09-09-2008, 09:19 AM | #1 |
"Too many sprites spawned" -problem
Hi,
I'm new user in here, and I have a little question about "Too many sprites spawned" -errormessage in D3D. I have made a _huge_ D3D map. Lot of sprites and sectors. A week ago, sprite count was something like 1000, and sector count was 1022. Map worked in D3D. I made two more sector into the map. Okey, sector count were 1024 after this. Now; Build goes *tilt*. I thought this could be a sectorlimit; like, you cant have more than 1023 sectors. Note: Sprite count were still the same. Okey, what can I do. Well, just remove those two sector which I made. Now sector count was 1022, again. But, when I launch D3D, game says; "Too many sprites spawned" I cant figure out what to do. Any advice? Regards Firsti / pmw
Last edited by Firsti; 09-09-2008 at 11:50 AM.
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09-09-2008, 09:28 AM | #2 |
Re: "Too many sprites spawned" -problem
My advice,
Use Eduke32,
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09-09-2008, 09:49 AM | #3 |
Re: "Too many sprites spawned" -problem
Both JFDuke and EDuke32 have increased the maximum limits all around allowing bigger maps to be used. This allows something like over 4,000 sectors and 16,000 sprites / walls.
In addition to this, in the user.con there is something somewhere near the top which defines the amount of "active" sprites to be left on the map. These sprites are things like bullet holes, blood etc.... Taking down this number reduces the amount of effects sprites left behind thus reducing the total amount of sprites in the game on the map. |
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09-09-2008, 09:57 AM | #4 | |
Re: "Too many sprites spawned" -problem
Quote:
1024 / 4096 Sectors 8192 / 16384 Walls 4096 / 16384 Sprites To be exact.
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09-09-2008, 09:58 AM | #5 | |
Re: "Too many sprites spawned" -problem
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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09-09-2008, 11:49 AM | #6 |
Re: "Too many sprites spawned" -problem
Thank you all. I'll test out EDuke. Maybe I need to make a smaller maps in future :-)
Firsti / pmw
Last edited by Firsti; 09-09-2008 at 05:22 PM.
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09-09-2008, 12:07 PM | #7 |
Re: "Too many sprites spawned" -problem
One thing more. Map works on EDuke, thats really good. But, that Build is still the problem.
After sector 1024, whole editor is useless, just *tilts*. Is there any new versions of Build? EBuild or something? :-) My Build's version is: 20040115JF EDIT: I found mapster32.exe -executable from my Eduke-directory. It seems to be new Build with new features. Thanks for anyway! Firsti / pmw
Last edited by Firsti; 09-09-2008 at 12:13 PM.
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09-09-2008, 12:47 PM | #8 |
Re: "Too many sprites spawned" -problem
Use Eduke not JF It's outdated ...
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09-09-2008, 04:56 PM | #9 |
Re: "Too many sprites spawned" -problem
You, my friend, are looking for Mapster32... It should come with EDuke32, but if it doesn't you can download the latest EDuke32 here (Includes Mapster32):
http://wiki.eduke32.com/stuff Edit: Heh, noticed you found Mapster32... But the version of EDuke32 you downloaded is ancient... I would recommend getting the new one as it has many bugfixes and new features.
Last edited by Dopefish7590; 09-10-2008 at 07:04 PM.
Reason: Spelling
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09-09-2008, 05:24 PM | #10 | |
Re: "Too many sprites spawned" -problem
Quote:
Now everything works fine with EDuke and Mapster32! Thanks to all of you! Firsti / pmw |
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09-10-2008, 11:18 AM | #11 |
Re: "Too many sprites spawned" -problem
Coding sprites to appear only at a set visible distance to a player would help too. Of course with a sixteen thousand it's rather moot.
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Staying Frosty Since 09/06/07 - I love you Katie <3 “Software is like sex; it's better when it's free.” - Linus Torvalds “Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us.” - Calvin & Hobbes [INSERT SYSTEM SPECS THAT NO ONE CARES ABOUT HERE] |
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09-10-2008, 05:15 PM | #12 |
Re: "Too many sprites spawned" -problem
Maybe, but not with wall/floor aligned sprites.
