# How can i build 64-bit .qvm files for windows?

**URL:** <https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385>\
**Category:** dev\
**Created:** [October 25, 2014, 4:25pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385 "2014-10-25T16:25:54Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![Uaffael64](https://avatars.discourse-cdn.com/v4/letter/u/d07c76/32.png) [@Uaffael64](https://discourse.ioquake.org/u/Uaffael64)\
**Post date:** [October 25, 2014, 4:25pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/1 "2014-10-25T16:25:54Z")

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i create a 64-bit exe with msvc and all the .dll files too:

cgamex86\_64.dll  
gamex86\_64.dll  
uix86\_64.dll

but when i start the game it says: VM\_Create on UI Failed.

i think the game doesnt read the .dll files. it seeks for the .qvm files.

my questions:  
how can the game read the .dll files?  
how can i create the .qvm files in 64-bit?

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<div class="post-metadata">

**Author:** ![ensiform](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/ensiform/32/234_2.png) [@ensiform](https://discourse.ioquake.org/u/ensiform)\
**Post date:** [October 25, 2014, 7:24pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/2 "2014-10-25T19:24:51Z")

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Start the game with +set sv\_pure 0 +set vm\_cgame 0 +set vm\_game 0 +set vm\_ui 0.

MSVC support does not include qvm building. You’ll need to build them on linux or mingw.

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<div class="post-metadata">

**Author:** ![Uaffael64](https://avatars.discourse-cdn.com/v4/letter/u/d07c76/32.png) [@Uaffael64](https://discourse.ioquake.org/u/Uaffael64)\
**Post date:** [October 25, 2014, 7:52pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/3 "2014-10-25T19:52:32Z")

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okay i tried to deactivate **vm\_ui, vm\_game, vm\_cgame and sv\_pure** in all cfg files and **+set sv\_pure 0 +set vm\_cgame 0 +set vm\_game 0 +set vm\_ui 0** in file linkage.

still doesnt work:

> [@](#):
>
> DragonBall 64 1.36.1913 win\_msvc64-x64 Oct 25 2014  
> Have SSE support  
> ----- FS\_Startup -----  
> Current search path:  
> D:\Zeq2\Game\Base64  
> D:\Zeq2\Game\Base64\Players.pk64 (8478 files)  
> D:\Zeq2\Game\Base64\Music.pk64 (65 files)  
> D:\Zeq2\Game\Base64\Maps.pk64 (710 files)  
> D:\Zeq2\Game\Base64\Interface.pk64 (121 files)  
> D:\Zeq2\Game\Base64\Effects.pk64 (2106 files)  
> D:\Zeq2\Game\Base64\Core.pk64 (233 files)
> 
> * * *
> 
> ## 11713 files in pk3 files execing default.cfg fs\_game is write protected. execing zeq2config.cfg execing autoexec.cfg Hunk\_Clear: reset the hunk ok ----- Client Initialization ----- Couldn’t read zeq2history. ----- Initializing Renderer ----
> 
> QKEY found.  
> ----- Client Initialization Complete -----  
> ----- R\_Init -----  
> SDL using driver “windib”  
> Initializing OpenGL display  
> Estimated display aspect: 1.600  
> …setting mode 3: 640 480  
> Using 8/8/8 Color bits, 24 depth, 0 stencil display.  
> Available modes: ‘1280x800 1680x1050 1280x768 720x480 1152x648 1280x720 640x480 800x600 1024x768 1152x864 1280x960 1280x1024’  
> GL\_RENDERER: GDI Generic  
> Initializing OpenGL extensions  
> …GL\_EXT\_texture\_compression\_s3tc not found  
> …GL\_S3\_s3tc not found  
> …GL\_EXT\_texture\_env\_add not found  
> …GL\_ARB\_multitexture not found  
> …GL\_EXT\_compiled\_vertex\_array not found  
> …GL\_EXT\_texture\_filter\_anisotropic not found  
> …GL\_ARB\_vertex\_shader not found
> 
> GL\_VENDOR: Microsoft Corporation  
> GL\_RENDERER: GDI Generic  
> GL\_VERSION: 1.1.0  
> GL\_EXTENSIONS: GL\_WIN\_swap\_hint GL\_EXT\_bgra GL\_EXT\_paletted\_texture  
> GL\_MAX\_TEXTURE\_SIZE: 1024  
> GL\_MAX\_TEXTURE\_UNITS\_ARB: 0
> 
> ## PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 3, 640 x 480 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: multiple glArrayElement texturemode: GL\_LINEAR\_MIPMAP\_LINEAR picmip: 0 texture bits: 32 multitexture: disabled compiled vertex arrays: disabled texenv add: disabled compressed textures: disabled glsl programs: disabled Motionblur image set; width: 1024 height: 512 Initializing Shaders ----- finished R\_Init ----- ------ Initializing Sound ------ SDL\_Init( SDL\_INIT\_AUDIO )… OK SDL audio driver is “dsound”. SDL\_AudioSpec: Format: AUDIO\_S16LSB Freq: 22050 Samples: 512 Channels: 2 Starting SDL audio callback… SDL audio initialized. ----- Sound Info ----- 1 stereo 16384 samples 16 samplebits 1 submission\_chunk 22050 speed 0000000033E51D90 dma buffer No background file.
> 
> ## Sound initialization successful.
> 
> ## Sound memory manager started ----- Client Shutdown (Client fatal crashed: VM\_Create on UI failed) ----- RE\_Shutdown( 1 ) Hunk\_Clear: reset the hunk ok Closing SDL audio device… SDL audio device shut down.

