🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.quake3
6 messages
6 total messages Started by EvilBill Thu, 02 Feb 2006 11:42
Quake 4 crash - malloc failure for 1398256
#286301
Author: EvilBill
Date: Thu, 02 Feb 2006 11:42
221 lines
8300 bytes
Quake 4 is crashing at random for what seems to be no reason at all :( It
gives the error 'malloc failure for 1398256'.

System specs are:
Sempron 3300
1GB RAM
Geforce 6200 w/81.98 Forceware drivers
Windows XP Pro, SP1
DirectX 9.0c

Haven't made any changes in my configuration that might have caused this.
I've pasted the console log in below:

 ------------ Game Map Shutdown --------------
---------------------------------------------
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/gameover.gui.
reloading guis/msg.gui.
reloading guis/takeNotes2.gui.
reloading guis/takeNotes.gui.
reloading guis/takeNotesQA.gui.
reloading guis/editcvars.gui.
reloading guis/spawn.gui.
reloading guis/intro.gui.
reloading guis/netmenu.gui.
reloading guis/loading/generic.gui.
reloading guis/models/mediamonitor2a.gui.
reloading guis/hud.gui.
reloading guis/wristcomm.gui.
reloading guis/cinematic.gui.
reloading guis/cursor.gui.
reloading guis/monitors/strogg/broken2.gui.
reloading guis/monitors/strogg/common7.gui.
reloading guis/monitors/strogg/common8.gui.
reloading guis/monitors/strogg/prompt2.gui.
reloading guis/weapons/shotgun_ammo.gui.
reloading guis/weapons/machinegun_ammo.gui.
reloading guis/weapons/machinegun_inview_scope.gui.
reloading guis/monitors/strogg/fluid_pressure.gui.
reloading guis/monitors/strogg/common4.gui.
reloading guis/monitors/strogg/common1.gui.
reloading guis/monitors/strogg/common9.gui.
reloading guis/monitors/strogg/common2.gui.
reloading guis/monitors/strogg/static2.gui.
reloading guis/common/strogg/health_station_s.gui.
reloading guis/monitors/strogg/static3.gui.
reloading guis/scoreboard.gui.
reloading guis/summary.gui.
reloading guis/mpmain.gui.
reloading guis/mpmsgmode.gui.
reloading guis/movers/strogg/call_lift.gui.
reloading guis/monitors/strogg/static3.gui.
reloading guis/common/strogg/open.gui.
reloading guis/common/exitlevel.gui.
reloading guis/weapons/machinegun_scope.gui.
------------ Map Initialization -------------
Map: game/mcc_landing
rvStatAllocator:  dump of usage stats
 2456 total bytes handed out in 123 requests
 begin game:      0;  end game:        1
 player hit:    122;  player kill:     0
 player death:    0;
 damage dealt:    0;  damage taken:    0
 stat team:       0
 flag capture:    0;
 flag drop:       0;  flag return:     0
rvStatAllocator:  dump of usage stats
 0 total bytes handed out in 0 requests
 begin game:      0;  end game:        0
 player hit:      0;  player kill:     0
 player death:    0;
 damage dealt:    0;  damage taken:    0
 stat team:       0
 flag capture:    0;
 flag drop:       0;  flag return:     0
-------------- Game Map Init ----------------
collision data:
   727 models
117188 vertices (2746 KB)
230863 edges (8116 KB)
 95550 polygons (8211 KB)
374886 polygon edges (1464 KB)
 13835 brushes (648 KB)
 82652 brush planes (1291 KB)
 77831 nodes (2128 KB)
239987 polygon refs (1874 KB)
 64179 brush refs (501 KB)
 88349 internal edges
  4954 sharp edges
     0 contained polygons removed
     0 polygons merged
 26983 KB total memory used
1197 msec to load collision data.
map bounds are (25152.0, 25152.0, 7024.0)
max clip sector is (0.0, 0.0, 0.0)
  848 bytes passage memory used to build PVS
   15 msec to calculate PVS
   30 areas
   64 portals
    7 areas visible on average
  120 bytes PVS data
[Load AAS]
loading maps/game/mcc_landing.aas32
done loading maps/game/mcc_landing.aas32 (size 1763660).
[Load AAS]
loading maps/game/mcc_landing.aas48
done loading maps/game/mcc_landing.aas48 (size 1687916).
[Load AAS]
loading maps/game/mcc_landing.aas96
[Load AAS]
loading maps/game/mcc_landing.aas250
[Load AAS]
loading maps/game/mcc_landing.aas128
Entering doom_main()
Exiting doom_main()
Spawning entities
WARNING: Unhidden AI placed in map (will be constantly active): LANGFORD
(11336 96 304.25)
WARNING: Unknown look_joint 'body_bone' on entity mon_building_turret_4
WARNING: Unknown look_joint 'body_bone' on entity mon_building_turret_5
removed 6 degenerate triangles
WARNING: Unhidden AI placed in map (will be constantly active): HARAGUCHI
(11360 160 304.25)
WARNING: Unhidden AI placed in map (will be constantly active): KIPP (11424
104 304.25)
WARNING: Unhidden AI placed in map (will be constantly active): STEGMAN
(11504 8 304.25)
WARNING: Unhidden AI placed in map (will be constantly active): STRAUSS
(10880 112 304.25)
WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

