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Questions surrounding entity limit

[1]

Forums > HL Engine Discussion

01 Dec 17, 00:28
By olograph
avatar
Member
Hi, I get the "ED_ALLOC: no free edicts" error. It's no surprise. I exaggerated with the entities.

Now I need to cut, but there are a few things I wanted to know:

-Is there a way to know of how many one's busting the entities limit?
-Do lights count as entities and can light textures replace them without creating entities?

Thanks as always
01 Dec 17, 02:40
By The Mad Carrot
avatar
 
If you enable the -chart flag you'll get a nice list of object names and their maximum objects and memory usage. It'll look like this:



Point light entities do count towards the entity limit, texture-lights do not, but don't quote me on that.
01 Dec 17, 05:47
By twitch1
avatar
Member
It is most handy to do -chart with HLRAD and HLVIS at the end of the compiles
01 Dec 17, 07:29
By Solokiller
avatar
Member
Named lights count toward the limit, unnamed lights do not.

You can increase the maximum number of entities to 2048 with the command line parameter -num_edicts 2048, or by editing liblist.gam and adding this:
Quote:

"edicts" "2048"


Note that anyone that plays your map will also have to add this.

There is no way to check how many entities above the limit you're at, since entities spawned by other entities also count, and the game doesn't check how many are left when this error occurs.
01 Dec 17, 18:35
By DiscoStu
avatar
Member
Yeah. That exactly happened to me some time ago with a looping multi_manager. You had to complete the map in a short time or the game would crash tongue - :P
01 Dec 17, 19:13
By abbadon
avatar
Member
Wow!!, like putting INT_ASM 3 into the code!! (I think that was the line of code). Headcrab Basher - :crowbar:
01 Dec 17, 19:40
By olograph
avatar
Member
"If you enable the -chart flag"

On what exe?

Edit: I see it's on every compile tools.

"Note that anyone that plays your map will also have to add this."

If it's a multiplayer map, does anyone playing need to add num_edicts 2048 or only the server?

"Named lights count toward the limit, unnamed lights do not."

Meaning you can add as many light entities you want as long as their aren't named?
01 Dec 17, 19:43
By olograph
avatar
Member
OK, like I said, I can cut a lot in term of entities, but judging from the chart from the rad compile tool, I shouldn't get the "ED_ALLOC: no free edicts" error:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 267/2048 17088/131072 (13.0%)
planes 14790/65536 295800/1310720 (22.6%)
vertexes 21778/65535 261336/786420 (33.2%)
nodes 10352/32767 248448/786408 (31.6%)
texinfos 2608/32767 104320/1310680 ( 8.0%)
faces 14466/65535 289320/1310700 (22.1%)
* worldfaces 12301/32768 0/0 (37.5%)
clipnodes 23595/32767 188760/262136 (72.0%)
leaves 7344/32760 205632/917280 (22.4%)
* worldleaves 5226/8192 0/0 (63.8%)
marksurfaces 20891/65535 41782/131070 (31.9%)
surfedges 67804/512000 271216/2048000 (13.2%)
edges 36567/256000 146268/1024000 (14.3%)
texdata [variable] 14932/33554432 ( 0.0%)
lightdata [variable] 892617/50331648 ( 1.8%)
visdata [variable] 70617/8388608 ( 0.8%)
entdata [variable] 216811/2097152 (10.3%)
* AllocBlock 24/64 0/0 (37.5%)

I started having this error about at the same time I started adding some lights. Note that I use num_edicts 4095, but still get the error. I can start the map by going into the game and creating a server though. Here's my full log:

C:\Program Files\J.A.C.K>SET mapname=forgottenbunker2_1_1

C:\Program Files\J.A.C.K>SET mapname=forgottenbunker2_1_1

C:\Program Files\J.A.C.K>SET gamefolder=C:\Program Files (x86)\Steam\steamapps\common\Half-Life\

C:\Program Files\J.A.C.K>SET modfolder=C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\

C:\Program Files\J.A.C.K>set mapsfolder=C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\

C:\Program Files\J.A.C.K>SET toolsfolder=C:\UMHLT\tools\vhlt_goldsrc\

C:\Program Files\J.A.C.K>SET lightsradpath=C:\UMHLT\tools\lights.rad

C:\Program Files\J.A.C.K>SET rmffolder=C:\Users\jacqu\Documents\Valve Hammer Editor\

C:\Program Files\J.A.C.K>SET gameexe=hl.exe

C:\Program Files\J.A.C.K>SET resgenfolder=C:\Resgen\wdw

C:\Program Files\J.A.C.K>cd C:\Program Files (x86)\Steam\steamapps\common\Half-Life\

