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VM_Free(ui) on running vm

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Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

Trying to mod, while this error occurs every time I launch ZEQ2,Even when the normal(unmoded) source code is compiled.

Detailed :
zeq2lite Public Beta 2 win_mingw-x86 Mar 18 2011
----- FS_Startup -----
Unable to create directory "C:\Users\Izaya\AppData\RoamingF:\$\ZEQ2-Lite"
Current search path:
F:\$\ZEQ2-Lite\ZEQ2\213.pk3 (4 files)
F:\$\ZEQ2-Lite/ZEQ2

----------------------
1423 files in pk3 files
execing default.cfg
execing zeq2config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk okay
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "windib"
Initializing OpenGL display
Estimated display aspect: 1.778
...setting mode 4: 800 600
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
Available modes: '1280x720 1366x768 1600x900 1920x1080 1360x768 1280x768 1280x800 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
GL_RENDERER: GeForce 9400 GT/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...ignoring GL_ARB_vertex_shader

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9400 GT/PCIe/SSE2
GL_VERSION: 3.3.0
GL_EXTENSIONS: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod¸ä(GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: disabled
Motionblur image set; width: 1024 height: 1024
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... okay
SDL audio driver is "dsound".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
021480B8 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 589 jump table targets
VM file ui compiled to 505627 bytes of code
ui loaded in 789920 bytes on the hunk
34 arenas parsed
--- Common Initialization Complete ---
Winsock Initialized
Hostname: Orihara-PC
IP6: fe80::6846:5150:e8cf:52ed%13
IP6: fe80::b419:97a2:ef09:823%11
IP6: fe80::4827:62a9:45f3:5b13%18
IP6: 2620:9b::1960:6cd6
IP: 192.168.56.1
IP: 192.168.1.7
IP: 25.96.108.214
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
----- Client Shutdown (Received signal 11) -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
----- Client Shutdown (Client fatal crashed: VM_Free(ui) on running vm) -----
WARNING: Recursive shutdown
----- Client Shutdown (VM_Free(ui) on running vm) -----
WARNING: Recursive shutdown

Can I get any help here?
Thanks.

Eagle The Purpose View user's profile Send private message

Reply with quote Saturday, November 21, 2015

What modifications did you do exactly ?

I suspect the system not being able to load certain characters. Most likely the modded ones.

Postscript: The topic is already existent, use the search function next time. It also belongs to the Bug Forum.

Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

I didn't mod it,it was compiled RAW, but Nevermind,It happened because I used 1912's files for 1536. :p
But is there anyway to load 2 mods at once?
Thanks.

Eagle The Purpose View user's profile Send private message

Reply with quote Saturday, November 21, 2015

I don't understand. Give more information. What do you plan to do ? Which domain are you working on ? Define "mods". Which files did you swap ?

Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

Code changes, changed and removed some stuff.
And bugs forum gives me this : Sorry, but only moderators can post topics in this forum

Eagle The Purpose View user's profile Send private message

Reply with quote Saturday, November 21, 2015

You should then stay on the wanted revision's environment.

Get tortoiseSVN if you don't have it already, follow the indications here:

Use these links for Step 4:

http://ZEQ2.com/SVN/Build/
http://ZEQ2.com/SVN/Source/

First link is ZEQ2-Lite build as a whole, second is code only.

For step 5, put head revision, it will download the latest (1916).

I recommend using advanced text editing programs (notepad++, visual studio, else...).

When done with your edits in the code, run "Compile.bat", and take the QMV files from the output folder. Don't forget to save working QMVs before testing the new ones. Good luck.

Postscript: For the engine's code compile, I haven't gone really far with it. Ask Zeth or Shenku in this case.

Edit: Ask for a moderator to move this discussion/thead then.

Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

The mod is already compiled, just wanted to know if there's a way to load both the the pk3s at once.

Eagle The Purpose View user's profile Send private message

Reply with quote Saturday, November 21, 2015

You don't really need PK3s on ZEQ2-Lite, peoples usually use them to avoid copying/editing, which is a meaningless attitude on such place. Also, are these PK3s containing their own QVMs ? Are they the same, with slightly edited parts ?

Even if you can load both, you might have conflicts.

If you could be more specific on what (globally) you are trying to achieve, I would maybe be able to help more.

Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

They are edited.

Eagle The Purpose View user's profile Send private message

Reply with quote Saturday, November 21, 2015

You could maybe use Quake 3's mod feature, that use an alternate folder to override contents of the main/default/system one. But it will also override the QVMs (which would be pretty much what you need, I guess ?).

I'm unsure of what to advice with that much information.

Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

I will try, Thanks.

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, November 21, 2015

Wh1t34Gl3(SAS) wrote : You could maybe use Quake 3's mod feature, that use an alternate folder to override contents of the main/default/system one. But it will also override the QVMs (which would be pretty much what you need, I guess ?).

I'm unsure of what to advice with that much information.



To expand on this, and answering an earlier question, if you're loading mods of any kind, you can only load code mods one at a time, and with ZEQ2-Lite's setup, you'd probably need to do each one as a distinctly separate install to avoid conflicting files.

And have you tried compiling just the stable1536 revision instead of the head revision? It could be as simple as an incomplete code change from someone else in the head revision that's causing the error.

Also, what directory are your files all in? You should have a root ZEQ2-Lite folder that contains a Media, Build, and Source folder, each of which should contain all the corresponding files for each category. Not having the proper folder/file structure could also be causing the error, but it's hard to be certain.

Leaving the thread here until it's actually confirmed that this is a bug... (Stop trying to make me do stuff, Wh1t34Gl3, let me be lazy...)

Izaya Orihara View user's profile Send private message

Reply with quote Saturday, November 21, 2015

The 1532's compiled code seems to be working.used the wrong source code Razz .
Thanks.

Eagle The Purpose View user's profile Send private message

Reply with quote Sunday, November 22, 2015

And have you tried compiling just the stable1536 revision instead of the head revision?



There's no stable 1536 source available to download. Only unstable revisions near to it, which is around 14xx.

Leaving the thread here until it's actually confirmed that this is a bug...



Well, from what I see and know, it is. Just, bugs doesn't especially relate to the source code. This issue can be caused from hierarchical/folder parsing errors (mostly concerning model files' name or existence/location).

(Stop trying to make me do stuff, Wh1t34Gl3, let me be lazy...)



Well, sorry about that. Also, you are not alone at this post, you could rely on someone else sometimes. Razz

The 1532's compiled code seems to be working.used the wrong source code Razz .
Thanks.



Why not giving' a try to the head revision ? Would be nice to see more peoples working on this one.

Izaya Orihara View user's profile Send private message

Reply with quote Sunday, November 22, 2015

Yes, I was going to do that, but ended up doing the opposite due to some naming confusion, *laughing out loud*. I'll try again though.

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