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<div class="post-metadata">

**Author:** ![zturtleman](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/zturtleman/32/718_2.png) [@zturtleman](https://discourse.ioquake.org/u/zturtleman)\
**Post date:** [October 25, 2014, 10:33pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/4 "2014-10-25T22:33:50Z")

</div>

Try adding `+set developer 1`, it might show where it’s trying to load the dll from.

I’d guess one of these locations;

- D:\Zeq2\Game\Base64\uix86\_64.dll
- D:\Zeq2\Game\Base64\uix64.dll

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<div class="post-metadata">

**Author:** ![Uaffael64](https://avatars.discourse-cdn.com/v4/letter/u/d07c76/32.png) [@Uaffael64](https://discourse.ioquake.org/u/Uaffael64)\
**Post date:** [October 26, 2014, 12:59am UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/5 "2014-10-26T00:59:35Z")

</div>

okay now the qvm/dll problem is fixed. i just rename the “x86\_64” to “x64” like “uix64.dll”  
thank you!

but now the next problem!

**i have no models to select and no sound!**

here the console:

> [@](#):
>
> DragonBall 64 1.36.1913 win\_msvc64-x64 Oct 25 2014  
> Have SSE support  
> ----- FS\_Startup -----  
> Current search path:  
> D:\Zeq2\Game\Base64  
> D:\Zeq2\Game\Base64\Players.pk64 (8478 files)  
> D:\Zeq2\Game\Base64\Music.pk64 (65 files)  
> D:\Zeq2\Game\Base64\Maps.pk64 (710 files)  
> D:\Zeq2\Game\Base64\Interface.pk64 (119 files)  
> D:\Zeq2\Game\Base64\Effects.pk64 (2106 files)  
> D:\Zeq2\Game\Base64\Core.pk64 (233 files)
> 
> * * *
> 
> 11711 files in pk3 files  
> ^3EXEC\_NOW exec default.cfg
> 
> execing default.cfg  
> fs\_game is write protected.  
> ^3EXEC\_NOW exec zeq2config.cfg
> 
> execing zeq2config.cfg  
> ^3EXEC\_NOW exec autoexec.cfg
> 
> ## execing autoexec.cfg Hunk\_Clear: reset the hunk ok ----- Client Initialization ----- Couldn’t read zeq2history. ----- Initializing Renderer ----
> 
> QKEY found.  
> ----- Client Initialization Complete -----  
> ----- R\_Init -----  
> Warning: cvar “r\_uifullscreen” given initial values: “1” and “0”  
> SDL using driver “windib”  
> Initializing OpenGL display  
> Estimated display aspect: 1.600  
> …setting mode 3: 640 480  
> Using 8/8/8 Color bits, 24 depth, 0 stencil display.  
> Available modes: ‘1280x800 1680x1050 1280x768 720x480 1152x648 1280x720 640x480 800x600 1024x768 1152x864 1280x960 1280x1024’  
> GL\_RENDERER: GDI Generic  
> Initializing OpenGL extensions  
> …GL\_EXT\_texture\_compression\_s3tc not found  
> …GL\_S3\_s3tc not found  
> …GL\_EXT\_texture\_env\_add not found  
> …GL\_ARB\_multitexture not found  
> …GL\_EXT\_compiled\_vertex\_array not found  
> …GL\_EXT\_texture\_filter\_anisotropic not found  
> …GL\_ARB\_vertex\_shader not found
> 
> ## ------- Input Initialization ------- Calling SDL\_Init(SDL\_INIT\_JOYSTICK)… SDL\_Init(SDL\_INIT\_JOYSTICK) passed. 0 possible joysticks Joystick is not active.
> 
> GL\_VENDOR: Microsoft Corporation  
> GL\_RENDERER: GDI Generic  
> GL\_VERSION: 1.1.0  
> GL\_EXTENSIONS: GL\_WIN\_swap\_hint GL\_EXT\_bgra GL\_EXT\_paletted\_texture  
> GL\_MAX\_TEXTURE\_SIZE: 1024  
> GL\_MAX\_TEXTURE\_UNITS\_ARB: 0
> 
> ## PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 3, 640 x 480 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: multiple glArrayElement texturemode: GL\_LINEAR\_MIPMAP\_LINEAR picmip: 0 texture bits: 32 multitexture: disabled compiled vertex arrays: disabled texenv add: disabled compressed textures: disabled glsl programs: disabled Motionblur image set; width: 1024 height: 512 Initializing Shaders ^1…loading ‘scripts/bigbangachac.shader’ ^1…loading ‘scripts/brolyskills.shader’ ^1…loading ‘scripts/common.shader’ ^1…loading ‘scripts/contourjauneporte.shader’ ^1…loading ‘scripts/couette.shader’ ^1…loading ‘scripts/couette2.shader’ ^1…loading ‘scripts/effects.shader’ ^1…loading ‘scripts/effectsaura.shader’ ^1…loading ‘scripts/effectslensflare.shader’ ^1…loading ‘scripts/effectsparticles.shader’ ^1…loading ‘scripts/effectspowerstruggle.shader’ ^1…loading ‘scripts/effectssmoke.shader’ ^1…loading ‘scripts/effectswater.shader’ ^1…loading ‘scripts/explosions.shader’ ^1…loading ‘scripts/feuilles.shader’ ^1…loading ‘scripts/feuillesdessous.shader’ ^1…loading ‘scripts/feuillesdessusdessous.shader’ ^1…loading ‘scripts/interfaceconsole.shader’ ^1…loading ‘scripts/interfacecrosshairs.shader’ ^1…loading ‘scripts/interfacehud.shader’ ^1…loading ‘scripts/interfacemenu.shader’ ^1…loading ‘scripts/kidbuuskills.shader’ ^1…loading ‘scripts/majinvegetafinalexplosion.shader’ ^1…loading ‘scripts/mapcloudtest.shader’ ^1…loading ‘scripts/mapdesert.shader’ ^1…loading ‘scripts/mapkamehouse.shader’ ^1…loading ‘scripts/mapkamis.shader’ ^1…loading ‘scripts/maplanding.shader’ ^1…loading ‘scripts/maplaststand.shader’ ^1…loading ‘scripts/mapnamek.shader’ ^1…loading ‘scripts/mapotherworldsta.shader’ ^1…loading ‘scripts/mapplanet.shader’ ^1…loading ‘scripts/maptournament.shader’ ^1…loading ‘scripts/ozaru\_vegeta.shader’ ^1…loading ‘scripts/paille.shader’ ^1…loading ‘scripts/palm\_leaf\_full.shader’ ^1…loading ‘scripts/playerbardock.shader’ ^1…loading ‘scripts/playerbrolylssj.shader’ ^1…loading ‘scripts/playerburter.shader’ ^1…loading ‘scripts/playerc17.shader’ ^1…loading ‘scripts/playerchiaotzu.shader’ ^1…loading ‘scripts/playercooler.shader’ ^1…loading ‘scripts/playerdodoria.shader’ ^1…loading ‘scripts/playerfrieza.shader’ ^1…loading ‘scripts/playerfriezachair.shader’ ^1…loading ‘scripts/playerfuturetrunks(armor).shader’ ^1…loading ‘scripts/playerfuturetrunks.shader’ ^1…loading ‘scripts/playergarlickjr.shader’ ^1…loading ‘scripts/playerginyu.shader’ ^1…loading ‘scripts/playergogeta.shader’ ^1…loading ‘scripts/playergohanboy.shader’ ^1…loading ‘scripts/playergohansaiyaman.shader’ ^1…loading ‘scripts/playergohanteen(bojack).shader’ ^1…loading ‘scripts/playergohanteen(broly-cellgames).shader’ ^1…loading ‘scripts/playergohantimechamber.shader’ ^1…loading ‘scripts/playergohanultimate.shader’ ^1…loading ‘scripts/playergoku.shader’ ^1…loading ‘scripts/playergokucell.shader’ ^1…loading ‘scripts/playergokuearly.shader’ ^1…loading ‘scripts/playergokugt.shader’ ^1…loading ‘scripts/playergokumovies.shader’ ^1…loading ‘scripts/playergokussj4.shader’ ^1…loading ‘scripts/playergokuyardrat.shader’ ^1…loading ‘scripts/playergoten.shader’ ^1…loading ‘scripts/playergotenks.shader’ ^1…loading ‘scripts/playerhero.shader’ ^1…loading ‘scripts/playerjeeth.shader’ ^1…loading ‘scripts/playerkidgohan.shader’ ^1…loading ‘scripts/playerkidgohannamek(armor).shader’ ^1…loading ‘scripts/playerkidgohannamek.shader’ ^1…loading ‘scripts/playerkidtrunks.shader’ ^1…loading ‘scripts/playerkrillin.shader’ ^1…loading ‘scripts/playerkrillinnamek.shader’ ^1…loading ‘scripts/playerkrillinsaiyan.shader’ ^1…loading ‘scripts/playermajinbuu.shader’ ^1…loading ‘scripts/playernappa.shader’ ^1…loading ‘scripts/playerperfectcell.shader’ ^1…loading ‘scripts/playerpiccolo.shader’ ^1…loading ‘scripts/playerraditz.shader’ ^1…loading ‘scripts/playerrecoome.shader’ ^1…loading ‘scripts/playersaibaman.shader’ ^1…loading ‘scripts/playersuperbuugohan.shader’ ^1…loading ‘scripts/playertien.shader’ ^1…loading ‘scripts/playertora.shader’ ^1…loading ‘scripts/playerturles.shader’ ^1…loading ‘scripts/playerub.shader’ ^1…loading ‘scripts/playervegeta.shader’ ^1…loading ‘scripts/playervegetabuu.shader’ ^1…loading ‘scripts/playervegetabuumajin.shader’ ^1…loading ‘scripts/playervegetafrieza.shader’ ^1…loading ‘scripts/playervegetagt.shader’ ^1…loading ‘scripts/playervegetanamek.shader’ ^1…loading ‘scripts/playervegetaozaru.shader’ ^1…loading ‘scripts/playervegetto.shader’ ^1…loading ‘scripts/playervidel.shader’ ^1…loading ‘scripts/playeryamcha.shader’ ^1…loading ‘scripts/poudre.shader’ ^1…loading ‘scripts/ragegallitgunattack.shader’ ^1…loading ‘scripts/rideauxlitferme.shader’ ^1…loading ‘scripts/rose\_fleur.shader’ ^1…loading ‘scripts/skillscrusherball.shader’ ^1…loading ‘scripts/skillsenergyball.shader’ ^1…loading ‘scripts/skillsenergybeam.shader’ ^1…loading ‘scripts/skillsenergyfx.shader’ ^1…loading ‘scripts/skillsextra.shader’ ^1…loading ‘scripts/skillsfuturetrunks.shader’ ^1…loading ‘scripts/skillsgarlick.shader’ ^1…loading ‘scripts/skillsgeneric.shader’ ^1…loading ‘scripts/skillsjeice.shader’ ^1…loading ‘scripts/skillsnewenergybeamblue.shader’ ^1…loading ‘scripts/skillsnewflashblue.shader’ ^1…loading ‘scripts/skillspiccolo.shader’ ^1…loading ‘scripts/skillsshockingball.shader’ ^1…loading ‘scripts/skillsspecific.shader’ ^1…loading ‘scripts/skillsspecific2.shader’ ^1…loading ‘scripts/skillsultimategohanpowerup.shader’ ^1…loading ‘scripts/skillsvegetacell.shader’ ^1…loading ‘scripts/skillsvegetanamek.shader’ ^1…loading ‘scripts/spacepod.shader’ ^1…loading ‘scripts/vitre.shader’ ^1Couldn’t find image file for shader flareShader ^1Couldn’t find image file for shader sun ----- finished R\_Init ----- ------ Initializing Sound ------ SDL\_Init( SDL\_INIT\_AUDIO )… OK SDL audio driver is “dsound”. SDL\_AudioSpec: Format: AUDIO\_S16LSB Freq: 22050 Samples: 512 Channels: 2 Starting SDL audio callback… SDL audio initialized. Channel memory manager started ----- Sound Info ----- 1 stereo 16384 samples 16 samplebits 1 submission\_chunk 22050 speed 0000000034436700 dma buffer No background file.
> 
> ## Sound initialization successful.
> 
> ## Sound memory manager started **Try loading dll file D:\Zeq2\Game\Base64\uix64.dll**  **Loading DLL file: D:\Zeq2\Game\Base64\uix64.dll** **Sys\_LoadGameDll(D:\Zeq2\Game\Base64\uix64.dll) found vmMain function at 0000000180007120** 8 arenas parsed ^1WARNING: interface/menu/background.png not present, using interface/menu/background.jpg instead ^1Couldn’t find image file for shader zeq2litelogo ^1WARNING: interface/menu/explosionBlue.png not present, using interface/menu/explosionBlue.jpg instead ^1WARNING: interface/menu/black.png not present, using interface/menu/black.jpg instead ^1WARNING: interface/menu/explosionPurple.png not present, using interface/menu/explosionPurple.jpg instead ^1WARNING: interface/menu/explosionYellow.png not present, using interface/menu/explosionYellow.jpg instead ^1Couldn’t find image file for shader menuSide — Common Initialization Complete — Winsock Initialized Hostname: 64bit\_Kanone Channel memory manager started CL\_PlayCinematic\_f Channel memory manager started CIN\_PlayCinematic( zeq2logo.roq ) play(zeq2logo.roq), ROQSize\<=0 Channel memory manager started S\_StartBackgroundTrack( music/menu.ogg, music/menu.ogg ) Channel memory manager started S\_StartBackgroundTrack( music/menu.ogg, music/menu.ogg ) S\_StartBackgroundTrack( music/credits.ogg, music/credits.ogg ) ----- Client Shutdown (Client quit) ----- Channel memory manager started Channel memory manager started Channel memory manager started Channel memory manager started RE\_Shutdown( 1 ) Hunk\_Clear: reset the hunk ok Closing SDL audio device… SDL audio device shut down.

