The peak memory usage has nothing to do with the crash; it just displays how much memory the QBSP process has used. Having said that, it's not clear to say what causes the crash, but if deleting that one room fixes it, it would suggest there must be a problem within that very room. There are several invalid strings in the map ("\ Q" etc) as the QBSP log shows, and faulty fields "classnametargetname" on two entities - though these don't appear to be the cause of the crash, either.
Hard to say without actually seeing the map/source. What you can try is: 1. Load the crashing map in some other engine, for example Quakespasm and see if it works flawlessly there or if you can detect something out of order. Might be some glitch in Proquake. Or 2. Try some other compiler - perhaps there's a problem or some feature it has that's unsupported by Proquake.
]]>I think the question is solved. In the map used some copied-test brushes (rooms), which give an approximate idea of how many brushes can I do for working map.
For peak memory usage: 100123538 (95.5M) - my map working.
conclusion: peak memory usage: 96M is limit for q1
If someone has a comment - write pls - maybe im wrong.
https://www.youtube.com/watch?v=wCfWftP … e=youtu.be
perhaps someone it will be useful, but who is now mfpping in the original game?..
]]>Im making quake 1 map in original qauke 1 (openGL version proquake 4.52).
I think original q1 have limit of Peak memory usage.
I render bsp and have - Peak memory usage: 100047156 (95.4M) - when testing map in quake - quake-game crashed.
When I use less Peak memory (delete part of the map) - map running good.
Can any-body say me what size of peak memory usage is for originally quake1?
I am right in my assumption or wrong?
I thinking that it has reached this limit of peak memory usage. And this is means that i must reduce my map (delete some brashes)...