ED-Alloc: no free edicts

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Sep 14, 2011.

  1. Kill_the_Bug

    aa Kill_the_Bug

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    I haven't gotten it in the months that I have been making my map. Now all of a sudden the error is occuring B1 to B1a.

    Here’s what’s happening:

    Based on some of the feedback I got on my map (thanks for the feedback by the way), I sealed the top level of the two canyon areas with nodraws, displacements and area_portals - this has really upped the fps in the small part of the canyon by 30-80 fps and about 10-20 in the larger part (what can I say - it's pretty wide open in the large part – hard to optimize it).

    The only other thing I've done is to re-do the elevator in the water - instead of having it go from the river to the 1st ledge it now goes up to all three levels making it easier for players to get back into the fight depending on what level the fight is.

    I have made the elevator structure 1 func_detail and added in 2 more path tracks.

    Now all of a sudden, the dam thing is crashing all the time – i.e. load map, pick a pryo, do a flame burst and get the crash.

    I’ve been looking around and have followed some of the advice here:

    http://forums.tf2maps.net/showthread.php?t=426&highlight=crashes

    I have deleted at least 20 entities and converted 80 dynamic props into statics and have even gone to the extent of taking all my current func_details making them into world details – doing a select all and then making them into 1 func_detail. When checking the ents via the map>show information – I am within the limits posted in the above link too.

    Any help in this would be greatly appreciated because I can’t understand why the error wouldn’t happen in the first version and then suddenly appear in the second.

    Also, is there a faster way to come up with this number “entdata” without having to do a full compile to see what my load is?

    The issue might also be in the compile itself – for some reason it looks like it’s trying (ok doing) vrad twice in hammer – the first seems to complete and then the second one is just hanging there and I have to do a force quit of it – this error only happens when I do a full compile, running bsp and rad alone/together are ok, it seems to happen when I add vis into the mix (reg vis not fast).
     
    Last edited: Sep 14, 2011
  2. Sergis

    aa Sergis L666: ])oo]v[

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    you have to kill the bug



    also check ingame with cl_showents what is eating your edicts

    you must have a fuckton of dynamic stuff in the map for that error to occur
     
    Last edited: Sep 14, 2011
  3. Kill_the_Bug

    aa Kill_the_Bug

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    I wiped out all of them yesterday - except about 20 +- (respawn lockers, animated door models, etc) but I'm really questioning the length of my compile times as part of the issue.

    My original times was about 1-2 hours of vis on a really large map - coffee time, lol - and I have tried to optimize it a little more - my last compile was 8 hours + (Ichecked off the hdr box - lol) this time I am running another full compile while I am at work (today)- the same issue happened when I did a quick one yesterday after maikng the changes.

    I do have a lot of torches (comprised of 1 light and a particle shooter for the flame) all over the place but it didn't effect my original b1 vesion.
     
    Last edited: Sep 14, 2011
  4. Psy

    aa Psy The Imp Queen

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    Entdata is kinda useless as a lot of the PL/PLR maps easily go over that limit without any problems. As Sergis said, use cl_showents to get the number of dynamic entities in the map. If it's over about 1600~ then you will need to reduce things like sprites, env_lightglows, etc to bring that value down.

    The absolute max you can have is 2048 which is comprised of things such as players, hats, stickies, rockets, dynamic entities, etc. When you hit it, the client/server will crash. So what you have to do is reduce the number of dynamic entities to a maximum of about 1600 so that when all the other entities spawned during gameplay (aforementioned players, stickies, rockets, etc) are added on top, the total dynamic entities is still under 2048.

    Also, be aware that a single entity in Hammer may be comprised of several in-game. For example, an env_lightglow is comprised of 3 seperate parts in game (as far as I recall when reducing entities in Nightfall).
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It is point_spotlight is three (base, glow, beam).
    Another culprit is ropes, those can have tremendous amounts of edicts if they have a lot of subdivision.
    Doing anything to func_detail won't change a thing, they are not actually entities at all once compiled and in the engine. Using Hammer's entity feature was simply the easiest way to implement marking brushes as detail brushes, rather than coding a whole new feature into Hammer.

    If your map isn't simply ReallyFreakingHuge I could take a gander at it if you provide me with a link, and point out what you might not be seeing.
     
