<a href='http://members.telocity.com/pdebaan/errors.htm#allocblock' target='_blank'>http://members.telocity.com/pdebaan/errors....htm#allocblock</a> most time the reason is that you use more than 4mb of textures.
oh i will compile without vhe then, because vhe reckons i got about 10mb of texture memory hehe, ive only got 3.41mb. . . cheers. as soon as my mom lets me map again (probly tomorrow) then i will test out my theory <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i don't care if you rip it off much, as long as you don't make me bleed! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
don't get stuck on one reason - stretch your brain to look for anything that could be messing memory. that is what makes this one so tough, it is vague as a vague can be!
the BIG BLOCK method of error elimination sometimes helps find the location of the problem.
good luck, and if you find out it came from a new weird error, let us know! i can add it to the error list!
now im getting that error too, and im only using ns.wad, hl.wad, hera.wad, and eclipse.wad. Im only using like 2 textures from each atm <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> if you use old compile tools (or if you -wadinclude for ALL the .wad files) the map will load every texture from each wad into the compile process, even if it just uses 2 textures of each .wad . -> the map things it uses textures that it does not show.
now im getting that error too, and im only using ns.wad, hl.wad, hera.wad, and eclipse.wad. Im only using like 2 textures from each atm <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> if you use old compile tools (or if you -wadinclude for ALL the .wad files) the map will load every texture from each wad into the compile process, even if it just uses 2 textures of each .wad . -> the map things it uses textures that it does not show. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I doubt that, the HL wad is pretty huge and the whole thing wasn't loaded in original HL. It'll only wadinclude or load the textures you actually used.
edit: it will however include textures that are only used facing the void and whatnot, so they don't have to actually appear in the .bsp, just the .map.
Comments
most time the reason is that you use more than 4mb of textures.
now im getting that error too, and im only using ns.wad, hl.wad, hera.wad, and eclipse.wad. Im only using like 2 textures from each atm
don't get stuck on one reason - stretch your brain to look for anything that could be messing memory. that is what makes this one so tough, it is vague as a vague can be!
the BIG BLOCK method of error elimination sometimes helps find the location of the problem.
good luck, and if you find out it came from a new weird error, let us know! i can add it to the error list!
now im getting that error too, and im only using ns.wad, hl.wad, hera.wad, and eclipse.wad. Im only using like 2 textures from each atm <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
if you use old compile tools (or if you -wadinclude for ALL the .wad files) the map will load every texture from each wad into the compile process, even if it just uses 2 textures of each .wad .
-> the map things it uses textures that it does not show.
now im getting that error too, and im only using ns.wad, hl.wad, hera.wad, and eclipse.wad. Im only using like 2 textures from each atm <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
if you use old compile tools (or if you -wadinclude for ALL the .wad files) the map will load every texture from each wad into the compile process, even if it just uses 2 textures of each .wad .
-> the map things it uses textures that it does not show. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I doubt that, the HL wad is pretty huge and the whole thing wasn't loaded in original HL. It'll only wadinclude or load the textures you actually used.
edit: it will however include textures that are only used facing the void and whatnot, so they don't have to actually appear in the .bsp, just the .map.