But..
#1801 posted by glassman on 2004/04/29 14:47:57
remember you can group all your func_walls into one within certain limitations.
HeadThump
#1802 posted by aguirRe on 2004/04/29 20:29:44
Did you get my 2nd attempt of the buzz73 report or was it also lost in SpamFilter County?
I Just Double Checked The E-mail Account
#1803 posted by HeadThump on 2004/04/29 22:16:52
It isnt showing any new messages from you; though it to be honest a lot of people I know have been having trouble this week getting their e-mail. I finally got Necros' and a few others last night.
Also, I don't filter the e-mail for any content except for virus protection though I can see how a filter may interpert buzz73 as a gratuidious drug reference though at the time I was looking for a simple word at the beginning of the alphabet for the file name.
I'll e-mail you and see if that goes through.
Strange Message In Console..
#1804 posted by JPL on 2004/04/30 02:13:11
Hello,
Thanks for those who helped me yesterday about monsters' skill settings: I found the stuff in QuArK.... :))
Now, my map is 99% finished, and a strange message appeared yesterday night in the Quake console at the game start during a building test: TOTAL_CHANNELS == MAX__CHANNELS ... What does it mean ??? I use FitzQuake0.75 and it's the first time I have this message (never encountered it before, even with other engine...). Does somebody know what's the problem ???
Thanks
JPL
#1805 posted by Vondur on 2004/04/30 03:10:07
that means you have too much sound sources in the place. try either removing some monsters or ambient_sound entities...
Vondur
#1806 posted by JPL on 2004/04/30 03:18:10
hmmm... I didn't set ambiant_sound entities yet... it can only comes from the default ambiant sound, water, lava, monsters, and func_door...
Does it mean the game is able to crash ??? Or is there a method to increase channel number to avoid this problem ??
Well
#1807 posted by Vondur on 2004/04/30 03:52:01
it won't crash afaik, it'll just print that message on console until you exit the area with that many sounds...
Error
#1808 posted by opt1c on 2004/04/30 04:03:10
When i load my map in glquake i get this error, 'AllocBlock :full'
any ideas?
Optic
#1809 posted by Vondur on 2004/04/30 04:04:25
hmmm i forgot how i fixed that, but try -heapsize 32000 first
Vondor
#1810 posted by opt1c on 2004/04/30 04:14:33
-heapsize 32000 didn't work. The map loaded in winquake, but it looks like a brush goes on to infinite.
Vondur
#1811 posted by JPL on 2004/04/30 04:19:07
OK, I think it's possibly linked to the last hall, because it appears only once at the beginning of the game (starting from a test_player_start). I will check all entities' sound settings (if a field exists) to make sure nothing is missng...
Just one other questions: what is the effects during the game ?? I mean, I've noticed nothing while playing... so maybe this message is just informative ... and it's not usefull taking into account this message ....
Thanks
Jpl
#1812 posted by Vondur on 2004/04/30 05:16:36
yeah, it's like info warning, the game shouldn't crash
Optic
#1813 posted by Vondur on 2004/04/30 05:17:13
hmmmm, well rebuilding problem brush should do then...
Vondur
#1814 posted by JPL on 2004/04/30 05:32:07
Thanks, I'll check the stuff this evening, thank you for your help.... I was afraid the problem was destructive...
Thanks again..
HeadThump
#1815 posted by aguirRe on 2004/04/30 05:53:42
I've got your email and I've sent mine for the 3rd time, this time without the buzz word in the subject.
Optic
#1816 posted by aguirRe on 2004/04/30 06:00:27
Take a look in my Q1 ToolTips document in the Engine Problems section, you'll find it here: http://user.tninet.se/~xir870k
JPL:
#1817 posted by Fern on 2004/04/30 06:14:30
Just ignore TOTAL_CHANNELS == MAX__CHANNELS. It shows up in lots of big maps with a buttload of flames and torches because of all the fire sounds. (see perssp2, rpgsp1, etc.)
When you reach the static entity limit, that's when you need to start worrying. :)
Fern
#1818 posted by JPL on 2004/04/30 07:59:48
Thanks, I know how to look for now... the final hall is quite big and numerous torches are used (at least 24 if I remember well).. if I add lava, monsters and buttons and doors, total sound number must be quite bigger than the game can support...
Just a precision, what is the TOTAL_CHANNELS maximum value allowed ???
TOTAL_CHANNELS
#1819 posted by glassman on 2004/04/30 08:18:09
I think it's 8.
Glassman
#1820 posted by JPL on 2004/04/30 08:45:29
hmmm... does it mean that only 8 different sounds are allowed in one closed hall (for example), or does it mean that only 8 sounds are allowed in a full map ???
As I said previously, I've seen no effects during the game... So what should be the effects on sound "rending" during the game ???
Hmm..
#1821 posted by glassman on 2004/04/30 09:00:20
It can't be in the entire map so I presume it means within audible range at any one spot. I forget now how "audible range" is defined in quake but I think it is a matter of a certain number of units distance from the source.
Probably during the games some of the sounds don't play but if it's just the 9th flame sound that cuts out your hardly likely to notice.
Glassman
#1822 posted by JPL on 2004/04/30 09:22:29
So, if I understand correctly it really doesn't matter: only the 8 nearest sources can be heard, and the others are "switched-off"... Am I right ???
I Think That's Right
#1823 posted by glassman on 2004/04/30 10:17:00
bit I'm not sure exactly how sound channels work or how quake prioritises monster sounds over ambient sounds for example. You might learn more from the QC spec
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qc-built.htm
AquiRe It May Be Butting Up Against The
#1824 posted by HeadThump on 2004/04/30 10:29:35
1.5 meg size e-mail limit on my account. Previously, this has only effected the size I send out however, and not what I recieve.
Glassman
#1825 posted by JPL on 2004/04/30 10:32:07
After a quick read, it seems to detailed only the basic C functions and not the entire engine architecture in itself... sound function can be found, channel max value is 8 for entities, and channel priority is not described (I didn't find the stuff...)
Anyway, thanks for the informations...
Bye
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