"alloc_block : full" is a generic 'out of memory' error. It means that what it was doing ran out of memory and couldn't finish. This can happen if your map is very large and/or complex, or as a result of another error. If you have alot of or large info_locations in your level you can also get this error. I would recomend you do a search for it, there are several other threads on this, different people have done different things to fix this and you could try some of those things.
The game gives an "AllocBlock:full" error and won't run the map There is too much of something in your map for your PC to handle, and it has run out of memory. Try running CSG with the -chart parameter to see what might be overloading it- usual culprits are having too many entities in your map, or if the game is trying to draw too much for your PC to handle (e.g. if you have a leak)
Usually when this happens, I do the following. I rescale the unseen textures that are hiding from view and scale them to something like x5, y5 or greater. Do this for all your null, origin, sky, aaatrigger, clip, black, white, etc., they are very small in size, and for the big brushes you might use for that texture, increasing its size, will greatly reduce the amount of patches you have. This usually happens because you have gone over the limit on patches which is about 65335. There is a command line for the compiler to bypass this, but for some odd reason, when you run the .bsp it screws up and gives you Alloc Block : Full. Most of the time this is the way to fix it. If it doesn't work. Well I'm sorry I couldn't help. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Most unseen textures (the exterior surfaces on your maps) and invisible textures (null, origin, clip) are stripped away before the compile reaches the Rad process, so they aren't considered at all for patches. Also keep in mind the reducing the patches on plain textures like black or white will screw up the lighting on the surface, very obvious if you shine your flashlight on it.
Like limit of patches is exactly 65535 unless you use the -sparse or the -nomatrix parameters on hlrad. However, if you exceed the limit for whatever parameters you have set it will give you an error during hlrad and not light the level - not cause an alloc_block : full error. I've compiled maps with over 170,000 patches using the special parameters and I've never gotten a alloc_block : full error.
Thanks 4 ur help i found out what was wrog with my map i was using too many wad files so i replaced a couple of textures and the error stopped. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
There is too much of something in your map for your PC to handle, and it has run out of memory. Try running CSG with the -chart parameter to see what might be overloading it- usual culprits are having too many entities in your map, or if the game is trying to draw too much for your PC to handle (e.g. if you have a leak)
Copied from www.snarkpit.com
- make info_mapinfo much smaller.
- use NULL texture on invisible brushes.
- make map volume smaller.
Like limit of patches is exactly 65535 unless you use the -sparse or the -nomatrix parameters on hlrad. However, if you exceed the limit for whatever parameters you have set it will give you an error during hlrad and not light the level - not cause an alloc_block : full error. I've compiled maps with over 170,000 patches using the special parameters and I've never gotten a alloc_block : full error.