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RhymeOfRime

No free edict?

13 posts in this topic

Hello everyone. 

 

I am making a very entity-intensive map. At its current state, it has reached 230% entdata. yet I have done a lot of work on optimizing the in-game edict usage, which according to "report_entities", the map has around 1000 entities in total and 800 edicts allocated and has maintained the flow throughout chapters of the map. So well as when the map loads, it's also roughly at that level and not even close to exceeding the max count which is 2000.

It ran properly until a recent compile. I made a few changes, added some triggers, soundscapes entities and some templates for holding unspawned entities for later chapters. I ran the map. It starts with FEWER entities and FEWER edicts (900+ total entities and 700 edicts according to 'report_entities') in pre-round and crashes as soon as the actual game starts (freeze time prior to the first objective) with a "no free edict" message. Thus it begs a question: Is there something that spam edicts after the pre-round?

Firstly I haven't implemented any game mechanic that could max out the edicts instantly from 900 to 2000, neither have I intentionally differentiated the events of the pre-round and the first round so there should not be a change in the edict count. In order to prove my thought, I hid a group of entities to enable the map to survive the first round so that I could keep track of the count as it goes. The map runs. (I also tried and hid the other groups individually for each compile and the map works too, so the group should not be a variable). Just as I expected, the counts before and after the pre-round remain exactly the SAME. Therefore nothing had ever changed the edict count before and after the round transitioning of the first compile!

Then here comes the real problem: How could the pre-round work for the first compile having a proper edict count whilst the actual round overloads with edicts?

I also did a third compile with nine decals hidden and it runs. but what is funny is that I went in the game and spawned fifty fa_m16a4s and the map still runs. Does that mean the NINE decals secretly took edicts without notifying report_entities and even FIFTY m16 entities couldn't surpass the amount they took?

Could anyone sort this out for me, please? Did I miss out anything? I really don't get source engine! lol

 

 

Edited by RhymeOfRime

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I get bizarre issues from compiling maps over 106%. I'm not good with the tech stuff but I can't imagine how your map doesn't just implode being 2.5x past the entdata limit. I find the source engine is ever so fragile that you could sneeze and everything goes wrong. Good luck though because the map sounds/looks great.

Maybe provide a compile log?

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porky is correct, you can just get to a certain point where adding the sligthest thing can cause problems even when the compiler isnt reporting anything wrong, i find CSGO hammer is the worse that is so buggy

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** Executing...
** Command: ".\vbsp.exe"
** Parameters: -game "..\..\nmrih" "C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2.vmf"

Valve Software - vbsp.exe (Sep  7 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\materials
Loading C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2.vmf
Error! Variable "$fresnelreflection" is multiply defined in material "20room/zerg_creep"!
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop panel for material CSGO/METAL/PRODVENTA, using default
Error! Variable "$surfaceprop" is multiply defined in material "dimensions/matwhite_detailed"!
Can't find surfaceprop fabric for material INS/MINISTRY/MIN_CARPET_02, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt
Patching WVT material: maps/nmo_dimension_b2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/nmo_dimension_b2/csgo/nature/blend_oldleavesdirtleaves01_wvt_patch
Patching WVT material: maps/nmo_dimension_b2/nmrih/blend/cb_blend_grass_dirt_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 804 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!   They are just some displacement patches I have yet painted.
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_06*.vmt
 ! 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 (2) (1325591 bytes)
Static prop models/props/lamps/p_lamp_wall_01.mdl outside the map (-972.00, -196.08, 1612.59)
Error! prop_static using model "models/escape_props/sign_toilets.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/escape_props/sign_toilets.mdl"!
Static prop models/props_c17/furniturechair001a.mdl outside the map (-501.01, -616.00, 1563.11)
Static prop models/props_c17/furniturechair001a.mdl outside the map (-465.00, -617.05, 1563.11)
Static prop models/props_c17/furniturechair001a.mdl outside the map (-308.00, -602.00, 1563.11)
Static prop models/props_c17/furniturechair001a.mdl outside the map (-277.00, -603.00, 1563.11)
Static prop models/props_c17/furniturechair001a.mdl outside the map (-116.00, -603.00, 1563.11)
Static prop models/props_c17/furniturechair001a.mdl outside the map (-84.00, -604.00, 1563.11)
Static prop models/props/interior/bathroomsink01.mdl outside the map (-516.00, 79.00, 1571.00)
Static prop models/props/lamps/p_lamp_fluor_02.mdl outside the map (-356.00, -512.00, 1660.50)
Static prop models/props/lamps/p_lamp_fluor_02.mdl outside the map (-484.00, -512.00, 1660.50)
Static prop models/props/lamps/p_lamp_wall_01.mdl outside the map (-972.00, -196.08, 1134.59)
Error! prop_static using model "models/nh2_gmn/dave_the_dummy_stand.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/nh2_gmn/dave_the_dummy_stand.mdl"!
Error! prop_static using model "models/props_junk/wood_crate001a_damagedmax.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/wood_crate001a_damagedmax.mdl"!
Error! To use model "models/gmn_metro/trashbin.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/gmn_metro/trashbin.mdl"!
Error! prop_static using model "models/props_junk/garbage_glassbottle003a_chunk03.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_glassbottle003a_chunk03.mdl"!
Error! prop_static using model "models/props_junk/garbage_glassbottle002a_chunk02.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/garbage_glassbottle002a_chunk02.mdl"!
Error! To use model "models/props_lab/bigrock.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/bigrock.mdl"!
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7099 texinfos to 3010
Reduced 762 texdatas to 583 (38927 bytes to 30191)
Writing C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2.bsp
11 seconds elapsed
  -0.447215 -0.306461 0.000000
  0.000000 0.379120 0.000000
  -0.447215 0.379120 0.000000
  -0.447215 -0.379120 0.000000
make_triangles:calc_triangle_representation: Cannot convert     what is this?

