Hab seit kurzem ein Problemchen.
Wenn ich ne kurze Zeit CS spiele popt sich die Konsole auf
und bringt mir immmer folgende Meldung
Overflow 500 temporary ents !
Bin dann bei meiner Googlesuche auf eine Seite mit englischer Erklaerung gestossen. Da mein Englisch sehr schlecht ist, hoffe ich, einer von euch kann mir weiterhelfen.
SVC_BAD or "500 overflow temporary ents!" or FSB_ALLOWOVERFLOW
Like Precache above, it is usually a memory problem. This error is usually caused by too many entitys that create/call models - like gib shooters, breakables and pushables. The main solution is to cut back on these.
Another cause of SVC bad in particular is compiling with -onlyents flag and having changed the geometry of the map. Also the SVC problem can happen because of various combinations of entities that are on the map together, it can be caused by lifts that are set in the up position when they have certain flags set, often a common cause of SVC bad is a bad compile where a brush based entity hasn't been compiled properly, so this can even be caused by a brush based entity with an invalid shape. SVC is a particularly tough one to figure out, good luck! It is also possible that the other problems as in precache above are also causing these problems.
^back to top^
Entity Limitation notes:
The HL engine itself has a hard limit of 2048 entities, point or brush based, which is a data limit of about 0.5M. On top of that, Half-Life likes to generate it's own temporary entities in-game for certain effects (ie. beams, sparks, projectiles...), these temporary entities have a limit of around 500, see 500 overflow temporary ents! above.
But the compile tools have a sub-limit of only 1024. Additionally, you also have a compile side sub-sub-limit of 400 brush based entities. Mods that use cutscenes to start a round have even lower limits - DoD is now talking about 400-500 as the playing map limit of total entitys!
Moreover, there seems to be special limits for some entitys, like the limit of 16 rotating entitys that stop at the same time, due to the sound limitations. Or the limit of 32 players in CS/DoD.
HL engine limits for ALL entitys
2048
HL in-game temporary entity engine limit (part of the 2048). Used for breakables, sparks, gibs, ect.
500
data memory limit for entitys
~0.5M
Compiling tools limit for ALL entitys, incuding brush, models, sprites & point entitys
1024
compiling tools sub-limit of brush entitys (part of the 1024)
400
possible model & sprite entitys sub-limit (part of the 1024)
400
specialty entity limits
various
Wenn ich ne kurze Zeit CS spiele popt sich die Konsole auf
und bringt mir immmer folgende Meldung
Overflow 500 temporary ents !
Bin dann bei meiner Googlesuche auf eine Seite mit englischer Erklaerung gestossen. Da mein Englisch sehr schlecht ist, hoffe ich, einer von euch kann mir weiterhelfen.
SVC_BAD or "500 overflow temporary ents!" or FSB_ALLOWOVERFLOW
Like Precache above, it is usually a memory problem. This error is usually caused by too many entitys that create/call models - like gib shooters, breakables and pushables. The main solution is to cut back on these.
Another cause of SVC bad in particular is compiling with -onlyents flag and having changed the geometry of the map. Also the SVC problem can happen because of various combinations of entities that are on the map together, it can be caused by lifts that are set in the up position when they have certain flags set, often a common cause of SVC bad is a bad compile where a brush based entity hasn't been compiled properly, so this can even be caused by a brush based entity with an invalid shape. SVC is a particularly tough one to figure out, good luck! It is also possible that the other problems as in precache above are also causing these problems.
^back to top^
Entity Limitation notes:
The HL engine itself has a hard limit of 2048 entities, point or brush based, which is a data limit of about 0.5M. On top of that, Half-Life likes to generate it's own temporary entities in-game for certain effects (ie. beams, sparks, projectiles...), these temporary entities have a limit of around 500, see 500 overflow temporary ents! above.
But the compile tools have a sub-limit of only 1024. Additionally, you also have a compile side sub-sub-limit of 400 brush based entities. Mods that use cutscenes to start a round have even lower limits - DoD is now talking about 400-500 as the playing map limit of total entitys!
Moreover, there seems to be special limits for some entitys, like the limit of 16 rotating entitys that stop at the same time, due to the sound limitations. Or the limit of 32 players in CS/DoD.
HL engine limits for ALL entitys
2048
HL in-game temporary entity engine limit (part of the 2048). Used for breakables, sparks, gibs, ect.
500
data memory limit for entitys
~0.5M
Compiling tools limit for ALL entitys, incuding brush, models, sprites & point entitys
1024
compiling tools sub-limit of brush entitys (part of the 1024)
400
possible model & sprite entitys sub-limit (part of the 1024)
400
specialty entity limits
various
Wir sind jetzt mit dabei,
in jedem siebten Ei
in jedem siebten Ei