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#1 |
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Guest
Posts: n/a
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Crash - ED_Alloc: no free edicts
Hello everyone. My class is making a game and we've run into a problem. I will try to be as clear as possible.
One of our levels is a Hub area that the player has to return to a couple of times. Let’s call this level Hub_01. From Hub_01 there are two levels the player has to enter then return from back to Hub_01. Let’s call these Lvl_02 and Lvl_03. To get to Hub_01 the player has to complete Lvl_01. The player cannot return to Lvl_01. So the flow is as follows: Lvl_01 -> Hub_01 -> Lvl_02 or Lvl_03 -> Hub_01. When transitioning between two of these levels a crash will occur with the error "ED_Alloc: no free edicts" but with only two of the levels: Lvl_01 to Hub_01 = crash. Hub_01 to Lvl_02 - no crash. Lvl_02 to Hub_01 = crash. Hub_03 to Lvl_03 = no crash. Lvl_03 to Hub_01 = no crash. I've searched and haven't found any solutions yet. If anyone has any ideas please post. |
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#2 |
![]() Join Date: Nov 2006
Reputation: 76
Posts: 780
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Have you tried lowering youre enteties in i think hub_01. After searching on google that was what mostly came up in all the hits.
I had the same error last week when i tried to run a testbox with a tower off 1500 exploding barrels stackt up. it was to much for the engine so it crashed after a few seconds with that error.Hope that more people on the forum knows something for you. good luck
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#3 |
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Guest
Posts: n/a
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It looks like it was a problem with the number of entities in Hub_01 because it is working again (for now).
Maybe someone should add this to the wiki. |
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#4 |
![]() Join Date: Feb 2006
Reputation: 27
Posts: 1,619
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its good you found the issue, but im surprised that Lvl_03 to Hub_01 did not crash as well, every other instance of a level going into Hub1 did crash. wonder what was different about that one.
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#5 |
![]() Join Date: Aug 2008
Reputation: 416
Posts: 908
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Did you restrict the number of entities transferring over with trigger_transition? if you dont, youll hit this limit pretty quickly.
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#6 |
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Guest
Posts: n/a
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I did not know about this, and I don't think anyone else in the class knows about it either. This should fix a lot of bugs we've been having.
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