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TDM Crashed in Alberic's Curse after unpicking door


Araneidae

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Not much to go on, I'm afraid. After picking one of the upstairs doors (first floor in the climbable bell tower, I think), TDM exited to the prompt with the following transcript:

 

WARNING:Cannot find sound snd_lockpick_lock_picked on door arch_door_40

terminate called after throwing an instance of 'std::bad_alloc'

what(): std::bad_alloc

signal caught: Aborted

si_code -6

Trying to exit gracefully..

--------- Game Map Shutdown ----------

WARNING:Door secret_door is not within a valid AAS area

WARNING:Door sarcophigus_lid_1 is not within a valid AAS area

WARNING:Door FootlockerLid_3 is not within a valid AAS area

WARNING:Door FootlockerLid_4 is not within a valid AAS area

WARNING:Door FootlockerLid_5 is not within a valid AAS area

WARNING:Door FootlockerLid_6 is not within a valid AAS area

WARNING:Door FootlockerLid_8 is not within a valid AAS area

WARNING:Door FootlockerLid_9 is not within a valid AAS area

WARNING:Door FootlockerLid_11 is not within a valid AAS area

WARNING:Door FootlockerLid_2 is not within a valid AAS area

WARNING:Door FootlockerLid_12 is not within a valid AAS area

WARNING:Door FootlockerLid_13 is not within a valid AAS area

WARNING:Door FootlockerLid_14 is not within a valid AAS area

WARNING:Door FootlockerLid_15 is not within a valid AAS area

WARNING:Door secret_crypt_door is not within a valid AAS area

WARNING:Door atdm_mover_door_5 is not within a valid AAS area

WARNING:Door atdm_mover_door_8 is not within a valid AAS area

WARNING:Door atdm_mover_door_11 is not within a valid AAS area

WARNING:Door atdm_mover_door_6 is not within a valid AAS area

WARNING:Door atdm_mover_door_9 is not within a valid AAS area

WARNING:Door arch_door_46 is not within a valid AAS area

ModelGenerator memory: 93 LOD entries with 1363 users using 47888 bytes, memory saved: 837355 bytes.

WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0)

--------- Game Map Shutdown done -----

Shutting down sound hardware

----------- Alsa Shutdown ------------

close pcm

dlclose

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

idRenderSystem::Shutdown()

I18NLocal: Shutdown.

------------ Game Shutdown -----------

ModelGenerator memory: No LOD entries.

Shutdown event system

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

double fault Segmentation fault, bailing out

shutdown terminal support

About to exit with code 11

 

This is version 2.0 with up to date mission files.

 

After a restart the door opened just fine, and it looks like the "not within a valid AAS area" messages are part of normal shutdown, so sorry, guess there's really nothing to go on here.

Edited by Araneidae
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Is it just that one door..? which one is it exactly..?

 

In the bell tower you can climb a rope, it's the door onto the first floor (counting UK style), door needs to be picked ... but I think AluminiumHaste has it right, and it was a one off -- when I restarted and reloaded the rest of the mission played through without any problems.

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Has the 4GB .exe patcher been run (and does that even apply to 2.0?) and is your VRAM assigned in your TDM launch shortcut?

 

Example from the "Target" field in TDM shortcut properties:

 

D:\games\darkmod\TheDarkMod.exe +set sys_videoRam 3072

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Has the 4GB .exe patcher been run (and does that even apply to 2.0?) and is your VRAM assigned in your TDM launch shortcut?

 

Example from the "Target" field in TDM shortcut properties:

 

D:\games\darkmod\TheDarkMod.exe +set sys_videoRam 3072

 

Certainly don't understand this question! I was wrong to say that 32-bit apps are limited to 3G, the proper limit is 4GB with a 64-bit kernel. Haven't ever heard of the "4GB .exe patcher", would be surprised if it was at all relevant to Linux.

 

As for setting sys_videoRam, I don't set this on the command line, and it's set to "0" in Darkmod.cfg. All I'm setting on the command line is s_alsa_pcm for sound fixup.

 

it was a one off -- when I restarted and reloaded the rest of the mission played through without any problems.

grand.

 

Yeah. I'm really sorry about that (though maybe I shouldn't be). Maybe I should play the mission again from the top, but I haven't seen this crash again after several fairly long plays of missions.

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