ED_Alloc: no free edicts

Any aspects of level design for the Source engine.

ED_Alloc: no free edicts

Postby Deckaux on Sat Dec 17, 2005 11:44 am

(Concerning "The Hidden" Mod)

When I load my map, everything is fine. But when I try to add bots using the "bot add" cmd, HL² crashes and gives out the error message:

Code: Select all
"ED_Alloc: no free edicts"


I compiled a second time, but the problem stayed. Do you know what causes it? Should I ignore it since it's "still a buggy game and no one cares about bots"?
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Postby Deckaux on Sat Dec 17, 2005 12:42 pm

Code: Select all
Source only supports 1024 entites in a map at maximum.


I have around 2.700 entities; 900 prop_statics, 300 lights... :(
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Postby Deckaux on Sat Dec 17, 2005 1:01 pm

reeke wrote:In the errors page it says 4096.


And VERC-Wiki says...

Code: Select all
A Source engine server can handle up to 2048 entities at the same time


:wtf:

Maybe it crashes when I add bots because the game is only starting with both teams having players. So it's maybe actually not the bots. Otherwise, I'm already on the map then, I just can't move - so it can't be the entity count...

Edit: I found a list of limitations:

Code: Select all
The can be up to 65536 planes in a map (MAX_MAP_PLANES).
There are a maximum of 65536 vertices in a map (MAX_MAP_VERTS).
The face array is limited to 65536 (MAX_MAP_FACES) entries.
The maximum number of brushsides is 65536 (MAX_MAP_BRUSHSIDES).
The maximum number of brushsides on a single brush is 128 (MAX_BRUSH_SIDES).
There can be a maximum of 65536 nodes in a map (MAX_MAP_NODES).
Texture name strings are limited to 128 characters (TEXTURE_NAME_LENGTH).
The brush array is limited to 8192 entries (MAX_MAP_BRUSHES).
There is a limit of 1024 models in a map (MAX_MAP_MODELS).
The entity lump can be a maximum of 256 kbytes long (MAX_MAP_ENTSTRING) and contain up to 4096 entities (MAX_MAP_ENTITIES).
There can be a maximum of 1024 (MAX_MAP_CUBEMAPSAMPLES) cubemaps in a file.
There can be a maximum of 512 overlays per file (MAX_MAP_OVERLAYS).
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Postby zombie@computer on Sat Dec 17, 2005 6:25 pm

the error page has more limits

anyway, the ed_Alloc also encopasses temp ents, like blood sprites, decals, rain sprites, the ones from env_sun etc...
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Postby Deckaux on Sun Dec 18, 2005 9:03 pm

zombie@computer wrote:the ed_Alloc also encopasses temp ents, like blood sprites, decals, rain sprites, the ones from env_sun etc...


1.But why does it only show up when I'm loading bots?

2.And why doesn't it show up when I compile (and load) it for/in HL²DM?

(sorry for bumping this)
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Postby zombie@computer on Mon Dec 19, 2005 5:25 pm

Deckaux wrote:
zombie@computer wrote:the ed_Alloc also encopasses temp ents, like blood sprites, decals, rain sprites, the ones from env_sun etc...


1.But why does it only show up when I'm loading bots?

2.And why doesn't it show up when I compile (and load) it for/in HL²DM?

(sorry for bumping this)
my guess is that the waypoints the bots use also are encompassed in this buffer
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Postby Deckaux on Mon Dec 19, 2005 5:42 pm

zombie@computer wrote:my guess is that the waypoints the bots use also are encompassed in this buffer


Possible, yes. Although I don't think that there are any.

Sorry for spamming around with my stupid problems, but I have another one when I'm trying to compile the same map for HL²DM. First of all, here's my compile log:

Code: Select all
** Executing...
** Command: "c:\...\steam\steamapps\deckaux\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp" "C:\...\Steam\SteamApps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x"

Valve Software - vbsp.exe (Nov 17 2005)
1 threads
materialPath: c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp\materials
Loading C:\...\Steam\SteamApps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3684 detail faces...done (5)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (17)
writing C:\...\Steam\SteamApps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (5) (4915882 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (4) (10206911 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5675 texinfos to 2996
Reduced 203 texdatas to 150 (7809 bytes to 4861)
Writing C:\Spiele\Steam\SteamApps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.bsp
58 seconds elapsed
Memory leak: mempool blocks left in memory: 12

** Executing...
** Command: "c:\...\steam\steamapps\deckaux\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp" "C:\...\Steam\SteamApps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x"

