Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 8/6/2003 2:37:42 PM
Subject: RE: ShadowSpawn

naw I was just going over stuff that is really making my mind hurt. things were allocated all in the same memory pool, now they aren't. i was getting memory allocation errors after 7 players/classes were loaded by the client on connection to a server.

i was even wondering why most wfa maps weren't crashing with this new model skin code (even thedark which is really heavy with the ents was fine, sky puked) but the stock q3 ones were... then i just saw that even the visdatasize was in that same pool.

wfa 3.5 maps use about 1/10th of visdata (the amount of portals compared for potentially visable sets, PVS) for the engine, i'm happy to say.

also another fubar was that fact that noone bothered to check that a localhost server didn't interfere with memory allocated to the local client.

stuff like that.

  


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