Need morale boost! :(

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
<div class="IPBDescription">'bout ready to quit hl altogether</div>well the day is finaly here when I can say I realy want to quit Half-Life editing altogether! I keep getting this AllocBlock Full error when I launch my map. Ive built levels with 10 times the brushes, r_speeds in the 1000s for both w and e polys(obviously not that Im proud of it <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->) but Ive never gotten this error before the really sad thing is Im only 1/4 done with my level and dont even want to continue! Im already on the verge of the the 4MB texture limit,(prolly cuz all the moniters and electronic stuff) and I havent even begun any of the "infested' areas! I havent started lighting yet either. On top of HLs many other limitations, Texture size, visual distances and restrictions, small map sizes(in my opinion), ugly skies and horrible compile times(and prolly a few more)
The Pro's: WC (Hammer) is THE most straight foreward and user friendly editor for any game (even moreso than 3-D editing packages like Lightwave and Max) It has decent help files built in(unlike UnrealEd) An "older" comunity with exellent documents and tutorials (unlike Serious Sam) All aspects of the interface and "artwork" are easily exploited. and an overall helpfull and pleasent community!
But I am still very much ready to change engines SS:SE. I know its editor is far more complicated, its community is young and not to helpfull as of yet, net code sux right now, but so did Valves and Ids at first. The engine is stunning! in so many ways It gives me that giddy feeling I got when I first played UT or Q3 but much more massive. I can push 3X the polys of HL and get higher frames than HL all the while looking 10X prettier than HL on the exact same machine! Anyway I really need help with this AllocBlock error and I need to see some screenie of cool maps or somethin to get me exited about HL!!! I need to play NS SOOOOOOON!!!

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Ugh, I can feel for you. I really really can't stand hl's limitations and unpreciseness. I just hate it. But... for all the Pro's you listed there... that's why I'm staying. And this community. If I hadn't found NS and its community I don't even know if I'd still be doing level design for ANY game. As a matter of fact, I seriously doubt I would.

    And just last night I felt like totally giving up again... it's just these things that come and go. Sure, all the problems that I was facing last night are still with me, but I've cooled off a bit and, well, can handle it better today. Who knows what tomorrow will be like.

    I don't know... all I can say to you about leaving the NS/HL scene is: <i>Don't you dare.</i>

    You will regret it. I really think you will. That's not to say you shouldn't get involved with other games and their communities... just don't flat out leave this. I mean it.

    We have all felt like you do. I feel that way right now. Yesterday I was this close to giving up flat out. But... keeping faith in this thing, I somehow managed to sleep it off. I really don't know what to tell you except to just hold in there. It'll be worth it. Trust me.

    Oh, and when HL throws you a limitation... well... Grab it by the throat and show it just what you can do with it. I never once imagined I'd be able to do this kind of lighting with HL's cranky old engine.. but I did:

    <img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/phl1.jpg" border="0">

    <img src="http://tald.readyroom.org/maps/ns/ns_nothing/images/ugh.jpg" border="0">

    (No clue about the error you're getting, but I'm sure someone will be able to help you here.)



    <!--EDIT|ken20banks|May 04 2002,23:10-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The error comes up if you have too many entities in your map, or simply too much data being put into your memory. It means what it says...all the allocation blocks are full. I think whether you get the error or not is dependant on your system, but I'm not sure...

    Do you have lots of entities in your map? Which tools are you using? Make sure you're using Zoners, because that culls out all light entity information after lighting up the map. (Whereas WC's original tools leave the light entity data in, which is totally pointless as they're useless after they've lit up the map.)
  • VincentVincent Join Date: 2002-04-10 Member: 408Members
    STAY STRONG FIGHT TO THE BITTER END and send many complants to Sierra
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I definitely understand you, Parasite.  There have been lots of times that I just wish that my computer could read my mind and create my maps for me, instead of having to deal with the limitations of an editor, an engine, and a computer.  Nevertheless, it's definitely worth it to keep going if you think that you can create something special, as walking through your level and being satisfied with it is an absolutely remarkable feeling.

