AllocBlock:Full: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(copyedit)
Line 1: Line 1:
[[Category:Compile Errors]]
==Description==
While compiling or attempting to play it, your map has hit some sort of memory limit.
 
===Causes===
Almost anything can cause this error.


A tough one to figure out, a vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause.
* A [[brush entity]] is too large. (most common)
* Not enough system RAM. At least 128 mb is recommended.
* Byproduct of a [[leaf saw into leaf]] error.
* File pathnames are too long.
* Too many textures/WAD files being used.
* The level is simply too large in general.
* Too many SKY faces on hidden brush faces in the level.


If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM. (The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
==Solution==
* (Compile) Get more system RAM.
* (Compile) Try using a third-party compile tool interface to compile your map, instead of the Run Map interface in Hammer. This will free up more system memory to allocate to your map compile.
* (Compile) Check for any overly large brush entities, such as large trigger_hurt entities.
* (In-game) Some rendering properties may cause the OpenGL or Direct3D renderer to crash. Try testing the map in the Software renderer.


Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.) If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
[[Category:Compile Errors]]

Revision as of 15:49, 7 February 2006

Description

While compiling or attempting to play it, your map has hit some sort of memory limit.

Causes

Almost anything can cause this error.

  • A brush entity is too large. (most common)
  • Not enough system RAM. At least 128 mb is recommended.
  • Byproduct of a leaf saw into leaf error.
  • File pathnames are too long.
  • Too many textures/WAD files being used.
  • The level is simply too large in general.
  • Too many SKY faces on hidden brush faces in the level.

Solution

  • (Compile) Get more system RAM.
  • (Compile) Try using a third-party compile tool interface to compile your map, instead of the Run Map interface in Hammer. This will free up more system memory to allocate to your map compile.
  • (Compile) Check for any overly large brush entities, such as large trigger_hurt entities.
  • (In-game) Some rendering properties may cause the OpenGL or Direct3D renderer to crash. Try testing the map in the Software renderer.