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ForumsJedi Outcast and Jedi Academy Editing Forum → maximum entity numbers in MP
maximum entity numbers in MP
2002-09-14, 2:44 PM #1
i have 1013 entities in an MP level, will that cause a problem? is there a maximum allowed number?
2002-09-14, 3:12 PM #2
If it works, it's not a problem.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-09-14, 4:02 PM #3
well, the problem is it's giving me CM_inline_model: bad number. i have no idea what that is, i thought it might be based on entities. any ideas?
2002-09-14, 4:03 PM #4
it says model, have you placed any models in the level?


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Jedi Outcast Multiplayer Name: [J-O]_II88BlackOps
Standard Model: Shadowtrooper
Preferred servers: Barrysworld CTF, Gamesdomain.co.uk FFA, and another FFA server.

Hey BlackOps leave the server you dial-up b****."
-A very friendly JO MP playing cable user who was bit . . uh . . concerned about my former 56k connection (i have cable now).
2002-09-14, 5:59 PM #5
a lot, yeah. the thing is though, if i break the level into individual pieces it works fine, but when i put it all back together it doesn't work
2002-09-15, 8:32 AM #6
I don't think that's an entity number limit. Try removing models one by one till you find one that's evil.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-09-16, 6:39 PM #7
Yes, I've been experiencing this same problem too!

I've done as much research as I can without talking to John Carmck himself!! Even had a friend contact someone he knew at raven software, but no help there so far either.

HOWEVER, from waht I have gathered so far it is a prolem relating to func_brushes that require triggers to set them of.

Fo example in my map anytime I try to ad some func_doors or func_bobbing etc in part of my map it generates this error. If I remove them it works fine but I no longer have door/lifts where I need them.

The second thing I have discovered is that seems to be a MultiPlayer engine flaw. I tested the same map in the single player engine and it worked fine.

Other research indicates that if a func_brush is set to 'detail' and the compile is run with a nodetail flag then the compile will not 'see' the door. However - this doesn't seem to be the case with my map as ALL the doors and triggers are structural.
Only other suggestion is to remove any custom MD3's in map although this also seems unrelated to the problem.

It seems to be stopping several other people I know from completing maps that would otherwise function perfectly.

Let me know if you make any progress with this problem as my map is now on permanent hold because of this problem!

Monsoontide
2002-09-17, 11:00 AM #8
It doesn't suprise me. The MP executable is buggy as hell. If anyone wants to do a serious project with it they'll have to code a whole bunch of new entities and crap.
Bassoon, n. A brazen instrument into which a fool blows out his brains.

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