Well thanks to reader advice I was able to solve the problem. I was an idiot and wasn’t using static props. In my defense, static props tend to behave much less reliably for me, plus the model has to support them in the first place, something many do not. I got lucky in this case in that the model I was using did support being a static prop. Anyway, I’m a little undecided what to do now since I was ready to switch gears. I’m putting up a new poll, I’ll go with whatever the masses decide on this.
Well it looks like my tradition of discovering a completely new bug in every episode continues. Right now I’ve run into a bug that’s preventing me from completing a scene (read below for details). I have some ideas as to how to fix it, but it’s probably going to take the help of someone else helping with modelling and it’s hard to say how long that will take. The good news for you is that since I can only do so much more on the episode from my end until this is fixed, I’ll go ahead and start working on the next Freeman’s Mind episode while this bug gets looked into. I still have every intention of completing this CP episode, but I hate making you guys wait on more material. If all I had to do was writing, I could produce a new episode every day of FM and CP.
To those familiar with the Source engine:
The bug I’m running into is “Reliable Snapshot Overflow” that crashes the map and occurs whenever I try to record a demo. I know what’s causing it in my case. It has to do with me having a ton of small dynamic props in a small area. I could fix this problem by deleting the props, but I unfortunately need them for this scene. Right now my best theory on how to fix this is to merge many of small individual models into one larger one, so the game sees less props to process. This is probably going to be a pain to do for our modeller. If any of you know more about this than I do, feel free to post possible solutions here. If you discover one before we do and notify me, I’ll put your name down in the credits of the next episode as a technical advisor.
640x480 WMV (90MB)
Well here’s the proof some of you were waiting for that I didn’t kill off Freeman permanently. This is the longest episode so far, I normally would have made it shorter, but I figured you guys might get sick of seeing the same elevator shaft 3 episodes in a row.
Unfortunately for some, the gap between 11 and 12 is going to be longer than usual because I really want go get back to Civil Protection. The latest episode is well underway, though it’s gotten more ambitious than I originally intended from a technical perspective. So far there haven’t been any show-stopping bugs like I’ve gotten a lot in the past. Once I’m done with that, I want to get at least get a good chunk of work done on the new pilot episode before I do another FM episode, so it may be a few weeks before you see another one. The upside to this is that things are starting to come together more on the animation end of things for CP, so you may start seeing a lot more shorter episodes of that in the forseeable future.