Wohoo, it works much better now! There's still 1100 r_speeds at one point, but my school computers can handle that. It's a map of my school btw. Here's a link if somebody's interested http://www.clerlic.net/de_juhannuskukkula.bsp
I ran it twice with normal and full vis because i thought it was ready.
Damnit, after making smaller clusters of func_walls instead of one huge one, i get that too many objects error
Host_Error: PF_precache_model_I: Model 'sprites/pistol_smoke1.spr' failed to precache because the item count is over the 512 limit. Reduce the number of brush models and/or regular models in the map to correct this.
I think i'll just have to group objects around other places then.
Oh shit, i suspected that, it gave me a "too many brush entities" error a while ago so i just took all the func_wall entities on the bottom floor and made them one... Shouldn't have done that i guess But i don't it how it sees them when there are 2 huge brushes in between.
I'd say that if the whole track around the wheel is r2*pi =~ 3141.59, and angular velocity of the wheel is 21 degrees per second, then the velocity of gondola should be 3141.56/21 = ~149.6
You won't get it exactly right tho, because those are rounded up numbers. But it shouldn't be very noticable.
Oh yeah, and i'm presuming you're using func_train to navigate the gondola around.
Hey, i've been making this map for past few weeks, but now i have a weird problem, for some reason i see a bunch of objects through the floor, even that it's a normal brush. That really bumps up my r_speeds and i'd like to ask if you know something about that? Here's a screenshot http://www.clerlic.net/dj.jpg
I keep getting that error even though i don't have any origin or clip textures on the brushes it tells me. When i clone the object and delete the old copy, it says the same thing about another object.
The best way to prevent leaks is to frequently seal off the complete portions of the map, hide them and then run the new portion to see if it has any leaks. And always use grid and zoom when connecting walls and stuff.