Hunkmegs


(Locke) #1

The map I’m working on uses more hunkmegs than the usual allotted by ET. When I set my client’s hunkmegs to 128, it works fine, but the normal setting gets me kicked. I was wondering if there was a serverside fix for this, so that every player that wants to play the map doesn’t have to individually set their hunkmegs. Is there some command a server can use that will set everyone that connect’s hunkmegs to 128?


(IndyJones) #2

hm, include autoexec.cfg in pk3?


(Locke) #3

Would that really work? How/where would I include that?


(Nail) #4

wouldn’t really work, you’d need one for each mod, which would have to extract to correct mod folder and overwrite existing autoexec


(FireFly) #5

And even If it would work, I for one would not like someone else overwriting my autoexec nor changing my hunkmegs settings.
Instead you can try to bring down the hunkmegs on your map.
How much megs is your map currently using? - you can check this by typing /com_hunkused in the console.
For Example: The Fueldump map is using 50 megs, so you should try not to exceed the 50 megs barrier.

The amount of hunkmegs in a map is determined by the complexity of the map: I know this sounds very abstract, but here are some hints to bring it down:

  • use a caulk hull and make everything else in your map detail.

  • use playerclip at places that players can’t reach: have a look at the w:et source files to see were they - the splash damage level designers - used clipping

  • use a lightgrid brush, this will also make your bsp file smaller - which is always a good thing :slight_smile: -

  • and if everything else fails: convert large chunks of complex brushwork into ASE models and manually clip those models: We - Mrfin & I - did this for our vesuvius map and it works pretty damn well.


(Cambodunum) #6
  • use a caulk hull and make everything else in your map detail.
  • use playerclip at places that players can’t reach: have a look at the w:et source files to see were they - the splash damage level designers - used clipping
  • use a lightgrid brush, this will also make your bsp file smaller - which is always a good thing :slight_smile: -
  • and if everything else fails: convert large chunks of complex brushwork into ASE models and manually clip those models: We - Mrfin & I - did this for our vesuvius map and it works pretty damn well.

thanks for sharing this, cuz im going nuts on my map :slight_smile:

greetz Cam


(BlackEight) #7

Hello
Am sorry to reopen this topic but I didnt want to bother opening new thread as that covers the issue. I have quite new server and Ive got same problem with fueldump. I know that some guys like it but I cant include that into campaigne due to hunkmegs. You know what I mean. Is there a way I could do as server owner to fix that? Or maby there is other version of fueldump with less hunkmegs in it.

A bit of topic but, after the 5 minutes after the map starts some map votes like nextmap, maprestart, swapteams etc should be disabled after the 5 minutes. Somehow this function doesnt work for me, so is there a cvar or so to enable it? I run noquarter 1.2.5.

Regards
Eight


(Nail) #8

stock Fuel Dump works fine on default settings


(hellreturn) #9

AFAIK Players get kicked in NQ on fuel dump map sometimes due to hunkmeg reason.

@BlackEight Use NQ 1.2.9 beta6. They did some nice fixes and even I get more FPS. New beta version has some nice improvements.