Asgarath83 Posted November 15, 2015 Posted November 15, 2015 I have a little question. There is some way for expand the FX (special effect ) buffer of the number of visual effect played by NPCs and by clients? because after i added the new force power i get some trouble to displaying effect of weapons if i put command "give all"it's also true that with force lightning power i added a large amount of custom force lightning effect for each classes of the game. the problem is this:i load a map. i get the give all command to player.weapons are shooting and they display their effect and sound and all is fine.but if i add to player more of seven shooting weapons, the new weapons projectiles are invisibiles. Damage is okay however. so is a problem of overflow of buffer effect. there is some way to expand it?on q_shared i found there are the lines MAX_FX and MAX_WORLD_FX. #define MAX_MODELS 256 #define MAX_SOUNDS 380 #define MAX_SUB_BSP 32 #define MAX_SUBMODELS 512 // nine bits #define MAX_FX 128//128 #define MAX_WORLD_FX 66//66 // was 16 // was 4 on cg_main.cpp i found also this: static void CG_RegisterEffects( void ) { char *effectName; int i, numFailed=0; // Register external effects for ( i = 1 ; i < MAX_FX ; i++ ) { effectName = ( char *)CG_ConfigString( CS_EFFECTS + i ); if ( !effectName[0] ) { break; } if (!theFxScheduler.RegisterEffect( (const char*)effectName )) { //assert(0); numFailed++; } } if (numFailed && g_delayedShutdown->integer) { //assert(0); //CG_Error( "CG_RegisterEffects: %i Effects failed to load. Please fix, or ask Aurelio.", numFailed ); } // Start world effects for ( i = 1 ; i < MAX_WORLD_FX ; i++ ) { effectName = ( char *)CG_ConfigString( CS_WORLD_FX + i ); if ( !effectName[0] ) { break; } cgi_R_WorldEffectCommand( effectName ); } // Set up the glass effects mini-system. CG_InitGlass(); //footstep effects cgs.effects.footstepMud = theFxScheduler.RegisterEffect( "materials/mud" ); cgs.effects.footstepSand = theFxScheduler.RegisterEffect( "materials/sand" ); cgs.effects.footstepSnow = theFxScheduler.RegisterEffect( "materials/snow" ); cgs.effects.footstepGravel = theFxScheduler.RegisterEffect( "materials/gravel" ); //landing effects cgs.effects.landingMud = theFxScheduler.RegisterEffect( "materials/mud_large" ); cgs.effects.landingSand = theFxScheduler.RegisterEffect( "materials/sand_large" ); cgs.effects.landingDirt = theFxScheduler.RegisterEffect( "materials/dirt_large" ); cgs.effects.landingSnow = theFxScheduler.RegisterEffect( "materials/snow_large" ); cgs.effects.landingGravel = theFxScheduler.RegisterEffect( "materials/gravel_large" ); //splashes if ( (gi.totalMapContents()&CONTENTS_WATER) ) { theFxScheduler.RegisterEffect( "env/water_impact" ); theFxScheduler.RegisterEffect( "misc/waterbreath" ); } if ( (gi.totalMapContents()&CONTENTS_LAVA) ) { theFxScheduler.RegisterEffect( "env/lava_splash" ); } if ( (gi.totalMapContents()&CONTENTS_SLIME) ) { theFxScheduler.RegisterEffect( "env/acid_splash" ); } theFxScheduler.RegisterEffect( "misc/breath" ); }
Asgarath83 Posted November 15, 2015 Author Posted November 15, 2015 Nevermind i partially solved with MAX_FX 296 . it's maximum value i can stored without building overflows.
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