Game exits with "Sys_Error: recursive error after: Z_CheckHeap: next block doesn't have proper back link"

Adam Mercer ramercer at gmail.com
Thu Nov 3 14:45:48 EST 2005


Hi

I'm getting the following error from a fresh build of r249 on x86
Debian Sid, this happens after the level loads - instead of entering
into the game it quits will the following displayed on the console:

ram at skymoo:/opt/quake3$ ./quake3
ioQ3 1.33 linux-i386 Nov  3 2005
----- FS_Startup -----
Current search path:
/home/ram/.q3a/baseq3
/opt/quake3/baseq3/pak8.pk3 (9 files)
/opt/quake3/baseq3/pak7.pk3 (4 files)
/opt/quake3/baseq3/pak6.pk3 (64 files)
/opt/quake3/baseq3/pak5.pk3 (7 files)
/opt/quake3/baseq3/pak4.pk3 (272 files)
/opt/quake3/baseq3/pak3.pk3 (4 files)
/opt/quake3/baseq3/pak2.pk3 (148 files)
/opt/quake3/baseq3/pak1.pk3 (26 files)
/opt/quake3/baseq3/pak0.pk3 (3539 files)
/opt/quake3/baseq3
./baseq3/pak8.pk3 (9 files)
./baseq3/pak7.pk3 (4 files)
./baseq3/pak6.pk3 (64 files)
./baseq3/pak5.pk3 (7 files)
./baseq3/pak4.pk3 (272 files)
./baseq3/pak3.pk3 (4 files)
./baseq3/pak2.pk3 (148 files)
./baseq3/pak1.pk3 (26 files)
./baseq3/pak0.pk3 (3539 files)
./baseq3

----------------------
8146 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----

------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading libGL.so.1: Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 4: 800 600
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce4 Ti 4800 SE/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 Ti 4800 SE/AGP/SSE/3DNOW!
GL_VERSION: 1.5.3 NVIDIA 71.74
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D
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_lod GL_EXT_texture_lod_bias GL_EXT_texture_object
GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_fog_distance GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_rectangle
GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap
GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Initializing Shaders
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----

------- sound initialization -------
SDL Audio driver initializing...
Calling SDL_Init(SDL_INIT_AUDIO)...
SDL_Init(SDL_INIT_AUDIO) passed.
SDL audio driver is "dsp"
Format we requested from SDL audio device:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2

Format we actually got:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2

WARNING: sdlmixsamps wasn't a power of two (10240), so we made it one (16384).
Starting SDL audio callback...
SDL audio initialized.
------------------------------------
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x8ac6910 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
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: skymoo.dyndns.org
Alias: localhost
Alias: skymoo
IP: 127.0.0.1
Started tty console (use +set ttycon 0 to disable)
------ Server Initialization ------
Server: q3dm0
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
/home/ram/.q3a/baseq3
/opt/quake3/baseq3/pak8.pk3 (9 files)
/opt/quake3/baseq3/pak7.pk3 (4 files)
/opt/quake3/baseq3/pak6.pk3 (64 files)
/opt/quake3/baseq3/pak5.pk3 (7 files)
/opt/quake3/baseq3/pak4.pk3 (272 files)
/opt/quake3/baseq3/pak3.pk3 (4 files)
/opt/quake3/baseq3/pak2.pk3 (148 files)
/opt/quake3/baseq3/pak1.pk3 (26 files)
/opt/quake3/baseq3/pak0.pk3 (3539 files)
/opt/quake3/baseq3
./baseq3/pak8.pk3 (9 files)
./baseq3/pak7.pk3 (4 files)
./baseq3/pak6.pk3 (64 files)
./baseq3/pak5.pk3 (7 files)
./baseq3/pak4.pk3 (272 files)
./baseq3/pak3.pk3 (4 files)
./baseq3/pak2.pk3 (148 files)
./baseq3/pak1.pk3 (26 files)
./baseq3/pak0.pk3 (3539 files)
./baseq3

----------------------
16292 files in pk3 files
Loading vm file vm/qagame.qvm...
VM file qagame compiled to 1137840 bytes of code
qagame loaded in 3821696 bytes on the hunk
------- Game Initialization -------
gamename: baseq3
gamedate: Sep 30 2002
Not logging to disk.
Gametype changed, clearing session data.
1 teams with 2 entities
11 items registered
-----------------------------------
Opened log botlib.log
------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
loaded rchat.c
------------ Map Loading ------------
trying to load maps/q3dm0.aas
loaded maps/q3dm0.aas
found 19 level items
-------------------------------------
32 bots parsed
35 arenas parsed
AAS initialized.
-----------------------------------
loaded skill 1 from bots/default_c.c
loaded skill 1 from bots/crash_c.c
loaded bots/crash_i.c
loaded bots/crash_w.c
loaded crash from bots/crash_t.c
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 Ti 4800 SE/AGP/SSE/3DNOW!
GL_VERSION: 1.5.3 NVIDIA 71.74
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D
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_lod GL_EXT_texture_lod_bias GL_EXT_texture_object
GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_fog_distance GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_rectangle
GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap
GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Initializing Shaders
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
35 arenas parsed
32 bots parsed
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 786818 bytes of code
cgame loaded in 5380768 bytes on the hunk
stitched 0 LoD cracks
...loaded 4806 faces, 46 meshes, 43 trisurfs, 128 flares
^3WARNING: could not find sound/player/announce/Adam.wav - using default
^3WARNING: could not find sound/player/crash/taunt.wav - using default
CL_InitCGame:  1.62 seconds
6 msec to draw all images
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
----- CL_Shutdown -----
-----------------------
Sys_Error: recursive error after: Z_CheckHeap: next block doesn't have
proper back link

Shutdown tty console

Cheers

Adam



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