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Post by draxi on Aug 10, 2004 8:11:49 GMT -5
hmm...and where is that?
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Post by Le Ray [Q2C] on Aug 10, 2004 9:59:23 GMT -5
They are located on the outside of the map, they look light blue.
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Post by draxi on Aug 10, 2004 10:05:58 GMT -5
hmm...the lanthern lights or?
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Post by Le Ray [Q2C] on Aug 10, 2004 10:52:14 GMT -5
Yes the one's on a pole outside the map. You have lots of the outside. It looks light blue to me.
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Post by draxi on Aug 10, 2004 11:30:16 GMT -5
yes, both light and texture is light blue!
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Post by draxi on Aug 10, 2004 11:42:24 GMT -5
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Post by Le Ray [Q2C] on Aug 10, 2004 11:53:00 GMT -5
SZ_Getspace: warning: msg overflowed
For me this usually means I have too many single entities in the map. Check your map properties and see if you are over 256 or near that number. If so, you may have to get rid of some items.
I think this may be your problem.
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Post by draxi on Aug 10, 2004 17:48:22 GMT -5
ok..thanx, ill try that!
edit: hmm...nah...look ok!..oh wait its didnt say 240, but 540!...YIKES!...i got 540 different entities in my map!!!!!!
ffs, i gotta delete some!..starting with the triple lights..2 should work fine instead of 3...
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Post by Le Ray [Q2C] on Aug 11, 2004 6:45:33 GMT -5
Yep, if its 540, that's your problem.
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Post by draxi on Aug 11, 2004 15:39:15 GMT -5
oh, darn...i thought it was urs!
well, i found out that on the beta2 it was like 500 entities or so!
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 12, 2004 1:32:56 GMT -5
The sz_getspace overflow...
It's not the total number of entities in the map that causes that sz_getspace overflow problem, it's only when there's too many active entities visible (from the game's point of view) from your location. If you've been doing a fast vis or no vis at all (which means a lot more is "visible"), a full vis should fix it.
EDIT: forgot to add, it's mainly things that the game has to "think" a lot about, especially things that move or can be picked up and put down, including particle effects, weapons-fire, monsters, players, gibs, powerups, moving bmodels, lasers, that sort of thing. Things like lights, sounds and triggers are more for compiling and reference by the game and don't make any real difference.
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Post by Le Ray [Q2C] on Aug 12, 2004 6:33:47 GMT -5
Good tips HLR, thanks.
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Post by draxi on Aug 14, 2004 16:17:38 GMT -5
would it work setting up some hint-brushes?
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 15, 2004 8:54:56 GMT -5
would it work setting up some hint-brushes? Do you have a compiled bsp I can look at? It's happening because too much is going on in the same area. A few hint brushes might help if there's areas visible to each other that shouldn't be. It won't make any difference otherwise. The bad news is, if it's happening right now, it's gonna get really bad when rhere's a bunch of players gibbing each other and firing weapons.
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