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>del "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\forgottenbunker2_1_1.bsp" /F /Q

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>del "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\forgottenbunker2_1_1.pts" /F /Q
Could Not Find C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\forgottenbunker2_1_1.pts

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>C:\U
MHLT\tools\vhlt_goldsrc\hlcsg_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -wadautodetect
hlcsg v3.4 VL34 64-bit (Mar 14 2017)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlcsg -----
Command line: C:\UMHLT\tools\vhlt_goldsrc\hlcsg_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -wadautodetect
Arguments: "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -wadautodetect
Entering C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|---------
----------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
0%...10%...20%...30%...40%...50%...60%...70
%..Warning: Illegal Brush (edge without opposite face): Entity 1270, Brush 0

.80%...90%.Warning: Illegal Brush (edge without opposite face): Entity 853, Brush 0

.. (0.78 seconds)
CSGBrush:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (3.04 seconds)

added 43 additional animating textures.
Including Wadfile: \UMHLT\tools\zhlt.wad
- Contains 4 used textures, 1.23 percent of map (19 textures in wad)
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\decals.wad
- Contains 27 used textures, 8.33 percent of map (222 textures in wad)
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\forgottenbunker2.wad
- Contains 25 used textures, 7.72 percent of map (25 textures in wad)
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\halflife.wad
- Contains 264 used textures, 81.48 percent of map (3116 textures in wad)
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\liquids.wad
- Contains 2 used textures, 0.62 percent of map (32 textures in wad)
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\xeno.wad
- Contains 2 used textures, 0.62 percent of map (264 textures in wad)

Wad files required to run the map: "decals.wad;forgottenbunker2.wad;halflife.w
ad;liquids.wad;xeno.wad;"
Texture usage is at 3.72 mb (of 32.00 mb MAX)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/2048 0/131072 ( 0.0%)
planes 47310/65536 946200/1310720 (72.2%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 2890/32767 115600/1310680 ( 8.8%)
faces 0/65535 0/1310700 ( 0.0%)
* worldfaces 0/32768 0/0 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/32760 0/917280 ( 0.0%)
* worldleaves 0/8192 0/0 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 18708/33554432 ( 0.1%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 216811/2097152 (10.3%)
* AllocBlock 0/64 0/0 ( 0.0%)
324 textures referenced
=== Total BSP file data space used: 1297319 bytes ===
Wad files required to run the map: "decals.wad;forgottenbunker2.wad;halflife.w
ad;liquids.wad;xeno.wad;"
4.98 seconds elapsed

----- END hlcsg -----

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>C:\U
MHLT\tools\vhlt_goldsrc\hlbsp_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -maxnodesize 512
hlbsp v3.4 VL34 64-bit (Mar 14 2017)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlbsp -----
Command line: C:\UMHLT\tools\vhlt_goldsrc\hlbsp_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -maxnodesize 512
Arguments: "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -maxnodesize 512

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-----------
--------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 1024)
max node size [ 512 ] [ 8192 ] (Min 64) (Max 8192)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...35
00...4000...4500...5000...5500...6000...6
500...7000...7500...8000...8500...8558 (3.69 seconds)
BSP generation successful, writing portal file 'C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...35
00...4000...4500...5000...5500...6000...6
500...7000...7209 (2.40 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...35
00...4000...4500...5000...5500...6000...6
500...6831 (2.23 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...35
00...4000...4500...5000...5500...6000...6
500...7000...7500...7653 (2.68 seconds)
Reduced 25098 clipnodes to 23481
Reduced 2890 texinfos to 2608
Reduced 324 texdatas to 314 (18708 bytes to 14932)
Reduced 47310 planes to 14790
FixBrinks:
Increased 23481 clipnodes to 23595.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 267/2048 17088/131072 (13.0%)
planes 14790/65536 295800/1310720 (22.6%)
vertexes 21778/65535 261336/786420 (33.2%)
nodes 10352/32767 248448/786408 (31.6%)
texinfos 2608/32767 104320/1310680 ( 8.0%)
faces 14466/65535 289320/1310700 (22.1%)
* worldfaces 12301/32768 0/0 (37.5%)
clipnodes 23595/32767 188760/262136 (72.0%)
leaves 7344/32760 205632/917280 (22.4%)
* worldleaves 5226/8192 0/0 (63.8%)
marksurfaces 20891/65535 41782/131070 (31.9%)
surfedges 67804/512000 271216/2048000 (13.2%)
edges 36567/256000 146268/1024000 (14.3%)
texdata [variable] 14932/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 216811/2097152 (10.3%)
* AllocBlock 24/64 0/0 (37.5%)
314 textures referenced
=== Total BSP file data space used: 2301713 bytes ===
Wad files required to run the map: "decals.wad;forgottenbunker2.wad;halflife.w
ad;liquids.wad;xeno.wad;"
24.40 seconds elapsed

