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ERROR: VirtualAlloc commit failed. #36

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coroner-gss opened this issue Feb 7, 2019 · 6 comments
Open

ERROR: VirtualAlloc commit failed. #36

coroner-gss opened this issue Feb 7, 2019 · 6 comments

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@coroner-gss
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coroner-gss commented Feb 7, 2019

/disconnect from maps, at least in TC CQB mod or loading a new map with devmap during another map is running causes:

\disconnect 
----- Server Shutdown (Disconnected from server) -----
==== ShutdownGame ====
write session data client 0, type 0, latched 0
AAS shutdown.
---------------------------
RE_Shutdown( 0 )
********************
ERROR: VirtualAlloc commit failed.
Attempt to access invalid address.

********************
RE_Shutdown( 0 )
----- Client Shutdown (recursive error after: VirtualAlloc commit failed.
Attempt to access invalid address.
) -----
RE_Shutdown( 2 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...restoring display settings
...shutting down QGL
...unloading OpenGL DLL
-----------------------
recursive error after: VirtualAlloc commit failed.
Attempt to access invalid address.
@ensiform
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ensiform commented Feb 7, 2019

Are you using that function in your mod at all? Or anything using a lot of memory?

@ensiform
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ensiform commented Feb 7, 2019

There are some ET subsystems in the renderer which use that as well so would be appreciated if you could backtrace the location of the call.

@coroner-gss
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Hello, thanks for the reply. I should have more carefully checked the issue before posting. I think it is related to a player models pack I have loaded. I have to contact Marze for that. Without that pack there is no issue. He repeadetly also reported running into memory problems ...

@ensiform
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ensiform commented Feb 7, 2019

So it seems your model pack is probably exceeding the special memory used for models in ET. See tr_model.c and R_Hunk_* functions.

@ensiform
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ensiform commented Feb 8, 2019

Fwiw there is only 1 map so how can we test :P

(/disconnect works for me @ local server)

I'm going to assume for now that the problem lies in the model pack being too large to cause > 24 megs of model pool usage.

@coroner-gss
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I think it is releated to the specific player models pack. Lets consider this issue closed until I can come up with any update.

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