 It Should Be 43, Because
#11614 posted by madfox on 2012/01/24 01:43:58
I just replicated the messures from the Virtus DeathMatchMaker, so first I thought the grids had different scale.
Quark let me jump poly's 42.5 height.
Even 43 units will do, but 44 blocks.
Maybe the vert meshes appear because of the reach to integers? :P
 Btw...
#11615 posted by metlslime on 2012/01/24 01:47:17
I recommend r_drawflat to see actual surfaces instead of tris
#11616 posted by necros on 2012/01/24 01:48:16
is there a program out there that will let you feed in map files which contain only small pieces of a map with maybe 'attachment' points of some kind and then let you just snap them together oblivion construction set style and then just compile it all up into a single .map file you could load in any editor?
that'd be cool...
#11617 posted by dhia on 2012/01/24 21:10:30
dzerdwfvgftucxwfgyhgd
 Quoth Polyp Dies On Sight
As soon as he sees player he goes activation anim\sound and then just vanishes, technically dying, adding to the killcount. What could be wrong?
#11619 posted by negke on 2012/01/25 18:19:31
Does it spawn on a moving func by any chance? Sometimes this screws up and monsters block it for no apparent reason.
They spawn on a solid. Probably incompatible with q3bsp. I guess I'll have to live w/o them, oh well no one likes polyps anyway.
 I Do!
#11621 posted by negke on 2012/01/25 20:10:40
I like tarbabies, too.
 Dont Worry
there will be many other means to decimate your hp.
I like tarbabies, too.
We can control that with medication.
 But
#11624 posted by madfox on 2012/01/25 23:59:20
tarbabies don't like, you
They controll that with indication.
 Yeah, But
#11625 posted by necros on 2012/01/26 00:17:11
incoherent fire dissipates all contingency.
 Polyp Polyp Pop
#11626 posted by Preach on 2012/01/26 12:24:50
Do you have spawndelay set to -1 on the polyp? I think there's a potential bug with that setting which could reproduce the teleporting ogre bug.
 Polyp Mystery Solved
They cant survive too far from the center of coordinates.
 Inquiry
#11628 posted by Preach on 2012/01/26 23:54:13
In the spirit of scientific enquiry, could you try moving them even further from the origin of the map and seeing if they still misbehave?
I've been trying to run through possible issues, haven't seen anything obvious in the QC. The 4096 coordinate limit in stock engines is imposed by the network messages; the server stores coordinates internally as floats. It seems impossible even in a Q3 format map that you would have a map which could overflow a floating point vector. So if you can reliably reproduce it I might have to borrow a copy of the map to find out why...
 Scratch That
#11629 posted by Preach on 2012/01/27 00:43:14
Never mind, there's literally just code that removes a polyp whenever they leave the range 8192 to -8192 in any coordinate. The function is called polyp_skyabove so I assume it went in there to catch polyps that flew away into the sky and out of the map.
I suppose we have to say it's by design now...
Any other quoth monsters have that code?
 Mocksurfaces
#11631 posted by negke on 2012/01/27 18:52:39
Can this please make any sense??? After long woes and trial and erroring with countless 5-min long compiling breaks, I managed to bring the marksurfaces count just under the limit - again; for the x-th time. Even simplifying rooms and shit. Then I fix a simple portal error on a small step (invisible face), and suddenly the whole count is down 300 points. Is QBSP making fun of me or something?!
 It's Like Chaos Theory I Guess
#11632 posted by RickyT33 on 2012/01/27 20:12:44
I have noticed that sometimes adding stuff to the map can actually lower figures instead of increasing them.
 Ha
#11633 posted by Drew on 2012/01/27 20:31:36
There is nothing I can contribute to your knowledge, but its comforting to know you get as perplexed over that shit as anyone else...
Also, nice to know you're working on something (apparently something large).
 Also...
#11634 posted by metlslime on 2012/01/27 20:45:12
one thing czg figured out was that you can exceed the marksurfaces limit and not crash, as long as the extra marksurfaces come from bmodels and not the worldmodel.
Unfortunately there is currently no tool or engine that reports worldmodel marksurfaces specifically (that I know of.)
 Metl
#11635 posted by negke on 2012/01/27 20:53:54
Bspinfo.exe
 Exceptional
#11636 posted by Preach on 2012/01/27 22:27:38
Any other quoth monsters have that code?
Nope, it's part of a larger function that only applies to the polyp.
#11637 posted by necros on 2012/01/27 22:28:31
as long as the extra marksurfaces come from bmodels and not the worldmodel
that's interesting and good to know. :)
 Dont Fight It
Use external mapmodels.
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