** Executing...
** Command: ".\vvis.exe"
** Parameters: -game "..\..\nmrih" "C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2"

Valve Software - vvis.exe (Sep  7 2015)
4 threads
reading c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.bsp
reading c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.prt
1369 portalclusters
3798 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (124)
Optimized: 970 visible clusters (0.48%)
Total clusters visible: 202433
Average clusters visible: 147
Building PAS...
Average clusters audible: 308
visdatasize:197782  compressed from 481888
writing c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.bsp
2 minutes, 5 seconds elapsed

** Executing...
** Command: ".\vrad.exe"
** Parameters: -both -game "..\..\nmrih" "C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2"

Valve Software - vrad.exe SSE (Sep  7 2015)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
[55 texlights parsed from 'lights.rad']

Loading c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.bsp
Setting up ray-trace acceleration structure... Done (4.49 seconds)
14385 faces
1 degenerate faces
7107506 square feet [1023480832.00 square inches]
58 Displacements
104790 Square Feet [15089780.00 Square Inches]
14384 patches before subdivision
349456 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
366 direct lights
BuildFacelights:     0.
WARNING: Too many light styles on a face at (2828.611084, -370.263641, -851.000000)     Yeah probably I used a bit too many light switches in an area, but I have yet seen any weird lighting effect.
..1...2...3..
WARNING: Too many light styles on a face at (3261.000000, -501.000031, -851.000000)

WARNING: Too many light styles on a face at (3293.000000, -418.000031, -851.000000)
.4.
WARNING: Too many light styles on a face at (3053.000000, -706.000000, -851.000000)

WARNING: Too many light styles on a face at (2973.000000, -290.000000, -851.000000)
..5...6...7...
WARNING: Too many light styles on a face at (3169.000000, -725.500000, -850.000000)

WARNING: Too many light styles on a face at (3105.000000, -446.749939, -850.000000)

WARNING: Too many light styles on a face at (3073.000000, -301.500000, -850.000000)

WARNING: Too many light styles on a face at (3169.000000, -181.500015, -850.000000)

WARNING: Too many light styles on a face at (3289.000000, -446.749939, -850.000000)

WARNING: Too many light styles on a face at (3329.000000, -413.500000, -850.000000)

