Item limits

Item limits

Re: Item limits Posted by Tracer Bullet on Sun Sep 19th 2004 at 5:19pm
Tracer Bullet
2271 posts
Posted 2004-09-19 5:19pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Host_Error: PF_precache_model_I: Model 'sprites/mapsprites/caparea.spr' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.


So what all counts towards this limit? I have not increased the number of models in the map between this compile and the last one, yet I now get this error. The only entity changes I have made is the addition of a couple of ladders and a few func_ilusionary brushes.

Map info:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 315/400 20160/25600 (78.8%)
planes 7258/32768 145160/655360 (22.1%)
vertexes 19406/65535 232872/786420 (29.6%)
nodes 10024/32767 240576/786408 (30.6%)
texinfos 5914/32767 236560/1310680 (18.0%)
faces 15858/65535 317160/1310700 (24.2%)
clipnodes 19740/32767 157920/262136 (60.2%)
leaves 5895/8192 165060/229376 (72.0%)
marksurfaces 18811/65535 37622/131070 (28.7%)
surfedges 71210/512000 284840/2048000 (13.9%)
edges 36373/256000 145492/1024000 (14.2%)
texdata [variable] 32896/8388608 ( 0.4%)
lightdata [variable] 1404135/6291456 (22.3%)
visdata [variable] 257761/2097152 (12.3%)
entdata [variable] 74939/524288 (14.3%)

Somthing odd did happen durring this compile but I do not see how it could be related. I expanded the map slightly and I went from 96% on clipnodes to what you see. I also used the "-cliptype precise" switch which might account for it, but I thought it worth mentioning.
Re: Item limits Posted by fishy on Sun Sep 19th 2004 at 7:54pm
fishy
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Posted 2004-09-19 7:54pm
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Tracer Bullet said:
[color=white]Reduce the number of brush models and/or regular models [/color]in the map to correct this.
brush models would be any func_brush. so your func_ladder will add to the count, and if you've goe with a standard setup, so will the {func_wall that looks like the ladder.
Re: Item limits Posted by Tracer Bullet on Sun Sep 19th 2004 at 8:15pm
Tracer Bullet
2271 posts
Posted 2004-09-19 8:15pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
So are you thinking any visable entity will contribute this? that's what it seems like since the entity listed in the error is actualy a hud sprite.
Re: Item limits Posted by fishy on Sun Sep 19th 2004 at 8:43pm
fishy
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Posted 2004-09-19 8:43pm
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i'm thinking that the entity doesn't even need to be visible.
Re: Item limits Posted by Wild Card on Sun Sep 19th 2004 at 9:26pm
Wild Card
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Posted 2004-09-19 9:26pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Tracer Bullet said:
So are you thinking any visable entity will contribute this? that's what it seems like since the entity listed in the error is actualy a hud sprite.
Any entity, wheter visible or not. Just because the player cant see it, doesnt mean the engine cant see it.
Re: Item limits Posted by Campaignjunkie on Sun Sep 19th 2004 at 9:40pm
Campaignjunkie
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Posted 2004-09-19 9:40pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I think there's an "active" entity limit, such as any entity that is accessed during the game or something. So like func_doors, func_walls, path_corners, etc. But not info_nodes or info_nulls (discarded during compile, I believe). Good amount of documentation on this with NS mapping, since NS used a lot of temporary entities for effects and such - that way, maps were limited with how many runtime entities they could use.

Just reducing the amount of unique func_walls and func_illusionaries should solve the problem, I think. Also advise trying a compile on MHLT instead of the XP Cagey stuff and see how that works out. Plus I don't think -cliptype precise is needed if you have good use of clip brushes.
Re: Item limits Posted by Tracer Bullet on Mon Sep 20th 2004 at 6:02am
Tracer Bullet
2271 posts
Posted 2004-09-20 6:02am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Thanks for the help guys. I just consolidated a bunch of solid entities and got rid of some func_illusionarys, so problem solved.

At least for CSG and BSP I have to use the XP-Cagey tools. I'm at about 166% on the planes limit. I've also found that "-cliptype precise" is really great. It eliminates "sticky" places that even clip brushes can't fix, and lowers my clipnodes by ~15-20%. Well worth a little extra time on CSG!

Make your answer yellow CJ, and I'll mark it correct since it seems to be the one with the most complete info.
Re: Item limits Posted by Gollum on Wed Sep 22nd 2004 at 7:03pm
Gollum
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Posted 2004-09-22 7:03pm
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I've not come across this particular limit before, but it may be a sub-limit of the edict limit - that is, the limit of actual entity "slots" in the game, including temporary entities. Many entities use 2 or more edicts; the total limit is 2048 edicts. If this is passed at any point during play, the game will crash.

Anyway, it's somewhat academic now that the map works :smile:
Re: Item limits Posted by scary_jeff on Wed Sep 22nd 2004 at 9:25pm
scary_jeff
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Posted 2004-09-22 9:25pm
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You would have thought that instead of having the game just crash on number 2049, it could remove the oldest of the temporary ones? Or not let you make any more and give some dev message?
Re: Item limits Posted by Gorbachev on Wed Sep 22nd 2004 at 10:43pm
Gorbachev
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Posted 2004-09-22 10:43pm
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Tracer Bullet said:
Thanks for the help guys. I just consolidated a bunch of solid entities and got rid of some func_illusionarys, so problem solved.

At least for CSG and BSP I have to use the XP-Cagey tools. I'm at about 166% on the planes limit. I've also found that "-cliptype precise" is really great. It eliminates "sticky" places that even clip brushes can't fix, and lowers my clipnodes by ~15-20%. Well worth a little extra time on CSG!

Make your answer yellow CJ, and I'll mark it correct since it seems to be the one with the most complete info.
Last time I did precise the entire map was pretty sticky, going against a wall made the player slooow down. I do use the plane tool though, I quite enjoy the effectiveness of that combined with Merl's tools.
Re: Item limits Posted by Gollum on Wed Sep 22nd 2004 at 11:21pm
Gollum
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Posted 2004-09-22 11:21pm
Gollum
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scary_jeff said:
You would have thought that instead of having the game just crash on number 2049, it could remove the oldest of the temporary ones? Or not let you make any more and give some dev message?
I'm sure it would be quite easy to fix, if you had the full engine sourcecode and were familiar with it. But the limits were never a problem for Valve, or indeed most community mappers, so the problem never received attention.
Re: Item limits Posted by G.Ballblue on Thu Sep 23rd 2004 at 12:48am
G.Ballblue
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Posted 2004-09-23 12:48am
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Gollum said:
scary_jeff said:
You would have thought that instead of having the game just crash on number 2049, it could remove the oldest of the temporary ones? Or not let you make any more and give some dev message?
I'm sure it would be quite easy to fix, if you had the full engine sourcecode and were familiar with it. But the limits were never a problem for Valve, or indeed most community mappers, so the problem never received attention.
I wonder what it would take to alter the source code so HL could render more polys, and could handel more objects... (thank God I'm studying C++ )
Re: Item limits Posted by Gollum on Thu Sep 23rd 2004 at 11:27am
Gollum
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Posted 2004-09-23 11:27am
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G.Ballblue said:
I wonder what it would take to alter the source code so HL could render more polys, and could handel more objects... (thank God I'm studying C++ )
I can't even guess - my programming knowledge is very poor - but you would need source code that is not available to the public.