CRopeManager Error Created 19 years ago2005-04-20 02:23:19 UTC by AJ AJ

Created 19 years ago2005-04-20 02:23:19 UTC by AJ AJ

Posted 19 years ago2005-04-20 02:23:19 UTC Post #104855
Upon loading my map, I am literally bombarded with hundreds of lines of this error:

CRopeManager::AddToRenderCache count to large for cache!

This error repeats itself over and over and over, slowing the map down to a crawl. My map contains no problems from the compile, or any in Hammer. My only guess is the cables I've got in it. There's quite a few, but not enough, in my opinion, to really piss off Source. Google produced no results either.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-20 03:03:59 UTC Post #104859
Try removing them slowly and see which one's causing the error. Maybe you set the segments to a thousand instead of ten, or something.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-20 03:11:05 UTC Post #104860
Well, nearly all of them are cloned from the previous one. The thing is, I still haven't finished putting in power cables. :P
I'll try it and see. I'll visgroup the power lines and compile without them.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-20 11:25:12 UTC Post #104926
Perhaps make the ropes bigger?
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-04-20 12:20:52 UTC Post #104942
How many Move/Keyframe_rope 's have you got exactly? Use the entity explorer.
Posted 19 years ago2005-04-20 13:37:00 UTC Post #104968
Maybe there is to many for the engine to handle?

Hence the "to large for cache."
Luke LukeLuke
Posted 19 years ago2005-04-20 13:38:06 UTC Post #104969
I just got an idea!

Make one keyframe_ropes and just use a bunch of constraints!

Its a power line, right?
Luke LukeLuke
Posted 19 years ago2005-04-20 23:04:46 UTC Post #105055
keyframe_rope = 160
move_rope = 21

Surely that isn't a lot...
AJ AJGlorious Overlord
Posted 19 years ago2005-04-21 14:19:42 UTC Post #105159
Well I wouldnt say that. Its probly borderline, try cutting down. What are you using them for?
Posted 19 years ago2005-04-23 13:25:41 UTC Post #105508
I took a look at the CRopeManager code:
00233 // A full rope list should have been generate in CreateRenderCache
00234 // If we didn't find one, then allocate the mofo.
and
00243 if ( m_aRenderCache[iRenderCache].m_nCacheCount >= MAX_ROPE_RENDERCACHE )
00244 {
00245 Warning( "CRopeManager::AddToRenderCache count to large for cache!n" );
Okay, I'm not calling myself a C++ expert, but as far as I can tell the engine attempts to make a full rope list while it's putting stuff into the cache. Apparently the amount of ropes (m_nCacheCount) is > than the max rope allowed in your render cache.

I'm guessing this is the trainstation map, right? Try reducing some of the sections in the rope, and try making them cheaper. Else you might just have too many visible ropes ;x
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-23 22:12:23 UTC Post #105566
I visgrouped them and recompilled and I don't get the error. Guess I'll just spread the power poles apart more, and delete some of the ropes. What a bitch... :P
AJ AJGlorious Overlord
Posted 19 years ago2005-04-24 00:02:55 UTC Post #105572
No idea why visgrouping + recompiling worked, but if it looks like it works and it feels like it works then it works I guess ;x
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-24 01:07:51 UTC Post #105575
I visgrouped them, then I unticked them, which removed them from view and from the compile. :P
No big mystery, they just weren't compilled.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-24 13:03:17 UTC Post #105652
Oh I thought you visgrouped them and then turned them off and on again and then it started working :P

Still, try blocking some or removing some if you can ;x
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-28 02:27:37 UTC Post #106225
have you tried to rename each rope like you should anyway??? maybe their all trying to goto each other. cuz when i clone i always have to change the names. ;)
You must be logged in to post a response.