Entities Disappearing Problem
Yamazaki
Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Looking for a solution</div> I recently did a recompile of one section of my map (I keep it in seperate sections, saves time on testing) with some adjusted light values, and now all the moving brush entities vanish when they move, and return when they come back to their starting position. I have a func_train that goes invisible when it's not in its resting place, and several momentary_doors that do the same. The brush entity is still physically there, it's just not visible.
I didn't change anything in the .RMF itself before I did the recompile, and prior to the recompile this problem wasn't occuring, so I'm somewhat at a loss.
Currently there are no errors in the compile log.
I didn't change anything in the .RMF itself before I did the recompile, and prior to the recompile this problem wasn't occuring, so I'm somewhat at a loss.
Currently there are no errors in the compile log.
Comments
Maybe the old map file got corrupted or something. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
<a href='http://www.df5jz.de/Ollj/allNSmaps/ns_andromeda_beta2x.jpg' target='_blank'>http://www.df5jz.de/Ollj/allNSmaps/ns_andr...meda_beta2x.jpg</a>
It has a long tram in the north that dissapeared sometimes. The reason for this is simply the code changing for the copmmander mode. (and the NS network code, so it depends on the server).
In HL you see any model/entity in your vis range.
When you compile with no vis you see any model/entity anytime.
Same when you get in the void on any map.
HL cant display unlimited amount of models/entities at once so you see NO models in the void.
NS had a problem there because the the command view is in the void all the time.
Flay solved this by making ALL models/entities just visible for a given range.
You can test this effect by setting the command view height 2000 units higher, you will see entities dissappearing at the borders.
Another problem is that you see more structurees in NS than anywere else wich needed a big network code changing to tell whats visible and what not.
Now on objects that move wide distances the network code cant clearly tell if its in visibility range or not.
Ask ^Requiem^ how he solved this.
<a href='http://www.unknownworlds.com/forums/index.php?act=Profile&CODE=03&MID=9481' target='_blank'>http://www.unknownworlds.com/forums/in...ODE=03&MID=9481</a>
However, I've assigned this issue to the back of the 'Big Cupboard of Map Making Issues' until I can sort out the whole sound precaching problem I'm having, detailed earlier on the boards. Any help on the train thing would be appreciated though.