WARNING: Too many light styles on a face at (2929.000000, -349.500000, -850.000000)
8...9...10 (53)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (28)
transfers 21320386, max 698
transfer lists: 162.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(983991, 656728, 508392)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(270628, 181228, 153799)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(75215, 51007, 44837)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(24903, 17845, 16183)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(8393, 6261, 5619)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3061, 2378, 2096)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1138, 907, 771)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(437, 355, 291)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(170, 140, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(67, 55, 41)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(27, 22, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(11, 9, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(4, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1421 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 420/1024        20160/49152    (41.0%) 
brushes               3303/8192        39636/98304    (40.3%) 
brushsides           25653/65536      205224/524288   (39.1%) 
planes               24140/65536      482800/1310720  (36.8%) 
vertexes             28586/65536      343032/786432   (43.6%) 
nodes                 8674/65536      277568/2097152  (13.2%) 
texinfos              3010/12288      216720/884736   (24.5%) 
texdata                583/2048        18656/65536    (28.5%) 
dispinfos               58/0           10208/0        ( 0.0%) 
disp_verts            4250/0           85000/0        ( 0.0%) 
disp_tris             6656/0           13312/0        ( 0.0%) 
disp_lmsamples      371032/0          371032/0        ( 0.0%) 
faces                14385/65536      805560/3670016  (21.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8730/65536      488880/3670016  (13.3%) 
leaves                9095/65536      291040/2097152  (13.9%) 
leaffaces            16496/65536       32992/131072   (25.2%) 
leafbrushes           6431/65536       12862/131072   ( 9.8%) 
areas                   13/256           104/2048     ( 5.1%) 
surfedges           103400/512000     413600/2048000  (20.2%) 
edges                64127/256000     256508/1024000  (25.0%) 
LDR worldlights        365/8192        32120/720896   ( 4.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1110/32768       11100/327680   ( 3.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20901/65536       41802/131072   (31.9%) 
cubemapsamples         180/1024         2880/16384    (17.6%) 
overlays                97/512         34144/180224   (18.9%) 
LDR lightdata         [variable]    21034440/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      197782/16777216 ( 1.2%) 
entdata               [variable]      918192/393216   (233.5%) VERY FULL!
LDR ambient table     9095/65536       36380/262144   (13.9%) 
HDR ambient table     9095/65536       36380/262144   (13.9%) 
LDR leaf ambient     30140/65536      843920/1835008  (46.0%) 
HDR leaf ambient      9095/65536      254660/1835008  (13.9%) 
occluders                2/0              80/0        ( 0.0%) 
occluder polygons       12/0             144/0        ( 0.0%) 
occluder vert ind       48/0             192/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/114384   ( 0.0%) 
pakfile               [variable]    19313071/0        ( 0.0%) 
physics               [variable]     1325591/4194304  (31.6%) 
physics terrain       [variable]       17720/1048576  ( 1.7%) 

Level flags = 0

Total triangle count: 39448
Writing c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.bsp
2 minutes, 1 second elapsed
Valve Software - vrad.exe SSE (Sep  7 2015)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
[55 texlights parsed from 'lights.rad']

Loading c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.bsp
Setting up ray-trace acceleration structure... Done (4.35 seconds)
14385 faces
1 degenerate faces
7107506 square feet [1023480832.00 square inches]
58 Displacements
104790 Square Feet [15089780.00 Square Inches]
14384 patches before subdivision
349456 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
366 direct lights
BuildFacelights:     0.
WARNING: Too many light styles on a face at (2828.611084, -370.263641, -851.000000)
..1...2...3..
WARNING: Too many light styles on a face at (3261.000000, -501.000031, -851.000000)

WARNING: Too many light styles on a face at (3293.000000, -418.000031, -851.000000)
.4.
WARNING: Too many light styles on a face at (3053.000000, -706.000000, -851.000000)

WARNING: Too many light styles on a face at (2973.000000, -290.000000, -851.000000)
..5...6...7...
WARNING: Too many light styles on a face at (3169.000000, -725.500000, -850.000000)

WARNING: Too many light styles on a face at (3105.000000, -446.749939, -850.000000)

WARNING: Too many light styles on a face at (3073.000000, -301.500000, -850.000000)

WARNING: Too many light styles on a face at (3289.000000, -446.749939, -850.000000)

WARNING: Too many light styles on a face at (3169.000000, -181.500015, -850.000000)

WARNING: Too many light styles on a face at (3329.000000, -413.500000, -850.000000)

