AllocBlock Full error-I'm crazy now! Created 16 years ago2007-09-24 13:32:11 UTC by Striker Striker

Created 16 years ago2007-09-24 13:32:11 UTC by Striker Striker

Posted 16 years ago2007-09-24 13:32:11 UTC Post #234892
I'm crazy now.AAAAAAAAAA!!!!!!!!!!!!!!!!!all kind of f***ng mo*******er stupid errors.And the Explanations ar the same.Could anybody explain me clear what can i do??????!!! Pleaseeeee....I'm desperateeeee....You don't need my map.Please tell me the cause and eventual repairing metods.Please don't repost stupid explanaitons i dont'e even understand.Also....Please don't delete the post.I'm sure a lot of people agree with me.If the Site can do,please put a poll something like : Do you hate the errors from hammer? or somehting like that.Please give me an anwser.And PLEASE DO NOT REPOST EXPLANATIONS FROM OTHER TOPICS!!!! Please ignore my crazyness......I mean: AAAAAARRRRRGHHHHHHHHHHHH!!!!!!!! :nuts:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-24 13:53:02 UTC Post #234894
Wow. :zonked:

AllocBlock full - literally means

You're running out of memory

So, essentually what you need to do is makes changes which will cause your map compile to use less memory.

You could try scaling up some textures in your map, or make your map smaller. Or simplify some of your geometry, if you have very complex stuff in there. This can all help.

You could also try compiling with a batch compiler like "Nems Batch Compiler" (which I use) - this allows you to compile maps without having Steam running, which frees up some memory. So this could help too.

Best of luck.
Posted 16 years ago2007-09-24 15:30:57 UTC Post #234900
wait wait wait!!! YOu mean that if I have more RAM I won't receive this error anymore???? cause I was Working on a computer with 512 MB(not my computer) But my computer has 1 Gb DDR2 ......on my computer I wont get this error anymnore????
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-24 16:17:48 UTC Post #234909
ha?????? what's that???? :zonked: ....wait a second.....is there a limit?????!!!!!!!!!!!!!!!! Then how the fuck were made .....de_dust.....cs_assault.......as_oilrig........and other big maps????!!!!!!
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-24 16:54:30 UTC Post #234910
Yes, there are limits.

The beauty of the Half Life engine(s) is that they can make a lot out of very little. You don't need a bazillion brushes to make things look complex. It's all about scale, proportion, and good texturing.

The large maps like assault etc, that you mentioned are possible when a mapper understands how to make interesting-looking-stuff while still remaining within the limits of the engine. Learning what the engine can and cannot do is half of the battle when you're learning to map.

You simply must have gone overboard with something on your map.

Throwing more memory at your particular problem might cure it, it might not. As I know nothing of your map itself, I can't be sure. But even if more ram did fix it, you'd be treating a symptom, and not the cause of the real problem.
Posted 16 years ago2007-09-24 17:02:08 UTC Post #234911
should i post my map? i'm tired do i really have to post an image?...i'll just post the map.... here is the map...please help(notice i have a lot to put on this map and if i am limited i'm at a dead end.Please don't modify just tell me what i can do to improve.Thank you.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-24 17:20:40 UTC Post #234912
oh and please tell me if you now the portal/leafs/brush and entities limitations.....I want to now.....
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-24 17:25:06 UTC Post #234913
You could start with sealing the leak(s) so you actually can do a complete compile.
Posted 16 years ago2007-09-25 05:08:53 UTC Post #234956
ok i even dont think i have leaks!!!! I have some sky brushes but they are ok!
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 06:42:44 UTC Post #234957
oh and another thing.I don't understand some stupid explanations(not all :biggrin: ) because i don't understand the english that well and don't have a technical dictionary...I have read somewhere that you get more faces if the texture is tiny scaled.If the scale is bigger you will get fewer faces.Is this dealing with "allocblock full"? Because if so,for the compiler my map is a disaster!!! I have big walls and i didn't notice the scale(because I didn't know!!!) And I think that all the textures are scaled to 1.0(that's the default isn't it?).....Oh my god.....Somebody tell me something.....Or else I'm gonna eat those fucking peppers :biggrin:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 06:48:10 UTC Post #234958
The map you uploaded DOES have a leak. You can tell without even opening the map because there is a LIN file present. The LIN file is created by Hammer, in response to a leak being found during compile.