----- END hlbsp -----

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>C:\U
MHLT\tools\vhlt_goldsrc\hlvis_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart
hlvis v3.4 VL34 64-bit (Mar 14 2017)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlvis -----
Command line: C:\UMHLT\tools\vhlt_goldsrc\hlvis_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart
Arguments: "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart
941 portalleafs
2904 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-----------
--------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.65 seconds)
LeafThread:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (20.04 seconds)
average leafs visible: 103
g_visdatasize:70617 compressed from 111038
---- Calc Ambient Sounds ----

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 267/2048 17088/131072 (13.0%)
planes 14790/65536 295800/1310720 (22.6%)
vertexes 21778/65535 261336/786420 (33.2%)
nodes 10352/32767 248448/786408 (31.6%)
texinfos 2608/32767 104320/1310680 ( 8.0%)
faces 14466/65535 289320/1310700 (22.1%)
* worldfaces 12301/32768 0/0 (37.5%)
clipnodes 23595/32767 188760/262136 (72.0%)
leaves 7344/32760 205632/917280 (22.4%)
* worldleaves 5226/8192 0/0 (63.8%)
marksurfaces 20891/65535 41782/131070 (31.9%)
surfedges 67804/512000 271216/2048000 (13.2%)
edges 36567/256000 146268/1024000 (14.3%)
texdata [variable] 14932/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 70617/8388608 ( 0.8%)
entdata [variable] 216811/2097152 (10.3%)
* AllocBlock 24/64 0/0 (37.5%)
314 textures referenced
=== Total BSP file data space used: 2372330 bytes ===
Wad files required to run the map: "decals.wad;forgottenbunker2.wad;halflife.w
ad;liquids.wad;xeno.wad;"
20.86 seconds elapsed

----- END hlvis -----

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>C:\U
MHLT\tools\vhlt_goldsrc\hlrad_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -verbose -lights "C:\UMHLT\tools\lights.rad"
hlrad v3.4 VL34 64-bit (Mar 14 2017)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
----- BEGIN hlrad -----
Command line: C:\UMHLT\tools\vhlt_goldsrc\hlrad_x64.exe "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -verbose -lights C:\UMHLT\tools\lights.rad
Arguments: "C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1" -chart -verbose -lights C:\UMHLT\tools\lights.rad

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|
-------------------------
threads [ 4 ] [ Varies ]
verbose [ on ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Normal ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ off ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
Using Wadfile: C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1.wa_
314 textures referenced
Reading texlights from 'C:\UMHLT\tools\lights.rad'
0 opaque models
0 opaque faces
14466 faces
Create Patches : 29032 base patches
468899 square feet [67521536.00 square inches]
147 direct lights and 16386 fast direct lights
1 light styles
Error: FS_Init: couldn't init game directory!
0 opaque studio models

FindFacePositions:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (7.16 seconds)
BuildFacelights:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (107.70 seconds)
BuildVisLeafs:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (36.20 seconds)
visibility matrix : 6.6 megs
MakeScales:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (36.71 seconds)
Transfer Lists : 11744960 : 11.74M transfers
Indices : 12506240 : 11.93M bytes
Data : 23572906 : 22.48M bytes
Bounce 1 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.41 seconds)
Bounce 2 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.41 seconds)
Bounce 3 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.40 seconds)
Bounce 4 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.41 seconds)
Bounce 5 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.40 seconds)
Bounce 6 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.45 seconds)
Bounce 7 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.43 seconds)
Bounce 8 GatherLight:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.41 seconds)
CreateTriangulations:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.27 seconds)
AddPatchLights:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (5.23 seconds)
FinalLightFace:
0%...10%...20%...30%...40%...50%...60%...70
%...80%...90%... (0.03 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 267/2048 17088/131072 (13.0%)
planes 14790/65536 295800/1310720 (22.6%)
vertexes 21778/65535 261336/786420 (33.2%)
nodes 10352/32767 248448/786408 (31.6%)
texinfos 2608/32767 104320/1310680 ( 8.0%)
faces 14466/65535 289320/1310700 (22.1%)
* worldfaces 12301/32768 0/0 (37.5%)
clipnodes 23595/32767 188760/262136 (72.0%)
leaves 7344/32760 205632/917280 (22.4%)
* worldleaves 5226/8192 0/0 (63.8%)
marksurfaces 20891/65535 41782/131070 (31.9%)
surfedges 67804/512000 271216/2048000 (13.2%)
edges 36567/256000 146268/1024000 (14.3%)
texdata [variable] 14932/33554432 ( 0.0%)
lightdata [variable] 892617/50331648 ( 1.8%)
visdata [variable] 70617/8388608 ( 0.8%)
entdata [variable] 216811/2097152 (10.3%)
* AllocBlock 24/64 0/0 (37.5%)
314 textures referenced
=== Total BSP file data space used: 3264947 bytes ===
Wad files required to run the map: "decals.wad;forgottenbunker2.wad;halflife.w
ad;liquids.wad;xeno.wad;"
199.69 seconds elapsed [3m 19s]

