I Really Need Help
Lord_Requiem
Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">Some kind of memory leak or something</div> Its related to the tram bug im having in andromeda cause ALL the servers that tested it had the train bug except 1, and it did NOT have the bug I'm about to ask you guys about, so I think they are related.
You know how I've already told you about the strange dissappearing tram and doors when you are fairly close to them, they just dissappear for no reason at all as you walk away, and the tram that dissappears whenver it moves but not when its stopped at the point I created it in in hammer.
Now I seem to have run into a memory leak or something, it hard crashed (required a reboot) of Coronas in Space last night after about 20 minutes of playing when we had 16 players. It was freezing for about 4-5 seconds at a time every 3 minutes or so, not in any obvious pattern it just seemed random, and eventually caused the entire thing to crash.
WHAT IN THE NAME OF ALL THE ALIEN GODS (especially Gorgocles, the god of prancing around in a woolen cape and screaming "NYYYAAAAA!!!") COULD CAUSE SOMETHING LIKE THAT?
You know how I've already told you about the strange dissappearing tram and doors when you are fairly close to them, they just dissappear for no reason at all as you walk away, and the tram that dissappears whenver it moves but not when its stopped at the point I created it in in hammer.
Now I seem to have run into a memory leak or something, it hard crashed (required a reboot) of Coronas in Space last night after about 20 minutes of playing when we had 16 players. It was freezing for about 4-5 seconds at a time every 3 minutes or so, not in any obvious pattern it just seemed random, and eventually caused the entire thing to crash.
WHAT IN THE NAME OF ALL THE ALIEN GODS (especially Gorgocles, the god of prancing around in a woolen cape and screaming "NYYYAAAAA!!!") COULD CAUSE SOMETHING LIKE THAT?
Comments
Thats about 160 too many, isnt it?
I also recomend that you don't have any brush entities larger than 316 in any dimension, apparently these are always 'visible' to HL, even if you don't have line of sight to them.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gorgocles, the god of prancing around in a woolen cape and screaming "NYYYAAAAA!!!"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have a new religion
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learn something new every day. are you certain of this? it certainly would explain the "everywhere visible func_water" lag problems......but it can't hold for all entitys - i have made func illusionarys bigger than that (6000x7000 for a sky cloud) that were vis blocked by regular brushes.....
learn something new every day. are you certain of this? it certainly would explain the "everywhere visible func_water" lag problems......but it can't hold for all entitys - i have made func illusionarys bigger than that (6000x7000 for a sky cloud) that were vis blocked by regular brushes.....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Something I was told in the early days of NS mapping (NSTR 1, when all ceilings has to be func_seethough). I had these large, complicated ceiling entities that were 'visible' to HL all over the map, this gave me r_speeds of 500+ everywhere. I broke them down to seperate entities, less than 316 units and that dropped my r_speeds down to ~50. I'm not certain of the exact value but it was around 316. I think Yamazaki told me this too.