Valve Software - vvis.exe (Sep  7 2005)
1 threads
reading c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.bsp
reading c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.prt
2429 portalclusters
6820 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (41)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2415)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 5715 visible clusters (0.00%)
Total clusters visible: 739282
Average clusters visible: 304
Building PAS...
Average clusters audible: 1027
visdatasize:732451  compressed from 1476832
writing c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.bsp
41 minutes, 2 seconds elapsed

** Executing...
** Command: "c:\...\steam\steamapps\deckaux\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp" "C:\...\Steam\SteamApps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x"

Valve Software - vrad.exe SSE (Nov  9 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.bsp
20924 faces
1 degenerate faces
390971 square feet [56299880.00 square inches]
698 displacements
27551 square feet [3967472.50 square inches]
20923 patches before subdivision
zero area child patch
139067 patches after subdivision
438 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4649)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2628)
transfers 34262855, max 1512
transfer lists: 261.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #1 added RGB(395834, 334974, 261725)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #2 added RGB(37202, 28402, 17837)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #3 added RGB(3767, 2606, 1309)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #4 added RGB(406, 255, 103)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #5 added RGB(46, 27, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #6 added RGB(6, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
   Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<4.1735 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (26)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (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                   1/1024           48/49152    ( 0.1%)
brushes               7558/8192        90696/98304    (92.3%) VERY FULL!
brushsides           56987/65536      455896/524288   (87.0%) VERY FULL!
planes               14184/65536      283680/1310720  (21.6%)
vertexes             35030/65536      420360/786432   (53.5%)
nodes                 5518/65536      176576/2097152  ( 8.4%)
texinfos              2996/12288      215712/884736   (24.4%)
texdata                150/2048         4800/65536    ( 7.3%)
dispinfos              698/0          122848/0        ( 0.0%)
disp_verts           24618/0          492360/0        ( 0.0%)
disp_tris            34624/0           69248/0        ( 0.0%)
disp_lmsamples      114452/0          114452/0        ( 0.0%)
faces                20924/65536     1171744/3670016  (31.9%)
origfaces            16861/65536      944216/3670016  (25.7%)
leaves                5520/65536      176640/2097152  ( 8.4%)
leaffaces            26223/65536       52446/131072   (40.0%)
leafbrushes          13887/65536       27774/131072   (21.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges           168530/512000     674120/2048000  (32.9%)
edges               106796/256000     427184/1024000  (41.7%)
LDR worldlights        438/8192        38544/720896   ( 5.3%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips           2340/32768       23400/327680   ( 7.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         47064/65536       94128/131072   (71.8%)
cubemapsamples          41/1024          656/16384    ( 4.0%)
overlays                38/512         13376/180224   ( 7.4%)
LDR lightdata         [variable]     7918364/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      732451/16777216 ( 4.4%)
entdata               [variable]      255132/393216   (64.9%)
LDR leaf ambient      5520/65536      132480/1572864  ( 8.4%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/10608    ( 0.0%)
dtl prp lght          [variable]           1/724      ( 0.1%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/70542    ( 0.0%)
pakfile               [variable]      327639/0        ( 0.0%)

Win32 Specific Data:
physics               [variable]     4915882/4194304  (117.2%) VERY FULL!
==== Total Win32 BSP file data space used: 20372872 bytes ====

Linux Specific Data:
physicssurface        [variable]    10206911/6291456  (162.2%) VERY FULL!
==== Total Linux BSP file data space used: 25663901 bytes ====

XBox Specific Data:
lightmap pages        [variable]           0/0        ( 0.0%)
lightmap infos        [variable]           0/0        ( 0.0%)
==== Total XBox BSP file data space used: 15456990 bytes ====

Total triangle count: 59548
Writing c:\...\steam\steamapps\deckaux\half-life 2 deathmatch\hl2mp\maps\dm_lodestone-x.bsp
File write failure


1. File write failure. The .bsp is only around 5 mb small, while older ones took always around 25 mb. When I load the map, HL² crashes and says "Map with no textures".

2. And I'm getting this one...

Code: Select all
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!

...with every skymap.

edit: Maybe it has something to do with the lightmaps, I'll test it...
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Re: ED_Alloc: no free edicts

Postby Flynn_ on Sun Feb 25, 2018 1:28 pm

I am getting this error, why doesn't Hammer Editor have some sort of information that tells you how close you are to the entity limit instead of just having to guess :x

Edit: found what I needed "Map Information" under the "Map" tab.

Currently on 3502 point entities, is that too much?
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Re: ED_Alloc: no free edicts

Postby zombie@computer on Sun Feb 25, 2018 9:18 pm

iirc edicts are network packets used to communicate entity properties between server and client. Thus, only networked entities count. Prop_statics etc dont count. Hammer has no way to know which network entitites generate how many edicts, so you can forget about that :)
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