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  6. Kill_the_Bug

    aa Kill_the_Bug

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    Hi, Thanks for the offer of looking at the file:

    Here's a link to the original file:

    http://forums.tf2maps.net/downloads.php?do=file&id=4848

    If you want to look at the vmf - I'll have to post it tonight.

    Would you then need to compare the file above with the new one that I have? I would need to post that bsp - none of the file structure would change.

    (you'll probably cringe at my optimization attempt too on the vmf - lol)
     
  7. Kill_the_Bug

    aa Kill_the_Bug

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    ok just got home and checked my most recent compile log:

    entdata [variable] 682801/393216 (173.6%) VERY FULL!

    Yep - might have an issue - lol - it just crashed again.

    Here's the entire log in case there's other info you might need:


    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1"

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: c:\steam\steamapps\kill_the_bug\team fortress 2\tf\materials
    Loading e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_gold_heist_canyon_b1/nature/blendgroundtograss001_wvt_patch
    Patching WVT material: maps/pl_gold_heist_canyon_b1/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 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1222 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: invalid neighbor connection on displacement near (2080.00 1203.00 301.00)
    Warning: invalid neighbor connection on displacement near (2080.00 1183.00 -192.00)
    Warning: invalid neighbor connection on displacement near (2128.00 976.00 307.40)
    Warning: invalid neighbor connection on displacement near (2080.00 888.00 321.00)
    Warning: invalid neighbor connection on displacement near (2080.00 933.56 -192.00)
    Warning: invalid neighbor connection on displacement near (2640.00 1309.00 381.00)
    Warning: invalid neighbor connection on displacement near (2640.00 1354.56 -132.00)
    Warning: invalid neighbor connection on displacement near (2688.00 1349.00 359.68)
    Warning: invalid neighbor connection on displacement near (2640.00 1624.00 361.00)
    Warning: invalid neighbor connection on displacement near (2640.00 1604.00 -132.00)
    Warning: invalid neighbor connection on displacement near (2128.00 928.00 299.68)
    Warning: invalid neighbor connection on displacement near (2688.00 1397.00 367.40)
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (3) (1068006 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7998 texinfos to 4240
    Reduced 375 texdatas to 346 (20540 bytes to 18831)
    Writing e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.bsp
    20 seconds elapsed
    7.362825 8.128000 0.000000
    7.362825 7.251700 0.000000
    6.502400 6.959600 0.000000
    7.362825 7.981950 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1"

    Valve Software - vvis.exe (Jul 7 2010)
    4 threads
    reading e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.bsp
    reading e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.prt
    3023 portalclusters
    8823 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (36311)
    Optimized: 18371 visible clusters (0.00%)
    Total clusters visible: 1495444
    Average clusters visible: 494
    Building PAS...
    Average clusters audible: 1880
    visdatasize:1488148 compressed from 2321664
    writing e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.bsp
    10 hours, 5 minutes, 16 seconds elapsed

    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" "e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1"

