x-men: apocalypse ravage
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- Psychotic DCEmu
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- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
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x-men: apocalypse ravage
ok i was playing this mod for quake in my pc and i got an idea
if i coud permanently join it in quake's stuff it could work in QuakeDC
so i copied the pak0.pak from the mod and renamed it as pak2.pak inside the id1 folder of quake full for pc
i started quake by clicking quake.exe (not the guy from the mod)
the game loads right, plays the demo of x-men normally, but when i try to start a new game, it crashes in an error:
Error: Hunk_Alloc: failed on 670608 bytes
i'm wondering, if the demo plays fine, then could it be map error, isn't?
any clues?
would be great to have this mod on QuakeDC
someone knows what can i do?
if i coud permanently join it in quake's stuff it could work in QuakeDC
so i copied the pak0.pak from the mod and renamed it as pak2.pak inside the id1 folder of quake full for pc
i started quake by clicking quake.exe (not the guy from the mod)
the game loads right, plays the demo of x-men normally, but when i try to start a new game, it crashes in an error:
Error: Hunk_Alloc: failed on 670608 bytes
i'm wondering, if the demo plays fine, then could it be map error, isn't?
any clues?
would be great to have this mod on QuakeDC
someone knows what can i do?
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- DC Developer
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Error: Hunk_Alloc: failed on 670608 bytes
Basically this means
Error: Out of memory - Can't find 670608 bytes of free RAM
and I have absolutely no idea why this would happen. Does it run OK using the standard Quake PAK files, and the -game paramater? Also, which version of Quake are you using? DosQuake has a default memory allocation of 8MB, so this could be causing the problem. If it doesn't run within 8MB, it's probably not going to work on the DreamCast either.
Basically this means
Error: Out of memory - Can't find 670608 bytes of free RAM
and I have absolutely no idea why this would happen. Does it run OK using the standard Quake PAK files, and the -game paramater? Also, which version of Quake are you using? DosQuake has a default memory allocation of 8MB, so this could be causing the problem. If it doesn't run within 8MB, it's probably not going to work on the DreamCast either.
- Tyne
- Pimp DC Devver
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Well ajay, here's what I did:
1) Opened every model, and did "Save as Quake model", after reducing their skin size by 1/2 to save RAM.
2) Went through every sound file and reduced their quality to radio (11khz, 8-bit, mono) as to save even more RAM. All sounds should be 11 khz 8 bit mono anyways as quake just downsamples them to that. People waste space and suck up RAM if they don't down sample.
3) Went through each sprite, reducing their size (Sprites are huge in file size). Or for the bigger ones I just replaced them with null.spr, such as the warp in effect that ships use.
4) Burned the CD after about an hour and a half of work. The result was Starwars: Dogfigter with reduced skins, a non-working tutorial.bsp, and roiddm2.bsp wouldn't load. There were skin problems, and the whole tutorial.bsp level had no textures, it all looked like a clip brush.
Oh yeah, and if you feel like it, delete the music. I only deleted 2 tracks, deleting more may help.
In the end I got it to work, and with a little more work I could of gotten it playable maybe, if I did a map for it that is. It was a fun experiment, I even had bots running around. Too bad SW:D requires too many buttons.
1) Opened every model, and did "Save as Quake model", after reducing their skin size by 1/2 to save RAM.
2) Went through every sound file and reduced their quality to radio (11khz, 8-bit, mono) as to save even more RAM. All sounds should be 11 khz 8 bit mono anyways as quake just downsamples them to that. People waste space and suck up RAM if they don't down sample.
3) Went through each sprite, reducing their size (Sprites are huge in file size). Or for the bigger ones I just replaced them with null.spr, such as the warp in effect that ships use.
4) Burned the CD after about an hour and a half of work. The result was Starwars: Dogfigter with reduced skins, a non-working tutorial.bsp, and roiddm2.bsp wouldn't load. There were skin problems, and the whole tutorial.bsp level had no textures, it all looked like a clip brush.
Oh yeah, and if you feel like it, delete the music. I only deleted 2 tracks, deleting more may help.
In the end I got it to work, and with a little more work I could of gotten it playable maybe, if I did a map for it that is. It was a fun experiment, I even had bots running around. Too bad SW:D requires too many buttons.
- mankrip
- DCEmu Ex-Mod
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DCMad:
If you don't have a 3D board, download WinQuake 1.09 or Quake 1.08 at the ID software website.
http://www.idsoftware.com
Quake 1.01 is too old. It doesn't work with some mods.
If you don't have a 3D board, download WinQuake 1.09 or Quake 1.08 at the ID software website.
http://www.idsoftware.com
Quake 1.01 is too old. It doesn't work with some mods.
- mankrip
- DCEmu Ex-Mod
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I guess there's no decent way to downsample textures on the maps. I don't recommend that.
You can reduce the skins of the models by using qME. To reduce sprites, you can use AdQuedit.
About the sound files, you can try using the "loadas8bit" command. It is supposed to lower all sounds to 8 bit 11025 KHz mono. Also you can replace sounds that aren't much needed, like ambient sounds, with short and silent .wav files.
You can find qME and AdQuedit at my site.
You can reduce the skins of the models by using qME. To reduce sprites, you can use AdQuedit.
About the sound files, you can try using the "loadas8bit" command. It is supposed to lower all sounds to 8 bit 11025 KHz mono. Also you can replace sounds that aren't much needed, like ambient sounds, with short and silent .wav files.
You can find qME and AdQuedit at my site.