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Entities missing or falsely triggered under Fritzbot RTCW
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craigII
Old Member (aka Craig)
 
Status: Offline
Posts: 6
Join Date: Nov 2009
Location: uk
Depressed Entities missing or falsely triggered under Fritzbot RTCW - 07-11-2009

Let's start with the right context...

I have an RTCW map I've been honing away to perfection for ages.(Years!!). And I am finally pleased enough with it, to stop adding bits to it etc.. and get around to waypointing it for fritzbot.

After all - a playable map is the whole point of finishing it.

(And everytime I edit and recompile the map, the entity numbers can change, which screws up the action_ent values etc.. So it is only now I have got to try playing it)

To my horror, the map sucks under fritzbot.

Some of the func_explosive & trigger_objective_info entities related to dynamite-able objectives do not work. Or have vanished. Or a bit of both.

Very odd.

This is under RTCW - and I am going to compile it for ET shortly too - and see how that compares.

But under RTCW, I have 1 docs steal/deliver objective, and 4 dynamites.

1 dynamite works fine.

Another works, but one of the target_delay entities doesn't kick in when it should, and hence smoke never clears after the explosion. Also, the func_static which is linked to the explosion, never appears.

A further 2 dynamites func_explosives have vanished altogether.!

Strangely, one of the func_static that should only appear AFTER one of the missing func_explosives items is dynamited, magically appears at the start of the game. It is defined to be start_invisible, but there it is..!

All of this points to weird/corrupted entity behaviour, or missing entities at run time.

Could it be that Q3MAP2 is producing a map not compatible with fritzbot.?

Is there a limit to how many, and of what types, that friztbot can cope with ?

The key entities are related to 2 docs entities and 4 func_explosives.
A common mix in most RTCW maps.

In total, there are 550 entities in in the map.
It sounds a lot, but some maps must have a lot more.

As an aside, it runs fine under basic raw WOLFMP.EXE

And it also runs fine under shrubmod - the only other mod I have currently installed to test it with. But I would expect fritzbot to have a bigger memory overhead than shrubmod.

So - Any simillar experiences or ideas would be welcome.

I'm only after basic suggestions, and I (currently) have no broadband at present - so I can't go posting or emailing the compiled bsp map (20mb) around.

I could possibly zip up the .map file and email it, if someone thought they could offer ideas. You'd need to compile it yourself tho - and it would be minus most of the textures, as these stack up also.

But you would be able to see the problems yourself

Thanks.
Craig.
  
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