----- END hlrad -----

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>copy
"C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\forgottenbunker2_1_1.bsp" /Y
1 file(s) copied.

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>copy
"C:\Users\jacqu\Documents\Valve Hammer Editor\forgottenbunker2_1_1.pts" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\forgottenbunker2_1_1.pts" /Y
The system cannot find the file specified.

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>C:\R
esgen\wdwRESGen.exe -ok -f "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valv
e\maps\forgottenbunker2_1_1.bsp"
'C:\Resgen\wdwRESGen.exe' is not recognized as an internal or external command,
operable program or batch file.

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>rem hl.exe +map forgottenbunker2_1_1 -dev -rpt +num_edicts 4095

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>hl.e
xe +map forgottenbunker2_1_1 +deathmatch 1 -dev -rpt +num_edicts 4095

C:\Program Files (x86)\Steam\steamapps\common\Half-Life>
01 Dec 17, 19:52
By Solokiller
avatar
Member
Quote:

%..Warning: Illegal Brush (edge without opposite face): Entity 1270, Brush 0

.80%...90%.Warning: Illegal Brush (edge without opposite face): Entity 853, Brush 0


Should probably fix this. If there are any warnings or errors during compilation then it probably won't work properly anyway.
01 Dec 17, 20:10
By olograph
avatar
Member
Both are spheres cut in half. I don't know how to fix this and all seems to work anyways. Not that I don't want to fix it.

Can I leave it like this or it automatically breaks something else?

Edit: What I'll do is not cut the spheres. That's it. It worked. No more error.
01 Dec 17, 20:22
By olograph
avatar
Member
OK it's -num_edicts and not +num_edicts. I don't think it's a cvar.
This way I can keep mapping until then end (only lighting left) at which I will start cutting until the error goes away.

So guys, it seems that the -chart switch didn't really help isn't it?
01 Dec 17, 20:52
By Solokiller
avatar
Member
All -chart does is give you information, it doesn't fix anything.
01 Dec 17, 22:03
By olograph
avatar
Member
Yes I know, but none of the percentages where close to 100%, but still had the error message. It's not very helpful / straightforward. Like I can't conclude of how many entities I exceed with the provided numbers.
03 Dec 17, 04:47
By Tetsu0
avatar
Tet Soo Oh
Brushwork spheres? Goldsource doesn't play nice with those.
Is there a way you can replace that for a model?

I think i also ran into the ALLOCBLOCK error once before due to an excess of clipnodes.

Try changing fancy brushwork into func_illusionaries and then placing rectangular clip brushes over the geometry to simplify your clip nodes.

If you don't want to use a model for those spheres, I'd start there

Also which set of compile tools are you using?
04 Dec 17, 00:03
By SourceSkyBoxer
avatar
Member
Hahaha I feel laugh because you say always problematic and why do you not check Sven Coop Community I have shown about sphere or torus ( in and out )

Just create like triangle ( three corner pyramid ) than you can create simple with help like so close to Source Engine Road curving ( Since I have posted pictures here TWHL curvy hallways = like it is easy to draw sphere ) Or just ask Windawz ( since his map has sometimes curvy pipelines for Deathmatch of Half-Life )

I don't believe that allocblock has not thrown. Use UMHLT better because VHLT has sometimes hole of textures when you already compile map and in game looks many hole textures.

