Thread: Fatal Error: Too many decal surfaces!

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  1. #1
    func_vehicle enthusiaist w00tguy123's Avatar
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    Fatal Error: Too many decal surfaces!

    too_many_decals.jpg

    It'd be nice if the game just didn't apply the decal instead of crashing.

    This is happening because I have about 300 clones of the same brush model. Shooting one applies the decal to all 300 and apparently exceeds some limit after a few shots.

    Possibly helpful info: Spamming the map with decals after every shot (so that the decals on the models disappear) prevents the crash.
    Last edited by w00tguy123; 08-07-2017 at 01:26 AM.
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  2. #2
    Still learning wolf-3d's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    It'd be nice if the game just didn't apply the decal instead of crashing.
    Yes - If the engine can determine that a brush is "ZHLTbmodel" or a Brush Clone, then both Decals and "Player Spray/Tags" should not propagate (be severely limited, or maybe even fail to call the "paint decal" on original).
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  3. #3
    I'm in your Sven Co-op, coding stuff Protector's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    I added the effect EF_NODECALS some months ago as a workaround, until this can be adressed in the engine. This unfortunately disables decals completely for the brush model, on the other hand that might actually be a good thing when it's a clone.

    Code:
    #define EF_NODECALS	2048// Don't draw decals on this entity - Protector, 2017-03-14
    You can set this using Angelscript by simply calling entity.pev.effects |= EF_NODECALS;

  4. #4
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Fatal Error: Too many decal surfaces!

    Quote Originally Posted by Protector View Post
    EF_NODECALS
    That's exactly what I need, thanks! I was wondering how to make these things spray-proof too without converting them to a func_illusionary+func_breakable combo. This solves that as well.
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  5. #5
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Fatal Error: Too many decal surfaces!

    If you have error message "too many decal surfaces". I think Angelscript can copy of model to where is next transform. If i am not sure. Possible my workaroud can help for you.

    Or Sven Coop's engine need to increase. 2048 to 16384 or AdamR decides it.
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  6. #6
    Still learning wolf-3d's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    You can set this using Angelscript by simply calling entity.pev.effects |= EF_NODECALS;
    @Protector - Great work around, someone should try making a "minecraft" type map.
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  7. #7
    Administrator AdamR's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    Quote Originally Posted by SourceSkyBoxer View Post
    If you have error message "too many decal surfaces". I think Angelscript can copy of model to where is next transform. If i am not sure. Possible my workaroud can help for you.

    Or Sven Coop's engine need to increase. 2048 to 16384 or AdamR decides it.
    Each decal is a unique entity mind. If the decal limit needs to be 16384 then the total entity count needs to be even higher. (And this needs to work networked.)
    Last edited by AdamR; 09-07-2017 at 04:28 AM.
    Adam "Adambean" Reece
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  8. #8
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Fatal Error: Too many decal surfaces!

    I'm still getting this even with EF_NODECALS enabled.

    The workaround for now is to set mp_decals to 2 or lower, which unfortunately can't be set in the map cfg and requires the game to be restarted.
    Last edited by w00tguy123; 30-08-2018 at 02:22 AM.
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  9. #9
    Administrator AdamR's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    This is more of a player preference than a map preference. Not sure why you'd need to set this at map config level?
    Adam "Adambean" Reece
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  10. #10
    Still learning wolf-3d's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    @adamr presumably he is using Zhlt_copybrush for cloning.

    @w00tguy is this a "test/experiment/optimization" or an Actual "resource/engine contraint".
    Also what are the required attributes (liftable, breakable, AI etc)

    pps: of cause someone on the development team should log the "crash" on bts for gracefull error handling.(my passwords for bts & discord are on my dead pc )
    Last edited by wolf-3d; 30-08-2018 at 02:15 PM.
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  11. #11
    Still learning wolf-3d's Avatar  
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    Re: Fatal Error: Too many decal surfaces!

    Phone won't let me re-edit above post.
    Just read post#3, it seems nodraw was a temporary work around by Protector, until we could get at the array in the engine code. (Probably bts logged, Wolf waves to Geckon.)
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  12. #12
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: Fatal Error: Too many decal surfaces!

    Quote Originally Posted by AdamR View Post
    This is more of a player preference than a map preference. Not sure why you'd need to set this at map config level?
    To prevent players from crashing. It shouldn't need to be set by the map, but I was hoping I could set this for players automatically until the bug is fixed. I guess I can spam warnings in chat for now.
    Love,
    w00tguy

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