Inquisition map problems

Inquisition map problems

Re: Inquisition map problems Posted by Guessmyname on Fri Sep 2nd 2005 at 7:02pm
Guessmyname
342 posts
Posted 2005-09-02 7:02pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
Well, I've made it how I wanted it to be
gameplay and lighting wise: The lower parts are well lit but cramped
and amush / flanking heavy while the upper levels are dark and prone to
snipers (hint: Nightvision = very useful)

I can run around in the map on my own but its rather laggy. When I try to run a game with bots CS:S Minimizes and I get this:

"ED_Alloc: no free edicts"

Followed by

"The instruction at "0x2417c1db" referenced memory at "0x00b22ed0". The memory could not be "read".

Click on OK to terminate the program"

I think its a little too memory-intensive, though it only takes
about quarter of an hour to compile - mainly because of vrad.
mat_wireframe shows that it is rendering almost everything. I cannot
remember that console command that lets you see yours FPS and that.

PS: The spotlights don't use dynamic lights so thats not the cause

VMF (the bsp wouldn't be much use methinks) http://www.filefence.com/download.php?id=646

EDIT: I'll add the compile log in a moment - as I mentioned, it takes some time to compile

EDIT: Compile log:

<div class="code">Code:<pre>** Executing...

** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vbsp.exe"

** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:\program files\valve\steam\steamapps\joinee_rj\half-life 2\hl2\materials

Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 46 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (1)

writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_day01_09...

Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (1) (803568 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (1) (803568 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp

7 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 2

** Executing...

** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vvis.exe"

** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp

reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.prt

600 portalclusters

1884 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (133)

Optimized: 935 visible clusters (0.00%)

Total clusters visible: 145173

Average clusters visible: 241

Building PAS...

Average clusters audible: 596

visdatasize:93257 compressed from 96000

writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp

2 minutes, 15 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vrad.exe"

** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp

8627 faces

798267 square feet [114950512.00 square inches]

0 displacements

0 square feet [0.00 square inches]

8627 patches before subdivision

46951 patches after subdivision

421 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (451)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (292)

transfers 1315024, max 125

transfer lists: 10.0 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(91072, 83271, 59855)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(10276, 9130, 6516)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(1436, 1252, 889)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #4 added RGB(193, 165, 117)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(28, 23, 16)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #6 added RGB(4, 3, 2)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #7 added RGB(1, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0884 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

FinalLightFace Done

Ready to Finish

0 of 418 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models
422/1024
20256/49152 (41.2%)

brushes
1413/8192
16956/98304 (17.2%)

brushsides
13185/65536 105480/524288
(20.1%)

planes
9804/65536 196080/1310720 (15.0%)

vertexes
12994/65536 155928/786432
(19.8%)

nodes
5584/65536 178688/2097152 ( 8.5%)

texinfos
2259/12288 162648/884736
(18.4%)

texdata
10/2048
320/65536 ( 0.5%)

dispinfos
0/0
0/0 ( 0.0%)

disp_verts
0/0
0/0 ( 0.0%)

disp_tris
0/0
0/0 ( 0.0%)

disp_lmsamples
0/0
0/0 ( 0.0%)

faces
8627/65536 483112/3670016 (13.2%)

origfaces
7414/65536 415184/3670016 (11.3%)

leaves
6007/65536 336392/3670016 ( 9.2%)

leaffaces
10275/65536
20550/131072 (15.7%)

leafbrushes
2232/65536
4464/131072 ( 3.4%)

surfedges
66750/512000 267000/2048000 (13.0%)

edges
40384/256000 161536/1024000 (15.8%)

worldlights
420/8192
36960/720896 ( 5.1%)

waterstrips
1371/32768 13710/327680
( 4.2%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
17907/65536
35814/131072 (27.3%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
1341096/0 ( 0.0%)

visdata
[variable] 93257/16777216 ( 0.6%)

entdata
[variable] 199834/393216
(50.8%)

occluders
0/0
0/0 ( 0.0%)

occluder polygons
0/0
0/0 ( 0.0%)

occluder vert ind
0/0
0/0 ( 0.0%)

detail props
[variable]
1/12 ( 8.3%)

static props
[variable]
1/12 ( 8.3%)

pakfile
[variable]
9906/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 803568/4194304 (19.2%)

Total Win32 BSP file data space used: 5058741 bytes

Linux Specific Data:

physicssurface [variable] 803568/6291456 (12.8%)

Total Linux BSP file data space used: 5058741 bytes

Total triangle count: 21149

Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp

12 minutes, 30 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "c:\program
files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp"
"c:\program files\valve\steam\steamapps\joinee_rj\counter-strike
source\cstrike\maps\aim_inquisition.bsp"
[/pre]
www.filefence.com. Free vmf hosting!
Re: Inquisition map problems Posted by fishy on Fri Sep 2nd 2005 at 7:38pm
fishy
2623 posts
Posted 2005-09-02 7:38pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
I remember Gollum explained this for HL mapping, and I'm sure it was something to do with a map having too many things to do, or too many things that 'could' happen, or something suchlike.

Try simplifying your map. If it works ok, add some more, etc. Do this until you reach the edict limit. You'll get a better idea of what it is that's actually causing the problem then.
i eat paint
Re: Inquisition map problems Posted by wil5on on Sat Sep 3rd 2005 at 1:15am
wil5on
1733 posts
Posted 2005-09-03 1:15am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I havent seen the edict error since HL1, so I what I'm telling you is from HL1, but probably applies to HL2 the same.

When the game is run, every object is given an edict. This includes entities, players, decals, gibs and so on. There is a fixed number of edicts that can be allocated, and if the map has too many entities, or too many gibs are made, it crashes the game because it runs out of edicts. If you have anything that spawns stuff during play, that could cause it. It probably works in singleplayer because in multiplayer there are a few more things that need edicts (I remember a map for HL1 that worked fine in HL but crashed with this error in CS).

Delete a few entities, particularly ones that spawn stuff, like shooters, or fog.
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