Teleportation inconistancy

Ok I just decompiled the map for the Lambda core bm_c3a2g in order to change the teleportation effects on the orbs… i.e. make white flashes.

Whats interesting is is that the teleports are set-up correctly to do white flashes every teleport is 2 teleports into a white box with lights white texture applied but there is no delay set on the 2 triggers for the effect and and no env_fade effect to transition smoothly. I have done the transition in’s and outs on the entities to make the white flashes but the map won’t compile

Basically I have done the entity work but the decompiled map has serious errors in it.

Anyone have a clue how to fix this up? I am getting the num_entities == MAX_MAP_ENTITIES.

So does this mean the map has too many entities or somthing else is causing the error?

If the map has too many entities in it how did it complie in the first place? That’s why I think it’s something else…

Anyway any help would be appreciated on how to fix this without having to delete geometry seeing as all I have done is add an entity and a lot of in and out strings… I have moved some brushes to world and put some to func_details and this has fixed some of the brush number errors relating to num_entities == MAX_MAP_ENTITIES… But theres alot of brushes particularly in this map

no other planned changes but want to put in the teleportation effects that the map is aleady set up for funnily enough missing only env_fade

Right now like this I cannot fix it so please Dev’s fix this one

Knowing nothing about how mapping works I have two points/questions for ya:

  1. Isn’t it entirely possible that the map was already at its limit for entities and so you adding anything to it causes errors? Maybe those entities were originally supposed to be in-game but were intentionally trimmed out to meet the limit.

  2. Wouldn’t adding a delay in the ‘white room’ cause problems for the player as far as timing goes? You’d have to freeze the rotating platforms for the same amount of time you’re in the white room or else you will drop out of the exit portal behind where you do now. It wouldn’t be a huge difference, but as it sits already, timing those jumps can be tricky.

1.No it would not compile in the first place if it was at limit… Decompiling it does not always keep the correct infomation entirely… Only adding 1 entity and setting the triggers for the teleports to delay should not be any strain for the game at all.

  1. it’s a teleport to a white room with another teleport in the white room too the final destination…You would have to take in to account an extra second or whatever time span it was so yes your correct on that though

To set a delay up would mean you would see the white room even if it was only for a second or half a second (extremely flexible like even a 20th of a second)… I was going for 2 (1.5) seconds with a 0.5 second fade from white either side. but probably need a fade to and a fade from white either side thinking again so 2 x env_fade entities

I will eventually set up a proper test map to get the effect right as I have not seen it yet

The way it is set up now it’s pretty much instantaneous so not noticeable and the groundwork has been done for this effect to happen it’s a shame really but the point you have made it needs to be very sharp white flash well taken into acount there mouse perhaps the whole effect last 1 second 0.33 fade to white in 0.33 in the white room and 0.33 fade in from white on the other side This will mean a total of 0.66 in the white room just over half a second

I think this is how I will set up the test thanks for that input

The lambda core is one big ass map, so I think you hit the max entities.
SourceEngine can handle 2048 entities, and I really don’t know how much Lambda has but probably a few under it.

Yeah I want to make an improvement here but the headache it will give me for the small improvement factor vs amount of work not worth it.

it’s not the point entities… It’s all the func_details got ungrouped during decompile so it means going over the whole map grouping all the func_details and such to get it to run. (Not worth it for adding 2 entities and a shed load of In/Out strings of whicj I already did before figuring out the map had problems :frowning: )

I will make a test map though and get the effect and the settings for the fx to work just right as an example of what to do and this is a lot easier to do for an example

Only then if it’s a good call to introduce a white flash effect then this will be made readily available with the settings and how it can work with the effect.

of which I have figured out just need to play with the effects settings this could then be replicated in the map by the devs if people think it’s a good idea as they can do this in 2 hours as opposed to 3 days or somthing by myself

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