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Ok here i am again with another question.... So in my previous topic
i said about not being able to compile. that was solved and it turned out ok. Now when i set a game with no bots to see the map its running smoothly. But when i add 1(!!!) bot its lags like a b*stard. my latency turns at an extreme ammount of 400+ and this with 1 bot and with no bots zero lag. The strange thing is that i get no error log in zhlt. Could this be caused by lack of RAM??
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2009 Jan 18 at 14:00 UTC
— Ed. 2009 Jan 18 at 14:01 UTC
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How many entities do you have in your map?
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 18 at 14:12 UTC
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76 solid entities and 3 point entities.
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2009 Jan 18 at 14:20 UTC
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2009 Jan 18 at 15:21 UTC
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hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures cs_gumnasio
Entering cs_gumnasio.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.28 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.91 seconds)
Using Wadfile: \program files\wads\cs_747.wad
- Contains 1 used texture, 7.69 percent of map (143 textures in wad)
Using Wadfile: \program files\wads\cs_office.wad
- Contains 4 used textures, 30.77 percent of map (102 textures in wad)
Using Wadfile: \program files\wads\cs_town.wad
- Contains 1 used texture, 7.69 percent of map (83 textures in wad)
Using Wadfile: \program files\wads\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\wads\greece.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \program files\wads\cstrike.wad
- Contains 7 used textures, 53.85 percent of map (123 textures in wad)
Using Wadfile: \program files\wads\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\wads\de_bretagne.wad
- Contains 0 used textures, 0.00 percent of map (42 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.34 mb (of 4.00 mb MAX)
1.31 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp cs_gumnasio
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'cs_gumnasio.prt'
1.61 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis cs_gumnasio
732 portalleafs
2638 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(3.84 seconds)
LeafThread:
(310.55 seconds)
average leafs visible: 359
g_visdatasize:62597 compressed from 67344
314.48 seconds elapsed [5m 14s]
----- END hlvis -----
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad cs_gumnasio
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
3899 faces
Create Patches : 33694 base patches
0 opaque faces
465781 square feet [67072556.00 square inches]
1 direct lights
BuildFacelights:
(17.09 seconds)
visibility matrix : 67.7 megs
BuildVisLeafs:
(335.16 seconds)
MakeScales:
(280.36 seconds)
SwapTransfers:
(2164.83 seconds)
Transfer Lists : 252570780 : 252.57M transfers
Indices : 37047948 : 35.33M bytes
Data : 1010283120 : 963.48M bytes
GatherLight:
(1659.36 seconds)
FinalLightFace:
(7.03 seconds)
4562.48 seconds elapsed [1h 16m 2s]
----- END hlrad -----
Also i am planning to add more entities.
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2009 Jan 18 at 15:25 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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ur comp sucks, or somehow thousands of wait commands in cs are magically being executed due to a fucked-up autoaim script(kinda wat i tried to do)
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2009 Jan 19 at 07:57 UTC
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autoaim script? WTF? and why does my compiler suck big time???
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2009 Jan 19 at 12:03 UTC
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Compile log looks okay, could you take some screenshots of the map? (especially from places where it lags)
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2009 Jan 19 at 14:59 UTC
— Ed. 2009 Jan 19 at 14:59 UTC
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I cant take screen right now. But i am suspecting that it might be that there is no .nav file created. Notice that if u have a map with no .nav file it lags before its created. And when it is created its ok. hmmm i will read some guides and i will definitely solve this one.
By the way tha lag with the bot is everywere!! not just particular spots.
greetings
King Of H3ll XD
Its Knight
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2009 Jan 19 at 20:36 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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wow, bots automatically learn the map, and y would u want to play with bots?
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2009 Jan 20 at 08:44 UTC
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To test it i guess.....
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2009 Jan 20 at 09:03 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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2009 Jan 20 at 09:12 UTC
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not gay in my opinion.
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2009 Jan 20 at 10:22 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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Definitely not gay. When I played CS it was only with bots.
May contain traces of invisible text.
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2009 Jan 20 at 11:57 UTC
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At least with bots you still get a little bit of teamplay while on most mp servers it's only about how many frags you have...
...and that's the bottom line because Mate de Vita said so.
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2009 Jan 20 at 13:48 UTC
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I used to play with bots and it was kind of gay. All the bots would have a big orgy at the CT spawn and I'd usually be like "what the hell" and join in.
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2009 Jan 20 at 18:36 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Ah, I remember playing through too much CS:CZ. Good times. This was like last year.
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2009 Jan 20 at 18:40 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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hhaah i played alot of cz, and magically found a pirated copy that had REAL STEAM CD-KEYS
i lended it to my friend and he magically lost it
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2009 Jan 21 at 09:04 UTC
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