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2 Pages V  < 1 2   Game: Counter-Strike
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Enties Limit?
Tatu Eugen
post Oct 28 2019, 12:43 PM
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precache limit


Precache limit is a number of objects your map can "precache", in other words – how many solid entities (like func_wall), models, sprites and sounds you can include in your map. This limit is quite low – 512. Counter-Strike clients require to precache plenty of stuff like weapons, models, sprites... almost ~200 objects total. Also servers with amxx plugins usually add some objects to precache (like hats plugin from example), so be careful when you are reaching 300 number of additional files (sounds, models, sprites...) and solid entities (VHE menu > Map > Show Information > SolidEntities: ). Such map can become unplayable on servers with AMXX. Its always good to test a map on dedicated server for such kind of bugs.


I do not understand why you split files? Keep all files in one folder, Hammer Editor > ZHLT, RMF MAPS, ETC.
Also keep hammer in same partition with CS your work for making map. This is old tool, and sometimes do not work on different partitions.

Be aware, you are not using full vis. Of course map will not works. Expert mode compile > parameteres vis > -full
Also read my code up.


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Serhat Öndeş
post Oct 28 2019, 12:46 PM
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QUOTE (Tatu Eugen @ Oct 28 2019, 12:43 PM) *
CODE
precache limit


Precache limit is a number of objects your map can "precache", in other words – how many solid entities (like func_wall), models, sprites and sounds you can include in your map. This limit is quite low – 512. Counter-Strike clients require to precache plenty of stuff like weapons, models, sprites... almost ~200 objects total. Also servers with amxx plugins usually add some objects to precache (like hats plugin from example), so be careful when you are reaching 300 number of additional files (sounds, models, sprites...) and solid entities (VHE menu > Map > Show Information > SolidEntities: ). Such map can become unplayable on servers with AMXX. Its always good to test a map on dedicated server for such kind of bugs.


I do not understand why you split files? Keep all files in one folder, Hammer Editor > ZHLT, RMF MAPS, ETC.
Also keep hammer in same partition with CS your work for making map. This is old tool, and sometimes do not work on different partitions.

Also read my code up.



So I can't hold more than 250?
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Tatu Eugen
post Oct 28 2019, 12:48 PM
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Use full vis first of all, you can't do it fast or normal with max. of resources, edited my comm


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Serhat Öndeş
post Oct 28 2019, 12:56 PM
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QUOTE (Tatu Eugen @ Oct 28 2019, 01:48 PM) *
Use full vis first of all, you can't do it fast or normal with max. of resources, edited my comm


I applied. The result is the same
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Tatu Eugen
post Oct 28 2019, 01:04 PM
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I don't know, why for me works? I was showing you my results, you do something else i guess. Send me RMF map only in PM and i will compile and see results.


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Serhat Öndeş
post Oct 28 2019, 01:12 PM
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QUOTE (Tatu Eugen @ Oct 28 2019, 01:04 PM) *
I don't know, why for me works? I was showing you my results, you do something else i guess. Send me RMF map only in PM and i will compile and see results.


I sent.

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Tatu Eugen
post Oct 28 2019, 01:38 PM
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I see, i think you get too much in your map. This is my results, some things don't appear in game but still solid.

More than that i can't help you, is just about valve and their limits.


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Attached Image


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Serhat Öndeş
post Oct 28 2019, 02:41 PM
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QUOTE (Tatu Eugen @ Oct 28 2019, 01:38 PM) *
I see, i think you get too much in your map. This is my results, some things don't appear in game but still solid.

More than that i can't help you, is just about valve and their limits.


there is nothing changing the same.
there is a lack of stones.

get health. Thank you again for your help.
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Tatu Eugen
post Oct 28 2019, 03:02 PM
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Reduce some of them, i think is enough s0606.gif


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Serhat Öndeş
post Oct 28 2019, 03:07 PM
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is not enough for players s0211.gif
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