HUNK_ALLOC

Locked
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

HUNK_ALLOC

Post by Peenyuh »

Can anyone tell me what this means?

"HUNK_ALLOC failed on 4467648"

I tried to create an Excessive server and that came up.
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: HUNK_ALLOC

Post by DTS »

Try increasing your com_hunkmegs, or you might need to decrease it.

It's the amount of (megabytes of) RAM which is allocated to player models (it might include weapon models aswell, I don't know.)

I don't know why creating an excessive server would give problems with that. Maybe the settings in one mod's config were copied over to the excessive mod's one and you ended up with RAM needs above the amount of RAM you have. I.e. there are other settings like com_hunkmegs which set the amount of RAM to use for different things. There's com_soundmegs, for example. I can't remember the others.

Type com_ and press tab in the console and it will list commands starting with that. That way you can find what the other ones are. Then type one in and press enter and it will tell you what the current value is. Add them up and if it's more than your RAM (I'm not sure but it might actually refer to VRAM (video RAM), which is the amount of RAM on your graphics card.)
Oh yeah, I remember another one, it's called com_soundmegs.

Basically, you can't have your com_hunkmegs set higher then your RAM (unless it's the graphics card RAM actually, not the main RAM), including the amount you have set for soundmegs and zonemegs, but you might need to increase it to play some mods or use some custom media (e.g. custom models), which might be in mods.

If you have a lot of custom models you need to increase the com_hunkmegs from the default. Readme's with custom player models have said so before.

At least one mod I've played said to increase it to at least a certain amount which they stated. That mod had lots of custom models but they were weapon and item models not player models. They probably both use com_hunkmegs though.

I think com_hunkmegs might be mentioned in the Q3A manual (the one that's installed with Q3A).

Actually, come to think of it, I think the manual suggests settings you could use for these variables when hosting a server. I think that's for a standalone server, though.
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: HUNK_ALLOC

Post by Peenyuh »

Thank you. This has been very helpful. I'm off to study.
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: HUNK_ALLOC

Post by Peenyuh »

All of the com_ numbers added up to 168 which is well under the caps of my lil ol pc.

Turns out, it had something to do with the map I was trying to use. I messed with the HUNKMEGS fer a while (stuborn) and got a bit frustrated. I tried to start the server with a different map and the same bot. Presto, worked like it was spose to. I guess the map (tribal) and the bot (alien3) were too much somehow.

It's just not gonna work in that combo unless/until I build a gameing specific machine.

I appreciate the advice and I actually learned a few things. Thank you.
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Re: HUNK_ALLOC

Post by SoM »

max hunkmegs that can be set is 255
[color=red][WYD][/color]S[color=red]o[/color]M
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: HUNK_ALLOC

Post by ^misantropia^ »

But for a server, that is - and let me stress this - overkill. com_hunkmegs 32, 48 at most, should be enough for even the craziest config.
DTS
Posts: 2879
Joined: Thu Jul 13, 2000 7:00 am

Re: HUNK_ALLOC

Post by DTS »

^misantropia^ wrote:But for a server, that is - and let me stress this - overkill. com_hunkmegs 32, 48 at most, should be enough for even the craziest config.
I think you mean a dedicated server, and I think he wasn't doing a dedicated server.
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: HUNK_ALLOC

Post by Peenyuh »

HUNKMEGS default is set at 56. Should I lower it to 48?
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Re: HUNK_ALLOC

Post by SoM »

then q3a will use lower amount of ram

try and test is out

i was just trying to point out that the max setting is 255
[color=red][WYD][/color]S[color=red]o[/color]M
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: HUNK_ALLOC

Post by ^misantropia^ »

DTS wrote:I think you mean a dedicated server, and I think he wasn't doing a dedicated server.
Ah, good point. When someone says 'server', I automatically think 'dedicated'. @Peenyuh: you'll want to up com_hunkmegs to, say, 96 if you are running a listen server.
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: HUNK_ALLOC

Post by Peenyuh »

Excellent. Thank you. I don't know why that combo - Tribal/Alien3 won't work. Not gonna dwell on it. Moving on. Like
I said, though, thanks fer the info. I'm learning.
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
Locked