    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.bsp
    Setting up ray-trace acceleration structure... Done (12.50 seconds)
    10650 faces
    6 degenerate faces
    1341686 square feet [193202880.00 square inches]
    777 Displacements
    908374 Square Feet [130805960.00 Square Inches]
    10644 patches before subdivision
    50670 patches after subdivision
    321 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (75)
    transfers 4168389, max 885
    transfer lists: 31.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(176230, 131832, 57922)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(34057, 20400, 8032)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(5919, 3337, 1514)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(1400, 744, 273)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(281, 153, 55)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(74, 38, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(16, 9, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(4, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0529 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (60)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (228)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 243/1024 11664/49152 (23.7%)
    brushes 2944/8192 35328/98304 (35.9%)
    brushsides 20895/65536 167160/524288 (31.9%)
    planes 17708/65536 354160/1310720 (27.0%)
    vertexes 25582/65536 306984/786432 (39.0%)
    nodes 8157/65536 261024/2097152 (12.4%)
    texinfos 4240/12288 305280/884736 (34.5%)
    texdata 346/2048 11072/65536 (16.9%)
    dispinfos 777/0 136752/0 ( 0.0%)
    disp_verts 72369/0 1447380/0 ( 0.0%)
    disp_tris 117792/0 235584/0 ( 0.0%)
    disp_lmsamples 728991/0 728991/0 ( 0.0%)
    faces 10650/65536 596400/3670016 (16.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8160/65536 456960/3670016 (12.5%)
    leaves 8401/65536 268832/2097152 (12.8%)
    leaffaces 13360/65536 26720/131072 (20.4%)
    leafbrushes 9799/65536 19598/131072 (15.0%)
    areas 25/256 200/2048 ( 9.8%)
    surfedges 80469/512000 321876/2048000 (15.7%)
    edges 50646/256000 202584/1024000 (19.8%)
    LDR worldlights 321/8192 28248/720896 ( 3.9%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 7/32768 84/393216 ( 0.0%)
    waterstrips 1456/32768 14560/327680 ( 4.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 23832/65536 47664/131072 (36.4%)
    cubemapsamples 261/1024 4176/16384 (25.5%)
    overlays 68/512 23936/180224 (13.3%)
    LDR lightdata [variable] 5537852/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1488148/16777216 ( 8.9%)
    entdata [variable] 682801/393216 (173.6%) VERY FULL!
    LDR ambient table 8401/65536 33604/262144 (12.8%)
    HDR ambient table 8401/65536 33604/262144 (12.8%)
    LDR leaf ambient 35981/65536 1007468/1835008 (54.9%)
    HDR leaf ambient 8401/65536 235228/1835008 (12.8%)
    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] 1/336 ( 0.3%)
    dtl prp lght [variable] 1/19 ( 5.3%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/58140 ( 0.0%)
    pakfile [variable] 112612/0 ( 0.0%)
    physics [variable] 1068006/4194304 (25.5%)
    physics terrain [variable] 137072/1048576 (13.1%)

    Level flags = 0

    Total triangle count: 27185
    Writing e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.bsp
    7 minutes, 35 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "e:\c drive backup\desktop\maps\pl_gold_heist_canyon_b1.bsp" "c:\steam\steamapps\kill_the_bug\team fortress 2\tf\maps\pl_gold_heist_canyon_b1.bsp"


    ** Executing...
    ** Command: "c:\steam\steamapps\kill_the_bug\team fortress 2\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "c:\steam\steamapps\kill_the_bug\team fortress 2\tf" +map "pl_gold_heist_canyon_b1"
     
    Last edited: Sep 14, 2011
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Every one of those white lines is pointing at a prop_dynamic

    Ok, so, you don't seem to understand the dynamic/static prop differentiation. You should always use static unless the prop is going to actually be dynamic, such as move, change skins, disappear, etc. Static props do not use edicts, as they are placed into the map as a static model completely devoid of any entity information.
    Turn EVERYTHING that doesn't need to actually be dynamic into a static, and you should no longer have edict crashes.
     
  9. Kill_the_Bug

    aa Kill_the_Bug

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    Thanks so much - I'm now down to lasting a couple of seconds before the crash - I now only have 20 dynamics (lockers etc) and have replaced 20 staircases with ramps (func_detailed).

    This time it crashed after I added in the bots - the game crashed when I was a pyro and had everyone firing at the same time.

    Oh - just in case some other noob like me doesn't know how to do it - go to the other link copy the long list of bot,s include the other lines - paste it into notepad (or another text editor) - save it as bots.cfg in the tf2 cfg file - then run the command from that post to load the bots into your map. I figured this one out all by myself and didn't have to ask another question - LOL.
     
  10. Kill_the_Bug

    aa Kill_the_Bug

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    Wow I brought it down from 176 % to this:

    entdata [variable] 515525/393216 (131.1%) VERY FULL!

    I have done the bot thing and have sat on my trigger for 2 mins with no crashes - in your more expert opinion - you think I've fixed it - anything else I should look at?

    and THANKS!!

    update - nope crsahed on stage 2 start up - will let you know how my entity downsizing is going in another day - am now down to 121%
     
    Last edited: Sep 15, 2011
  11. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Type cl_showents in the console when you load the map, before you even join a team. If the number on the last line is below 1600, you are safe.
     
  12. Kill_the_Bug

    aa Kill_the_Bug

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    Thanks Boojum - I changed the look from dusk to daytime which enabled be to get rid of a bunch of lights - I am now at 1574 with no crashes!!

    I can now post the new B1 version in a couple of minutes!
     
  13. Empyre

    Empyre L6: Sharp Member

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    If you have a lot of lights that are the same color and brigtness, give all those the same name and that should help.
     
