How can I increase the number of edicts? Created 8 years ago2015-12-15 22:59:55 UTC by abbadon abbadon

Created 8 years ago2015-12-15 22:59:55 UTC by abbadon abbadon

Posted 8 years ago2015-12-15 22:59:55 UTC Post #327785
HI again. I am thinking about what´s written on this thread:

http://forums.svencoop.com/showthread.php/35541-How-to-fix-quot-No-free-edicts-quot-error-once-and-for-all

...it´s quite old, but it explains how to get rid of this error:
ED_Alloc No Free Edicts
I fall into it sometimes in very crowded situations in my mod, and now that I´m planning to finish the main map of it, which has to have a lot of entities, the fix:
-num_edicts x
seems perfect for this problem to be fixed!! :biggrin:

But after reading all the thread I have read that is only useful for the STEAM version of Half-Life; in the other hand and in other forums they say the opposite. :\

Have you tested this fix in both STEAM/WON Half-Life?, I´m still finishing the code and the map, and also some models so I cannot make a full test with my MOD, but I want to have my limits very clear.

Thanks in anticipation.
Posted 8 years ago2015-12-16 01:35:28 UTC Post #327787
You should put this in liblist.gam:
commandargs "-num_edicts 3072"
That way players won't have to set it manually in Steam. Servers still have to be started with the -num_edicts command line argument. I don't know whether or not this works with non-Steam Half-Life.

As for WON HL, there's no way to accomplish this. But why care? No one should expect a more than 14 years old version of the game to work well today.
Posted 8 years ago2015-12-16 21:35:14 UTC Post #327789
Ok, my problem is taht I´m actually making the MOD under a WON platform, in fact, the original `98´s Half-Life patched to the v.1.1.10. I haven´t read much about how to make old WON mods work on STEAM, but.. will it be difficult to do?, years ago, a guy from www.vossey.com (mcConnard) did a STEAM patch for my MOD, but once I opened the file I feel quite confused about what´s into it. :/
Posted 8 years ago2015-12-16 22:47:59 UTC Post #327790
WON mods that run in HL v. 1.1.1.0 usually work without change in the latest Steam version. The main exception is when you've made extensive changes to certain parts of the DLL code.

When porting a mod to Steam you usually only want to add a background image in the "resource\background" folder and possibly modify some of the images and layout files in the "resource" folder. But that's all optional.
Posted 8 years ago2015-12-17 06:23:55 UTC Post #327795
Could you point me to a tutorial on how to do animated backgrounds for the mod?like the one seen on HL2.
Posted 8 years ago2015-12-17 16:02:46 UTC Post #327796
Unless you port your mod to the Source engine (Or Xash3D, I seem to recall that being an advertised feature for it, though I haven't used it myself) you won't be able to have maps in the background for your menu.
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-12-18 21:00:50 UTC Post #327797
OK!!, I think a still image should work then ;), thanks!!.

EDIT: let me ask just one last thing, is there a command with which you can obtain information about how many edicts are "active" in a map?
Posted 8 years ago2015-12-23 22:45:15 UTC Post #327871
Just to add one little thing that will be useful for mappers:

[quote] [b][blue]Note that the monster and weapon models and also sprites will only add to that limit, if it actually appears in you map.

If you use just one zombie, you increase models precached by 1. If you spawn another 100, it wont increase anymore.

For every model, sprite and brush entity appearing in your map, that thing increases.

Imagine:
400 brush entities
+ 120 game specific models (30 weapons. All need p_, v_, w_ and ammunition model)
+ 30 different monsters
+ 10 different sprites used in the map
+ 30 different models used in the map
+ 10 game specific sprites (crosshairs and HUD)

600

Limit breached by 88.
Note that those 120 (or how many weapons we have exactly) are always precached. So you already cannot afford any more than 392 solid entities.[/blue][/b][/quote]

I thought that it was important for all of us. :)
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