Steven, Even if you can get this to full compile you'll never be able to get it to run with more then a few players on a server w/o crashing due to the max edict limits in the engine.
If this is a single-player map then you need to break it up into 2 or more physical maps, but if this is intended for multiplayer then you need to do some serious housecleaning. Entdata (which is handled as edicts) will actually increase as players join and play. This is also true If you have particle effects and shooters and anything that dynamically spawns ents since there are dynamic ents as well as base ents in a map. Exceeding this limit can be quite serious if it is over 100% for a multiplayer map. For HL2DM which is a bit more piggy then other mods I use a max limit of 1232 base ents in a map. You can see this by loading up a map in console with sv_cheats 1 and then type cl_showents. Yahn post this quite a while ago (he's my hero): http://www.opensubscriber.com/message/[email protected]/263210.html ----------------- RE: [hlcoders] entity limit? by Yahn Bernier The engine currently has this entity limit: // How many bits to use to encode an edict. #define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts // Max # of edicts in a level (1024) #define MAX_EDICTS (1<<MAX_EDICT_BITS) The index is networked as an unsigned, so the max # of entities is 2048 for networking Yahn ----------------- What you need to do is assign visgroups to specific areas of the map and turn them off one at a time, compile then check what is causing the map to not run on the engine. Once you find the culprit, you'll have to limit the map design based on what you've found (please share this info). Displacements render in a batch which is faster then a gaggle of individual solids but there are typically a lot more vertices so they will still impact fps. Displacements also don't necessarily block vis so you may need to put in occluders and block bullets (along with clips) as well if players interact directly with the displacements. good luck! ----- Original Message ----- From: "Steven Hughes" To: <[email protected]> Sent: Friday, January 04, 2008 12:34 AM Subject: [hlcoders] Issues with a certain map Okay I know I dug myself into this hole, and I've done a lot since then. Is it a good idea to turn brushes into displacements at this point and use brushes as a last resort and to make visibility blocks? And yes this map is big. Also what can I do about entdata, the names I have optimized by reducing there lengths and removing un-needed values. Source engine refuses to run this map as well. Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 333/1024 15984/49152 (32.5%) brushes 8101/8192 97212/98304 (98.9%) VERY FULL! brushsides 59944/65536 479552/524288 (91.5%) VERY FULL! planes 20372/65536 407440/1310720 (31.1%) vertexes 64172/65536 770064/786432 (97.9%) VERY FULL! nodes 28811/65536 921952/2097152 (44.0%) texinfos 7393/12288 532296/884736 (60.2%) texdata 825/2048 26400/65536 (40.3%) dispinfos 965/0 169840/0 ( 0.0%) disp_verts 62069/0 1241380/0 ( 0.0%) disp_tris 96256/0 192512/0 ( 0.0%) disp_lmsamples 3133222/0 3133222/0 ( 0.0%) faces 45296/65536 2536576/3670016 (69.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 23904/65536 1338624/3670016 (36.5%) leaves 29145/65536 932640/2097152 (44.5%) leaffaces 55994/65536 111988/131072 (85.4%) VERY FULL! leafbrushes 21464/65536 42928/131072 (32.8%) areas 9/256 72/2048 ( 3.5%) surfedges 304440/512000 1217760/2048000 (59.5%) edges 178044/256000 712176/1024000 (69.5%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 3930/32768 39300/327680 (12.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 63912/65536 127824/131072 (97.5%) VERY FULL! cubemapsamples 63/1024 1008/16384 ( 6.2%) overlays 26/512 9152/180224 ( 5.1%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 14627205/16777216 (87.2%) VERY FULL! entdata [variable] 577543/393216 (146.9%) VERY FULL! LDR leaf ambient 29145/65536 699480/1572864 (44.5%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) occluders 1/0 40/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/1686000 ( 0.0%) static props [variable] 1/46540 ( 0.0%) pakfile [variable] 5823485/0 ( 0.0%) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