    Now, I'm not entirely clear on what AllocBlock:full is, but it basically means this: Your map is too big for HL to fit into memory.  It usually happens with larger maps, which is strange because you said you're only about 25% done with the map.  Do you have a leak?  Try to fix it first so you can run VIS.  It's possible that running VIS will get rid of this error.  You might also want to check the number of entities that you have.  Again, the fact that you're running into the error this early into your development stage worries me quite a bit, but just try your best.  Also, for your texture memory problem, I'd suggest that you wait until your level's just about finished, then see if you can replace any similar textures or resize large textures to a smaller size.

    Good luck.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    actually, I cooled down. Id never leave you guys! (sob) you guys are great  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    though I feel like Im forcing myself to "edit" for HL Id never stop playing!(I just dun wanna be the poor SOB making the game <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->) THX guys, just needed to vent. o and Ken, those sceenies were exactly what I needed! Your shadows are incredible and....sheesh I am always lost for words when I see your mapping skills. could I ask you a big favor? can you post some hammer wireframe shots so I can take a look at your brush work and see if Im doin something terribly wrong? Dare I ask for the RMF? obviosly this would be used at the greatest discretion and not exploited. But no is probably the best answer anyway.

    btw. heres my map stats.
    no entities other than 3 lights,8 func doors, 3 func breakables, 1  trigger, and several func_walls.<==prolly like 20-30
    588 solids
    3573 faces
    4 point entities
    24 solid entities
    60 textures
    3.8 texture memory
    NS wad and my wad (1 texture in it)

    the only "map problems" I get is like 5 "invisible" func_doors that when deleted I lose the angle on some of my visible doors. Any ideas on why this causes allocation full arrors?
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    How much RAM do you have?

    And are you shutting down programs you don't need like virus scanners and the like when you're compiling?

    And have you tried out SHODAN yet?



    <!--EDIT|Moleculor|May 05 2002,01:32-->
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Ive got a P3 600, 256MB RAM, 3D Prophet GF2 64MB and yes, I equate compiling in Hammer to rendering in Lightwave, so I turn off ALL other apps and step away from my comp for a bit. The error occurs when I try to launch my map from the NSTR2.

    Oh and I am using Zoners tools. Shodan is that night and weekend server, correct? actually I do plan on using it when I have a more complete product and/or unbearable compile times
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Sure you don't have a leak? <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    /me is not a mapper.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    In worldcraft when you delete a brush entitiy it deletes the brushes but not the entitiy part, try testing for that in the 'check for problems' tool.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    actually I get a strange phenom hapening, I create a brush, tie it to a func_door and set up all its properties and flag it use only. In "map problems" dialogue I get a few "func_door has unused keyvalues" error. then I do an entity report. I sort through all my func_doors and find all the ones not tied to a brush and delete them. when I do that I lose the angle on all my doors(with the exeption of doors with default angle) Its as if all the door properties are stored within the entity that is tied to the brush itself while its "angle" is stored in an "invisible" entity. Although these have been there scince my first test compiles of the map and havent caused any problems yet. All that has been added scince then is 30 or so normal brushes.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Don't ever use the fix buttons on 'Check for Problems' it doesn't work properly.  I usually ignore the 'has unused keyvalues' messages, they don't seem to effect anything.

    Parasite's last post was quite confusing...
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Anyone ever notice how mappers always get discourged?  Maybe becuase there are more of them than coders but I have felt this way when making a few maps.  When I start to make a map the feeling is "Oh yeh, gonna kick some ###!"  but then a month later its "Oh god, have to work on the map.. *sigh*"  I tried making a serious map once.  It looked good and everything but I just lost the drive that I had when I started.

    If anyone remembers when I just joined the ns community I had posted a layout and after reading what some poeple had to say I had what I think is still a great layout for a map.  Then I thought "Common Steve, you know in a month you will just give up and in that month you will have nothing but headachs, just don't even try."  And I never did try...
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