2 Days: 2 Hours Left for #6
. Get those entries in and feel free to discuss the next minicompo!
Mini #5 - Gayly, I was the only entrant, so I guess another gold for me... Elon/VOX: Yay you're actually entering
Anybody else in this one too?
Huntee: Are you in this one? If not, would you be interested in judging?
VOX: Whenever I get an error nowadays, I log them. Maybe one of these concerning leaks can help you:
Leaks: Be careful when "func_walling" things to ease up on VIS, that your not creating new entites that can "see" into th void, and thus what you think is a "sealed wall" now becomes a big fat leak.
--Leaks2: An entity anywhere outside the map--void--will give you instantly a leak, and possibly if the path of a brush-based entity will travel oustide during it's movement. Not tested the latter.
--Leaks3: Grouping a blue brush rendered to invisible with a func_pushable causes a leak unexplicably...must check this out further.
--leaks4: Leaks can be caused by tons of things, totally unrelated to an actual leak anywhere, which sucks the big one.
--leaks5: Leaks may be caused by overlapping func_water brushes...requires more testing though.
The coordinates it gives you though sometimes gets you close to where the real problem is. Sometimes the x and y coords are totally off, and just the z coord is on the money.
The leak error usually lists a point or brush-based entity where the problem is, which is usually a lot more accurate a location where the problem is.