Entities Packet List...

OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
<img src='http://onesneakymouse.com/nsimages/ns_second760000.jpg' border='0' alt='user posted image'>

What's this? How do I fix it?, I have no errors in my compile log, this just keeps listing when I'm playing....won't stop:

I compiled -full. I'm not sure where I have to many entities....Is there a way to find out?

Comments

  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    This means that there are too many <i>visible</i> entities in your view. If you have made a large room, connected with several long corridors and many entities in them (lights, multi_managers, triggers, etc...), this will cause the problem.

    Besides, too many entities slow down the servers...
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Not quite RPG. You're right, the key word is visible. The HL engine will only render so many entites at once. I'm not sure what the exact number is but it's so many you should almost never see that error. (maybe 1024) Things like lights, multimanagers, and triggers aren't visible entities, it doesn't matter where you put them on the map (well, lights do but anyway) they arent considered 'visible'. The entities in the visible packet list are things like func_walls, func_illusionaries, func_doors, and models (weapons, monsters, buildings, etc.).
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I stand corrected. Must be getting old... (at 19??) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
    So, is this determined upon what the player sees in gl_wireframe, or the whole map regardless of what the player sees?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Yep, you must be getting old alright. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Essentially yes, what the player sees in gl_wireframe 2. If you had to many visible entities on your entire map you would have gotten a max_map_models error in the compile. Keep in mind the entity visibility is determined differently then polygon visibility and so large entities can be visible some distance away from where they acctually are.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Shadowics I must correct you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> The number is far lower than 1024. I once created a testroom full of roaches and it didn't display any of them. I will make another map to find out how many roaches the engine can draw.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited July 2003
    Ok the upper limit is 250 visible bugs. That is only 24% of 1024 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> -unfortunatly. erm... did you use QuArK and duplicators to create that many entities in one place or was it hard work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    A map can use 2048 entities max and the halflife engine can only have 1024 "active" entities (this means ANY global (door/weldable states) and VISible entities) at once.

    now entities are not only pipes, doors and buttons. every player, sound, mine, shell, special effect ... uses one or more entities.
    As soon as you see too much entities the HL engine just does not show them.
    as soon as there are more than 1024 entities active at once it crashes.
    e.g. a mine put on a wall:
    - one ent for the model
    - one ent for the red line
    - one ent for sounds
    - one or more ents for exploding sprite
    - ...

    this is the reason why minespawn crashes servers.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    Hence, I was right all along. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    resumé:
    2048 - HL entity limit (all entities)
    1024 - limit of active entities that 'do' something or can be used
    250 - limit of entities in a certain radius as specified by Flayra and the info_mapinfo

    right?
Sign In or Register to comment.