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Max Entitys and speaker range?

Brushwork, patches and other issues
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VanilleOD
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Max Entitys and speaker range?

Postby VanilleOD » Mon Oct 31, 2011 11:48 pm

Easy and short:
Whats the maximum amount of entitys (not brushes)?
Whats the maximum range of the target_speaker?

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Delirium
Posts: 366
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Re: Max Entitys and speaker range?

Postby Delirium » Tue Nov 01, 2011 6:45 pm

Pretty sure there is no maximum on entities though don't quote me on that, I do know though that the more you put in the longer your map takes to load and the more memory consumptive your map will be, so its best to use them only when you need to.

As for the range once again I don't think there is a range, I think its more done on how loud the .wav file is rather than distance. Distance is a key factor but honestly your just going to have to do tests.
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VanilleOD
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Re: Max Entitys and speaker range?

Postby VanilleOD » Tue Nov 01, 2011 7:41 pm

K about the range, imma do some tests :P

but there is a maximum. i tried to fix that fking music bug with much speakers, while loading the map it showed me that message: "Too many map entities".

bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: Max Entitys and speaker range?

Postby bludshot » Tue Nov 01, 2011 10:48 pm

There is definitely a max for entities. If you want music all over the map, why not just use actual music?

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VanilleOD
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Re: Max Entitys and speaker range?

Postby VanilleOD » Thu Nov 03, 2011 9:04 pm

bludshot wrote:why not just use actual music?


Sorry, idk what you mean :mrgreen:

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Rylius
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Re: Max Entitys and speaker range?

Postby Rylius » Thu Nov 03, 2011 10:10 pm

Entity limit is 1024. Keep in mind that 64 entities are reserved for player stuff (with 32 max players, that is), every spawn, every nade, every dropped item is another entity. Stay below 400 in the map and you'll be fine.

Distance should be based on volume of the sound. You can set the music key in the worldspawn entity to have music play in the whole level.
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bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: Max Entitys and speaker range?

Postby bludshot » Thu Nov 03, 2011 11:20 pm

VanilleOD wrote:
bludshot wrote:why not just use actual music?


Sorry, idk what you mean :mrgreen:


Like Rylius says, you can just set the music in the worldspawn. Then the music will play everywhere on the map at the same volume. The only drawback is that users can control the volume of music using s_musicvolume (including turning the music all the way off).

But, if your music is just a novelty, and if you don't mind that some people have music turned off, then it's definitely the way to go over the hassle of many entities and stuff...

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VanilleOD
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Re: Max Entitys and speaker range?

Postby VanilleOD » Fri Nov 04, 2011 3:49 pm

No I don't mind if they turn it off. I'd prefer this function, but for some reason the music is not starting.
I tried this in the worldspawn:
music
music/alinosmultiplayershort.wav

music
music/alinosperch/alinosmultiplayershort.wav

music
sound/alinosmultiplayershort.wav

music
sound/alinosperch/alinosmultiplayershort.wav

and the same with the noise key. Nothing worked.

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Rylius
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Re: Max Entitys and speaker range?

Postby Rylius » Fri Nov 04, 2011 4:39 pm

Maybe you have music disabled yourself? :D
Also check the console for errors.
Try /developer 1 and starting the map again if it doesn't show anything. Feel free to upload the log if you can't understand the output.
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VanilleOD
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Re: Max Entitys and speaker range?

Postby VanilleOD » Fri Nov 04, 2011 4:59 pm

The console log shows nothing about sound or music errors, but check it urself:

Code: Select all

Going from CS_CONNECTED to CS_PRIMED for VanilleOfDead
Channel memory manager started
RE_Shutdown( 0 )
----- R_Init -----
Warning: cvar "r_uifullscreen" given initial values: "1" and "0"

