ED_Alloc No Free Edicts

zenarium

L2: Junior Member
Jun 29, 2012
82
2
Thats is true.. I have a lot of entities! But that shouldn't be a problem because there is a way to fix it.
 

zenarium

L2: Junior Member
Jun 29, 2012
82
2
I can't find anything...
Here it is:


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zenarium\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zenarium\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.vmf"

Valve Software - vbsp.exe (Aug 13 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\zenarium\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.vmf
Patching WVT material: maps/space_arena_modified/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/space_arena_modified/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7890.5 -2053.8 112.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 57929:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7891.0 -2053.8 187.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 57929:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7890.0 -2053.1 187.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 57929:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (193898 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 586 texinfos to 386
Reduced 42 texdatas to 36 (1170 bytes to 921)
Writing C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zenarium\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zenarium\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified"

Valve Software - vvis.exe (Aug 13 2012)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp
reading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.prt
1518 portalclusters
4816 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 80053 visible clusters (6.12%)
Total clusters visible: 1307949
Average clusters visible: 861
Building PAS...
Average clusters audible: 1512
visdatasize:552822 compressed from 582912
writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zenarium\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\zenarium\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified"

Valve Software - vrad.exe SSE (Aug 13 2012)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp
Setting up ray-trace acceleration structure... Done (0.56 seconds)
6046 faces
4 degenerate faces
5199766 square feet [748766336.00 square inches]
6 Displacements
124549 Square Feet [17935188.00 Square Inches]
6042 patches before subdivision
274446 patches after subdivision
sun extent from map=0.087156
143 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28)
transfers 67114848, max 1785
transfer lists: 512.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(819954, 734954, 610866)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(95252, 92556, 63230)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(19197, 18798, 10905)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(4101, 4213, 2042)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(976, 1101, 474)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(239, 319, 125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(62, 101, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(17, 35, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(5, 13, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(2, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.1533 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 516/8192 6192/98304 ( 6.3%)
brushsides 4868/65536 38944/524288 ( 7.4%)
planes 5222/65536 104440/1310720 ( 8.0%)
vertexes 8215/65536 98580/786432 (12.5%)
nodes 2746/65536 87872/2097152 ( 4.2%)
texinfos 386/12288 27792/884736 ( 3.1%)
texdata 36/2048 1152/65536 ( 1.8%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 216720/0 216720/0 ( 0.0%)
faces 6046/65536 338576/3670016 ( 9.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1687/65536 94472/3670016 ( 2.6%)
leaves 2754/65536 88128/2097152 ( 4.2%)
leaffaces 6744/65536 13488/131072 (10.3%)
leafbrushes 1769/65536 3538/131072 ( 2.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35272/512000 141088/2048000 ( 6.9%)
edges 19231/256000 76924/1024000 ( 7.5%)
LDR worldlights 143/8192 12584/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 569/32768 5690/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8379/65536 16758/131072 (12.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 16682460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 552822/16777216 ( 3.3%)
entdata [variable] 45803/393216 (11.6%)
LDR ambient table 2754/65536 11016/262144 ( 4.2%)
HDR ambient table 2754/65536 11016/262144 ( 4.2%)
LDR leaf ambient 14427/65536 403956/1835008 (22.0%)
HDR leaf ambient 2754/65536 77112/1835008 ( 4.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/13046 ( 0.0%)
pakfile [variable] 165541/0 ( 0.0%)
physics [variable] 193898/4194304 ( 4.6%)
physics terrain [variable] 838/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 16163
Writing c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp
1 minute, 8 seconds elapsed
Valve Software - vrad.exe SSE (Aug 13 2012)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp
Setting up ray-trace acceleration structure... Done (0.56 seconds)
6046 faces
4 degenerate faces
5199766 square feet [748766336.00 square inches]
6 Displacements
124549 Square Feet [17935188.00 Square Inches]
6042 patches before subdivision
274446 patches after subdivision
sun extent from map=0.087156
143 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9.
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\zenarium\sourcesdk_content\tf\mapsrc\space_arena_modified.bsp" "c:\program files (x86)\steam\steamapps\zenarium\team fortress 2\tf\maps\space_arena_modified.bsp"
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Your fullness levels look fine, so that can't really be a problem. What entities are you mainly using for your lights? light? light_dynamic?

Also, you have a leak but the compile window isn't stopping it. Try and load your pointfile in your map under Map > Load Pointfile, which will create a red line in your map and will show you where the leak is happening. You can also take the brush number from the compile log and use View > Go to Brush Number... and it'll take you to the brush you specify.
 

zenarium

L2: Junior Member
Jun 29, 2012
82
2
I use light and point_spotlight

I will try to find the leak but the leak was always in the map and I never had troubles with it...

I have a disco with about 50 lights... the problem appeared when I finished the disco.
 

zenarium

L2: Junior Member
Jun 29, 2012
82
2
I can not load pointfile... it opens a window and i select open point file and it doesn0t find the file.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Ah, then the problem is obviously the disco, you mostly have too many lights in it.

What I'd suggest is cutting down the lights to about half by playing them in their own Visgroup, disabling the group and then compiling the map again and seeing if it works.
 

zenarium

L2: Junior Member
Jun 29, 2012
82
2
Their own visgroup?

I had a rotating discoball with lights and I had to delete it because it generated an error.. the invalid solids error.

With only half of the lights my disco is crap :S
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The FindPortalSide errors are not because of a leak. They always show up if there is a leak, but other things will cause them too, usually invalid brushes or a single brush with incompatible materials on different faces. (and if it was a leak VVIS wouldn't have been able to run)

The gamebanana page is pretty much useless. Assuming that command works (I don't know if it does), it would only change the edict limit on YOUR client, not for other players or the server running the map.

You basically have way too many entities. This error is generally only encounter in massive/complex payload maps (because of all the path_track), and in "silly" maps with lots of oddball things. 50 lights wouldn't be the sole cause because it isn't very many, but could definitely be the final straw that put you over the limit.

Point_spotlight and move_rope/keyframe_rope can be huge contributors to this error because each one will use more than one edict. If you aren't using a bunch of those, then you basically have too much stuff in the map and need to remove some of it.
 

zenarium

L2: Junior Member
Jun 29, 2012
82
2
it seems that the valve engine isn't good enough for my map.

I am moving to another engine...

Thank you all for your help!
 

henke37

aa
Sep 23, 2011
2,075
515

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
In multiplayer, mp_flashlight and mat_supportflashlight must be set to 1 for flashlights to work. By default these ConVars are disabled in Team Fortress 2, so this entity won't work there without special configuration.
.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I often get this error when trying to run certain replays, even ones in official maps.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
it seems that the valve engine isn't good enough for my map.

I am moving to another engine...

Thank you all for your help!

I'm very curious how you think you're going to make a map for TF2 without using the Source engine.
 
Oct 6, 2008
1,947
445
You have to be below 1600 entities and closer to under 1000 if you want it totally stable at 32 players