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Lights should NEVER be named unless you are actually turning them on or off. Naming them turns them into a dynamic entity that exists in the map at run-time. Unnamed lights are stripped of entity data and only exist in the lighting info lump.
     
    • Thanks Thanks x 1
  15. Empyre

    Empyre L6: Sharp Member

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    Then I was mislead by a tutorial. Thanks for clearing that up.
     
  16. Kill_the_Bug

    aa Kill_the_Bug

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    Ok, I think I'm just about ready to give up on all of it.

    I have a map - it was at 1574 ents and working fine - until my final compile.

    I took out another 30 ents just to be sure and now that I have run my final compile it says I now have 1835 plus my cart no longer works.

    Yep maybe I should just give it all up - kiss 5 months of work good-bye - never map again and read a book or something.

    -Ok got it I think - ent list is coming down quickly as I do it.
     
    Last edited: Sep 17, 2011
  17. Kill_the_Bug

    aa Kill_the_Bug

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  18. Kill_the_Bug

    aa Kill_the_Bug

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    another crash :mad:

    ok I'm at 1489 but when I run all the bots 32 - it jumps way up.

    I the map crashes when all 32 are firing weapons - but for about 1 minute or more - should I keep my map as is or try to get it down even futher - what's the chance that all 32 will be firing at the same time in game? People will be getting killed and having to run into battle.

    What is all this stuff and can I keep it from happening? At this rate if I delete any more entities I won't have much of a map left - with all this extra stuff do I have to have it less than 1600.

