alloc block related to leaf threads

alloc block related to leaf threads

Re: alloc block related to leaf threads Posted by G.Ballblue on Sat Jan 22nd 2005 at 7:01am
G.Ballblue
1511 posts
Posted 2005-01-22 7:01am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Eh. Having a little trouble with my leaf portals, they've sky rocketed into 10,348 :/ The problem I'm having is that I have the dreaded alloc block full error, and leaf problem at the same time!

My leaf threads are counting... up,when I delete portions of my map. Please correct me if I'm wrong, from what I know of them, leaf portals are sections of your map that the player can/can't see at their current location. So technically, if I delete a good chunk of my map, shouldn't my leaf threads go down instead of going up? (they hit 11K+ !) What I'm asking is, are there any suggestions for keeping my leaf threads down? Does anyone know any very in-depth tutorials for reducing leaf threads? And, are there any other suggestions out there that I should know?

Sorry if the question seems a little bunked -- it's 2 A.M. where I live currently, I've been fighting with my map for about an hour -- I'm toast :/

Any help appreciated :smile:
Re: alloc block related to leaf threads Posted by Tracer Bullet on Sat Jan 22nd 2005 at 5:35pm
Tracer Bullet
2271 posts
Posted 2005-01-22 5:35pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
  • Use hint brushes to seal of large empty areas from small complex areas. <LI>Make all the complex brush work that you can into func_walls.<LI>Avoid large brushes that don't lie along one of the main axies.
Re: alloc block related to leaf threads Posted by G.Ballblue on Sat Jan 22nd 2005 at 7:22pm
G.Ballblue
1511 posts
Posted 2005-01-22 7:22pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting Tracer Bullet</DIV>
<DIV class=quotetext>
  • Use hint brushes to seal of large empty areas from small complex areas.
  • Make all the complex brush work that you can into func_walls.
  • Avoid large brushes that don't lie along one of the main axies.
</DIV></DIV>
Rgr. I'll look into them right away :smile:
Re: alloc block related to leaf threads Posted by G.Ballblue on Sat Jan 22nd 2005 at 7:58pm
G.Ballblue
1511 posts
Posted 2005-01-22 7:58pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I refuse to mark Tracer's answer incorrect, because it is correct, but didn't quite answer my question. Thanks anyway Tracer :smile:

And seeing as "self answering" happens a lot here, I will just leave this as a suggestion.

I seemed to have fixed the problem through cutting a portion of my map. The flow has been affected, but the map shouldn't suffer to much. For Tracer's reply: I'll make sure I remember those next time I make a huge map. :wink:
Re: alloc block related to leaf threads Posted by fraggard on Sun Jan 23rd 2005 at 2:28am
fraggard
1110 posts
Posted 2005-01-23 2:28am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
For future reference, there's a bit of info here

http://www.slackiller.com/tommy14/errors.htm#allocblock
<h2>allocblock:full</h2>

A tough one to figure out, 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.


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:

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.
Re: alloc block related to leaf threads Posted by fishy on Wed Jan 26th 2005 at 4:21pm
fishy
2623 posts
Posted 2005-01-26 4:21pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>I refuse to mark Tracer's answer incorrect, because it is correct, but didn't quite answer my question. Thanks anyway Tracer :smile: </DIV></DIV>
which one of your four questions is it that you're looking for an answer to? :razz: