Ambient_generic Created 1 year ago2023-04-09 20:06:48 UTC by MAXK0T MAXK0T

Created 1 year ago2023-04-09 20:06:48 UTC by MAXK0T MAXK0T

Posted 1 year ago2023-04-09 20:06:48 UTC Post #347431
Hello. Question is: When the map is loaded, the door sound is activated briefly. Although no trigger calls them (you need to use the door for this) Door is made in the form of a func_train. there are three generics, namely for opening, closing, and triggering a button. they all fire at the same time after loading map and can be heard on the whole map even though the flags are set to medium radius. there is also a completely the same door but there are no problems with it. not that this is a critical problem, but annoying.

I tried to remove them (generics) one by one, then others worked .. I tried to change the switching flags. if you set the start silence flag, then there was a fierce desynchronization of sounds and doors. change volume, pitch. copied the entire normal door. put in another place and most importantly! even removing the multi-managers that control these sounds, the effect is zero. Basically, I don't know what else to do. and this is the second time. the first time it somehow disappeared by itself, but now it does not want to .. Im working in JACK and Use VHLT compilers.

P.S. Sorry. If this question has already been asked, please provide a link to the post. Thanks for the help!
Posted 1 year ago2023-04-11 00:16:00 UTC Post #347432
Hard to tell just from the post but it sounds like you've done the usual trouble shooting. The main thing is that "Start Silent" flag should be checked if you don't want the sound to start playing as soon as the map loads.

Is it at all possible you could post the map to the problem maps vault? I'd be willing to take a look.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-04-12 11:58:52 UTC Post #347434
I mailed to you.
Posted 1 year ago2023-04-12 12:34:17 UTC Post #347435
As i said "start silent" flag make desync of doors and sound
Posted 1 year ago2023-04-12 13:23:18 UTC Post #347436
OK, I will aim to take a look at that tonight and get back to you.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-04-12 21:17:35 UTC Post #347440
OK, so I've taken a look at the map you sent (I had to retexture everything since I don't have the .wad you're using) and I believe I've found the problem. Your ambient_generic should indeed be set to Start Silent, but also Not Toggled since they are not looping sound effects.
User posted image
This will affect your multi_managers though, since they appear to be set to target each sound twice? I assume to start and stop the sound. Not Toggled will mean you don't need to do this. Simply trigger the sound once, when you want it to play.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-04-13 12:35:46 UTC Post #347442
Thanks!, this seems to be working. I apologize about the textures, sorry for the inconvenience. I just forgot to sew them into the BSP using wadinclude command, so that they could be taken from the map.
I will include you in map credits!
Posted 1 year ago2023-04-13 15:53:48 UTC Post #347444
Good to hear that's done the trick! I figured it would be something simple in the end but a lot of things aren't particularly well labelled. :P
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-04-13 17:29:14 UTC Post #347445
I didn't realize how easy it was to solve this problem. What do u mean exactly, about things labelled? :)
Posted 1 year ago2023-04-13 20:44:02 UTC Post #347446
I just mean the "Not Toggled" flag might not make a lot of sense at first glance. It used to be "Is Not Looped" which I think is little clearer.
monster_urby monster_urbyGoldsourcerer
Posted 1 year ago2023-04-13 23:23:53 UTC Post #347447
It was in older version of VHE or WorldCraft, i guess...
Posted 1 year ago2023-04-14 10:49:37 UTC Post #347448
Another question, I read that the maximum number of point entities is 512, but somewhere I saw 587 and everything worked fine, so where is the truth?
Posted 1 year ago2023-04-15 09:51:15 UTC Post #347449
The maximum number of all entities together depends on the number of edicts, which is 900 by default in Half-Life. However with the -num_edicts parameter you can bump it up to 2048.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-04-15 12:04:00 UTC Post #347451
Thank you, if I understand correctly this is a command for the server (Steam or non-Steam??), and for my map more than 900 cannot be exceeded?
Posted 1 year ago2023-04-15 12:55:14 UTC Post #347452
The game has to be launched with -num_edicts 2048 regardless of Steam or WON, so yeah, the server has to do it. Otherwise you're limited to a total of 900 entities, regardless of if they're brush or point entities.

However, I'd rather say it's a little lower than that. Worldspawn is 1 entity, there's up to 16 players (so 16 entities), there may potentially be weapon drops by the players (count another 20 entities potentially), so you're left with about 850 in a practical scenario.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-04-15 14:28:14 UTC Post #347453
Understand. Thanks to you and the keyword "edicts", I found a thread, and specifically this comment: https://twhl.info/thread/locate-post/338260
about the fact that an unnamed light is not taken in count. but now I doubt.
If we also count the temporary entities that are created during the game (decals, sparks, shells), then the limit for me is even less. It's a pity
Posted 1 year ago2023-04-15 19:54:54 UTC Post #347454
Decals, sparks, shells, muzzle flashes etc. are separate from edicts. They're a clientside concept literally called "temporary entities" (tempents), and they have their own limitation, I'm not sure what, but you can safely assume at least 512.

env_spark emits sparks, and is itself an entity. But the sparks it emits are tempents, so those don't count.
env_explosion indeed creates an explosion which consists of multiple things (explosion sprite, explosion smoke, sparks, decals etc.), but only that one env_explosion counts, cuz' the rest are on the client.

The only exception I think is the gib shooter entity, because gibs it throws are indeed serverside entities, weirdly enough. If you launch 100 gibs, you're wasting 100 edicts. Gibs thrown by func_breakable and others though, don't count, they're tempents.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-04-15 20:36:03 UTC Post #347455
Thank you very much for the detailed answer, you gave me hope:) I wanted to get rid of some ideas, in particular the monster maker. Is it correct to assume that each snark is a separate entity on the server side?
Posted 1 year ago2023-04-15 21:24:01 UTC Post #347456
Yes. Each monster is an edict of its own.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-04-17 19:02:35 UTC Post #347457
And how about light_surface ? it creates many entities depending on the area of ​​the face, or counts as one. while compiling with it, the amount of direct light increased from 300 to 2000. is there a console command to view number of entities in the game? Thank you.
Posted 1 year ago2023-04-17 19:49:32 UTC Post #347458
If light_surface has no name (cannot be triggered) and doesn't have an Appearance/Custom Appearance, it should not take up any edicts whatsoever.

I think you can check entities in-game with the entities command. It'll report like this:
User posted image
Here you can see there's 452 entities in c2a1.bsp.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-04-17 20:35:45 UTC Post #347459
Thank you for taking the time to answer, you help me a lot!!!
Posted 1 year ago2023-04-21 19:45:16 UTC Post #347466
In general, everything is ready, I posted it on the Gamebanana. if you're interested, here it is: https://gamebanana.com/mods/440098
Posted 1 year ago2023-04-30 11:33:37 UTC Post #347489
That's a pretty cool map, you should also upload it to TWHL's own Map Vault!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 1 year ago2023-05-02 15:20:38 UTC Post #347494
Thanks, nice to hear from a professional!
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