I'm not claiming to have fixed the crash bug, what I will claim is that I have optimized and fixed the 36 - 3D karma scale errors that the server logs whenever the map is being played. That I will claim to have done. Real easy to fix those, just not sure why it had those errors. I have recently fixed the 21 - 3D karma scale errors in the regular version of dreamus also, and done a little optimization for 32 player servers, which will be on-line very soon.
Dreamus and Dreamus2 are great maps.
p.s. Emitters shouldn't crash a server, I know alot of maps that use emitters, and they don't crash.... its just odd for whatever reason.
its still up in the air just exactly what causes an emitter to botch and crash online servers after one round; this bug only existed in ons-dreamus, ons-twilight, and mine, shyron. it has something to do with tick rates...but the only way i ever eliminated it was just by wiping all emitters off the map and redoing them.
dreamus is a good map! did you replace all those health vials down in the middle with a keg? saves lots of channels :glasses2:
btw this forum has one of the most awesome selections of emoticons ever brushteeth :boxing: :newb: :flak:
Hunter, I wasn't implying that Wraith DISCOVERED the fix, only that he fixed it for us. He also had to do a lot of work optimizing it, or it would never have worked with 32 players in a million years.
ToxicWaste wrote:If not for (Wraith) not only would we not have Dreamus 2, but NO ONE in the WORLD would have Dreamus 2...
Yes, indeed. The UT players of every nation celebrate your name, Wraith, as if you were a professional athlete or porno star—at least they should. A match played on Dreamus2 will alway end in a reasonable amount of time after loads or gore and insanity. This is good. Dreamus1 had the same gore and gameplay but for some reason a match on that map could last for hours.This was dangerous. Some players in China had to be hospitalized after playing a match on Dreamus1 for four consecutive hours! The news source said three became dehydrated, while two others sustained injuries after fighting with hammers. Apparently, the guys lived next to each other.
ToxicWaste wrote: He also had to do a lot of work optimizing it, or it would never have worked with 32 players in a million years.
/agree on that one 8)
wraith, there's always plenty of maps that titan32 wants converted to 32p...infact, i bet there are some you have done that they don't know about. the ut2004 onslaught community is sadly pretty small now, so it really helps if everyone combines efforts.
just a few more months, and the release of ut2007 will revitalize everything. i hope its fun, and also that it can run on our machines!
Yes, I had replaced and removed alot of health vials. (I think I removed ALL of them in fact.) I also removed some weapons and placed them in weapon lockers, and some of the health that was near each node in pairs, I removed at least 1 of them on each node so that there is only a single one. I also set attributes for the static meshes, for example if they were for decoration only, and they were small, I set the collision to false, thereby makes it a tiny bit easier for the server. I did lots of little tiny things that in the end add up to make the experience a bit better for all, and hopefully more people with less powerful hardware will be able to play it in a way that is fun for them also.
I enjoy looking at other peoples work. I seem to learn something new each time I look at a map. The dreamus series of maps are among Dario's first maps he created and he did a fantastic job. I can only imagine what other awesome maps he will come up with in the future.