When can I be sure all entities are spawned?
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Re: When can I be sure all entities are spawned?
Preach wrote:On a fairly related note, does anyone know why is it that the startup sequence behaves differently when you have the console is down as you start the map, as opposed to when you don't. It causes all sorts of entity related bugs and so knowing why it happens might allow a fix on the qc side for some of the bugs. At the very least, understanding what causes it should allow an engine side fix...
I've been wondering that for ages! I never realized it was related to the console being down. I think this is fixed in darkplaces, but it's good to know for Quake.
- LordHavoc
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- Location: western Oregon, USA
The example I can think of off the top of my head is on wrld11(a map on SDA). Without the console down, you pick up a nailgun and ammo as soon as you start. When you start with the console down, these items get "item fell out of level" errors and removed.
- Preach
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- Joined: Thu Nov 25, 2004 7:20 pm
Another one I've noticed while testing hellsmash and my prior mods is that occasionally a few monsters end up as undamagable blocking statues. O_o (This can happen in any map)
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Dr. Shadowborg - InsideQC Staff
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- Joined: Sat Oct 16, 2004 3:34 pm
Dr. Shadowborg wrote:Another one I've noticed while testing hellsmash and my prior mods is that occasionally a few monsters end up as undamagable blocking statues. O_o (This can happen in any map)
That happens when their pain or sight function is called while they are not damagable, for example while dying, I don't think this happens in id1 but it certainly is an easy problem to create in mods that modify the FindTarget behavior or try to revive monsters or change their death behavior (for example an ice gun).
- LordHavoc
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- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
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