Comments (6)
Are you using that function in your mod at all? Or anything using a lot of memory?
from ete.
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.
from ete.
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 ...
from ete.
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.
from ete.
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.
from ete.
I think it is releated to the specific player models pack. Lets consider this issue closed until I can come up with any update.
from ete.
Related Issues (20)
- test builds & shadowmaps HOT 1
- Remove unused cruft
- Fix win32 build warnings HOT 5
- Switch to GitHub Actions HOT 3
- Remove last remnants of glBegin/glEnd
- ETe server/ded not compatible with ET:Legacy? clients HOT 4
- Migrate VS Projects to CMake
- ETJump Compatibility Issues HOT 2
- Replace arch string on win64 to be in line with legacy and iortcw
- [ET:Legacy mod] Objectives not shown on map HOT 7
- Some media keys are mapped wrong HOT 10
- Support full color codes in tty console
- Decals flickering HOT 2
- Fog cannot be turned off with r_vbo 1 HOT 1
- cl_avidemo compatibility
- Server side wwwdl is borked HOT 5
- r_clear breaks loading screen HOT 1
- r_vbo breaks lightmap drawing with r_lightmap HOT 11
- video/video-pipe slows down game, but command buffer keeps executing at normal speed
- Mod switching is broken if mod being switched to isn't installed already HOT 1
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