Bugs..., Engine Error: ED_Alloc: no free edicts |
Bugs..., Engine Error: ED_Alloc: no free edicts |
DreadedGhoul575 |
Jan 11 2016, 02:18 PM
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#1
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
I have had this on pl_hoodoo_final (round 2) and tc_hydro so far (15 vs 15 rcbots) works on other maps perfect.
Edit: rd_asteroid also crashes, but the instant you open it. |
madmax2 |
Jan 12 2016, 09:21 PM
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#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
It sounds like those 2 maps may be near the entity/edict limits. I'm not sure how RCbot2 uses edicts (which are like network slots reserved for entities), but perhaps the bots are using just enough to reach the limits. There could be many other factors too, like other plugins in combination with RCbots.
One thing you could try, is setting max players to 32 and reducing the number of RCbots, see if that helps? But first, try running RCbots without any other plugins or sourcemod. A fairly good description of edicts: http://forums.steampowered.com/forums/show...mp;postcount=11 Valves hard coded limits for entities and edicts (good read): https://developer.valvesoftware.com/wiki/Entity_limit Goldsource (HL1 steam) engine seems to be unlimited, in theory, for entities & edicts, where source has fixed limits. This is a HL1 engine description & solution, but worth reading. http://forums.svencoop.com/showthread.php/...nce-and-for-all Try setting cl_showents 1 in console may give an idea if those 2 maps are more entity full than other maps? This too... report_entities ... Perhaps Cheeseh will tell us how much impact RCbot2 has on the edict limits? Will reducing the number of bots, lower the edicts used? |
DreadedGhoul575 |
Jan 12 2016, 09:40 PM
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#3
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
It sounds like those 2 maps may be near the entity/edict limits. I'm not sure how RCbot2 uses edicts (which are like network slots reserved for entities), but perhaps the bots are using just enough to reach the limits. There could be many other factors too, like other plugins in combination with RCbots. One thing you could try, is setting max players to 32 and reducing the number of RCbots, see if that helps? But first, try running RCbots without any other plugins or sourcemod. A fairly good description of edicts: http://forums.steampowered.com/forums/show...mp;postcount=11 Valves hard coded limits for entities and edicts (good read): https://developer.valvesoftware.com/wiki/Entity_limit Goldsource (HL1 steam) engine seems to be unlimited, in theory, for entities & edicts, where source has fixed limits. This is a HL1 engine description & solution, but worth reading. http://forums.svencoop.com/showthread.php/...nce-and-for-all Try setting cl_showents 1 in console may give an idea if those 2 maps are more entity full than other maps? This too... report_entities ... Perhaps Cheeseh will tell us how much impact RCbot2 has on the edict limits? Will reducing the number of bots, lower the edicts used? yeah, I had it on 32 (15vs15) |
madmax2 |
Jan 12 2016, 10:26 PM
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#4
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
I would think by reducing the bots, there will be less effects (rockets, etc) , so less entities/edicts. So that by itself may help. But what I don't know is what RCbot2 needs to function, like does each bot spawned use an edict slot???
You could also try turning down some game effects, such as decals, if you can live with reduced effects. I think there are some convars for that... It is odd that TF_bots don't have the problem, they don't shoot as much or something??? Were you using 30 tf_bots to test? |
DreadedGhoul575 |
Jan 13 2016, 07:11 AM
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#5
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
I would think by reducing the bots, there will be less effects (rockets, etc) , so less entities/edicts. So that by itself may help. But what I don't know is what RCbot2 needs to function, like does each bot spawned use an edict slot??? You could also try turning down some game effects, such as decals, if you can live with reduced effects. I think there are some convars for that... It is odd that TF_bots don't have the problem, they don't shoot as much or something??? Were you using 30 tf_bots to test? I've used tfbots lots of times on pl_hoodoo_final, but on round 2 they always get stuck at the place at that bit of the cave at the right; the barriers they don't destroy. |
Cheeseh |
Jan 13 2016, 08:41 AM
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#6
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
I've used tfbots lots of times on pl_hoodoo_final, but on round 2 they always get stuck at the place at that bit of the cave at the right; the barriers they don't destroy. I don't think this can be caused by bots alone, if you have custom loadouts ON for example, it will create lots of new weapons for bots, if the remove player item function is not correct then it won't remove them and you'll see lots of weapons on the floor at respawn and will potentially cause this bug |
DreadedGhoul575 |
Jan 13 2016, 08:50 AM
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#7
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
I don't think this can be caused by bots alone, if you have custom loadouts ON for example, it will create lots of new weapons for bots, if the remove player item function is not correct then it won't remove them and you'll see lots of weapons on the floor at respawn and will potentially cause this bug Yeah, with customloadouts on, some bots do go to the re-supply and lots of weapons drop there. |
Cheeseh |
Jan 13 2016, 12:58 PM
