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.