WARNING: No collision geometry on model
models/mapobjects/strogg/airdefense/trench_dirtcorner.lwo

...1642 entities spawned, 0 inhibited

------------ Processing events --------------
---------------------------------------------
-- idRenderModelManagerLocal::EndLevelLoad --
   27 models purged from previous level,   806 models kept.
---------------------------------------------
----- idImageManagerLocal::EndLevelLoad -----
------------ Game Map Shutdown --------------
---------------------------------------------
--------------- BSE Shutdown ----------------
---------------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
--------------- Game Shutdown ---------------
rvStatAllocator:  dump of usage stats
 32 total bytes handed out in 2 requests
 begin game:      1;  end game:        0
 player hit:      0;  player kill:     0
 player death:    0;
 damage dealt:    0;  damage taken:    0
 stat team:       0
 flag capture:    0;
 flag drop:       0;  flag return:     0
------------ Game Map Shutdown --------------
---------------------------------------------
Shutdown event system
---------------------------------------------
malloc failure for 1398256

-- 
-- 
"I hope you don't object to my badgering the witless!"

EvilBill - http://www.evilbill.org.uk
yahoo: evilbill_agqx
Re: Quake 4 crash - malloc failure for 1398256
#286302
Author: Major Ursa
Date: Thu, 02 Feb 2006 12:24
18 lines
1324 bytes
On Thursday 02 February 2006 12:42 EvilBill wrote:

> Quake 4 is crashing at random for what seems to be no reason at
> all :( It gives the error 'malloc failure for 1398256'.
> 
> System specs are:
> Sempron 3300
> 1GB RAM
> Geforce 6200 w/81.98 Forceware drivers
> Windows XP Pro, SP1
> DirectX 9.0c
> 
> Haven't made any changes in my configuration that might have
> caused this. I've pasted the console log in below:

So no overclocking?

Ursa..
Re: Quake 4 crash - malloc failure for 1398256
#286303
Author: EvilBill
Date: Thu, 02 Feb 2006 18:46
28 lines
1560 bytes
Major Ursa wrote:
> On Thursday 02 February 2006 12:42 EvilBill wrote:
>
>> Quake 4 is crashing at random for what seems to be no reason at
>> all :( It gives the error 'malloc failure for 1398256'.
>>
>> System specs are:
>> Sempron 3300
>> 1GB RAM
>> Geforce 6200 w/81.98 Forceware drivers
>> Windows XP Pro, SP1
>> DirectX 9.0c
>>
>> Haven't made any changes in my configuration that might have
>> caused this. I've pasted the console log in below:
>
> So no overclocking?
>

Nope, no overclocking of either my CPU or graphics card. I don't have enough
cooling for that.