There is an option in hammer to "load pointfile" which will point out to you where the leak is.

Use this option, and load the LIN file. This will show you where the leak is.

Leaks can cause all sorts of problems. It is possible that the leak is the ENTIRE cause of your problem.
Posted 16 years ago2007-09-25 07:23:06 UTC Post #234959
what the hell are marking those lines?
User posted image


click to enlarge
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 07:37:51 UTC Post #234960
That looks to me like there are lots of leaks, and hammer is pointing them all out at once. But that's confusing.

Did the old Hammer do that ?? It's been so long since I used anything except Hammer4, that I just can't remember.
Posted 16 years ago2007-09-25 07:37:58 UTC Post #234961
If you've opened the .lin file (not the .pts file) folow the line from blue to red, your leak or hole should be close to the end of the line.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-09-25 07:46:20 UTC Post #234962
I really don't understand what you say......follow the line from blue to red.....there are only hazardous red lines when I opened the .LIN file.....but please download my map and just add some decals for example near the leak....I think then I could associate those lines with the leaks.Thanks you for the effort.The fucking peppers where realy yammyy......
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 07:53:43 UTC Post #234963
Look closer...

Here's your problem:
http://www.themightyatom.nl/screenshots/problem.jpg

You've put an entity, a light entity in this case, outside your map, in the void (void = buildable space in hammer). Delete it or move this entity inside your map. This may not fix the AllocBlock Full error, cuz there might be more leaks in your map.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-09-25 08:07:52 UTC Post #234964
Sorry please forgive me I'm geting on your nerves.but I need help.I Used LeakMark.Well......it's a small program wich helps you determine the leaks.And this program is inserting small cubes where is the leak.Now that cube appeared in a place where there wasn't a leak!!!!(it was a sky brush)I looked closely .I didnt find the f...ng leak!!!!!!!!!.Maybe somebody experienced should post a tutorial about allocblock full.Telling you how can avoid and other shits.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 08:13:35 UTC Post #234965
Did you get rid of that light that Muzz showed you, outside the map?
Posted 16 years ago2007-09-25 08:24:26 UTC Post #234966
YES
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 08:29:08 UTC Post #234967
But I don't receive anymore the allocblock full even if i have that light there.I am just scared that if I will put more brushes I will receive that error again.And mt hole map is full bright because those stupid leaks.And I was talking about a tutorial or something.And asking you if the 1.0 scaled textures are a possible problem.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 09:10:26 UTC Post #234969
You can also try the big block method of finding what areas of you map contains the leak. Make big block 1/4 of your map then move the block around from sector to sector - you can find what areas to look in between compiles.

I like the comment on the lin file thing muzzleflash and will put up a separate post for that.
Posted 16 years ago2007-09-25 09:14:34 UTC Post #234970
aha........Ok thanks.....the other thing ......I'm was asking: The 1.0 scaled texture could possibly be a cause for the alloc block full? It has big wall,though....
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 09:16:06 UTC Post #234971
In that map you uploaded there is only one leak and that one is caused by the light-entity outside the map, delete the light and you don't get any more leaks. But if you try to compile it again afterwards you still won't be able to get a complete compile because you will get an "MAX_PATCHES"-error, to fix this apply the NULL-texture to all unseen faces of your map, then you will be able to do a complete compile.
Posted 16 years ago2007-09-25 14:37:57 UTC Post #234998
heeeellllooooo........any body can see the question asked by me? Ok Killer Duck but how i get that null texture what wad contains it? cuz halfilfe doesnt....
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-25 16:00:48 UTC Post #235008
Post the contents of your log file. Its in the same directory as your .rmf file. Open it up in Wordpad or anything then paste its contents here.
Be sure to compile first to get an up-to-date logfile.

