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Author Topic: safe_malloc failed on allocation of bytes [FIXED]  (Read 1338 times)
Shifty


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Posts: 75


« on: September 06, 2011, 05:38:24 AM »

I tried to compile a map in final settings and got this error:
Quote
--- BasePortalVis (34914) ---
0...1...2...3...4...5...6...7...8...9... (6)
      8 average number of passages per leaf
    636 MB required passage memory

--- CreatePassages (34914) ---
0...1...2...3...4...5...6...7...8...9************ ERROR ************
safe_malloc failed on allocation of 4376 bytes
How can I fix this?

Thanks


EDIT:
Oh, so is this a RAM issue? =/ How could I reduce the ram required?
« Last Edit: September 12, 2011, 02:58:25 AM by your face » Logged
Xedoh


Turrets: +4/-1
Posts: 84


« Reply #1 on: September 06, 2011, 11:51:16 AM »

I'm not sure, but I think I had this problem already. Add "-lomem" to the compile settings (the problem I had concerned the lights, so i added it there, but your problem seems to be in the vis part, you might want to try setting -lomem in both.
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Ingar
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Doomsday device you say?


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« Reply #2 on: September 06, 2011, 05:23:25 PM »

Your map has a problem, vis is way too complex.

To compare: the same lines from vega-beta1:
Code:
--- BasePortalVis (3386) ---
0...1...2...3...4...5...6...7...8...9... (0)
      4 average number of passages per leaf
      3 MB required passage memory

--- CreatePassages (3386) ---
0...1...2...3...4...5...6...7...8...9... (1)
« Last Edit: September 06, 2011, 05:30:48 PM by Ingar » Logged

your face
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really your face here


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« Reply #3 on: September 06, 2011, 07:56:10 PM »

Try using less textures, convert tgas to jpgs, don't use any 1024x1024 textures.  Find/replace all copied textures.  Go easy on eyecandy, you might have to remove excess detail. Sad

Save as, and then try experimenting with changes.
What is your map's brushcount?  Try to stay under 16k.
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{NoS}Your Face
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Xedoh


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Posts: 84


« Reply #4 on: September 06, 2011, 09:20:24 PM »

Hmm, well I've checked the error I had again: It was in during the light-phase.
If it is the vis that is too complex, could detailing solve the problem?

Btw, what is the problem with 16k+ brushes? Specula b4 has 17335 and compiled just fine.
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Shifty


Turrets: +0/-0
Posts: 75


« Reply #5 on: September 06, 2011, 09:55:36 PM »

My map only has about 4k brushes, and it only uses default textures. Whats that bout the visibility? I have never...done any of that..before, what do I need to do?

If you want to actually look at the map (in game) you can download it:
http://www.mediafire.com/?3y5tx3hn1h987a4
/devmap vantage1_b2
« Last Edit: September 06, 2011, 09:59:31 PM by Shifty » Logged
your face
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« Reply #6 on: September 06, 2011, 10:29:37 PM »

you are in luck, it sounds like you just need to detail brush your map.  this should help: http://tremulous.net/forum/index.php?topic=9719.0

btw do you have any huge rooms being lit with a skybox?

Btw, what is the problem with 16k+ brushes? Specula b4 has 17335 and compiled just fine.
I dunno, I read that somewhere I think. (nexus has 18k+ brushes)  some people like me suck at having optimized brushwork and need to stick below a certain amount of brushes I guess. Tongue
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{NoS}Your Face
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Shifty


Turrets: +0/-0
Posts: 75


« Reply #7 on: September 06, 2011, 10:32:47 PM »

Bah....I hate detailing brushes Tongue Is there a quick way to detail all brushes that arent in contact with the void?
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c4


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Posts: 554


« Reply #8 on: September 07, 2011, 02:26:02 AM »

I think bobtools had a script for that.  Not sure though.
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Shifty


Turrets: +0/-0
Posts: 75


« Reply #9 on: September 07, 2011, 07:18:13 AM »

Meh, the map is going to need a clean up for b3 anyway. I will just work my way though the map and do it myself.
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Shifty


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Posts: 75


« Reply #10 on: September 07, 2011, 08:22:37 AM »

It would appear I have it under control. I have got it down to 471mb, and can now compile fine, and I have much more detailing to go. Thanks guys Cheesy I shall be sure to post the map on forums once I get a decent beta going.
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