-- 
-- 
"I hope you don't object to my badgering the witless!"

EvilBill - http://www.evilbill.org.uk
yahoo: evilbill_agqx
Re: Quake 4 crash - malloc failure for 1398256
#286304
Author: OscartheGrouch
Date: Thu, 02 Feb 2006 20:11
37 lines
2313 bytes
"EvilBill" <quake2lives@gmail.com> wrote in message 
news:44f2clF1tce0U1@individual.net...
> Major Ursa wrote:
>> On Thursday 02 February 2006 12:42 EvilBill wrote:
>>
>>> Quake 4 is crashing at random for what seems to be no reason at
>>> all :( It gives the error 'malloc failure for 1398256'.
>>>
>>> System specs are:
>>> Sempron 3300
>>> 1GB RAM
>>> Geforce 6200 w/81.98 Forceware drivers
>>> Windows XP Pro, SP1
>>> DirectX 9.0c
>>>
>>> Haven't made any changes in my configuration that might have
>>> caused this. I've pasted the console log in below:
>>
>> So no overclocking?
>>
>
> Nope, no overclocking of either my CPU or graphics card. I don't have 
> enough
> cooling for that.
>
> -- 
> -- 
> "I hope you don't object to my badgering the witless!"
>
> EvilBill - http://www.evilbill.org.uk
> yahoo: evilbill_agqx
>
>

You might go into setup right after a crash and see what temp the cpu is 
running. 
Re: Quake 4 crash - malloc failure for 1398256
#286305
Author: Major Ursa
Date: Fri, 03 Feb 2006 12:59
25 lines
1710 bytes
On Thursday 02 February 2006 21:11 OscartheGrouch wrote:

> 
> "EvilBill" <quake2lives@gmail.com> wrote in message
> news:44f2clF1tce0U1@individual.net...
>> Major Ursa wrote:

>>> So no overclocking?

>> Nope, no overclocking of either my CPU or graphics card. I don't
>> have enough
>> cooling for that.
 
> You might go into setup right after a crash and see what temp the
> cpu is running.

If there is no OCing then that should be OK. But I have to agree
that it certainly looks like a memory/bus timing problem.
You might try reset the BIOS to its defaults/failsafe settings.

Another possibility is that you'r running a lot of background
processes and that your virtual memory settings are wrong. Just a
suggestion, probably ok.

Ursa..
Re: Quake 4 crash - malloc failure for 1398256
#286306
Author: EvilBill
Date: Sat, 04 Feb 2006 11:50
37 lines
2091 bytes
Major Ursa wrote:
> On Thursday 02 February 2006 21:11 OscartheGrouch wrote:
>
>>
>> "EvilBill" <quake2lives@gmail.com> wrote in message
>> news:44f2clF1tce0U1@individual.net...
>>> Major Ursa wrote:
>
>>>> So no overclocking?
>
>>> Nope, no overclocking of either my CPU or graphics card. I don't
>>> have enough
>>> cooling for that.
>
>> You might go into setup right after a crash and see what temp the
>> cpu is running.
>
> If there is no OCing then that should be OK. But I have to agree
> that it certainly looks like a memory/bus timing problem.
> You might try reset the BIOS to its defaults/failsafe settings.
>
> Another possibility is that you'r running a lot of background
> processes and that your virtual memory settings are wrong. Just a
> suggestion, probably ok.
>

Looks like it was the virtual memory. For some reason it was only reading
the swap file off the C drive, and not off another hard disk which was where
I'd actually *put* the bugger, LOL
I re-allocated it to C: and hopefully that'll fix it.

-- 
-- 
"I hope you don't object to my badgering the witless!"

EvilBill - http://www.evilbill.org.uk
yahoo: evilbill_agqx
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads