image_downSize "1"

 

seta com_videoRam "1024"

 

result:

Game playable. Menu not as blurry.

 

So we know it has something to do with the texture size. The strange part is that the game runs just fine with seta com_videoRam "128" as long as downSize is turned on. It's downsampling the textures to 1/4(default) and runs ok on 128 but it can't run them at full resolution on 1024? Am I missing something? 1.07 ran just fine at this resolution without me even remembering to change the com_videoRam from it's default.

Taurus philosophy:

Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.

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Yes, this is the same for me except some missions don't require image_downsize.

 

"In the North" has an excuse as it has some custom textures that aren't compressed.

 

St Albans Cathedral? Well, I actually got it to load at full resolution by disabling image_preload

but it's still a little strange that it gave me trouble.

 

I wish there was a way to tell whether the image compression cvars are actually working. I suppose

I could install a GL intercept tool and see what is being fed to the GPU...

 

I still have my 3 possible culprits from above. Plus, ya never know what Carmack yanked out of the GPL

release (licensed technologies, libraries, etc) compared to the commercial executable.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Here is the thing:

 

If you have a 1 GByte graphic card, you might end up with:

 

* seta com_videoRam "1024" - eats 1 Gbyte of your adress space, but leaves plenty for the textures. You might run out of "address space" (the malloc error looks the same)

* seta com_videoRam "512" - eats 0.5 Gbyte of your adress space, so it leaves more for the heap, but it might not work on certain missions due to he many textures they use (the malloc error might look the same)

* seta com_videoRam "512" + image downsie - eats 0.5 Gbyte of your adress space, and uses less texture space

 

 

I think the upshot is we really really need compressed normals AND some way for mission authors to limit the textures they use in one map/one scene, so it won't just outright crash on graphic cards with say 256 Mbyte memory.

 

Getting TDM to be a 64 bit application is the next big step, it will solve this once and for all (unless you have only 3 Gbyte memory in your machine...)

 

Btw, try:

 

seta image_downSizeBumpLimit "128"
seta image_downSizeBump "1"
seta image_downSize "0"

 

and see if it works and looks not blurry.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Btw, try:

 

seta image_downSizeBumpLimit "128"
seta image_downSizeBump "1"
seta image_downSize "0"

 

and see if it works and looks not blurry.

 

That worked. I'm running all these experiments with the Training Mission BTW.

 

I still have my 3 possible culprits from above. Plus, ya never know what Carmack yanked out of the GPL

release (licensed technologies, libraries, etc) compared to the commercial executable.

 

I read that Carmack changed 2 lines of code and added 4. Read the last two lines in the history section right above the word Hardware: http://en.wikipedia.org/wiki/Id_Tech_4 And if you really want to get to know Doom 3's code, check out: http://fabiensanglard.net/doom3/index.php for a nice overview. I'd say the first culprit you mentioned above doesn't really make sense unless TDM's textures have been resized since 1.07 From my understanding, TDM doesn't use Doom 3's textures, and I can't imagine the engine wasting RAM by loading up textures that aren't being used by the current map.

Taurus philosophy:

Give me a hammer and tell me I have 6 hours to break up a 2 inch thick layer of ice. As soon as you walk away I'm going to use some hot water and salt so I can take a nap for the remaining 5 and a half hours. Taureans hate wasting energy and if there's a more efficient way to do something they will find it.

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seta image_downSizeBumpLimit "128"

seta image_downSizeBump "1"

seta image_downSize "0"

 

This change finally solved the problem for me, and without the fonts blurry of the menu. Only problem, now, then loading a save, occasionally the game crash at desktop, with the "malloc_failure" or with an error of "The memory could not be read". Oh well... ok, I go on like this.. Thanks. :)

 

P.S.

My system: XP pro SP3, P4 2.66 overclocked 2.95, 2 x 1024 Mb PC2700 DDR SDRAM , ATI Radeon 4600 1,024 Gb.

Edited by Angelot
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Could someone please post correct settings to play "In the North" ?

I've tried everything I could find in this topic, and found the only way to play was:

seta image_downSize "1"

Problem is textures look awful and ingame maps are so blurry they can't be read.

"bump" settings given in previous posts make the game crash, as does the image_downSizeLimit "512" (does work for every other FM I had problems with).

 

I have 2GB RAM + 1GB Video RAM.

I really want to get the best from this FM !!

Thanks.

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Try:

 

seta image_downSizeBumpLimit "128"

seta image_downSizeBump "1"

 

seta seta image_downSizeSpecularLimit "64"

seta image_downSizeSpecular "1"

 

 

See if you can get the mission running with that.

 

 

Then bump-up the quality with

 

seta image_downSizeBumpLimit "256"

 

Then try increasing the specular to 128

 

seta seta image_downSizeSpecularLimit "128"

 

Basically start low and keep increasing till you hit your memory limit.

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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