cc
Flyer
Posts: 10
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Post by cc on Aug 19, 2004 19:20:35 GMT -5
Hi Le Ray,
i must correct myself a little bit, the 'U_REMOVE: oldnum!= newnum' message appears only in 'deathmatch 0' mode, when i set deathmatch to '1', it is ok, the error is then gone, but then i have another notification at mapstart: 'com_sprintf: overflow of 48 in 32'. Btw., this should be no criticism to your map, only info.
-cc-
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 20, 2004 2:21:26 GMT -5
Now that I look at it, it's no wonder there's sz_getspace and U_REMOVE: oldnum != newnum errors. It's because so much active stuff can be seen at once: the ammo, weapons, rotating things and such, and the other players and weapons-fire and gibs and things. Q2 wasn't really designed to have a bunch of stuff visible at once; maps like this should probably be kept small, maybe half the size of this one or less. Unfortunately I can't play it because my P200 isn't up to snuff and would give me a blazing 2-3fps with eraser bots. This will take at least a P3-500 to be decently playable. With that said, this is an extremely cool map. Great texture usage, total coolness look, bada** layout. And those asteroids...I got pasted a couple times while looking around. ;D The glass floors/ceilings are really cool too, so what if they make the r_speeds worse (although I do see a few hint-brush optimizations that could be done). *gets ideas for contest map*
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 20, 2004 2:25:16 GMT -5
'com_sprintf: overflow of 48 in 32' That's just a nag error you get when the map name is longer than about 32 characters. No big deal.
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Post by Le Ray [Q2C] on Aug 20, 2004 6:35:09 GMT -5
No problem cc, thanks. You're right HLR, I may run another version of the map without the asteroids, but it won't be as fun. Thank you HLR, glad you like it! Just figured this out the other day, I shortened the name and the error went away. Guys, thanks for the comments and tips. Glad you guys like the map!
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HLR
ShotGun Guard
Posts: 83
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Post by HLR on Aug 21, 2004 4:20:06 GMT -5
You're right HLR, I may run another version of the map without the asteroids, but it won't be as fun. I doubt the asteroids are causing much of a problem. It's because everything is in one big area that can be seen all at once (from the game's point of view). Remember that Q2 is designed for smallish rooms. For a map like this to run without errors you'd need to do at least one of these: 1. Make it small, at most maybe half the size it is now, if everything is going to be out in the open. 2. Have more areas that are out of sight from each other. Those four rooms would do this if the doors were areaportaled and it weren't for the glass floors/celings. More or bigger rooms like this would help. For a big map you could partition the out-in-space areas into several parts, like with a big structure in the middle of everything. If you make another out-in-space map you might want to give these a shot. (In fact I should....
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Post by Le Ray [Q2C] on Aug 23, 2004 6:49:18 GMT -5
Thanks for the tips HLR.
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Post by Wixen1 [Q2C] on Sept 14, 2004 16:00:05 GMT -5
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