WARNING: Too many light styles on a face at (2929.000000, -349.500000, -850.000000)
8...9...10 (50)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 21320398, max 698
transfer lists: 162.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(983989, 656727, 508392)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(270627, 181229, 153800)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(75216, 51007, 44837)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(24903, 17845, 16183)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(8393, 6261, 5619)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(3061, 2378, 2096)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1138, 907, 771)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(437, 355, 291)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(170, 140, 109)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(67, 55, 41)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(27, 22, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(11, 9, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(4, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1650 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 420/1024        20160/49152    (41.0%) 
brushes               3303/8192        39636/98304    (40.3%) 
brushsides           25653/65536      205224/524288   (39.1%) 
planes               24140/65536      482800/1310720  (36.8%) 
vertexes             28586/65536      343032/786432   (43.6%) 
nodes                 8674/65536      277568/2097152  (13.2%) 
texinfos              3010/12288      216720/884736   (24.5%) 
texdata                583/2048        18656/65536    (28.5%) 
dispinfos               58/0           10208/0        ( 0.0%) 
disp_verts            4250/0           85000/0        ( 0.0%) 
disp_tris             6656/0           13312/0        ( 0.0%) 
disp_lmsamples      371032/0          371032/0        ( 0.0%) 
faces                14385/65536      805560/3670016  (21.9%) 
hdr faces            14385/65536      805560/3670016  (21.9%) 
origfaces             8730/65536      488880/3670016  (13.3%) 
leaves                9095/65536      291040/2097152  (13.9%) 
leaffaces            16496/65536       32992/131072   (25.2%) 
leafbrushes           6431/65536       12862/131072   ( 9.8%) 
areas                   13/256           104/2048     ( 5.1%) 
surfedges           103400/512000     413600/2048000  (20.2%) 
edges                64127/256000     256508/1024000  (25.0%) 
LDR worldlights        365/8192        32120/720896   ( 4.5%) 
HDR worldlights        365/8192        32120/720896   ( 4.5%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1110/32768       11100/327680   ( 3.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         20901/65536       41802/131072   (31.9%) 
cubemapsamples         180/1024         2880/16384    (17.6%) 
overlays                97/512         34144/180224   (18.9%) 
LDR lightdata         [variable]    21034440/0        ( 0.0%) 
HDR lightdata         [variable]    21034440/0        ( 0.0%) 
visdata               [variable]      197782/16777216 ( 1.2%) 
entdata               [variable]      918192/393216   (233.5%) VERY FULL!
LDR ambient table     9095/65536       36380/262144   (13.9%) 
HDR ambient table     9095/65536       36380/262144   (13.9%) 
LDR leaf ambient     30140/65536      843920/1835008  (46.0%) 
HDR leaf ambient     30140/65536      843920/1835008  (46.0%) 
occluders                2/0              80/0        ( 0.0%) 
occluder polygons       12/0             144/0        ( 0.0%) 
occluder vert ind       48/0             192/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/114384   ( 0.0%) 
pakfile               [variable]    19313071/0        ( 0.0%) 
physics               [variable]     1325591/4194304  (31.6%) 
physics terrain       [variable]       17720/1048576  ( 1.7%) 

Level flags = 0

Total triangle count: 39448
Writing c:\users\ruimingchen\desktop\games\hammer\vmf\nmo_dimension_b2.bsp
1 minute, 53 seconds elapsed
  -0.447215 -0.306461 0.000000
  0.000000 0.379120 0.000000
  -0.447215 0.379120 0.000000
  -0.447215 -0.379120 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.447215 -0.306461 0.000000
  0.000000 0.379120 0.000000
  -0.447215 0.379120 0.000000
  -0.447215 -0.379120 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Users\RuimingChen\Desktop\Games\Hammer\VMF\nmo_dimension_b2.bsp" "..\..\nmrih\maps\nmo_dimension_b2.bsp"


** Executing...
** Command: "..\hl2.exe"
** Parameters: -game "..\..\nmrih" "staticprop" +map "nmo_dimension_b2" -steam
 

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It looks like you have too many named lights, I had a major issue with that when mapping for Zombie Panic. It looks like the same issue I had but it's been too long to remember the exact error I received. looked an awful lot like that.

Quote

entdata               [variable]      918192/393216   (233.5%) VERY FULL!

this makes my head spin

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Although I can't tell how exactly the edict count works, I do find a pattern: The map will continue running no matter how many non-static entities I spawn in game (as long as it's below 2000) . On the other hand if I add one more non-static entity in hammer, the map will break after pre-round.

The decals are also accounted for dynamic entities so that's why hiding them earlier helped the map to run. Since I can't really cut down the other entities, I am replacing info_decal with info_overlay because overlay is static (and info_decal is not? Because source engine!). It's a temporary solution and the only option I have at the time.

