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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 14:49, 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.