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View Full Version : (Repeat): Z_Malloc(): Failed to alloc -67108856 bytes (TAG_BSP) !!!!!


ShrewLWD
03-28-2002, 11:04 PM
I am running Windows 98SE (Clean Install for JKII)
AMD 2000+
256 DDR RAM
Geforce4 4400 (PNY) (tried both 27.42/28.32)
Audigy

I get this...

JK2: v1.02a win-x86 Mar 4 2002
Initialising zone memory .....
----- FS_Startup -----
Current search path:
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\assets1.pk3 (8011 files)
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\assets0.pk3 (6674 files)
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData/base

----------------------
14685 files in pk3 files
execing default.cfg
execing jk2config.cfg
couldn't exec autoexec.cfg
...detecting CPU, found AMD w/ 3DNow!

------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------

------- Force Feedback Initialization -------
...inhibited, not initializing

----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Working directory: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded
...setting mode 3: 640 480 FS
...using desktop display depth of 16
...calling CDS: ok
...registered window class
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 16, 0 )
...31 PFDs found
...hardware acceleration found
...PIXELFORMAT 3 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...Using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 Ti 4400/AGP/3DNOW!
GL_VERSION: 1.3.1
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_weighting GL_HP_occlusion_test GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 3
texture bits: 0
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled
Initializing Shaders
----- finished R_Init -----

------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------

------- Force Feedback Initialization -------
...inhibited, not initializing


------- sound initialization -------
Initializing DirectSound
locked hardware. ok
----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0xde5e9000 dma buffer
No background file.
----------------------
------------------------------------

--- ambient sound initialization ---
Sound memory manager started
UI menu load time = 1155 milli seconds
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded
...setting mode 8: 1280 1024 FS
...using colorsbits of 32
...calling CDS: ok
...created window@0,0 (1280x1024)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...44 PFDs found
...hardware acceleration found
...PIXELFORMAT 8 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...Using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 Ti 4400/AGP/3DNOW!
GL_VERSION: 1.3.1
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_vertex_weighting GL_HP_occlusion_test GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_evaluators GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 8, 1280 x 1024 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled
Initializing Shaders
----- finished R_Init -----
UI menu load time = 1148 milli seconds
------ Server Initialization ------
JK2: v1.02a win-x86 Mar 4 2002
Server: kejim_post
RE_Shutdown( 0 )
Initializing Shaders
Z_Malloc(): Failed to alloc -67108856 bytes (TAG_BSP) !!!!!
---------------------------------------------------------------------------
Zone Tag Bytes
-------- -----
HUNKALLOC 402386 ( 0.38MB) in 10 blocks ( 40238 average)
FILESYS 691940 ( 0.65MB) in 10 blocks ( 69194 average)
CLIENTS 131192 ( 0.12MB) in 2 blocks ( 65596 average)
SMALL 8142 ( 0.00MB) in 759 blocks ( 10 average)
SND_RAWDATA 4096 ( 0.00MB) in 1 blocks ( 4096 average)
IMAGE_T 4256 ( 0.00MB) in 38 blocks ( 112 average)
GHOUL2 131072 ( 0.12MB) in 1 blocks ( 131072 average)
BSP 238128 ( 0.22MB) in 2 blocks ( 119064 average)
BSP_DISKIMAGE 16404644 (15.64MB) in 1 blocks ( 16404644 average)
---------------------------------------------------------------------------

The zone is using 18015856 bytes (17.18MB) in 824 memory blocks
The zone peaked at 18134548 bytes (17.29MB)
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown -----
---------------------------
(Repeat): Z_Malloc(): Failed to alloc -67108856 bytes (TAG_BSP) !!!!!

ShrewLWD
03-29-2002, 01:44 AM
I researched z_malloc errors in other games, and found using "-zone xxx" is supposed to help.

However, it is asking for a "-" amount of ram needed.

STUMPED, and depressed!

ShrewLWD
03-29-2002, 05:05 PM
Just wanted to BUMP this in case someone new has any ideas.

I WOULD REALLY LIKE TO PLAY THIS GAME OVER THE WEEKEND!!


I have tried adding "-zone <###>" with various sizes to the command line, to no avail.

Any assistance would be greatly appreciated!

ShrewLWD
03-30-2002, 03:20 PM
If you are using an AMD chipset (I have the Abit KG7) try reinstalling the AGP miniport driver (v 4.80) AFTER installing the game!

This fixed my issue for win98se and winXP Pro.

Whoo Hoo! Game rocks!

Redemption
03-31-2002, 03:36 AM
I get the same error (different memory number) when it starts to load the level right after the doom giver launches.
Help would be loved and appreciated.
edit: installed newest VIA 4in1, no luck, installed newest dets, no luck

Redemption
03-31-2002, 05:38 AM
Bumping in hope someone who knows the answer will read this.

