Posted by Carcase on Sat Nov 15th at 9:10pm 2003
Posted by Campaignjunkie on Sat Nov 15th at 9:42pm 2003
Campaignjunkie
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Posted by Carcase on Sat Nov 15th at 10:57pm 2003
Posted by fishy on Sat Nov 15th at 11:24pm 2003
high r_speeds
there are lots of reasons this can happen. over complicated architecture, large open spaces, detailed areas being visible from other detailed areas, using -fast vis in the compile proccess. and more.
try to keep r_speeds below 500 in areas where you expect a lot of action, and below 800 elsewhere. i'm not saying this is a must, but it's really what you should aim for. /me looks at my own map in horror ![]()
i reckon that even on a relativly new system, r's of over 1500 will cause frame loss.
type r_speeds 1 in the console to check them. r_speeds 0 to turn them off ![]()
Posted by Cash Car Star on Sun Nov 16th at 2:35am 2003
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Posted by Carcase on Sun Nov 16th at 3:07am 2003
Posted by Campaignjunkie on Sun Nov 16th at 4:00am 2003
It was r_speeds the whole time? Geeze. That's just really a fundamental part of mapping that I thought everyone understood.
Also be advised that a func_magic begins off. You need to use a trigger_magic to target it, along with specifying how much magical-ness you want (0 - 5 gajillion)
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Posted by Jinx on Sun Nov 16th at 7:21am 2003
| ? posted by Carcase |
| man, shuddup. func_magic... anyway, ya, my map is running at 45000 r_speed, its just way too big. |
eek 45,000 or 4,500? either is waaayyy to high. I have a couple intro tutorials on rspeeds and keeping them lower, maybe they'll help you out a bit:
http://www.cryotank.net/maps/tutorials/index.html
Posted by Dr Brasso on Sun Nov 16th at 7:37am 2003
im particualy fond of the func_magic....its the only way i can finish most maps... 
Doc Brasso...
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Posted by fraggard on Sun Nov 16th at 7:47am 2003
I completely agree. The func_magic is definitely the most useful entity in a map... I mean, it does all that CCS said, plus it fixes leaks, improves the way the map looks, makes the game more playable, forces more servers to play the map, gives you free credit card numbers and enlarges your *cough**hack* . Very useful. I think we need a tutorial.
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Posted by Carcase on Sun Nov 16th at 2:27pm 2003
Posted by Hornpipe2 on Sun Nov 16th at 6:42pm 2003
| ? posted by www.snarkpit.com http:>Carcase |
| the null texture, i dont have it. i was gonna use that. yous guys know where i can get it? |
Make sure you're using Zoner's Compile Tools 2.5.3 (build 17?) Not only do these produce better quality maps than the standard QCSG, QRAD, etc., but they come with a few textures specific to these tools - the HINT, NULL, and SKIP. You can google for these tools or probably just grab them off the valve-erc: http://collective.valve-erc.com
Screw the func_magic. I like the env_science. I understand it a lot better, despite the fact that it seems a lot less versatile than the func_magic. I suspect that as the version goes up it'll get a lot better at what it does.
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Posted by Dr Brasso on Sun Nov 16th at 7:05pm 2003
screw science....func_God rules....you can do absolutely everything with it, including, create entirely new worlds>>> ![]()
Doc Brass.../runs like hell!!! 
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Posted by Gollum on Sun Nov 16th at 9:04pm 2003
Brassman, I'm disappointed in you. Surely you know that God, who is an incorporeal being, cannot have extension?
As such, God is a point entity (not a brush-based one). Attempts to use a func_God will result not only in your map crashing, but will also create a logic paradox that destroys the universe. If you must put a func_God in your map, you'll have to use the original compile tools, since they are more permissive (Zoner's tools will not allow you to destroy the universe).
I suggest using the alias_God entity from Spirit: it allows you to take upon yourself the divine aspect, and combining it with a locus_smite entity can be a lot of fun. The default env_God is also available, but gives you less control over the future.
You'll need the updated FGD file in order to use these entities. You can download that here.
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Posted by Vash on Sun Nov 16th at 9:19pm 2003
| ? quote: |
| I am making a map for Sven coop with about 26 total enemies and turrets. |
Ahem, I am assuming that they are not in the same area, But, if you can see them all at once it'll cause high e_poly's and such.
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