- Oct 6, 2008
- 1,949
- 446
Yep, I'm ready to release RC5 - a complete redo of may canyon map.
I have 1 issue and 2 concern:
Issue - stg2/stg3 transission - payload cart on teleport goes from end of 2 to start of 3 rightside up. When round 3 sets up the payload turns upside down but as soon as you touch it it turns right side up? Any ideas what's going on? the only thing that I can see is that the cart doesn't level out 100% on exit stg 2 even though I have the exact same coding as stg1 exit where it works just fine and exits the stage on a level plane.
Concern 1 - compile error messge
I'm getting this message in my compile "ConVarRef mat_reduceparticles doesn't point to an existing ConVar"
From all the sources/stuff I've researched - it points to a leak within my map - however, I can't find any leaks using the traditional methods. I corndoned off the area where the error is happening and there is a hole in the wall between the two rooms but the hole is needed - one room is the gameplay area and the other is the spawn room.
I've run the map seveal times now with no apparent issues - can I ignore this message and if no is there an easy way to find out what the cause is?
Concern 2 - vrad
I'm using that new handy dandy compiling tool and I love it - works well - but I still might run my final compile in Hammer. Well anyways, the tool has indicated in the report output that vrad is almost at maximum which in some cases is to be expected as I am running a night/dusk type of map. Since vrad is nearing the max - am I faced with any game play issues? ie.cl_showents <1600 - If I go over that I would get an edict crash - do bomb/rocket explosions etc cause any issues with lighting?
I have 1 issue and 2 concern:
Issue - stg2/stg3 transission - payload cart on teleport goes from end of 2 to start of 3 rightside up. When round 3 sets up the payload turns upside down but as soon as you touch it it turns right side up? Any ideas what's going on? the only thing that I can see is that the cart doesn't level out 100% on exit stg 2 even though I have the exact same coding as stg1 exit where it works just fine and exits the stage on a level plane.
Concern 1 - compile error messge
I'm getting this message in my compile "ConVarRef mat_reduceparticles doesn't point to an existing ConVar"
From all the sources/stuff I've researched - it points to a leak within my map - however, I can't find any leaks using the traditional methods. I corndoned off the area where the error is happening and there is a hole in the wall between the two rooms but the hole is needed - one room is the gameplay area and the other is the spawn room.
I've run the map seveal times now with no apparent issues - can I ignore this message and if no is there an easy way to find out what the cause is?
Concern 2 - vrad
I'm using that new handy dandy compiling tool and I love it - works well - but I still might run my final compile in Hammer. Well anyways, the tool has indicated in the report output that vrad is almost at maximum which in some cases is to be expected as I am running a night/dusk type of map. Since vrad is nearing the max - am I faced with any game play issues? ie.cl_showents <1600 - If I go over that I would get an edict crash - do bomb/rocket explosions etc cause any issues with lighting?