As for the NULL texture, download the latest ZHLT (3.4). You'll find a wad file named zhlt.wad, the NULL texture, plus some others like ORIGIN, CLIP, SKIP, AAATRIGGER are om that wad. Simply load this wad in Hammer and always wadinclude this wad with each map.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-09-25 16:23:20 UTC Post #235013
one thing that caused me to reach the engine limits in my early days of mapping, was making pillars, furniture, etc, obtrude through the floor, out into the void, i would literally hit the limits on a sparsley furnished room : this could be one of the problems, i think you can fix it by raising things 1 unit above the floor, or something like that. And yes, leaks are a problem, however i have never found an effective way of dealing with them, other than boxing the map with hollow brush with texture scale of 40 :tired:
Posted 16 years ago2007-09-26 03:38:22 UTC Post #235031
maybe this has been posted already but you can increase your swap file, which is pretty much slower ram on your hard drive. All computers have it. To change your swap file, open My computer and go properties, go to the advanced tab, under performance click settings, than click advanced than click change at the bottom to change your swap file. I have 512mb of ram with 4gb initial swap file and 10gb maximum allocated to swap file.
Posted 16 years ago2007-09-26 07:21:24 UTC Post #235038
leaks are a problem, however i have never found an effective way of dealing with them, other than boxing the map with hollow brush with texture scale of 40
Find them and seal them.

At least it's more effective than enclosing your map in a giant box which will give your map bad performance.
Posted 16 years ago2007-09-26 07:48:57 UTC Post #235041
Ok man thank you.I repaired the leak.It was the skybrush fault.And now I can finally have a night map.But I'm dealing with another error.Coplanar planes.I didn't knew what are those and deleted the thing i created(it was a tunnel with water ,to link the ct spawn and tero spawn).I think the problem was that I wanted the tunnel to look more realistic like in the first picture and then I received the coplanar planes error.
User posted image


After deleted,Worked fine.[img=http://img165.imageshack.us/img165/8493/afterklptn6.th.jpg]
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-26 08:00:19 UTC Post #235042
Well I think this is something might help.I saw from the compilation log I have 823 leafs and 5900 faces.What the hell are those????!!!!
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-26 08:12:58 UTC Post #235043
I'm going to be mad....crazy...maybe i'll end in a hospital.Now i'm receiving a Bad surface extents.Tell me....pleaseeeeeee!!!!!!aaaaaa......... :furious: :nuts: Coplanar planes in the compile log and the bad surface extents in the fucking cstrike.And the bad surface extents leads me to a brush that had no problems until now.This is stuipd.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-26 08:28:44 UTC Post #235044
Posted 16 years ago2007-09-26 08:47:57 UTC Post #235048
what does it mean that
texture has gone perpendicular to the face
??? It means that it isn't perpendicular anymore or what??? Please explain this simple cuz i'm romanian and..... :cyclops:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-26 09:16:53 UTC Post #235049
Tommy14 says this:

For some reason a texture has been rotated on the face of a brush until it is "stick out of" the brush face. Causes are usually, but not always: vertex manipulation, clipping the brush, carving the brush, importing a prefab, and sometimes rotating/skewing a brush with more than 6 sides - like a cylinder - without texture lock(tl) on. You could try map problems to see if it finds the error - sometime it does, but more usually you have to hunt.

To fix, select the face and hit the world checkbox.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-09-26 10:34:09 UTC Post #235052
What's the world check box??!! (oh and now the vis takes me longggggg...about 5 minutes,long ago the compilation took a shorter time,but i have a Pentium D (thats dual core technology) with clocked at 3.20 GHz ,1 GB of DDR2 memory(667 mhz) and a very good video card and also the mother card is very good(supports quad cores...sorry dont know to write that well) Isn't my computer good or what? why takes that long? Please don't forget to respnd at the principal question......erhm......sorry ,i think i really get on your nerves men......
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-26 11:59:00 UTC Post #235057
5 minutes isn't a very long time for compilation, a big map can take hours to compile.

