Packet Overflow
#2702 posted by JPL on 2004/10/22 07:29:51
I'm about to release a new map, but I'm currently fighting with packet overflow message during the game, that "troubles" sound rendering... I know it comes from the sound channel limitation of the engine, due to too much thing to perform...
So my question is: while a map without monsters is clean (no problem), how can I prevent packet overflow troubleshooting after I added monsters ?? Is there a method, or something to check in order to prevent this fucking problem ??
Bleh
#2703 posted by Vondur on 2004/10/22 07:32:15
more proper visblocking, less monsters, less ambient sound sources...
JPL
#2704 posted by Kinn on 2004/10/22 08:09:10
If you've fullvised your map, then you've got a problem - it you haven't fullvised yet, then don't worry about it just yet.
Kinn
#2705 posted by JPL on 2004/10/22 09:00:02
For the moment I just fastvised the map (fullvised preview test ran at least for 10 hours /8( ...) so, if you're right, and I guess you are, the problem will "self-disappear"... cool...
Thx
RPG,
#2706 posted by HeadThump on 2004/10/22 15:32:03
just a wild out of nowhere guess, is could.bsp named after that most awesomest tune in the Alice in Chains discography?
HeadThump
#2707 posted by R.P.G. on 2004/10/22 15:47:54
I shall quote:
This map is dedicated to all that could have been, but never was, and all that should have been, but never will be.
ohmigosh so goth.
The Map Is On My Drive
#2708 posted by HeadThump on 2004/10/22 16:08:19
but somewhere a long the line I've erased the text file. many apologizes
JPL,
#2709 posted by HeadThump on 2004/10/22 16:10:45
the general level design advice you are looking for can be found here: http://www.planetquake.com/QuakeLab/QuakeLab2/articles.htm
Lights
#2710 posted by Speed on 2004/10/23 01:59:12
any1 got experience of lighting level with lights that go thru walls? (any geometry)
can have omni and spotlights and define radius
Speed
#2711 posted by R.P.G. on 2004/10/23 07:59:28
That happens in old compilers before the community coders fixed it.
From your post it's unclear if you're experiencing a problem or if you actually want to achieve this effect.
#2712 posted by Speed on 2004/10/23 12:21:10
looking for recommendations, preferably from someone with experience (maybe someone made levels for engines where light doesnt cast shadows?)
and forget about quake plz, its for another game
Speed
#2713 posted by Kinn on 2004/10/23 13:49:50
Could you be more vague? We wouldn't want anyone actually understanding what you mean now, would we? ^_~
Speed
#2714 posted by R.P.G. on 2004/10/23 14:14:48
Well if you're into looking at code, you could try looking at the changes that were made in the Q1 and Q2 compilers that stopped the light from "leaking" into adjacent rooms. Otherwise, I really don't know how to help you with your problem. Try programming some anti-lights, maybe?
#2692
#2715 posted by madfox on 2004/10/23 16:20:17
Import textures in Wally. Made them 64x64, 8/256 colours. Load them in Quark and start game. Q3bsp won't compile, but as soon as I change my own texture for the ones in Quake everything goes fine?
What goes wrong? I just wanted to add some Q1 textures to Quake2.
Or is it already done before?
Deathmatch Maker?
#2716 posted by madfox on 2004/10/27 13:59:00
I'm a little confused. I bought DM-Maker for Quake1. Now opening the program it leads to a texeditor for Q1, but the submaps are all Q2 submaps.
Then compiling a Q1map it wants to export Q2 md2 maps.
Strange behaviour for a good editor program.
The site for the program is down.
MadFox.
#2717 posted by Kinn on 2004/10/27 15:59:30
Oh please God no.
Don't tell me you paid money for that.
Strange behaviour for a good editor program.
Somewhere, someone has your money right now and is laughing. At you. Sorry if I sound blunt, but just download GTK (it's free!) and be done with it.
Neh1m4 Source
#2718 posted by aguirRe on 2004/10/30 17:46:20
Does anyone have the Damaul neh1m4 (Grind Core) source map for Nehahra? I've tried to download it from his PQ site but the links don't seem to work anymore.
And I Quoth
#2719 posted by pope on 2004/11/04 06:44:32
"...DMM is the shit of my life" - QMD - RIP 2004
AguiRe
#2720 posted by HeadThump on 2004/11/04 10:42:00
has the Neh1m4 source matter been resolved?
No,
#2721 posted by aguirRe on 2004/11/04 11:58:09
I'd appreciate any help in the matter.
Okay,
#2722 posted by HeadThump on 2004/11/04 12:22:36
when I get home tonight, I'll hook an old hard drive up that should have it.
#2719
#2723 posted by necros on 2004/11/04 13:40:47
hm...
Sorry, AquiRe
#2724 posted by HeadThump on 2004/11/05 01:18:48
The Damaul map wasn't on my old drive. Would a decompilation be acceptable? BSPC, which I use, only mangles some of the liquid brushes touching non liquid surfaces. Otherwise the .maps are accurate.
Thanks
#2725 posted by aguirRe on 2004/11/05 05:06:48
for trying. I'm aware of the decompile alternative but it won't help me; it's the original entity section I'm after.
Arguire
#2726 posted by DaZ on 2004/11/05 08:11:20
I swear there is a bsp compiler that has a command line argument that dumps all the ents in the .map to a seperate file if thats what your after? Unfortunately I cannot for the life of me remember which compiler it is :/ Sorry I cant be more helpful...
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