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Pro přidání zprávy do shoutboxu, musíte být přihlášeni.

13.01.2024 19:02:53
bohužel je rozmanitost map dost limitována enginem
±0


13.01.2024 19:01:49
na kotelně už je přes 10 let rc cars mód :)
±0


19.12.2023 22:14:07
Viděl jsem Rally mod na GoldSRC ale mod přímo na serveru v CS 1.6 mě teda překvapil :)

PS.: Já tak nemám rád ty nové shorts videa na výšku co se nedají posouvat.
±0


07.11.2023 12:13:08
Rocket League v CS 1.6? Kam se hrabe BMod...
https://www.youtu...svJz-FS8Yo
+1


04.11.2023 19:11:48
Jedli ste už niekto fritovaný snickers? je to pecka.
-1


15.12.2022 15:52:59
ako kto, praví Bruti mladnú :D inak aj napriek tomu, že je to tu už mrtve, všetko najlepšie;)
+1


13.12.2022 12:35:18
Zítra to bude 13 let od založení tohoto portálu.
To já jen tak, abyste si uvědomili, jak rychle stárnete.
±0


07.09.2022 23:43:14
Ahojte, po siedmich rokoch som sa nostalgicky pozrel spat na toto forum a ono este stale existuje :) Nedokazal som si obnovit stary ucet, email uz je zruseny tak aspon takto sa hlasim ;)
±0


04.08.2022 06:28:29
žijemeee :D ani minuska od kadejakých mrožov nám nevadia
-1


25.07.2022 09:31:53
Mapping pořád žije :)
±0


Číst diskuzi

 Tisk diskuze
AllocBloc: full
T3cK
#1 Vytisknout diskuzi
Přidané 05.09.2010 21:28
Člen

Hodnocení: +99 (81%)
Příspěvek: 49
Založený: 30.08.10

pls o radu:
Udělal jsem si mapu vše tam mám hráče, oblohu,světlo.zdi, prostě všechno co je potřeba aby to šlo hrát
mapu jsem uložil a zkompiloval= vše v pořádku, tak si zapnu Counter strike a zapnu si mapu jenže mi spadne hra a zobrazí se mi Fatal Error AllocBloc: full
kdyby někdo pls věděl co s tím tak budu rád za odpověď

Zdroj stáhnutí  Code
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\"


** Executing...
** Command: C:\PROGRA~1\hammer\hlcsg.exe
** Parameters: "c:\program files\valve\cstrike\maps\fy_absolute"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlcsg -----
Command line: C:\PROGRA~1\hammer\hlcsg.exe "c:\program files\valve\cstrike\maps\fy_absolute"
Entering c:\program files\valve\cstrike\maps\fy_absolute.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       2 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
30%...40%...50%...80%...90%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
30%...40%...50%...80%...90%... (0.06 seconds)

Using Wadfile: \program files\valve\cstrike\cs_havana.wad
 - Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_aztec.wad
 - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
 - Warning: Larger than expected texture (348972 bytes): 'THANKS'
 - Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_cbble.wad
 - Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
 - Contains 3 used textures, 60.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\cstrike\cs_assault.wad
 - Contains 1 used texture, 20.00 percent of map (22 textures in wad)
Using Wadfile: \program files\hammer\zarrock_jail1.wad
 - Contains 1 used texture, 20.00 percent of map (3 textures in wad)

Texture usage is at 0.08 mb (of 4.00 mb MAX)
0.11 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: C:\PROGRA~1\hammer\hlbsp.exe
** Parameters: "c:\program files\valve\cstrike\maps\fy_absolute"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\hammer\hlbsp.exe "c:\program files\valve\cstrike\maps\fy_absolute"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 103 (0.02 seconds)
BSP generation successful, writing portal file 'c:\program files\valve\cstrike\maps\fy_absolute.prt'
SolidBSP [hull 1] 99 (0.00 seconds)
SolidBSP [hull 2] 92 (0.00 seconds)
SolidBSP [hull 3] 99 (0.00 seconds)
0.08 seconds elapsed

-----   END   hlbsp -----




** Executing...
** Command: C:\PROGRA~1\hammer\hlvis.exe
** Parameters: "c:\program files\valve\cstrike\maps\fy_absolute"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\hammer\hlvis.exe "c:\program files\valve\cstrike\maps\fy_absolute"
  48 portalleafs
 107 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       2 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
average leafs visible: 34
g_visdatasize:382  compressed from 288
0.03 seconds elapsed

-----   END   hlvis -----




** Executing...
** Command: C:\PROGRA~1\hammer\hlrad.exe
** Parameters: "c:\program files\valve\cstrike\maps\fy_absolute"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlrad -----
Command line: C:\PROGRA~1\hammer\hlrad.exe "c:\program files\valve\cstrike\maps\fy_absolute"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 2 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'C:\PROGRA~1\hammer\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\hammer\lights.rad']

380 faces
Create Patches : 2808 base patches
0 opaque faces
36113 square feet [5200288.50 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


-----   END   hlrad -----




** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve\cstrike\maps\fy_absolute.bsp" "C:\Program Files\Valve\cstrike\maps\fy_absolute.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve\cstrike\maps\fy_absolute.pts" "C:\Program Files\Valve\cstrike\maps\fy_absolute.pts"


** Executing...
** Command: C:\PROGRA~1\Valve\hl.exe
** Parameters: +map "fy_absolute" -game cstrike -dev -console +deathmatch 1


±0
 
Backup
#2 Vytisknout diskuzi
Přidané 05.09.2010 21:41
Avatar člena

Hlavní Administrátor

Hodnocení: +5310 (95%)
Příspěvek: 1218
Založený: 12.12.09

Zkus přidat do mapy světlo a zkompilovat vis na full. Pokud máš kolem mapy skybox vytvořený z velké duté krychle, tak v tom může být taky problém. Také může být problém v těch vlastních texturách. Problém může být prakticky všude, viz:
allocblock:full
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. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause.
If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.

(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)


If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
+2
 
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