My Companion Cubes Have Betrayed My Graphics Card
Quote from Dafflewoctor on July 18, 2013, 8:33 pmSo I'm nearly done with my first actual project and I'm just creating a cinematic intro to it.
Part of the intro includes a room full of many companion cubes, so I did that and made them all prop_static.
When I compiled, it said that the cube model couldn't be used as static so I made them all prop_physics.
Big mistake...when I go in game, the game freezes every microsecond. It took my game literally two minutes to get up the elevator shaft.
I know that this is because of the huge amount of prop_physics because I have gotten board before and spawned in a huge amount of companion cubes before my game froze [long story] but anyways, is there any way to keep this huge amount of lag from happening?
So I'm nearly done with my first actual project and I'm just creating a cinematic intro to it.
Part of the intro includes a room full of many companion cubes, so I did that and made them all prop_static.
When I compiled, it said that the cube model couldn't be used as static so I made them all prop_physics.
Big mistake...when I go in game, the game freezes every microsecond. It took my game literally two minutes to get up the elevator shaft.
I know that this is because of the huge amount of prop_physics because I have gotten board before and spawned in a huge amount of companion cubes before my game froze [long story] but anyways, is there any way to keep this huge amount of lag from happening?
Quote from Ultiman9711 on July 18, 2013, 8:54 pmMake the companion cubes prop_static_override.
Make the companion cubes prop_static_override.

Quote from TeamSpen210 on July 18, 2013, 10:27 pmMake sure they are sitting on top of each other, then check the flag "motion disabled". This'll stop them from moving or doing physics calculations. If the player can interact with the room in any way, set the flag "start asleep" instead. This does the same thing until something else interacts with a cube.
Make sure they are sitting on top of each other, then check the flag "motion disabled". This'll stop them from moving or doing physics calculations. If the player can interact with the room in any way, set the flag "start asleep" instead. This does the same thing until something else interacts with a cube.
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Quote from Ultiman9711 on July 18, 2013, 10:36 pmTeamSpen210 wrote:Make sure they are sitting on top of each other, then check the flag "motion disabled". This'll stop them from moving or doing physics calculations. If the player can interact with the room in any way, set the flag "start asleep" instead. This does the same thing until something else interacts with a cube.However, if the player interacts with all the cubes, the same problem would occur.
However, if the player interacts with all the cubes, the same problem would occur.

Quote from ChickenMobile on July 18, 2013, 10:41 pmIf they don't even move then just change it to a prop_dynamic.
If they don't even move then just change it to a prop_dynamic.
Quote from FelixGriffin on July 18, 2013, 11:12 pmNone of these will work if a physics object touches the cubes. There is no prop_static_override and I think cubes are physics-only.
Use a bunch of prop_dynamic_overrides.
None of these will work if a physics object touches the cubes. There is no prop_static_override and I think cubes are physics-only.
Use a bunch of prop_dynamic_overrides.

Quote from josepezdj on July 19, 2013, 3:56 am@Dr.Toaster Waffles: depending of the point_viewcontrol position and movement you could simply fake that bunch of companion cubes for example by using cube-shaped brushes textured with the wcc texture
You might need to polish the shape a bit to avoid a too-square shape and to make it look more close to the prop_weight_cube shape.
Another possibility could be to decompile the cube model and add the $propstatic to the .QC file, then compile again, then use it as a prop_static. I bet it works, but I haven't tried, someone correct me if I'm wrong.
@Dr.Toaster Waffles: depending of the point_viewcontrol position and movement you could simply fake that bunch of companion cubes for example by using cube-shaped brushes textured with the wcc texture You might need to polish the shape a bit to avoid a too-square shape and to make it look more close to the prop_weight_cube shape.
Another possibility could be to decompile the cube model and add the $propstatic to the .QC file, then compile again, then use it as a prop_static. I bet it works, but I haven't tried, someone correct me if I'm wrong.
Quote from TopHATTwaffle on July 19, 2013, 4:09 amUltiman9711 wrote:Make the companion cubes prop_static_override.
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Quote from Ultiman9711 on July 19, 2013, 12:51 pmFelixGriffin wrote:None of these will work if a physics object touches the cubes. There is no prop_static_override and I think cubes are physics-only.Use a bunch of prop_dynamic_overrides.
Oh wow! I must've been half asleep when I wrote, "prop_STATIC_override." Oops. I meant dynamic_override!
Use a bunch of prop_dynamic_overrides.
Oh wow! I must've been half asleep when I wrote, "prop_STATIC_override." Oops. I meant dynamic_override!
Quote from Dafflewoctor on July 19, 2013, 5:41 pm@Ultiman: Don't worry. I feel your pain.
@Felix: Thanks, that's fine because the player isn't interacting with them at all. I mean, what kind of map would it be if the player got a room full of companion cubes, other than just a tantalizing glimpse at one?
@Ultiman: Don't worry. I feel your pain.
@Felix: Thanks, that's fine because the player isn't interacting with them at all. I mean, what kind of map would it be if the player got a room full of companion cubes, other than just a tantalizing glimpse at one?