    lass 'CBaseDoor'
    Ent 1488: class 'CBoneFollower'
    Ent 1489: class 'CBoneFollower'
    Ent 1490: class 'CBoneFollower'
    Ent 1491: class 'CBoneFollower'
    Ent 1492: class 'CBoneFollower'
    Ent 1493: class 'CBoneFollower'
    Ent 1494: class 'CBoneFollower'
    Ent 1495: class 'CBoneFollower'
    Ent 1496: class 'CBoneFollower'
    Ent 1497: class 'CBoneFollower'
    Ent 1498: class 'CBoneFollower'
    Ent 1499: class 'CBoneFollower'
    Ent 1500: class 'CBoneFollower'
    Ent 1501: class 'CBoneFollower'
    Ent 1502: class 'CBoneFollower'
    Ent 1503: class 'CBoneFollower'
    Ent 1504: class 'CBoneFollower'
    Ent 1505: class 'CBoneFollower'
    Ent 1506: class 'CBoneFollower'
    Ent 1507: class 'CBoneFollower'
    Ent 1508: class 'CBoneFollower'
    Ent 1509: class 'CBoneFollower'
    Ent 1510: class 'CBoneFollower'
    Ent 1511: class 'CBoneFollower'
    Ent 1512: class 'CBoneFollower'
    Ent 1513: class 'CBoneFollower'
    Ent 1514: class 'CBoneFollower'
    Ent 1515: class 'CBoneFollower'
    Ent 1516: class 'CBoneFollower'
    Ent 1517: class 'CBoneFollower'
    Ent 1518: class 'CBoneFollower'
    Ent 1519: class 'CBoneFollower'
    Ent 1520: class 'CBoneFollower'
    Ent 1521: class 'CBoneFollower'
    Ent 1522: class 'CBoneFollower'
    Ent 1523: class 'CBoneFollower'
    Ent 1524: class 'CBoneFollower'
    Ent 1525: class 'CBoneFollower'
    Ent 1526: class 'CBoneFollower'
    Ent 1527: class 'CBoneFollower'
    Ent 1528: class 'CBoneFollower'
    Ent 1529: class 'CBoneFollower'
    Ent 1530: class 'CBoneFollower'
    Ent 1531: class 'CBoneFollower'
    Ent 1532: class 'CBoneFollower'
    Ent 1533: class 'CBoneFollower'
    Ent 1534: class 'CBoneFollower'
    Ent 1535: class 'CBoneFollower'
    Ent 1536: class 'CBoneFollower'
    Ent 1537: class 'CBoneFollower'
    Ent 1538: class 'CBoneFollower'
    Ent 1539: class 'CBoneFollower'
    Ent 1540: class 'CBoneFollower'
    Ent 1541: class 'CBoneFollower'
    Ent 1542: class 'CBoneFollower'
    Ent 1543: class 'CBoneFollower'
    Ent 1544: class 'CBoneFollower'
    Ent 1545: class 'CBoneFollower'
    Ent 1546: class 'CBoneFollower'
    Ent 1547: class 'CBoneFollower'
    Ent 1548: class 'CBoneFollower'
    Ent 1549: class 'CBoneFollower'
    Ent 1550: class 'CBoneFollower'
    Ent 1551: class 'CBoneFollower'
    Ent 1552: class 'CBoneFollower'
    Ent 1610: class 'CTFSyringeGun'
    Ent 1611: class 'CWeaponMedigun'
    Ent 1612: class 'CTFBonesaw'
    Ent 1613: class 'CTFSniperRifle'
    Ent 1614: class 'CTFSMG'
    Ent 1615: class 'CTFClub'
    Ent 1616: class 'CTFRocketLauncher'
    Ent 1617: class 'CTFShotgun_Soldier'
    Ent 1618: class 'CTFShovel'
    Ent 1619: class 'CTFRevolver'
    Ent 1620: class 'CTFKnife'
    Ent 1621: class 'CTFWeaponPDA_Spy'
    Ent 1622: class 'CTFWeaponInvis'
    Ent 1624: class 'CTFSyringeGun'
    Ent 1625: class 'CWeaponMedigun'
    Ent 1626: class 'CTFBonesaw'
    Ent 1627: class 'CTFPipebombLauncher'
    Ent 1628: class 'CTFGrenadeLauncher'
    Ent 1629: class 'CTFBottle'
    Ent 1630: class 'CTFSniperRifle'
    Ent 1631: class 'CTFSMG'
    Ent 1632: class 'CTFClub'
    Ent 1633: class 'CTFRocketLauncher'
    Ent 1634: class 'CTFShotgun_Soldier'
    Ent 1635: class 'CTFShovel'
    Ent 1636: class 'CTFPipebombLauncher'
    Ent 1637: class 'CTFGrenadeLauncher'
    Ent 1638: class 'CTFBottle'
    Ent 1639: class 'CTFPipebombLauncher'
    Ent 1640: class 'CTFGrenadeLauncher'
    Ent 1641: class 'CTFBottle'
    Ent 1642: class 'CTFScatterGun'
    Ent 1643: class 'CTFPistol_Scout'
    Ent 1644: class 'CTFBat'
    Ent 1645: class 'CTFFlameThrower'
    Ent 1646: class 'CTFShotgun_Pyro'
    Ent 1647: class 'CTFFireAxe'
    Ent 1648: class 'CTFPipebombLauncher'
    Ent 1649: class 'CTFGrenadeLauncher'
    Ent 1650: class 'CTFBottle'
    Ent 1651: class 'CTFSniperRifle'
    Ent 1652: class 'CTFSMG'
    Ent 1653: class 'CTFClub'
    Ent 1654: class 'CTFRevolver'
    Ent 1655: class 'CTFKnife'
    Ent 1656: class 'CTFWeaponPDA_Spy'
    Ent 1657: class 'CTFWeaponInvis'
    Ent 1658: class 'CSceneEntity'
