Too many entites in visible packet list

ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">How 2 fix this?</div>HL tells me "Too many entities in visible packet list".  I think I know what that means, but I'm not sure how to fix it.

If I have several func_illusionary in a particular area with the same propeties would turning them into 1 entity reduce the number of entities in the visble packet list?

Ominous considering how un-flashy my map is right now, compared to what I need it to do.

Comments

  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    yes but they will all be draw only is only one of them can be seen so it will increase r_speeds(probably)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Thank you Mu_.  The entities I was thinking of merging are quite low poly so shouldn't raise the r_speeds noticably.  I now have r_speeds free since I added a solid ceiling.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    * resurects old topic *

    I've merged a load of entites wherever applicable and i'm still getting this message.  I haven't even started putting in scripted sequences and filler 'brushes' yet.  I've managed to stop the error it in one place by devious use of hint brushes, but I still need expert assistance.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    What kind and how many point entities do you have in those problem areas?
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    are you gettin this error mainly in commander mode?  If so - i had the same problem - make sure your xy cull distance in you info_map entity is set to something more reasonable like 1024 or 1600, the default is 4000 which renders every entity in the map
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I don't get this issue at all in commander mode.  I think the problem may be where it thinks I can see some brush entities even though their is no line of sight.

    Relic I have:
    10 path corners, a target_camera , a trigger_auto and an invisible func_train to make the camera pan form left to right
    36 env_sprites, 15 info_player_starts and an ambient_generic

    This is after I reduced the number of env_sprites by a third and I still get this problem.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Why not use a func_pendulum for the camera instead? It may not be so reliable, but hell, player's won't focus their attention on it for longer than a few seconds surely.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The 'camera' is invisible, the point it's focused on is the origin of the func_train, which is moving.  I'm fairly certain that a pendulum will not work like that.
  • neagneag Join Date: 2002-01-24 Member: 12Members
    Did you use the "Entities only" option when you compiled the map.
    I got the "Too many entities in visible packet list" message after doing that.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'm not sure I understood that first sentance Neag.  Can you re-phrase it please?

    I get this error with full VIS and full RAD compilations.

    [edit]
    Thanks Neag, I am NOT using the 'entities only' option when this error occurs.
    [/edit]
Sign In or Register to comment.