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09-11-2008, 10:13 AM | #13 |
Re: "Too many sprites spawned" -problem
For the guys who know Death, there is the Octabrain Valley, where the ground is covered by a tons of pipebomb. Explose all : Too many sprites.
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09-11-2008, 11:00 AM | #14 |
Re: "Too many sprites spawned" -problem
I rember the same thing happing on Star ship troopers TC playing on a LAN on some map when you used the Tatical Nuke, spawned way to much stuff.
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09-11-2008, 04:01 PM | #15 |
Re: "Too many sprites spawned" -problem
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09-11-2008, 06:35 PM | #16 |
Re: "Too many sprites spawned" -problem
I wonder, if, I mean _if_, my map will break also EDuke32's sector-, sprite- and wall-limits. What should I do then?
Why there are limits? Is there possibility to some memory leak or something, does anybody know? Firsti / pmw |
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09-11-2008, 06:57 PM | #17 |
Re: "Too many sprites spawned" -problem
If your map does indeed break EDuke32's limits... It will still open in Mapster32, so you can tone it down a bit. But I really don't think you need to worry about that right now. EDuke32's limits are really quite high... There are maps that are over a meg that don't break the limits right now.
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09-11-2008, 11:13 PM | #18 |
Re: "Too many sprites spawned" -problem
Im allready starting to get near the wall limit of eduke32...
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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09-12-2008, 12:01 AM | #19 |
Re: "Too many sprites spawned" -problem
Why do people think they need to build such enormous maps? Just build several smaller maps and link them together. Even if you could make a map with 32000 walls or however many you want, the resulting monstrosity would probably perform poorly.
And this reminds me: I have a mini-mod for linking maps together HL2 style, so that you can return to a map you visited and it will be in the state it was when you left it. I can post that this weekend if people are interested.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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09-12-2008, 01:18 AM | #20 |
Re: "Too many sprites spawned" -problem
I will be interested in the code for the mod at sometime, lol
It will be interesting reading im guessing.
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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09-12-2008, 02:32 AM | #21 |
Re: "Too many sprites spawned" -problem
I'm not doing anykind of Mod, Episode or something. Just a huge single map. This is my point, I want a _one_ big map. Like Duke It Out In Dc's Museum-map.
And about limits; I'm over half way on limits. I'll talk later about that, if I will break those limits. Firsti / pmw |
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09-12-2008, 02:39 AM | #22 |
Re: "Too many sprites spawned" -problem
Well nevermind then. I'll keep it to myself.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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09-12-2008, 02:44 AM | #23 |
Re: "Too many sprites spawned" -problem
Does the Eduke32 wiki have all the required functions listed? I'd definately like to see your take on it, as I'll need some guidance for my mods anyway.
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Duke Hard - 17 map episode for Duke Nukem 3D. |
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09-17-2008, 11:45 AM | #24 |
Re: "Too many sprites spawned" -problem
This map is done.
If you are interested about it, feel free to download it: http://firsti.iki.fi:81/muuta/aexpo/ Thanks to everybody for help. |
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09-17-2008, 12:26 PM | #25 |
Re: "Too many sprites spawned" -problem
You should start a new thread about your map. Not many people are going to notice your release in the "Too many sprites spawned" thread. I'd also recommend starting a thread about it in the forum of Duke Nukem Repository.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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09-18-2008, 04:55 AM | #26 | |
Re: "Too many sprites spawned" -problem
Quote:
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09-18-2008, 08:24 AM | #27 |
Re: "Too many sprites spawned" -problem
Cool map, very old-school and explorative-style.
Nitpicks: - Serious arsenal is in a safe guarded by 8 DIPSWITCHes. - Yellow card is hard to find, no clues - Some areas could use more shading @DT: I'd love to see this functionality, but not for me (my maps usually only reach the "cool beginning, what now?" stage nowadays), but because I'd like more large maps where you can roam around and explore. Does anybody have a Deus Ex-inspired mod planned? (Well I have, but...) |
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09-18-2008, 10:49 AM | #28 | |
Re: "Too many sprites spawned" -problem
Quote:
I dont want to put Access Cards to some normal places, like behind door, or something. I know, it is difficult, that's the point. I have made 8 years Half-Life -maps. On those, shadows will be generated, not made by human. So, thats why there are no shadows in some places. I made my latest D3D map somewhere around 1998-2000, I think. |
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