    Ent 1659: class 'CTFFlameThrower'
    Ent 1660: class 'CTFShotgun_Pyro'
    Ent 1661: class 'CTFFireAxe'
    Ent 1662: class 'CTFFlameThrower'
    Ent 1663: class 'CTFShotgun_Pyro'
    Ent 1664: class 'CTFFireAxe'
    Ent 1665: class 'CTFFlameThrower'
    Ent 1666: class 'CTFShotgun_Pyro'
    Ent 1667: class 'CTFFireAxe'
    Ent 1668: class 'CTFRocketLauncher'
    Ent 1669: class 'CTFShotgun_Soldier'
    Ent 1670: class 'CTFShovel'
    Ent 1671: class 'CTFPipebombLauncher'
    Ent 1672: class 'CTFGrenadeLauncher'
    Ent 1673: class 'CTFBottle'
    Ent 1674: class 'CTFRevolver'
    Ent 1675: class 'CTFKnife'
    Ent 1676: class 'CTFWeaponPDA_Spy'
    Ent 1677: class 'CTFWeaponInvis'
    Ent 1679: class 'CTFMinigun'
    Ent 1680: class 'CTFShotgun_HWG'
    Ent 1681: class 'CTFFists'
    Ent 1682: class 'CTFSyringeGun'
    Ent 1683: class 'CWeaponMedigun'
    Ent 1684: class 'CTFBonesaw'
    Ent 1685: class 'CTFRevolver'
    Ent 1686: class 'CTFKnife'
    Ent 1687: class 'CTFWeaponPDA_Spy'
    Ent 1688: class 'CTFWeaponInvis'
    Ent 1690: class 'CTFRevolver'
    Ent 1691: class 'CTFKnife'
    Ent 1692: class 'CTFWeaponPDA_Spy'
    Ent 1693: class 'CTFWeaponInvis'
    Ent 1695: class 'CTFScatterGun'
    Ent 1696: class 'CTFPistol_Scout'
    Ent 1697: class 'CTFBat'
    Ent 1698: class 'CTFSniperRifle'
    Ent 1699: class 'CTFSMG'
    Ent 1700: class 'CTFClub'
    Ent 1701: class 'CTFFlameThrower'
    Ent 1702: class 'CTFShotgun_Pyro'
    Ent 1703: class 'CTFFireAxe'
    Ent 1704: class 'CTFPipebombLauncher'
    Ent 1705: class 'CTFGrenadeLauncher'
    Ent 1706: class 'CTFBottle'
    Ent 1707: class 'CTFRocketLauncher'
    Ent 1708: class 'CTFShotgun_Soldier'
    Ent 1709: class 'CTFShovel'
    Ent 1710: class 'CBoneFollower'
    Ent 1711: class 'CBoneFollower'
    Ent 1712: class 'CBoneFollower'
    Ent 1713: class 'CBoneFollower'
    Ent 1714: class 'CBoneFollower'
    Ent 1715: class 'CBoneFollower'
    Ent 1716: class 'CBoneFollower'
    Ent 1717: class 'CBoneFollower'
    Ent 1718: class 'CBoneFollower'
    Ent 1719: class 'CBoneFollower'
    Ent 1720: class 'CBoneFollower'
    Ent 1721: class 'CBoneFollower'
    Ent 1722: class 'CBoneFollower'
    Ent 1723: class 'CTFWeaponBuilder'
    Ent 1724: class 'CTFWeaponBuilder'
    Ent 1725: class 'CTFWeaponBuilder'
    Ent 1726: class 'CTFWeaponBuilder'
    Ent 1727: class 'CTFWeaponBuilder'
    Ent 1728: class 'CSceneEntity'
    Ent 1729: class 'CSceneEntity'
    Ent 1730: class 'CSceneEntity'
    Ent 1731: class 'CSceneEntity'
    Ent 1732: class 'CSceneEntity'
    Ent 1733: class 'CSceneEntity'
    Ent 1734: class 'CSceneEntity'
    Ent 1735: class 'CSceneEntity'
    Ent 1736: class 'CSceneEntity'
    Ent 1737: class 'CSceneEntity'
    Ent 1738: class 'CSceneEntity'
    Ent 1739: class 'CSceneEntity'
    Ent 1740: class 'CSceneEntity'
    Ent 1741: class 'CSceneEntity'
    Ent 1742: class 'CSceneEntity'
    Ent 1743: class 'CSceneEntity'
    Ent 1744: class 'CSceneEntity'
    Ent 1745: class 'CSceneEntity'
    Ent 1746: class 'CSceneEntity'
    Ent 1747: class 'CSceneEntity'
    Ent 1748: class 'CSceneEntity'
    Ent 1749: class 'CSceneEntity'
    Ent 1750: class 'CSceneEntity'
    Ent 1751: class 'CSceneEntity'
    Ent 1752: class 'CSceneEntity'
    Ent 1753: class 'CTeamRoundTimer'
    Ent 1757: class 'CSceneEntity'
    Ent 1761: class 'CSceneEntity'
    Ent 1762: class 'CSceneEntity'
     
  19. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,538
    The most entity-heavy valve maps max out around 1640 (goldrush or pipeline, I think) and never have an edict crash, that's where we get the guideline from. Is it actually crashing with the no free edict error still? The hard edict limit is 2048, the reason we say limit the map to around 1600 is to leave the last of it for the game-generated entities, such as players and their weapons.
     
  20. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,768
    I'm kinda curious, do bullet decals count to this limit? :/

    I know that rockets, stickies and grandes do. I imagine arrows count as well. How about needles?