**i think the dll’s cgame and qagame was not found. i try to delete both files and the game starts up with the same problem. it only loads the uix64.dll file and the other both dll’s was ignored by the game. why?**

when i try to start a match in the game than i have this error:

> [@](#):
>
> ## Initializing Shaders ----- finished R\_Init ----- ----- Client Shutdown (Client fatal crashed: **VM\_Create on game failed** ) ----- RE\_Shutdown( 1 ) Closing SDL audio device… SDL audio device shut down.
> 
> ## ----- Server Shutdown (Server fatal crashed: **VM\_Create on game failed** ) -----

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<div class="post-metadata">

**Author:** ![zturtleman](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/zturtleman/32/718_2.png) [@zturtleman](https://discourse.ioquake.org/u/zturtleman)\
**Post date:** [October 26, 2014, 10:52pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/6 "2014-10-26T22:52:44Z")

</div>

game and cgame are loaded with you start a map. cgame is loaded when you join a server.

---

<div class="post-metadata">

**Author:** ![Uaffael64](https://avatars.discourse-cdn.com/v4/letter/u/d07c76/32.png) [@Uaffael64](https://discourse.ioquake.org/u/Uaffael64)\
**Post date:** [October 26, 2014, 11:26pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/7 "2014-10-26T23:26:45Z")

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i know but when i start a map i have the error VM\_Create on game failed. the error tells me that game is missing like the previous error that telled me that ui was missing.

what can i do now? rename the file qagamex86\_64.dll? to what? i renamed it qagamex64.dll and still doesnt work but to rename the uix64.dll worked.

please help.

