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Full Version: Info_location and the Alloc Block: Full Error
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
bERt0r
Ever since my map reached beta status, the Alloc Block full error and me have been meeting a lot... I think that is because I didn't yet figure out how to make the info_locations correctly. My map compiles without errors and warnings, but crashes on load with the alloc block error.
However if i compile the map without the info_locations, it's doing just fine.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 281/400 17984/25600 (70.3%)
planes 11489/32768 229780/655360 (35.1%)
vertexes 31647/65535 379764/786420 (48.3%)
nodes 14282/32767 342768/786408 (43.6%)
texinfos 23251/32767 930040/1310680 (71.0%)
faces 23193/65535 463860/1310700 (35.4%)
clipnodes 31198/32767 249584/262136 (95.2%)
leaves 7818/8192 218904/229376 (95.4%)
marksurfaces 30994/65535 61988/131070 (47.3%)
surfedges 106806/512000 427224/2048000 (20.9%)
edges 55720/256000 222880/1024000 (21.8%)
texdata [variable] 147320/4194304 ( 3.5%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 232680/2097152 (11.1%)
entdata [variable] 67597/524288 (12.9%)

A thing i noticed is that when i delete the info_locations, clipnodes are down to 90% and leaves to 87%. Someone said the alloc block error starts occuring when clipnodes are going near 95% so that might be a cause for the error too.

I placed my info_locations about 512 units below the rest of the map, all 16 units high and null textured. Every info_location consists of only one block and there are no intersections. Is there anything I'm doing wrong or do I have to start reducing clipnodes (I already did that, so it's not really an option... I would have to rebuild/delete stuff)

Hope someone can help me on this, or share their experience with alloc block errors...
Kouji_San
For what it's worth I put them 512 grids underneath the map and they are all 1 grid high. Perhaps have a look at using even more clipbrushing on stuff you don't want to have cliphulls, I did that to on each and every insignificant looking detail on walls for example. Think in terms of pillars, wall details like computerscreens, tiny protruding things and just encase them in a flat wall/ceiling/floor clipbrush? Just keep an eye out for the floating in mid air thing...

Hope you'll get it sorted out...
BigD
Are you using the latest version of the compile tools? It wasn't until I think about p15 that the bsp optimizer was built in. Good luck. confused-fix.gif
bERt0r
I just did a compile with -noclip and the error is still there.. so it can't be a clipnode issue..
Oh and yes I am using ZHLT 3.4 from amckern, it's just that ns_disonberg is huge and very complex
Kouji_San
You could fiddle around with the location of the info_locations. I haven't tested it, but do they clip the player when put in the areas where the player can walk?

Or maybe just putting it closer to the bottom of the map or perhaps even above the map could work. I dunno, just thinking out loud here...
bERt0r
They dont clip players, in previous (working) betas i had the info_locations as big as the rooms itself and i didnt get an error. I've done about 50 compiles or so since last weekend and i cant figure it out sad-fix.gif There is also no detailed explaination of the alloc block error on the net... im really desperate
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