AlocBlock:full

AlocBlock:full

Hammer Mapping — Page [1]
tast
2010 Jun 23 • 12
Anyone knows what alocblock:full means? And how to solve thiss issue?
 
 
2010 Jul 2 at 08:35 PDT
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
 
 
2010 Jul 2 at 08:37 PDT
SuperJer
Websiteman

2005 Mar 20 • 6230
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?
 
 
2010 Jul 8 at 20:32 PDT — Ed. 2010 Jul 8 at 20:33 PDT
buq25

2008 Jul 5 • 572
295 ₧
"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)
Today's post brought to you by the letter: "heck".
 
 
2010 Jul 9 at 14:53 PDT — Ed. 2010 Jul 9 at 15:03 PDT
fedex _

2009 Mar 23 • 906
13 ₧
Rockbomb said:



dont be a smart ass
melloyellow582 said:
I post sometimes, to make a point.
 
 
2010 Jul 9 at 18:30 PDT
Mate de Vita
Kelli

2008 Oct 4 • 2453
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.
 
 
2010 Jul 10 at 02:32 PDT
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
Obviously the creator of this tread lies about his problem of alocblock:full
Free Steam Games
 
 
2010 Jul 10 at 02:36 PDT
sprinkles

Chrome Whore
2009 Sep 6 • 2547
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.
 
 
2010 Jul 10 at 23:32 PDT
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