AllocBlock:Full: Difference between revisions
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==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 | * 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. | |||
[[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.