error map wont start
hi guys any idea about this error i think because of the timer i dunno excatly
"Host_Error: PF_precache_model_I: Model 'models/p_p90.mdl' failed to precache because the item count is over the 512 limit".
too many models/entities
put -num_edicts 2048 in the launch options
Originally posted by FuErZzzZa^hi guys any idea about this error i think because of the timer i dunno excatly
"Host_Error: PF_precache_model_I: Model 'models/p_p90.mdl' failed to precache because the item count is over the 512 limit".
its hardcoded limit for precache objects. cstrike client uses about 170, the rest is used up by things in your map: solid entities (one per entity) and model/sprite files (one per file). You can't go above 512 no matter what. To optimize your map - remove junk, group entities that are relatively close together (but be moderate to avoid other issues), use func_detail instead of func_wall, use timer with sprites - it uses significantly less precache resources (or "nosprites" timer if you know how to use zhlt_usemodel optimization for it).
Originally posted by Niukkisput -num_edicts 2048 in the launch options
This is wrong. -num_edicts is responsible for point entities mostly, while precache limit is linked to solid entities
thank you for the details, usefull informations :)
Also recommand to use stock CS for testing. amxmodx or other server modules can precache things aswell and you might run short with it.
you can't expect that server owner XY uses the same plugins like you.
I wouldn't recommend using stock CS though since then noone would be able to play the map basically. You have to reserve slots for amxmodx if you want people to play your map, at least pub. Better to err on the safe side. Or at least be aware of the problem.
Well we play on stock cs settings and its not our fault when the recorder/serveradmin is pumping his amxmodx or metamod list full with addons which none really needs.
Most servers usually use less than 10 precache slots for themselves, so that never been a big problem in the past.
There are a few very old maps that use around ~490-500 precache slots already, so historically public server admins learned not to use ridiculous plugins that require a lot of models/sprites, to avoid server crashes. Also very few modern plugins actually preload extra sprites/models that results in additional precache usage.
If a mapper really wants to push his limits - then there is a command "mcache" that lists everything that occupies precache slots: worldspawn (bsp), all sprites/models of the map, all sprites/models of the cstrike client, all the solid entities of the map. Just copy command output in text editor that can count lines, and there you get exact current precache usega. I would say leaving at least 20 precache slots for the servers would be relatively reasonable .
Then i would do the easiest way by adding -chart to hlbsp.exe
It will print another table in the logs with additional feedback
models
planes
vertexes
etc...
and under models you can simple see how many slots are in use.
But again we as designers don't need to care for such things. because servers are already dying out and only the recorder has the responsibility for it. So we can't do anything about it when he wants to use an amxmodx suit for making his record run easier by adding commands and features which might use precache slots.
We as designers shouldn't be limited by such excuses.
I agree, but models in compiler chart does not give reliable data unfortunately. it does not account for ~170 base client precache slots, worldspawn and I'm not sure it actually counts correctly unique sprite/model files opposed to total count
Works perfectly for a map from me with the charts.
no it doesn't, get it above 350/512 and your map will crash
o_O have 458 and works for me
Well, its wrong.
Vluzacn tools do not add up base client precache files. Goldsource games and mods all have different number, like I said before in cstrike it is around 170, those files require precache slots. Meaning for map and plugins there is 512-~170-worldspawn=~341, anything above will crash. If it shows 458 and your map works there are 2 possible cases: either it is incorrect count, or you use some tools that add up estimated base game precache count.
In both cases outcome is unreliable.
EDIT:
quick test 350 func_wall entities+ worldspawn
models 351/512 22464/32768 (68.6%)
and map crashes
checked manuelly the entitylist count.
its still everytime +1 off because of worldspawn. even when i count it manuelly or with a bashscript. which filters for "model" "*number"
it works both in cstrike and pre steampipe svencoop(4.X). (its my svencoop project based on the latest build of shlt and latest compile of 2016)
Are you saying you have 458 solid entities and unique sprites/models and your map works in cstrike? Can I see it? Because for me and many other people that would crash the map, with 170 base game precache slots used up it goes over 512 limit... Also svencoop is different mod and uses different game precache amount
nvm i checked liblist.gam
looks like i hardcoded num_edicts as main mod command. sry for the missleading.
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