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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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Re: baserace
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  (#31)
MetalHead
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Default Re: baserace - 20-12-2006

WOW didn't expect this turnaround, cool will test this tonight for you, looking forward to it, i'm glad the demo's helped...
  
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Re: baserace
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MetalHead
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Default Re: baserace - 24-12-2006

ok i haven't had chance to look at this sorry busy with the family

the only time i can get a look at this will be the evening of january 2nd or 3rd.. sorry for delay but will post as soon as i have tested it for you ..

seasons greeting to you all..

Andy
  
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Re: baserace
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vlvttch
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Default Re: baserace - 29-12-2006

I had just installed Baserace on my server and it sets 8th in a 10 map rotation. For some reason the map doesn't go on to the 9th map. It stops the rotation. ET then restarts the server rotation with no bots on it. Unfortunately I had to remove this map and now everything works fine.

I've never actually seen what happens on this map that causes it to reset. But I do know that something in this map is causing it.

Has anyone else had a problem with this??
  
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Re: baserace
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CrapShoot
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Default Re: baserace - 29-12-2006

I'll take a look. Do you know if it happens if the map goes into overtime only; or all the time?

The initial guess is that campaign mode wants a winner at the round end, but he sets that value to -1 if the score is tied....
  
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Re: baserace
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vlvttch
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Default Re: baserace - 29-12-2006

I actually havn't seen what happens on the map to reset the server. But It does happen towards the end of the time and it could very well be because there is no winner at the end. Is there a way to work around this?? I'd like to have it on the server.
  
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Re: baserace
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CrapShoot
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Default Re: baserace - 29-12-2006

there may be a way to fix it, not sure yet. the more I think about it though, I can't imagine that the game doesn't account for overtime; more likely it looks for round time and a valid winner value before ending the round....unless this is a problem on all dual objective maps in campaign mode...

I'm just setting up a server now to test some things.
  
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Re: baserace
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nedd3h
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Default Re: baserace - 29-12-2006

no probs with baserace here as far as map cycling goes
  
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Re: baserace
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CrapShoot
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Default Re: baserace - 29-12-2006

well the exact crash is:

G_Spawn() no free entities

this is bad. it never showed up with 9 v 9, but I guess at some point it would have. There is a maximum of 1024 entities allowed in the game at a single time. During normal gameplay, new entities are spawned (like grenades, airstrikes, gold crates, etc). Given that the default map has roughly 880 entities at initial spawn, I can see where the limit would be reached very easily (google search shows it has). Given that I needed to add 46 to provide the basic support for it, I think that this map is dead

I've yet to see it happen 9 v 9 and lower, so I guess use at your own risk...
  
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Re: baserace
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TomTom
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Idea Re: baserace - 29-12-2006

Saw it in time extended testing that i mentionned back in a post on page 2. The log file showed a lot of air strike entities in the entity list dump. So I wonder if restricting the airstrikes or something in some way might keep the map alive?
BTW does anybody know how ET does garbage collection in the entities?


.one Ringstellung to rule them all.
  
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Re: baserace
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CrapShoot
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Default Re: baserace - 29-12-2006

no real garbage collection that i know of, they just use the entity and free it after it has served its purpose. it's just that a regular airstrike can spawn a bunch of entities (one for each pending explosion).

i guess i could go looking for entities that can be removed, but really I have no clue what the magic number is. i'll play around with some things this weekend, but I don't think we could ever call it stable enough to put on a dedicated server....
  
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