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<div class="post-metadata">

**Author:** ![zturtleman](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/zturtleman/32/718_2.png) [@zturtleman](https://discourse.ioquake.org/u/zturtleman)\
**Post date:** [October 27, 2014, 12:22am UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/8 "2014-10-27T00:22:03Z")

</div>

Does `+set developer 1` show where it tries to load game dll from?

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<div class="post-metadata">

**Author:** ![Uaffael64](https://avatars.discourse-cdn.com/v4/letter/u/d07c76/32.png) [@Uaffael64](https://discourse.ioquake.org/u/Uaffael64)\
**Post date:** [October 27, 2014, 9:02am UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/9 "2014-10-27T09:02:55Z")

</div>

okay the problem is solved too. i just rename qagamex64.dll to gamex64.dll

now all dll files are correct. but now the next problem when i start a map:

> [@](#):
>
> ## ----- Client Shutdown (Client fatal crashed: Z\_Malloc: failed on allocation of 10240040 bytes from the main zone) ----- Channel memory manager started Channel memory manager started Channel memory manager started Channel memory manager started forcefully unloading cgame vm RE\_Shutdown( 1 ) Closing SDL audio device… SDL audio device shut down.
> 
> ## ----- Server Shutdown (Server fatal crashed: Z\_Malloc: failed on allocation of 10240040 bytes from the main zone) ----- ==== ShutdownGame ====

**-EDIT-**

okay i solved the problem with **+set com\_hunkmegs 2047**

but the next problem, oh my goooood…

> [@](#):
>
> Goku^7 entered the game  
> serverCommand: 2 : cs 0 “\capturelimit\0\g\_maxGameClients\0\sv\_maxclients\64\timelimit\0\fraglimit\20\dmflags\0\sv\_hostname\ZEQ2-Lite Server\sv\_minRate\0\sv\_maxRate\0\sv\_minPing\0\sv\_maxPing\0\sv\_floodProtect\1\g\_powerlevel\1000\g\_powerlevelMaximum\32767\g\_allowTiers\1\g\_allowScoreboard\0\g\_allowSoar\1\g\_allowBoost\1\g\_allowFly\1\g\_allowZanzoken\1\g\_allowJump\1\g\_allowBallFlip\1\g\_allowOverheal\1\g\_allowBreakLimit\1\g\_allowMelee\1\g\_allowLockon\1\g\_allowBlock\1\g\_breakLimitRate\1\sv\_dlRate\100\g\_allowAllowAdvancedMelee\1\g\_quickTransformCost\0.32\g\_quickTransformCostPerTier\0.08\g\_quickZanzokenCost-1.0\g\_quickZanzokenDistance-1.0\version\DragonBall 64 1.36.1913 win\_msvc64-x64 Oct 25 2014\com\_gamename\DragonBall64\com\_protocol\71\g\_gametype\0\mapname\landing\sv\_privateClients\0\sv\_allowDownload\0\gamename\Base64\g\_needpass\0\g\_enableDust\0\g\_enableBreath\0”
> 
> ## ^1R\_AddMD3Surfaces: no such frame 0 to 314 for ‘players/VegetaOzaru/tier1/head.md3’ ^1R\_AddMD3Surfaces: no such frame 0 to 314 for ‘players/VegetaOzaru/tier1/head.md3’ ^3RE\_AddRefEntityToScene passed a refEntity which has an origin with a NaN component ----- Client Shutdown (Received signal 11) ----- Channel memory manager started Channel memory manager started Channel memory manager started Channel memory manager started forcefully unloading cgame vm RE\_Shutdown( 1 ) Closing SDL audio device… SDL audio device shut down.
> 
> ## ----- Server Shutdown (Received signal 11) ----- ==== ShutdownGame ====

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<div class="post-metadata">

**Author:** ![zturtleman](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/zturtleman/32/718_2.png) [@zturtleman](https://discourse.ioquake.org/u/zturtleman)\
**Post date:** [October 27, 2014, 2:23pm UTC](https://discourse.ioquake.org/t/how-can-i-build-64-bit-qvm-files-for-windows/385/10 "2014-10-27T14:23:17Z")

</div>

Hmm. Signal 11 means it crashed. You could try to build Debug and run in debugger to find where it crashes.
