item_healthkit / item_battery / ammo_??? Created 13 years ago2011-02-04 18:01:47 UTC by Rory84 Rory84

Created 13 years ago2011-02-04 18:01:47 UTC by Rory84 Rory84

Posted 13 years ago2011-02-04 18:01:47 UTC Post #290046
In my map, I've built 3 bases (sectors). In each base, there's an armory. None of the ammo_entities appear, and in 2 of the bases, the item_healthkits and item_batteries are invisible!

Any idea why this may be happening? The "Not in deathmatch" button is NOT selected, and they don't cross each other.
Posted 13 years ago2011-02-04 18:02:42 UTC Post #290048
Too much visible entities in one area. Happened to me in my CS map.

Add some Hint brushes to critical spots.
Stojke StojkeUnreal
Posted 13 years ago2011-02-04 18:07:16 UTC Post #290051
Can you add Hint to death match? I always thought it would confuse the engine with all the players running around.
Posted 13 years ago2011-02-04 18:12:36 UTC Post #290052
First, make sure that having too many visible entities in one area is the problem. Just check the console for messages while you test your map.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-02-04 18:17:01 UTC Post #290054
Nothing pops up, is there a command? I thought it was -dev but it said unknown command. I'm advanced at mapping but once I get in game the only editing command I know is pointfile, lol
Posted 13 years ago2011-02-04 18:20:05 UTC Post #290055
-dev is a parameter that you can add to hl.exe or the properties window of HL in Steam, it's not a console command.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-02-04 18:55:16 UTC Post #290056
I used -dev, it didn't give any errors or anything.

After using hint and skip, the entities were still missing.
Posted 13 years ago2011-02-04 19:09:47 UTC Post #290057
So you did'nt get the dreaded "too many entities in visible packet list" message in the console while testing?
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-02-04 19:33:19 UTC Post #290058
Negative.. I'll upload the RMF. Yes, its a mess, but I'm trying to fix five bases into one map for a LAN battle.

http://www.mediafire.com/?jrn955tpbh1hw52
Posted 13 years ago2011-02-04 20:08:32 UTC Post #290060
Just checked it. Thats not a lot at all. Maybe you should increase / dicrease the max visibility?

The only time i got invisible stuff error was when i put too much entities in one spot.

Also, developer 1 is the command. Also try r_speeds 1.
Stojke StojkeUnreal
Posted 13 years ago2011-02-04 20:23:27 UTC Post #290062
I think that may be the issue, because the base at the bottom of the hole, all the entities show up just fine.

I'll give it a shot and see where it goes. Thanks for the peek.
Posted 13 years ago2011-02-04 22:55:51 UTC Post #290065
Yikes! Did you not glance at the compile log before running?

Actually, I'm assuming that if you didn't see the hundreds of "TOO MANY LIGHT STYLES ON FACE" errors, you were compiling with no RAD, and therefore probably fast vis as well?

You can pretty much guarantee 90% of rendering issues such as items becoming invisible are due to a fast VIS compile.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-02-04 23:23:05 UTC Post #290066
I ran everything on normal. Its giving those errors because I have four different colored lights in front of each base, to signify which player has taken the base.
Posted 13 years ago2011-02-05 12:53:32 UTC Post #290088
You should replace them with coloured sprites or custom textures, then. The Too many light styles on face error is not one to ignore.
Archie ArchieGoodbye Moonmen
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