paint_sphere problem with visibility
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Quote:
- "Multiple Lights on a Face at x.y.z" (Iam not good at placing lights)
This occurs when more than 3 different lights (with different names) shine on a face. When the lights have no name or the same name there can be much more of them, but when they have different names, this means that they can be triggered and that there are different lightmaps.
For example at the finish line there is a orange spot (1), a blue spot (2), a spot at the 'restart button' (3) and the normal lights (4) (you named them "Light").
Quote:
- visibility of the gel for the client
I didn't find a solution to fix this so far...
*edit: It probably has something to do with visleafs. Your map is really large, has much more visleafs than your test map.
Quote:
- "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map." ('info_target' flag is for client is checked)
I think that all entity settings are correct.
It makes absolutely so sense, but this error has probably something to do with the 'paint_sphere' entities. I added some paint spheres to my own map (prior NO catapult errors) and I also had this error...
Really confusing and also no idea how to fix this. 
Raidix wrote:
Well, first of all I like your idea to make a construction kit for race maps. It was fun to play, but when you fail, you nearly always die, you fall far behind and it takes to much time to catch up. So I think there should be more ways to catch up.
I just added a new "extra" to my map, to let the 2nd player "block" the 1st player in some cases.
But I really don't think it is good to add too much "catch up" things.
Remember: It's a race! 
Raidix wrote:
This occurs when more than 3 different lights (with different names) shine on a face. When the lights have no name or the same name there can be much more of them, but when they have different names, this means that they can be triggered and that there are different lightmaps.
I already noticed how it happens, but I dont know how to prevent that.
Or can I ignore that "yellow error messages"?
Raidix wrote:
It probably has something to do with visleafs. Your map is really large, has much more visleafs than your test map.
I was thinking about that too, but dunno how to fix this. (without smaller map)
Does anyone know if it could be a visleafs problem?
... and when yes: how could I try to fix this?
I still did not find any usefull solution to fix this problem.
Speed gel works fine for both players, but client can't see it at some places.
Large areas are not visible for the client - dunno what to do here. 
All the paint entities:
info_paint_sprayer
prop_paint_bomb
paint_sphere
Or change the texture of the floor the paint it's on.
Or try changing the maximum amount of blobs to 1000
Before anyone asks, I didn't add lights in right away because I thought it would be better to put it off until you start putting together the details.
spongylover123 wrote:
The person added light already, check a few posts back.
I know, I added it for anyone who stumbled across this thread looking for a solution. Too many people upload full-bright maps, and that bug I mentioned isn't mentioned anywhere else (as far as the wiki and related threads are concerned). I figured it would be better to post it here (it has the word "paint" so many times it's hard to miss with the search function), than to make a new thread (not big enough of an issue) or edit the wiki (I don't like messing with those) to point out this easily overlooked bug.