[MAP] Transmitter Spring


(Mateos) #21

A reason why ET:L has raised it by default :stuck_out_tongue: (Yeah I should stop talking about ET:L everywhere :x); But seriously more and more maps will require it, excepted maybe the frag and TJ maps. And Google helps well on this one :slight_smile:


(Tardis) #22

I know exactly what hunkmegs are for …


PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1400 x 1050 fullscreen hz:120
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
anisotropy: 1.0
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
LOADING... collision map
LOADING... sounds
voice chat memory size = 0

.........................
Initializing Sound Scripts
...loading 'sound/scripts/vo_allies.sounds'
...loading 'sound/scripts/vo_axis.sounds'
...loading 'sound/scripts/transmitter_spring.sounds'
done.
LOADING... graphics
LOADING... maps/transmitter_spring.bsp
stitched 2 LoD cracks
...loaded 13209 faces, 535 meshes, 718 trisurfs, 0 flares 252 foliage
LOADING... entities
LOADING... game media
LOADING...  - textures
WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
LOADING...  - models
LOADING...  - weapons
LOADING...  - items
LOADING...  - inline models
LOADING...  - server models
LOADING...  - particles
LOADING...  - classes
LOADING...  - game media done
LOADING... flamechunks
LOADING... clients
*** You have been authorized "referee" status ***
Type: ref (by itself) for a list of referee commands.
CL_InitCGame:  8.00 seconds
Com_TouchMemory: 0 msec
]\seta com_hunkMegs 56
==== ShutdownGame ====
------- Game Initialization -------
gamename: etmain
gamedate: Mar 10 2005
Not logging to disk.
Enable spawning!
Disable spawning!
0 teams with 0 entities
-----------------------------------
Setting MOTD...
Warning: setstate called and no entities found
Setting Axis autospawn to Forward Spawn
Setting Allied autospawn to Forward Spawn
FIGHT!
]\vid_restart
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode -1: 1400 1050 FS
...using colorsbits of 32
...calling CDS: ok
...created window@0,0 (1400x1050)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 32, 0 )
...133 PFDs found
...hardware acceleration found
...PIXELFORMAT 7 selected
...creating GL context: succeeded
...making context current: succeeded
WARNNING: GL extensions string too long (7483), truncated to 4096
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found
...GL_NV_fog_distance not found
... GL_EXT_texture_filter_anisotropic not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 650/PCIe/SSE2
GL_VERSION: 4.4.0 NVIDIA 344.11
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture
GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image
GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters
GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
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GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects
GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100
GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle
GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view
GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access
GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebGL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1400 x 1050 fullscreen hz:120
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
anisotropy: 1.0
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
LOADING... collision map
LOADING... sounds
voice chat memory size = 0

.........................
Initializing Sound Scripts
...loading 'sound/scripts/vo_allies.sounds'
...loading 'sound/scripts/vo_axis.sounds'
...loading 'sound/scripts/transmitter_spring.sounds'
done.
LOADING... graphics
LOADING... maps/transmitter_spring.bsp
stitched 2 LoD cracks
...loaded 13209 faces, 535 meshes, 718 trisurfs, 0 flares 252 foliage
LOADING... entities
LOADING... game media
LOADING...  - textures
WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
LOADING...  - models
LOADING...  - weapons
LOADING...  - items
LOADING...  - inline models
LOADING...  - server models
LOADING...  - particles
LOADING...  - classes
LOADING...  - game media done
LOADING... flamechunks
LOADING... clients
*** You have been authorized "referee" status ***
Type: ref (by itself) for a list of referee commands.
CL_InitCGame:  4.20 seconds
Com_TouchMemory: 0 msec
]/com_hunkMegs
"com_hunkMegs" is:"256" default:"56"
latched: "56"
]/condump hunk.txt
Dumped console text to hunk.txt.

I hope that helps :rolleyes: - I think some one needs to ask Father Christmas for a new PC :wink:


(stealth6) #23

He meant many people who play W:ET (not you) don’t know what hunkmegs are and thus won’t be able to play your map.
There is no way to force hunkmegs on a lot of mods.


(gaoesa) #24

No mod can force com_hunkMegs because the value is required already when the ET itself is started. Changing the value afterwards has no effect. I’ve seen a code snippet that restarted the whole game to change the value. But I don’t know any mod that uses that kind of method.


(Tardis) #25

This map is just a edit of the original Transmitter and should be able run it at 128.
and I did ask for a test. on Transmitter_Spring for lower settings.

So feedback is appreciated :wink:

side note -

server side settings - sv_cvar com_hunkmegs IN 128 2048


(gaoesa) #26

[QUOTE=Tardis;512632]
side note -

server side settings - sv_cvar com_hunkmegs IN 128 2048[/QUOTE]

Indeed, sv_cvar does not do it because it does not restart the client game. I’m talking about the whole ET.exe. The memory is initialized only once and before the game loop is started.