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9500 GT/PCI/SSE2/3DNOW!
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GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters
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GL_ARB_texture_buffer_object GL_ARB_texture_compression
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GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_transpose_matrix GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform
GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query
GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render
GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_coverage
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object
GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback
GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option
GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1680 x 1050 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
performing gamma clamp.
Initializing Shaders
...loading 'scripts/27s.shader'
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...loading 'scripts/mirror1.shader'
...loading 'scripts/minecraft.shader'
...loading 'scripts/laneway.shader'
...loading 'scripts/camera.shader'
...loading 'scripts/alinosperch.shader'
WARNING: gfx/misc/flare.tga not present, using gfx/misc/flare.jpg instead
WARNING: gfx/misc/sun.tga not present, using gfx/misc/sun.jpg instead
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 737597 bytes of code
Couldn't load symbol file: vm/ui.map
ui loaded in 33931488 bytes on the hunk
Couldn't find image file for shader menu/art/3_cursor2
Couldn't find image file for shader ui/assets/gradientbar2.tga
Couldn't find image file for shader menu/art/fx_base
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UI menu load time = 259 milli seconds
Couldn't find image file for shader ui/assets/ingame_bg_leave.jpg
UI menu load time = 170 milli seconds
Channel memory manager started
16 bots parsed
13 crosshairs parsed
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 1617707 bytes of code
Couldn't load symbol file: vm/cgame.map
cgame loaded in 34383680 bytes on the hunk
Couldn't find image file for shader whitesolid
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Warning: cvar "com_blood" given initial values: "1" and "3"
Warning: cvar "g_cahTime" given initial values: "60" and "0"
Warning: cvar "cg_shadows" given initial values: "1" and "0"
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Warning: cvar "weapmodes_save" given initial values: "0100011022000002001"
and "00000110220000020002"
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CM_LoadMap( maps/alimu.bsp, 1 )
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models/weaphits/plasmaboom.jpg instead
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instead
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models\weapons2\handskins\handfemale-left_b.jpg
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models\weapons2\handskins\handfemale-right_b.jpg
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models\weapons2\handskins\handfemale-left_w.jpg
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models\weapons2\handskins\handfemale-right.jpg
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models\weapons2\M4\M4part1.jpg instead
WARNING: sprites/splash.tga not present, using sprites/splash.jpg instead
WARNING: gfx/nvg/nvgpreblend.tga not present, using gfx/nvg/nvgpreblend.jpg
instead
WARNING: gfx/nvg/bright3.tga not present, using gfx/nvg/bright3.jpg instead
WARNING: gfx/nvg/bright4.tga not present, using gfx/nvg/bright4.jpg instead
Couldn't find image file for shader 01 - Default
Couldn't find image file for shader 06 - Default
Couldn't find image file for shader Material #0
Couldn't find image file for shader 1 - Default
Couldn't find image file for shader 17 - Default
Couldn't find image file for shader 23 - Default
Couldn't find image file for shader 24 - Default
Couldn't find image file for shader Material #1
WARNING: models/players/gear/helmet_red_leader.tga not present, using
models/players/gear/helmet_red_leader.jpg instead
WARNING: models/players/gear/helmet_blue_leader.tga not present, using
models/players/gear/helmet_blue_leader.jpg instead
WARNING: models/weapons2/knife/knife_handle2.tga not present, using
models/weapons2/knife/knife_handle2.jpg instead
WARNING: models/weapons2/knife/knife_blade2.tga not present, using
models/weapons2/knife/knife_blade2.jpg instead
WARNING: models/weapons2/spas12/spas_12.tga not present, using
models/weapons2/spas12/spas_12.jpg instead
Couldn't find image file for shader ­
Couldn't find image file for shader models/players/athena/icon_default.tga
UI menu load time = 12 milli seconds
13 crosshairs parsed
CL_InitCGame:  4.56 seconds
14 msec to draw all images
Com_TouchMemory: 0 msec
VanilleOfDead acknowledged gamestate
clientCommand: VanilleOfDead : 3 : cp 9018205 2061673283 2061673283 @
-120728133 2061673283 -593702969
Going from CS_PRIMED to CS_ACTIVE for VanilleOfDead
serverCommand: 4 : scoress 0 0 0 0 0 0
serverCommand: 5 : print "VanilleOfDead entered the game
"
VanilleOfDead entered the game
serverCommand: 6 : cp "Welcome to Urban Terror 4.0"
Welcome to Urban Terror 4.0


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