Error: Item count is over the 512 limit. Created 17 years ago2007-07-15 12:11:59 UTC by Lemon Lemon

Created 17 years ago2007-07-15 12:11:59 UTC by Lemon Lemon

Posted 17 years ago2007-07-15 12:11:59 UTC Post #228992
My map compiled fine but when i try to run it, it loads a while and then gets back to the main menu. When i check out the console it says:

Host_Error: PF_precache_sound_I: Sound 'bullchicken/bc_attackgrowl2.wav' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

This is the first time I try to run the map as a whole. Before i tested it in parts.

Does that mean I have to reduce the entity amount? I tried to get the amount a bit smaller but it didn't seem to help, I'm probably a lot over the limit then. I also had this error MAX_ENGINE_ENTITIES before but i solved it by reducing the entity amount with 200! And now it feels impossible to delete more.

Here is some info from Valve Hammer Editor:

Solids: 4285
Faces: 25155
PointEntities: 860
SolidEntities: 247
Unique textures: 319
Texture memory: 9.02MB

Is the only solution to this to just split my map? This is already a half of the original map. :|
Posted 17 years ago2007-07-15 12:16:26 UTC Post #228993
Unfortunately, the limit to the number of entities (brush or point based) you can have in your map is 1024. This is actually enforced by the compile tools, not the engine, so I'm a bit surprised you even got it to work. Are you using ZHLT?

I'd just split the map, as it'll make everything easier anyway. That's an awful lot of textures you've got there too.
Posted 17 years ago2007-07-15 12:30:06 UTC Post #228995
Ahh! I thought the HL engines limit for the entities was 2048. What is the 2048 limit then if its not the enities?

And yes, I'm using ZHLT. It complained about the enity amount before but when i got to 1130 it stopped and now the game itself is complaining.

I've seen a map work fine with texture memory of 15mb.

Probably I'll split the map then.
Posted 17 years ago2007-07-15 12:40:11 UTC Post #228998
The engine limit is 2048, but the compile tools apparently limit it to 1024. I've never seen a map with that many entities before, so I can't say I'd know how it should react.
Posted 17 years ago2007-07-15 12:49:51 UTC Post #229001
Wow it's a mystery then because it was the game who was complaining about the limit, not ZHLT. But whatever it is, something gotta be done.

Thanks for your time and help.
Posted 17 years ago2007-07-15 13:09:31 UTC Post #229004
Solids: 4285
Faces: 25155
Fucking hell. That's one big map. :o
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-15 13:11:03 UTC Post #229005
Try to increase the texture memory to 8192, so that more memory becomes available during compile. This may not work at all though.

If you're making a singleplayer map, try splitting the map in half and then connect the two halfs with a changelevel entity setup.

If you're making a multiplayer map, try combining brush entities (func_walls).
Posted 17 years ago2007-07-15 13:53:19 UTC Post #229014
Fucking hell. That's one big map. :o
Lol, yes it is and I have no idea how it's going to work in game if i don't split it up. :D

Ever seen a map that big working?
If you're making a multiplayer map, try combining brush entities (func_walls).
It's a multiplayer map. Sven Co-op actually, and that's why it can be split.

I've been combining a lot of brush entities. It helped me to reduce the first 200 entities (+ deleted some info_nodes and stuff). There isn't much combining anymore so I'm in biiiig trouble if I don't split up the map.
Posted 17 years ago2007-07-15 14:39:51 UTC Post #229021
Ah, SC.
I think the hugest SC maps might even go over that brush/face count.. Why not contact their authors and see how they've managed it?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-15 15:08:06 UTC Post #229027
Why not contact their authors and see how they've managed it?
Good idea. :D

//EDIT:

I tried to reduce the map's entity amount to 1024 and it didn't run. After deleting about 40 more I finally managed to run it! Thanks guys!

Unfortunately, I'm now having problems with huge epoly counts. Sometimes it gets even up to 17 000 and the game is really laggy. I'm going to delete some monsters and make some of them to spawn a little bit later in the map so there wont be so many monsters living at the same time. I'm not sure if it helps tho.

I'm also having a small problem with one texture. When playing the map it seems to be another one. The texture is -0C2A4_PAN2 and it gets replaced by -3C2A4_PAN2. They are both from halflife.wad and are very similiar. Does anyone know how this can be fixed?

////EDIT:

Fixed the texture problem. I used another texture.

I found out that the actual cause of the error "item count is over the 512 limit" was one sound replacement file, not the entities. I was using too many sound files. Deleting only soundfiles didn't help, I had to change the sound replacement file!

Why I first thought it was about the entities was because when i deleted some more entities I started to save the map with a different name and I didn't have the sound replacement files in this new map's sound folder. Because I didn't have them there, the map worked and the only thing I could think about was the entities.

Sorry about the mess. :D
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