Edited by RhymeOfRime

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1 hour ago, nay0r said:

porky is correct, you can just get to a certain point where adding the sligthest thing can cause problems even when the compiler isnt reporting anything wrong, i find CSGO hammer is the worse that is so buggy

 

CSGO hammer is worse? But CSGO maps look decent. lol

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12 minutes ago, Porkchops4lunch said:

It looks like you have too many named lights, I had a major issue with that when mapping for Zombie Panic. It looks like the same issue I had but it's been too long to remember the exact error I received. looked an awful lot like that.

this makes my head spin

 

The lighting causes edict issue? hm, I'll take it as a reference for later if I see the issue again. Right now I have swapped many info_decals and there should be enough room for me to go on mapping. 

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I don't know if it has anything to do with edicts but I remember getting compile issues about having too many lights touching however many faces.

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yeah i would fix the compile issues ( even if they appear to not cause any errors ) as for the compile error " make_triangles:calc_triangle_representation: Cannot convert  " this is caused by a model with a problem on it, 2 or 3 of our models ( not sure which ones ) cause this compile error but this error does not cause any issues, the lights bug is the one that should be looked at along with the props outside of the map and the nodraw on terrain, all easy fixes

 

what i meant about the csgo hammer is it crashs more often and the game can crash more often aswell after doing small things , thats what i meant about being buggy not the acutal quality of the maps because being honest csgo source engine is the best and latest source 1 engine ( i think ) 

 

im interested in seeing a top view from hammer of your map in the top grid viewport, i dont know how youve hit over 200% ent data without somehow putting a shit ton of props and entities in general around the map ( unless its a pretty large complex map ) on some of my maps the official ones like, i dont tend to hit over 130% and they are pretty damn complex, and its not until i start putting in the objectives which causes it to go over 100%

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make_triangles:calc_triangle_representation: Cannot convert

The source engine heavily relies on models to have triangle representation. Maybe you added a model to your map that uses a quad somewhere?

I also found that high entdata doesn't always lead to problems. The only thing that will eventually cause issues, is when you either reach the maximum amount of replicated edicts, or you cause a buffer overflow in net message (basically means you reached the hardcoded limit that is set for the buffer that holds all the data being sent to the client on connection). 

But all that isn't transparent at all and some edicts don't even show up in the diagnostics even though they should. 

Quote

info_overlay  is static and info_decal is not?

Technically they aren't static. They just have their own container and hence count towards their own limit afaik.

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19 hours ago, nay0r said:

yeah i would fix the compile issues ( even if they appear to not cause any errors ) as for the compile error " make_triangles:calc_triangle_representation: Cannot convert  " this is caused by a model with a problem on it, 2 or 3 of our models ( not sure which ones ) cause this compile error but this error does not cause any issues, the lights bug is the one that should be looked at along with the props outside of the map and the nodraw on terrain, all easy fixes

 

what i meant about the csgo hammer is it crashs more often and the game can crash more often aswell after doing small things , thats what i meant about being buggy not the acutal quality of the maps because being honest csgo source engine is the best and latest source 1 engine ( i think ) 

 

im interested in seeing a top view from hammer of your map in the top grid viewport, i dont know how youve hit over 200% ent data without somehow putting a shit ton of props and entities in general around the map ( unless its a pretty large complex map ) on some of my maps the official ones like, i dont tend to hit over 130% and they are pretty damn complex, and its not until i start putting in the objectives which causes it to go over 100%

 

 

I have a floor of dynamic props that take up to 30% of the entdata, but I need all of those props to be parented so no alternatives can be used. There are also a variety of other entities used to handle complex events which are required to advance the gameplay. I personally love to rig the game's mechanic so I can create maps of my fasion. lol

15hlm9s.jpg

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2 hours ago, durkhaz~ said:

make_triangles:calc_triangle_representation: Cannot convert

The source engine heavily relies on models to have triangle representation. Maybe you added a model to your map that uses a quad somewhere?

I also found that high entdata doesn't always lead to problems. The only thing that will eventually cause issues, is when you either reach the maximum amount of replicated edicts, or you cause a buffer overflow in net message (basically means you reached the hardcoded limit that is set for the buffer that holds all the data being sent to the client on connection). 

But all that isn't transparent at all and some edicts don't even show up in the diagnostics even though they should. 

Technically they aren't static. They just have their own container and hence count towards their own limit afaik.

 

I see, I was guessing prediction or some kind that overflows the edict system. 

Idk model, I put the coordinates to the search and it doesn't point me to any model.

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