Ns Crashing In Dev Mode
Shoot_me
Join Date: 2002-11-15 Member: 8696Members
<div class="IPBDescription">mapping problem.</div> Well, I've been working on my map for some time now, but recently I've been having trouble keeping HL/NS from freezing up my PC. This happens when I run my map with developer mode switched on and spawn in as a marine. I currenlty do not have any alien spawn pts, nor do I have an alien join team spawn. The map loads fine initially, but if I try to spawn in as a marine I have about 3 seconds (after spawning) before HL/NS comes to a grinding hault and locks up my PC (requires reboot).
I've searched the forums a couple times for any similar threads, but nothing turned up, anyone have any idea what's going on? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Side note: I'm already reaching my 4 meg texture limit, that is being worked on now. But I also get the following error durring the compile process:
3 brushes (totalling 18 sides) discarded from clipping hulls
Could this be the cause?
I've searched the forums a couple times for any similar threads, but nothing turned up, anyone have any idea what's going on? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Side note: I'm already reaching my 4 meg texture limit, that is being worked on now. But I also get the following error durring the compile process:
3 brushes (totalling 18 sides) discarded from clipping hulls
Could this be the cause?
Comments
3 brushes (totalling 18 sides) discarded from clipping hulls
Could this be the cause? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nope, that's actually not an error message -- it's letting you know that it's skipping clipping hulls for items that don't need them -- probably a func_illusionary. The code for this was added by Merl a while back, and it shouldn't cause any problems in game.
Does the lockup <i>only</i> occur in dev mode?
Try adding the rest of the required entities (alien join team, etc) and see if you still get the crash. I'm not sure what's going on, but I think that's a good starting point.
Could this have anything to do with not using a custom hull file for NS? Or is there a brush problem here?
So does this apply for instance to a func_train flagged passable?
If moving passable entities don't have hitboxes to lug around, that'd theoretically improve the map's performance right?
So does this apply for instance to a func_train flagged passable?
If moving passable entities don't have hitboxes to lug around, that'd theoretically improve the map's performance right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Theoretically -- the current code actually uses the clip hull from the next entity in the list right now to save on clipnodes -- I'm going to be changing it to use an empty clip hull for p13.