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
HeadThump
#1826 posted by aguirRe on 2004/04/30 13:04:29
It can't be the size; it's just four kb. I've now sent it a fourth time. Do you have another address I could try?
Heh,
#1827 posted by necros on 2004/04/30 13:43:50
it's funny... like three days later, i got the mail undelivrable message for the second email i sent you, HeadThump. your mail is funny. :D
AguirRe
#1828 posted by Mike Woodham on 2004/04/30 13:59:06
Did you get my e-mail regarding the HOM effect? Looking at the posts, lately there seems to a problem with e-mails.
Holy Moly
#1829 posted by aguirRe on 2004/04/30 15:11:41
Does this email thingy work at all? Mike, yes I've got it and replied, trying again right now.
It's a conspiracy, I tells ya ...
Total Channels
#1830 posted by Fern on 2004/04/30 15:12:50
I have *never* noticed a sound problem while playing any map that exceeded total channels == maxchannels.
You Think That Is Weird
#1831 posted by HeadThump on 2004/04/30 16:52:54
I've discovered a second account I have under Alan643@msn.com instead of AlanR643@msn.com. It had a back log of two years worth of e-mail and a handful of legitimate mail from friends. Absolutely mind blowing. I had no idea it was there until I looked into my Window resources under Outpost and saw I saw the name.
Hey, Give That Address A Try, AquiRe
#1832 posted by HeadThump on 2004/04/30 16:54:02
It does work. I e-mailed my main account.
OK
#1833 posted by aguirRe on 2004/04/30 17:41:24
Fifth attempt here we go, this time to alan643 instead of alanr643.
I Didnt Recieve It
#1834 posted by HeadThump on 2004/04/30 19:09:45
This is really raising my blood pressure exponentialy. I am noticing many of the design flows and eyestabbing aesthetics (grotesque in its cloy toyishness, like the Volkswagon Bug)of my msn client that I have learned to gloss over since I have had this account. I'm going to grab a beer and come back to this later. Anyone have any recommendations for free e-mail account services?
Hotmail?
#1835 posted by necros on 2004/04/30 19:16:09
it's the most popular thing around...
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