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#8
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
Yeah, with customloadouts on, some bots do go to the re-supply and lots of weapons drop there. you need to check hookinfo.ini and make sure the offsets are the same as these here https://github.com/alliedmodders/sourcemod/...mes/game.tf.txt Perhaps it's not removing their weapons correctly |
DreadedGhoul575 |
Jan 13 2016, 03:44 PM
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#9
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
you need to check hookinfo.ini and make sure the offsets are the same as these here https://github.com/alliedmodders/sourcemod/...mes/game.tf.txt Perhaps it's not removing their weapons correctly http://www.mediafire.com/download/nnuapgu1...4e/hookinfo.ini here is the hookinfo.ini |
Cheeseh |
Jan 14 2016, 12:02 AM
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#10
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
try the latest nightly build you can delete hook info. back it up in case http://rcbot.bots-united.com/forums/index....ost&p=13867 |
DreadedGhoul575 |
Jan 14 2016, 07:55 AM
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#11
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
try the latest nightly build you can delete hook info. back it up in case http://rcbot.bots-united.com/forums/index....ost&p=13867 I've download the release dll, is that correct? Also, are you asking me to delete the hookinfo.ini? |
Cheeseh |
Jan 14 2016, 08:41 AM
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#12
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
I've download the release dll, is that correct? Also, are you asking me to delete the hookinfo.ini? yes, you don't need hookinfo with this one because all the latest hooks are in the dll but you can rename it so you don't lose it. yes, use the release dll because it will run quicker. If there are any crashes then use the debug one. |
DreadedGhoul575 |
Jan 14 2016, 09:11 AM
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#13
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
yes, you don't need hookinfo with this one because all the latest hooks are in the dll but you can rename it so you don't lose it. yes, use the release dll because it will run quicker. If there are any crashes then use the debug one. I did it on pl_hoodoo_final with the night build and the error still came up. Maybe it is how many rcbots there are? (I never use tfbots on it anymore because they glitch on the second round in that cavey bit, where the barriers are blocking another entrance to ambush) |
DreadedGhoul575 |
Jan 14 2016, 11:56 AM
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#14
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
yes, you don't need hookinfo with this one because all the latest hooks are in the dll but you can rename it so you don't lose it. yes, use the release dll because it will run quicker. If there are any crashes then use the debug one. I set customloadouts, taunts and messing around off and no crashes. try the latest nightly build you can delete hook info. back it up in case http://rcbot.bots-united.com/forums/index....ost&p=13867 Also, rcbots are smarter on round 2 compared to the tfbots, however they don't destroy the barriers, unless they're destroyed while someone tries to shoot through them (red soldier shooting at a blue scout stuck) |
DreadedGhoul575 |
Jan 15 2016, 01:57 PM
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#15
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
Two other bugs (that most likely can't be fixed) are demomen with the Scottish resistance stickybomb launcher trying to stickyjump, but fail due to needing to look at the sticky to detonate it and medics sometimes don't heal you (stop completely).
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Cheeseh |
Jan 17 2016, 02:46 PM
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#16
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
I set customloadouts, taunts and messing around off and no crashes. Also, rcbots are smarter on round 2 compared to the tfbots, however they don't destroy the barriers, unless they're destroyed while someone tries to shoot through them (red soldier shooting at a blue scout stuck) which barriers do you mean? Two other bugs (that most likely can't be fixed) are demomen with the Scottish resistance stickybomb launcher trying to stickyjump, but fail due to needing to look at the sticky to detonate it and medics sometimes don't heal you (stop completely). I can fix the demoman bug, I can just stop them from pipe jumping if they have Scottish resistance |
DreadedGhoul575 |
Jan 17 2016, 10:39 PM
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#17
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
which barriers do you mean? I can fix the demoman bug, I can just stop them from pipe jumping if they have Scottish resistance Stage 2 on pl_hoodoo_final: https://www.youtube.com/watch?v=MP96LRifY1E at 7:22, the barriers are in that place. The tfbots are glitched in there too. |
Cheeseh |
Jan 20 2016, 09:39 PM
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#18
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
Stage 2 on pl_hoodoo_final: https://www.youtube.com/watch?v=MP96LRifY1E at 7:22, the barriers are in that place. The tfbots are glitched in there too. maybe just a waypointing issue? Do they have to break the barrier by shooting it? I haven't seen such a barrier in pl_hoodoo, can you take a screenshot of before and after? |
DreadedGhoul575 |
Jan 20 2016, 10:35 PM
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#19
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RCBot Fan Group: Members Posts: 132 Joined: 20-August 15 Member No.: 2,404 |
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