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%)


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