Most errors will show up when you press Alt+P in Hammer, then it's just a matter of pressing the "Fix"-button.
Posted 16 years ago2007-09-26 15:25:11 UTC Post #235069
hmmm......I resolved the problems but for the sake of the posts space I'll continue to post here.I thought if it is possible to trigger with a func_button a texture light.It's possible? If yes how can I do this??
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-27 07:20:11 UTC Post #235101
anybody???
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-27 14:11:57 UTC Post #235119
Hey man are you gone?Or,it's just that you got bored ??? :(
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-27 14:16:21 UTC Post #235120
You're map is probably badly optimised.

Big open area's with lots of stuff inside is one of the causes.
If you have windows, doors and stuff like that, the engine renders all those area's at once, causing high r_speeds and long compile times.

Is your map like that?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-09-27 14:37:23 UTC Post #235121
Yes .........but I can't delete now all!!!!! I"m working on the map for one week now(not only worked,also read tutorials,because I am beginner)

OK ,this I got to now.Please post as simply as you can so i can review the post without being confused.Causes and methods,responses to resolve them(please dont get angry:) )

1.How can I make a func_button to control the texture lights?
2.If i will build a large stair or a car prefab,turn them into func_wall,will this resolve the compiling time and the allocblock full?
3.Bad surface extents.I know it can be from texture scale.Other causes?
4.It's true that if you want to build a vehicle you need a origin brush?Detail this please in another post (i dont want to be this togheter with the others)
5.Thank you for the answers !!!
:heart:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-27 15:12:00 UTC Post #235124
and did it help?
Posted 16 years ago2007-09-27 15:20:48 UTC Post #235126
Yes But Please respond now to all these questions.......please.Then I'll not bother you until next problem :)
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-27 15:46:26 UTC Post #235128
This link might help you answer question 3.

http://www.slackiller.com/tommy14/errors.htm#badsurface

The answer to question 2 is "Probably not."

The other questions I'm not 100% sure on, so I can't answer. It's been a long time since I mapped for GoldSrc.
Posted 16 years ago2007-09-27 23:12:36 UTC Post #235140
I might as well jump in this conversation.

first of all, c-striker stop being an asshole. we'll respond when we respond. It's a forum, not direct Instant message communication.
Have some patience.

But to help you, unless you spent a lot of time aligning certain textures, go into the texture selection, browse to a texture you use a lot (i reccommend the brick in your fy map) mark it, and then hit shift+a (texture application)
select treat as one, align to face, then hit apply. that should cut down on some r_speeds for ya

Bad surface extents.... An example would be having a brush with one side a "!water" texture and the 5 others (assuming its a cube) be a non "!" brush. the ! in front of the texture means water, or something of the like.
in essence, a water brush has to have all the sides the same "!water" texture or else the engine will 'flip-a-bitch'

And if you want a driveable vehicle, yes it needs an origin. just make a big box the size of the vehicle you made, make an origin brush's center on center with the bix box, then delete the box, and assign the origin to the same entity as the vehicle.

Anything else you need help with? If you ask nicely, i'll happily oblige
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-09-28 09:45:15 UTC Post #235151
Ok tetsu thanks a lot.Sorry ,I did know i was pushing the limit of you nerves..... :D .Just a little more detailing on the driveable vehicle.Please??? :D And aaa......It would be realy nice if someone experienced could post a tutorial on this.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-28 10:40:07 UTC Post #235154
Posted 16 years ago2007-09-28 11:32:36 UTC Post #235155
thanx
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-28 16:39:32 UTC Post #235176
you know can I propose a tutorial about reflexive surfaces? I've read and also made map.And I think I can compose one :D
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-28 16:40:17 UTC Post #235177
you know can I propose a tutorial about reflexive surfaces? I've read and also made map.And I think I can compose one :D
Striker StrikerI forgot to check the oil pressure
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