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InsideQC Forums • View topic - Areanodes

Areanodes

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Areanodes

Postby mh » Wed Feb 22, 2017 11:21 pm

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Re: Areanodes

Postby frag.machine » Thu Feb 23, 2017 11:46 am

Does this have any influence on the PVS calculation and/or network traffic ? Because if you manage to significantly reduce the number of updated entities per packet the effect is more positive than a simple reduction of server CPU usage.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Areanodes

Postby mh » Thu Feb 23, 2017 7:40 pm

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Re: Areanodes

Postby frag.machine » Thu Feb 23, 2017 11:26 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Areanodes

Postby mh » Fri Feb 24, 2017 12:19 pm

Not a problem. :)

I don't think you're going to see improvements with a clean Fitz because that's already very significantly CPU-bound elsewhere.
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Re: Areanodes

Postby revelator » Fri Feb 24, 2017 7:15 pm

"600 monster meat-grinder" surviving that sounds easy... :shock: :mrgreen:
Productivity is a state of mind.
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Re: Areanodes

Postby frag.machine » Fri Feb 24, 2017 8:53 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Areanodes

Postby Spike » Fri Feb 24, 2017 10:03 pm

there's two sorts of map that come to mind... and an issue with areanodes in general.
1) helm18... 10000 knights all crammed into a small space. such maps will generally require more nodes...
2) maaaaasive terrain-based maps with so much empty space combined with areas of densely packed entities...
3) maps that place a whole load of entities that cross the top-level boundary and thus all fill up the root areanode and are clipped against in every single trace anywhere on the map...
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