Redemption
03-31-2002, 08:56 AM
Watch out for that
***BUMP***
in the road

ShrewLWD
03-31-2002, 12:11 PM
Well, that was short lived...
I was able to play up until the Mon Mothma meeting in her office after discovering the crystals, then I got an illegal operation on the next level load.

Now I get Spawnentities error: No entities.
I have downloaded and installed new/latest drivers of every device in my machine AFTER installing the game, and still no go.

Redemption
04-01-2002, 12:51 AM
Keep the faith, bump it to keep it alive.

ShrewLWD
04-01-2002, 12:44 PM
OK, again I found something new...

I went into Windows Control Panel, nVidia's NView control, and hit the Disable nView button(v28.32).

I have now played almost 16 hours straight (wife wants to kill me!) ...no errors, no lockups!

LOVE THE SLOW MO' DEATH SEQUENCES!!!!

Also, (minus the long load times) I am getting 60-90 FPS with everything turned on, and 1280x1024 on a Geforce4.

This game ROCKS!

Chiles4
04-01-2002, 07:13 PM
I found this over at the EF forums from a guy name Lucky/Radar:

u can also alter the hunkmegs setting in your efconfig.cfg (for singleplayer mode) or hmconfig.cfg (for holomatch mode) - u'll find both in your baseEF directory/folder.
this is how u can change it:
1. open the file in which u want to change the hunkmegs with wordpad.
2. find the line: seta com_hunkMegs "48"
3. replace 48 with whatever value that works 4 u.
4. then save the updated file.
5. test if your new hunkmegs setting works.
6. if it does => u're done.
7. if it doesn't repeat steps 1-5.

Another guy said that the hunkMegs tweak worked him for the Z_Malloc error. You can find the details of doing this in JK2 in the thread that's mentioned on the jediknightII.net site. Something about having to add it to the config file as it's not already there. If anyone needs more details I've got the thread saved at home in a text file.

VegA [WaC]
04-01-2002, 07:18 PM
I have the same problem when trying to load the map artus_topside the game stops with this error: Z_Malloc(): Failed to alloc -268435448 bytes (TAG_BSP) !!!!!

My Pz..

AMD 1200MHZ
Gforce 3 TI500 64MB
512MB ram

Chiles4
04-01-2002, 08:25 PM
I found a Q3A tweak guide that recommends you set the hunkmegs parameter to half of your system RAM but never higher than 128.

ShrewLWD
04-01-2002, 08:43 PM
I did LOTS of research on z_malloc errors, and while they all recommend using hunkmegs and zonemegs, ALL the errors people were encountering were positive number sizes, NOT negative. This is unique in that it says a minus number.

vega-since you are using a Geforce, have you tried turning off the nview display features?

I have yet to crash in either operating system since turning it off. I have rebooted, played other games, then came back to JO, and am still rock solid. I turn on nView, and get either z_malloc or Spawnentities errors immediatley.

MrKeyboard
04-01-2002, 09:40 PM
Guys, I've tried 48, 128, and 192 and I'm still getting the same error. ARGH!!

MrKeyboard
04-02-2002, 10:17 AM
bump?

VegA [WaC]
04-02-2002, 10:51 AM
I have extracted my assets.pk3 with winrar and got an CRC error on the map artus_topside exactly the same map that crashed the game my pk3 is corrupt weird

Chiles4
04-02-2002, 03:38 PM
I tried another forum and someone posted that they got the problem when they were running with 256MB of memory and set the Maxclients setting to a high number when running a Q3 server. He said that he cured the problem by adding another 256MB stick of ram. Kinda sucks because this game should be playable with as little as 128MB of RAM.

Is there anyone out there with 512MB of RAM having this problem? Is everyone closing down all their background apps before starting JK2?

Alot of gamers use a freeware utility called Cacheman to improve memory management/usage for gaming. I remember it also had a function to reclaim all memory before you started a "big" game. It was a "highly recommended" utility.

The only other thing I can thing of is a complete reinstall of the game - maybe a setting got hosed.

We know it's related to memory and appears to be related to Q3-engine games. I'd bet Raven or LucasArts would be able to help with this problem.

VegA [WaC]
04-02-2002, 04:01 PM
I have 512MB of ram and a Gforce3 Ti500 64MB, and i have the same problem..

xx_chromosome
04-03-2002, 04:18 AM
i got SpawnEntities: no entities error on the first level..

after clearing the 3 imperial codes and entering the door (while Jan is going to meet Kyle at the ship)

any ideas?

i am running Windows 2000 with ASUS AGP V3800M, 128 Ram and 6 Gig

help.....