Portal2 no longer plays map in progress
Quote from Fracture on November 18, 2012, 12:22 pmso i guess it looks like I will need to trim some bits and peices as well as remove unesessary props.
I will try that and see what happens.EDIT: well I deleted lots and lots of stuff and it was all in vain. It still buggers up every time.
However i did notice that it DOES work if I hide the circle room AND it works when I hide the rest of the map except the circle room. So if it true that the rendering and cacheing fails when attempting to load that room along with the rest of the facility rooms, then there is only one logical course of action........MAPPACK
Now what string of command do i use to trigger the changeover of maps?
so i guess it looks like I will need to trim some bits and peices as well as remove unesessary props.
I will try that and see what happens.
EDIT: well I deleted lots and lots of stuff and it was all in vain. It still buggers up every time.
However i did notice that it DOES work if I hide the circle room AND it works when I hide the rest of the map except the circle room. So if it true that the rendering and cacheing fails when attempting to load that room along with the rest of the facility rooms, then there is only one logical course of action....
....MAPPACK
Now what string of command do i use to trigger the changeover of maps?
Quote from Fracture on December 23, 2013, 1:15 pmokey so I am back at this problem again because I am remixing my mappack contents and I keep getting the same model overload error.
I decreased the amount of models to under 900 and I have entdata at 275% but I am still crashing before the map loads. How do YOU make this go away?
okey so I am back at this problem again because I am remixing my mappack contents and I keep getting the same model overload error.
I decreased the amount of models to under 900 and I have entdata at 275% but I am still crashing before the map loads. How do YOU make this go away?
Quote from Ultiman9711 on December 23, 2013, 1:18 pmIf EntData is beyond 100%, that isn't good. You need to trim down other types of entities, which might require you splitting the map into two if that isn't feasible.
If EntData is beyond 100%, that isn't good. You need to trim down other types of entities, which might require you splitting the map into two if that isn't feasible.
Quote from Fracture on December 23, 2013, 1:53 pmthe last guy said it could go over 100%, before i had it at 167% without the extra room
the last guy said it could go over 100%, before i had it at 167% without the extra room

Quote from Sejievan on December 25, 2013, 7:40 amWell i reached 256% in this map http://steamcommunity.com/sharedfiles/f ... =129872492 and all tries over that number crashed for me too, so i guess that is the limit for it =
Well i reached 256% in this map http://steamcommunity.com/sharedfiles/f ... =129872492 and all tries over that number crashed for me too, so i guess that is the limit for it =
Quote from Fracture on December 25, 2013, 1:41 pmwell it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor
well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humor
Quote from Lpfreaky90 on December 25, 2013, 5:47 pmFracture wrote:well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humorHold on; you were removing static props?
The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.
Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.I hope this helped and you can get it to working again soon
Hold on; you were removing static props?
The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.
One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.
Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.
I hope this helped and you can get it to working again soon
Quote from Fracture on December 26, 2013, 12:10 amdamnit all. I wish the console was more specific about that. Model overload my ass
EDIT: i see no text about EDICTS anywhere on my txt files, how can i tell how much i am using?
damnit all. I wish the console was more specific about that. Model overload my ass
EDIT: i see no text about EDICTS anywhere on my txt files, how can i tell how much i am using?

Quote from Sejievan on December 26, 2013, 7:32 amLpfreaky90 wrote:Fracture wrote:well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humorHold on; you were removing static props?
The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.
Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.I hope this helped and you can get it to working again soon
Oh.. Didn't knew that, i always thought that was entdata the problem
i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??
Hold on; you were removing static props?
The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.
One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.
Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.
I hope this helped and you can get it to working again soon
Oh.. Didn't knew that, i always thought that was entdata the problem i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??
Quote from Lpfreaky90 on December 26, 2013, 8:57 amSejievan wrote:Lpfreaky90 wrote:Fracture wrote:well it looks like I will be removing not just static props, but some several rooms. It's just as well, they were only for extra humorHold on; you were removing static props?
The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.
Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.I hope this helped and you can get it to working again soon
Oh.. Didn't knew that, i always thought that was entdata the problem
i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??
I don't completely recall what; but indeed long names can also mess up stuff.
But yeah; edicts are for real!
In Aperture Valentine one of the things we did is make a bunch of dynamic models into one model; just to save some edicts :3
Hold on; you were removing static props?
The EntData going over 100% is NO problem.
EDICTS going over 2048 ARE a problem.
here is a list of all things taking up edicts. (props to skotty for making this list!)
Seeing that static props are not on this list; they're not part of your problem; so you can just keep 'em.
One thing that got me a few times are the default light instances; they tend to have quite a few portal bumpers, and they do contribute to it.
Try to hide some stuff that might be part of the problem; until it works.
Then load your map; type in report_entities and see if some things are taking up excessive amounts of edicts, if so: try to see if you can do anything with that knowledge.
I hope this helped and you can get it to working again soon
Oh.. Didn't knew that, i always thought that was entdata the problem i remember when i was searching about this stuff i saw on a steam forum, a guy that said that large names for the entities affect the entdata (so i think that are edicts instead :p) ... this is real??
I don't completely recall what; but indeed long names can also mess up stuff.
But yeah; edicts are for real!
In Aperture Valentine one of the things we did is make a bunch of dynamic models into one model; just to save some edicts :3