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AlocBlock:full

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Hammer Mapping
tast
2010 Jun 23 • 12
Anyone knows what alocblock:full means? And how to solve thiss issue?
    2010 Jul 2 at 08:35
Rockbomb
Dog fucker

2009 Nov 13 • 1849
-190 ₧
    2010 Jul 2 at 08:37
superjer
superjer

2005 Mar 20 • 3742
Rockbomb that's not helpful.

Especially considering that link goes to a Google page with only 2 real results on it. One is a 404 and the other is this page.

@tast: you probably have too much of something in you map: brushes, entities, ... space?

What is your map like?

What program is even giving you this error?
    (Edited 2010 Jul 8 at 20:33)     2010 Jul 8 at 20:32
buq25

2008 Jul 5 • 462
95 ₧
"allocblock:full
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."

Copy 'n' pasted from somewhere at slackiller.com. Haven't read it. Found it by googeling.(Evil Laugh at the fact that I kinda beat Superjer)
Jokes Don't Die So Easy
    (Edited 2010 Jul 9 at 15:03)     2010 Jul 9 at 14:53
fedex _

2009 Mar 23 • 685
13 ₧
Rockbomb said:



dont be a smart ass
    2010 Jul 9 at 18:30
Mate de Vita
Kelli

2008 Oct 4 • 2397
159 ₧
superjer said:
Rockbomb that's not helpful.

Especially considering that link goes to a Google page with only 2 real results on it. One is a 404 and the other is this page.

Maybe that's because AllocBlock is spelled with a double L.
...and that's the bottom line because Mate de Vita said so.

Who controls the past, controls the future. Who controls the present, controls the past.
    2010 Jul 10 at 02:32
SRAW
Rocket Man

2007 Nov 6 • 2069
601 ₧
Obviously the creator of this tread lies about his problem of alocblock:full
Free Steam Games
    2010 Jul 10 at 02:36
sprinkles

Chrome Whore
2009 Sep 6 • 2431
10 ₧
Wolv said:
And some more tips:

- Have you tried adding -chart to the hlrad command line yet? It can be a great tool for finding what exactly is nearing fulness (>90%).
- Are you using the latest version of QuArK, wich supposedly helps fix slightly-off-grid-vertices? Maybe doing so will help you make a more optimized map.
...then I got some ap, and shot a big ass lazar at everyone.
    2010 Jul 10 at 23:32

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