over 9000...
I'm going to set one to over 9000...
Awsome mapping forum, if you aren't already on there.http://leray.proboards.com/index.cgisonic idea sounds fun, I wanted to change ammo into rings and change the sounds accordingly.. could be fun to work with a mod'er and crank out something sonic-like.
Looks like there are too many entities. How many push brushes did you make in total?The same error happens when I use the give all cheat on one of my maps. The map contains every monster in a medium sized room and two big func_trains.I get exactly the same error, but instead of v_blast I get v_rail.You might wanna check you didn't make over 200 push brushes or that he map is hole-free.
#define MAX_CLIENTS 256 // absolute limit#define MAX_EDICTS 1024 // must change protocol to increase more#define MAX_LIGHTSTYLES 256#define MAX_MODELS 256 // these are sent over the net as bytes#define MAX_SOUNDS 256 // so they cannot be blindly increased#define MAX_IMAGES 256#define MAX_ITEMS 256#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings#define MAX_MAP_MODELS 1024#define MAX_MAP_BRUSHES 8192#define MAX_MAP_ENTITIES 2048#define MAX_MAP_ENTSTRING 0x40000#define MAX_MAP_TEXINFO 8192#define MAX_MAP_AREAS 256#define MAX_MAP_AREAPORTALS 1024#define MAX_MAP_PLANES 65536#define MAX_MAP_NODES 65536#define MAX_MAP_BRUSHSIDES 65536#define MAX_MAP_LEAFS 65536#define MAX_MAP_VERTS 65536#define MAX_MAP_FACES 65536#define MAX_MAP_LEAFFACES 65536#define MAX_MAP_LEAFBRUSHES 65536#define MAX_MAP_PORTALS 65536#define MAX_MAP_EDGES 128000#define MAX_MAP_SURFEDGES 256000#define MAX_MAP_LIGHTING 0x200000#define MAX_MAP_VISIBILITY 0x100000
Quote from: decino on July 16, 2010, 11:32:26 AMLooks like there are too many entities. How many push brushes did you make in total?The same error happens when I use the give all cheat on one of my maps. The map contains every monster in a medium sized room and two big func_trains.I get exactly the same error, but instead of v_blast I get v_rail.You might wanna check you didn't make over 200 push brushes or that he map is hole-free.The Q2 engine limits how many entities can exist in a map. The entity that generates the error report will depend on how many you created and what order they occur when the game hits the limit. The limits are hard-coded into the engine and the mods.Code: [Select]#define MAX_CLIENTS 256 // absolute limit#define MAX_EDICTS 1024 // must change protocol to increase more#define MAX_LIGHTSTYLES 256#define MAX_MODELS 256 // these are sent over the net as bytes#define MAX_SOUNDS 256 // so they cannot be blindly increased#define MAX_IMAGES 256#define MAX_ITEMS 256#define MAX_GENERAL (MAX_CLIENTS*2) // general config stringsThe r1q2 server is supposed to generate a file called "configstrings.txt" for diagnostic purposes but I have never seen it. It would be interesting to see one.
#define MAX_CLIENTS 256 // absolute limit#define MAX_EDICTS 1024 // must change protocol to increase more#define MAX_LIGHTSTYLES 256#define MAX_MODELS 256 // these are sent over the net as bytes#define MAX_SOUNDS 256 // so they cannot be blindly increased#define MAX_IMAGES 256#define MAX_ITEMS 256#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
So if I make too many entities then the game will crash?
It hasn't yet... I'm recompiling it to add a new portion of the map; another flooring.
The map I attached to my other post should have the problem in it; it's a test map.
QuoteSo if I make too many entities then the game will crash?Yes.QuoteIt hasn't yet... I'm recompiling it to add a new portion of the map; another flooring. I still need to figure out this problem, though...The sinking.bsp doesn't have too many entities, it won't crash.QuoteThe map I attached to my other post should have the problem in it; it's a test map.The entity problem or the push problem?
Ok; it's called "speed" and the default is 1000.I'm going to set one to over 9000...