etfdevs / ETe

Improved Wolfenstein: Enemy Territory Engine
GNU General Public License v3.0
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ERROR: VirtualAlloc commit failed. #36

Open coroner-gss opened 5 years ago

coroner-gss commented 5 years ago

/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 commented 5 years ago

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

ensiform commented 5 years ago

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 commented 5 years ago

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 commented 5 years ago

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 commented 5 years ago

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 commented 5 years ago

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