I recommend you with UMHLT and it fix and clean. Good luck!
04 Dec 17, 00:13
By The303
avatar
Member
A huge thing that I found was using func_detail (have you loaded the fgd & wad for the tool extra textures for your newer compilers?) on any detail or complex brush prop. A reduction in clipnodes is to change your func_details to "passable" "yes" then place a simple clipnode brush(es) as your collision.
04 Dec 17, 00:19
By SourceSkyBoxer
avatar
Member
@The303 but for me! No func_detail. Just make normal mesh into group of meshes.
04 Dec 17, 03:52
By olograph
avatar
Member
Hi Guys,

I'm using UMHLT. Yes I imported its fgd. I see func_detail and stuff.

There's one sphere that was just for show. I turned it into a passable func_detail.

There's two other spheres that are func_pushables. I'll consider removing at least one of them when I'm desperate.

There's one last sphere that I'd like to leave as is. I want the player to be able to walk on it.

Thanks for the tips to spare clipnodes. That makes sense.
04 Dec 17, 12:13
By Solokiller
avatar
Member
Be careful when turning complex brushwork into func_pushable, the physics in this game is pretty simple and won't work that well with it, it'll clip through walls and other objects.

IIRC You can sort of cheat by using 1 unit high clip brushes on the ground to fit to the physics mesh for the object, it'll visually bump into objects when you do that.
04 Dec 17, 17:14
By olograph
avatar
Member
"it'll clip through walls and other objects."

It worked flawlessly so far.
07 Dec 17, 21:41
By olograph
avatar
Member
I transformed a couple of complex objects into passable func_details and added a clip brush on top of them, but I see no difference in game, meaning that I can't walk on them as a big rectangle.

Am I doing something wrong?

I also went dichotomic with the -num_edicts switch and figured out that I need to pass 1112 as a minimum value for the game to run. It exceeds the default value of 900 by 212. Yikes! Granted we're talking about entities here. That's a lot of stuff to cut!
07 Dec 17, 21:59
By olograph
avatar
Member
"Am I doing something wrong?"

I had an issue with JACK, now I can see my changes.

The required num_edicts value has dropped from 1112 to 996. Which is far from being bad. However it's still a bit far from the target.

Note that I removed as well as turned a lot of entities into func_details.
07 Dec 17, 22:00
By Solokiller
avatar
Member
I wouldn't try to go for a specific maximum because new entities can still be created while playing. Just use 2048, it's the maximum and it won't make any real difference.
Remember, this engine is 19 years old, even at its worst it won't really tax modern computers.
07 Dec 17, 22:22
By olograph
avatar
Member
The problem is that it's a multiplayer map. I can't afford requiring people to specify the num_edicts switch for playing.

I think the only solution is to get num_edicts count as low as possible (800 seems reasonable) and do a lot of testing.
07 Dec 17, 22:24
By Solokiller
avatar
Member
If your map is already pushing the limit then it will definitely go above the limit when people start playing it. Every player is an entity, every weapon they pick up is another entity, etc.
The game also changes behavior when the number of entities gets too low, so item spawning logic will be different.

Multiplayer maps made for vanilla games probably shouldn't be too heavy on the number of entities for that reason.
07 Dec 17, 23:08
By olograph
avatar
Member
This just means I'll have to cut where it hurts. Requiring num_edicts is not an option.

I used a lot of entities for a couple of stuff. I realize I can't spare these if I want the whole thing to work.

Note: Requiring num_edicts (for a multiplayer map) is the equivalent of violently throwing your map in the garbage to ever be forgotten.
08 Dec 17, 00:32
By olograph
avatar
Member
I'm officially under the 900 entity limit (meaning that I can ommit the switch and the map will load). I got rid of a lot of entities. I had to say goodbye to one of my 3x3 numpads, among other.

I found out there's no way of knowing the count below the 900 limit. You can provide any value below 900 to the num_edicts switch and it'll always work.

I guess I'll have to test that map with a bunch of bots...
08 Dec 17, 04:14
By olograph
avatar
Member
One good thing I noticed is that I don't get the num_edicts error when I start a server. I got it eventually, but not on startup which suggests that servers are more efficient i.e.: they might not create entities if nobody sees them.

I have done one big cleanup of my map and can't find anything else to cut. I don't have the num_edicts error when I run half-life from the command line. I need to test it on the server and client side. I'll be doing this from tomorrow.
08 Dec 17, 10:08
By Solokiller
avatar
Member
That can happen what you're using entities that can spawn other entities, like respawning weapons, monstermakers, multi_managers with the multithreaded flag set, etc.

Also, please try to use the edit button instead of double posting.
09 Dec 17, 23:10
By abbadon
avatar
Member
Remember how you find the solution to remove from memory the ent from monstermakers wink-wink - ;)

http://twhl.info/forums.php?thread=19142
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