Quake Does not start with too many PK3 files in base3q folde

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kidcash
Posts: 8
Joined: Sat Sep 13, 2008 3:45 pm

Quake Does not start with too many PK3 files in base3q folde

Post by kidcash »

Hello,

I downloaded about 2100 maps for Quake III, I put them all in my base3q folder.
The problem is everytime I run quake it does not load, it gives an error on the console, for example :

"Couldn't reopen D:\Quake 3\Quake III Arena\baseq3\chronic.pk3

Thinking that it would be a problem with chronic.pk3, I delete it.
Start up quake and it gives the same error but with another PK3 file.
I delete that PK3 file, start up quake again, again the same error but with another PK3 file.

This leads me to believe that it is not a problem with the actual PK3 files as I know the map chronic has worked fine before.
This is a problem where If I have too many PK3 files, quake does not want to load.

I really want to have all my 2100 Quake maps, but is there anyway to solve this problem?

Here is a copy of the console, in this case it doesn't want to load chronic.pk3





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GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
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...loading 'scripts/uvtemple.shader'
...loading 'scripts/plants.shader'
...loading 'scripts/unitooldm3_morpheus.shader'
...loading 'scripts/unitooldm3_bouncefloor.shader'
...loading 'scripts/id_clangdark_ow3.shader'
...loading 'scripts/unitooldm3_teleporter.shader'
...loading 'scripts/unitooldm3_trimlight.shader'
...loading 'scripts/tscabdm3.shader'
...loading 'scripts/tscabdm2.shader'
...loading 'scripts/contortion.shader'
...loading 'scripts/evil1.shader'
...loading 'scripts/evil3.shader'
...loading 'scripts/evil5.shader'
...loading 'scripts/evil6_lights.shader'
...loading 'scripts/evil6_trims.shader'
...loading 'scripts/tlq3dm1_sky.shader'
...loading 'scripts/titans_compat.shader'
...loading 'scripts/titans_nograpple.shader'
...loading 'scripts/keditok_ctf1.shader'
...loading 'scripts/keditok_tdof.shader'
...loading 'scripts/el_gen.shader'
...loading 'scripts/tamckinley.shader'
...loading 'scripts/nkd_evil5_trim.shader'
...loading 'scripts/nkd_textures_space.shader'
...loading 'scripts/smo2v2.shader'
...loading 'scripts/s20dm4.shader'
...loading 'scripts/rzq2dm2.shader'
...loading 'scripts/rzq2dm2_pub.shader'
...loading 'scripts/rqm3arena2.shader'
...loading 'scripts/rqm3arena1.shader'
...loading 'scripts/rpgdeadsimp.shader'
...loading 'scripts/rktourney1.shader'
...loading 'scripts/rjldom1.shader'
...loading 'scripts/rjldm3.shader'
...loading 'scripts/rjldm3_decals.shader'
...loading 'scripts/rjldm3_fl.shader'
...loading 'scripts/rjldm3_light.shader'
...loading 'scripts/rjldm3_particles.shader'
...loading 'scripts/rjldm2.shader'
...loading 'scripts/r3tina.shader'
...loading 'scripts/rfwq3dm3.shader'
...loading 'scripts/rfwq3dm2.shader'
...loading 'scripts/rfwq3dm1.shader'
...loading 'scripts/map-rdq3dm8a.shader'
...loading 'scripts/map-rdq3dm8a_falling_drops.shader'
...loading 'scripts/map-rdq3dm8a_steam.shader'
...loading 'scripts/qfraggel3.shader'
...loading 'scripts/tdf.shader'
...loading 'scripts/q3tastronghold.shader'
...loading 'scripts/q3stronghold.shader'
...loading 'scripts/q3sdm9.shader'
...loading 'scripts/q3mexxctf1.shader'
...loading 'scripts/q3mexx1.shader'
...loading 'scripts/q3mckinley.shader'
...loading 'scripts/isloefx.shader'
...loading 'scripts/renlava.shader'
...loading 'scripts/dmq3bi.shader'
...loading 'scripts/q2dm3.shader'
...loading 'scripts/lda.shader'
...loading 'scripts/post.shader'
...loading 'scripts/poq3dm5.shader'
...loading 'scripts/ownage.shader'
...loading 'scripts/plduel4.shader'
...loading 'scripts/plduel4_fx.shader'
...loading 'scripts/hh3_lights.shader'
...loading 'scripts/plduel3.shader'
...loading 'scripts/q3hh2.shader'
...loading 'scripts/alchlamp3.shader'
...loading 'scripts/q3nem02.shader'
...loading 'scripts/plduel1.shader'
...loading 'scripts/orbplat.shader'
...loading 'scripts/ctf_q3w.shader'
...loading 'scripts/ninemil-ctf3.shader'
...loading 'scripts/font.shader'
...loading 'scripts/altar.shader'
...loading 'scripts/necronomicon.shader'
...loading 'scripts/natetrnysky.shader'
...loading 'scripts/natetourney.shader'
...loading 'scripts/nateshad.shader'
...loading 'scripts/web.shader'
...loading 'scripts/natelogo.shader'
...loading 'scripts/mvdm15.shader'
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
------------------------------------
----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0x77a8060 dma buffer
No background file.
----------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
Couldn't reopen D:\Quake 3\Quake III Arena\baseq3\chronic.pk3
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by ^misantropia^ »

