The Best Way
Pithlit
Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
<div class="IPBDescription">to evade alloc block full?</div> Well, i had this problem with prometheus, now, since the map was 90% complete, but i could avoid it, until now, since i was very careful with mapping resources. But now that im reworking the vent system (to make aliens pass each other inside the vents) completly for better accessabilitly and look (aswell as ridges around doors, to make the map overall more appealing), the error has sprung up again and i can´t master it.
I know that it is related to the textures i use in my maps and the size they have.
I have already maxed all my null, clip, invis, ect. textures to 25/25, since someone said that would help, but nothing yet.
After that i began removing geometry from the map (that helped somethimes, too)
But now i´m at a point, where i don´t want to loose anymore of the map.
Is there another possibility to get around alloc:block: full?
I know that it is related to the textures i use in my maps and the size they have.
I have already maxed all my null, clip, invis, ect. textures to 25/25, since someone said that would help, but nothing yet.
After that i began removing geometry from the map (that helped somethimes, too)
But now i´m at a point, where i don´t want to loose anymore of the map.
Is there another possibility to get around alloc:block: full?
Comments
<a href='http://www.slackiller.com/tommy14/errors.htm#allocblock' target='_blank'>http://www.slackiller.com/tommy14/errors.htm#allocblock</a>
Has someone experience with this error and could give me a hand and tell me how htey solved it?
search ns_hulk
rendy cyzek
thsi guys fight with alloc block full i think is so old this.
<a href='http://img184.echo.cx/my.php?image=nsprometheusb2000020lu.jpg' target='_blank'><img src='http://img184.echo.cx/img184/2522/nsprometheusb2000020lu.th.jpg' border='0' alt='user posted image' /></a><a href='http://img184.echo.cx/my.php?image=nsprometheusb2000013uu.jpg' target='_blank'><img src='http://img184.echo.cx/img184/4036/nsprometheusb2000013uu.th.jpg' border='0' alt='user posted image' /></a>
maybe this orfice is making thsi wied so open vis error and alocatin so many resources close that.
A friend of mine reportet this aswell, but i simply cant see it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
its shows completly fine.
Bur anyways, that one is sortet out already. The second one is in the area around Maintance shaft and i just can´t find it.
You second picture shows just the pipe cariaoce <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edit: ok, i eliminated both LpsiL errors now, onto the next point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Btw, the map still isn´t working
you are using mroe than 8 wads files sources.
are using more than 4mb textures?
you are using mroe than 8 wads files sources.
are using more than 4mb textures? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Does 4 meg really matter anymore, that limmit is more than 12 year old?
How many people seriously still use sortware mode or have a 16 meg graphics card..
Can gomuch higher these days? use atleast 8 meg?
Most avrage card holders (128 meg) can take 256 meg without texture compression?
barlow,
i ask him about it not about the limit.
if him pass from this the map will not work propely.
if him like more or less i dunno but if he skip thsi detail maybe increase thsi will help him.
i think de devs at faq said something about only 4mb i m not shure.