I was about to say something about that Heathen, but I thought a bump would be dangerous.
I was about to say something about that Heathen, but I thought a bump would be dangerous.
because masterz am retard lolololol
dude are the covie crates still movable vehicles or did you guys kill those? movable crates = replayability value++++, if they are gone i will be very sad
you don't want to know how much time i spent killing enemies in creative ways and setting up my own little encounters. and, mind you, it paid off. to me at least.
(don't forget, you can melee them too.)
edit:
dude, not cool.Maybe they should just make the crates a part of the BSP to help save space.
then again if they're gonna make them stationary anyway....
Maybe they should just make the crates a part of the BSP to help save space.
or some of the scenery...save as much on object memory as I did by switching to Gieco
Doesn't work that way. The space saved would be so minor it wouldn't make a noticeable difference.
We have the movable crates in some parts of a50 and b30.agspace
Tagspace is the amount of tags allowed to occupy memory in a map. A map can only have certain amount of data in it. It's easiest to think of this like a bathtub which you can't allow to overflow. The water represents the non bsp tags. This includes EVERYTHING that is not bsp, unless it is a SP map in which case bitmaps and sounds (and I suppose strings too) don't matter. Now picture the person getting in to the tub (the BSP). If the person is large, the water will be displaced and overflow. In SP maps, this can be solved by cutting that person or bsp in two, and then loading it. Less space occupied by the BSP or person, less water displaced, no overflow. Tool will not allow this water to overflow. There is a varient of tool Kornman has made called tool_pro. While it allows maps to compile regardless, with the exception of UI maps (I assume since the bitmaps don't actually matter despite normal tools warnings) they will exception when the bsp is loaded into the tub and overflows it. Tool_pro is usefull for SP maps builders, as they can compile and check their tag_dump.txt or view the unstable map in HEK+ or HTC to view for dubplicate data.
It's important to note, that the data can be refed any amount of times, long as that tag is being loaded, no matter how many times or by how many tags, long as it is loaded once it won't effect the game.
Good ways to combat this as we have done in CMT SPV2 is to
-Use color change for anything that is going to have multiple colors, to save on model space
-use low poly coli models (share them with as many things as you can, CMT has discussed a shared weapon coli model that will cut down on tagspace and tagslots)
-not use LODs for things you know will always be center screen (warthogs for example
-using tags that will use the same data
-use scripts to call on things that you don't want compiled in every map
Tagslots
This is a much trickier and more is actually a more serious problem. Tagslots is the amount of slots the game has allowed for tags, both in tool, sapien, and ingame. The only solution CMT uses for this is cutting content from specific levels, making units like jackas/grunts brutes/elites cyborg/marines flood forms human/elite use the same footstep sounds, and making tags rely on some of the same dependancies. In short, the only way to get around tagslots is less tags.
An early warning to a tagslots problem is shown by sapien, as sapien loads your whole globals tag into sapien, regardless if you're working on SP or MP or UI maps. CMT uses a cut down globals.globals that allows sapien acess to new tagslots, but it also stops us from running rad using the master tagset, which is mine. For those interested, I'm attaching my globals that I use.
Scriptspace
This is actually something we haven't run into a lot, other than in A10 due to the massive amounts of scripts used in the hanger cutscene, opening tutorial, and some of the drastic changes compared to easy/normal and hard/legendary.
I'm far from a scripting expert, but each time you open and close (script inhere that does such), it adds to the total you can have. Sapien gives you an error about a parsing error IIRC, I don't have the debug with it or any maps anymore to recreate the exact error
Last edited by Masterz1337; May 12th, 2009 at 01:36 PM.
Haha, like on that one part on TSC
Movable crates, hell yeah. Grande + Crate = Flying crate of crush. If your lucky enough for it to hit someone.
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