KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I know that the behavior and implementation of info_locations will change (but be mostly backwards compatible). I know this because I requested the change. :X I know that additional entities will be ignored by NS to give greater server performance. I know this because we (official mappers) got an e-mail about it and I believe there's been a forum post detailing this elsewhere in the meantime.
Aside of that, I have no idea what changes are currently implemented. My guess is that they're still in progress, and we'll all find out the official list when they're deemed functional and ready. I don't imagine that too much will be different, though, and surely nothing that'll make your map designed for 1.0x cease to function. I wouldn't worry too much about it at this stage - I'm sure not. Worrying, that is.
Yeah, I think the "official" or currently-in-playtesting mappers will get the new stuff first. Then the rest of us will get it with 1.1. Well, I'll put it this way, I'm not losing any sleep over it because my map doesn't HAVE to be done for 1.1. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--crode+Mar 27 2003+ 04:24 PM---></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crode+Mar 27 2003 @ 04:24 PM-)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So what they want to keep us in the dark? Please say something! My map revolves around the functionality of weldables. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> They're keeping us in the dark so that we won't be disappointed if something has to be removed before the final testing, and so that they can focus on playtesting rather than PR over the change listing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
In this case, info_player_start and info_team_start. If the current playtest code is finalized, they won't count toward the entity limit (which may be lowered again as a result of not counting the required combined 96 spawn locations (32 in rr, 16 marine, 48 alien)).
<!--QuoteBegin--BlackPanther+Mar 27 2003, 09:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Mar 27 2003, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I seem to be missing te info_location entity in my ns.fgd file... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Paste this into the bottom:
ooooooooh stupid me.. it's a friggin brush based entity... all this time i was sure it was a point based entity where you could set a kind of RADIUS propertie to it...
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
The maximum number of entities you can have in your map is 500. This doesn't include static lights, although I'm curious as to if it includes info_location, info_team_start and info_player_start
<!--QuoteBegin--Mouse+Mar 28 2003, 12:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Mar 28 2003, 12:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm curious as to if it includes info_location, info_team_start and info_player_start <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Everything in this response should be taken as forward looking statements since it deals with 1.1 code that may not be final yet.
The 500 limit was set before the changes to the spawn ents were made, and from an email conversation with Flayra I learned they are intended to be included in that number even after the change. The limit will drop to 400 not including the spawn items, which would really mean 4 fewer items total on the map. The good news is info_location entities will also no longer count towards the revised cap because of the changes KFS has requested, and most of us have more than 4 info_location ents in our maps (exceptions being killboxes which aren't likely to hit the entity limit anyway). As a result, even though we're going to have a lower numerical limit, there will actually be more room under the cap.
Comments
Aside of that, I have no idea what changes are currently implemented. My guess is that they're still in progress, and we'll all find out the official list when they're deemed functional and ready. I don't imagine that too much will be different, though, and surely nothing that'll make your map designed for 1.0x cease to function. I wouldn't worry too much about it at this stage - I'm sure not. Worrying, that is.
They're keeping us in the dark so that we won't be disappointed if something has to be removed before the final testing, and so that they can focus on playtesting rather than PR over the change listing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
<!--QuoteBegin--Ollj+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what are "aditional entities" ?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
In this case, info_player_start and info_team_start. If the current playtest code is finalized, they won't count toward the entity limit (which may be lowered again as a result of not counting the required combined 96 spawn locations (32 in rr, 16 marine, 48 alien)).
Paste this into the bottom:
@SolidClass = info_location
[
locationname(string) : "Location name" : ""
]
info_location has no arguments except locationname and no flags.
doh!
Everything in this response should be taken as forward looking statements since it deals with 1.1 code that may not be final yet.
The 500 limit was set before the changes to the spawn ents were made, and from an email conversation with Flayra I learned they are intended to be included in that number even after the change. The limit will drop to 400 not including the spawn items, which would really mean 4 fewer items total on the map. The good news is info_location entities will also no longer count towards the revised cap because of the changes KFS has requested, and most of us have more than 4 info_location ents in our maps (exceptions being killboxes which aren't likely to hit the entity limit anyway). As a result, even though we're going to have a lower numerical limit, there will actually be more room under the cap.
I just did an entity count on ns_hydrosity. With the old limit I was at 79.6% (398/500) and with the new one I'm at 71.25%. (285/400). Happy days