I Really Need Help

Lord_RequiemLord_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?

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    How many entites actually are there in your map? You sometimes get vanishing entites when there are too many in-view. The server performance would be struggling as well if you had too many entities.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    entdata [variable] 46537/524288 ( 8.9)
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    In Worldcraft, go to Map > Info , not sure the exact name of it but its the window that tells you how many solids and faces you have, anyways, that will tell you how many point/brush entities you have. Add those up and then tell us that.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Point 210, solid 255

    Thats about 160 too many, isnt it?
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Try less texture lighting imo.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    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.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Chrome I dont think that I do, I'll have to look tho.
  • ignotignot Join Date: 2002-10-30 Member: 1762Members
    Slightly OT:

    <!--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

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <!--QuoteBegin--ChromeAngel+Jan 11 2003, 01:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jan 11 2003, 01:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.....
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--tommy14+Jan 12 2003, 06:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tommy14 @ Jan 12 2003, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--ChromeAngel+Jan 11 2003, 01:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jan 11 2003, 01:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
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