There is a hard limit - roughly 200 - on the number of files Q3 can handle. Your best bet is to move all your maps to another directory and copy them back when you want to play them. Not very elegant, I agree.
kidcash
Posts: 8
Joined: Sat Sep 13, 2008 3:45 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by kidcash »

I was thinking if I could make a separate folder and put the maps there, and then try to load it from the console, but it seems like I cant specifiy in the console which folder I want to load the maps from, it must be base3q.

Any Ideas?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by ^misantropia^ »

You can't load maps from outside the baseq3 / mod directory. No way around it, I'm afraid.
kidcash
Posts: 8
Joined: Sat Sep 13, 2008 3:45 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by kidcash »

Another thing I notice, I deleted some maps so there's only about 250 in the folder, quake starts fine but some maps, for example on tm4_asnagrim, the sky is missing, it uses the sky from the defualt quake 3 maps by ID.

Weird thing is quake does not give any errors but the sky is missing.

What I dont understand is that I only have about 200 pk3 files in base3q and the sky does not display, just white lines.
On another quake installation, I have about 250 pk3 files, and the sky LOADS without a problem.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by ^misantropia^ »

Check out this topic, the cause and its solution are probably the same.
kidcash
Posts: 8
Joined: Sat Sep 13, 2008 3:45 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by kidcash »

That doesn't seem to be the problem,

Now I am down to 120 PK3 files and the sky and other textures load without a problem.
AnthonyJ
Posts: 130
Joined: Wed Nov 15, 2006 7:51 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by AnthonyJ »

kidcash wrote:That doesn't seem to be the problem,

Now I am down to 120 PK3 files and the sky and other textures load without a problem.
I guess you didnt read the thread linked carefully enough. That problem is not about the number, its about some specific pk3's that contain bad shaders which cause problems. Reduce it down to *just* the pak*.pk3 files and then gradually add them back until the problem re-occurs, and then you'll know which pk3's are causing it.
kidcash
Posts: 8
Joined: Sat Sep 13, 2008 3:45 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by kidcash »

Thanks, I re-read the post.

I found out it was a problem with tastier.pk3 causing textures missing in tm4_asnagrim and causing the Z_Malloc Error in Simpsons_Q3. But that is not the only map that causees problems, there is another one and is process of elimination the only way to find out which map is causing the problem?

Another Question, I dont understand why another map that I'm not trying to load causes problems with a map im trying to load, example tastier.pk3 causing problems with tm4_asnagrim. Can you please explain?

Thanks
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by ^misantropia^ »

Q3 scans all PK3s for assets (models, textures, shaders). If, for instance, two PK3s both declare a shader with the same name but a different definition, it'll cause havoc somewhere.
AnthonyJ
Posts: 130
Joined: Wed Nov 15, 2006 7:51 pm

Re: Quake Does not start with too many PK3 files in base3q folde

Post by AnthonyJ »

Also, In Q3 1.27g and above Q3 was made more strict about syntax errors in shaders to speed up loading, so some shaders that had not caused major problems in the earlier builds of Q3 started to cause this issue (see Xian's .plan from 16th Dec 2000).

AFAIK the only way is a process of elimination - you can use a binary search strategy to find the files fairly quickly though - you don't have to add the files back 1 by 1.
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