sunstep
Sufficiently Lethal
- Joined
- Jun 15, 2020
- Messages
- 146
In this video I show how the sv_dump_edicts is linked to the status command, by subtracting num edicts - free edicts, which results in the used edicts. The map I was on was full of point_spotlights which use 3 edicts each, so obviously this map will cause trouble with edicts.
Every mapper can save 2/3 edicts of each point_spotlight by creating a logic_relay with the following outputs, I created this logic_relay with a stripper so I don't have to recompile the map. Note that the filter instruction on a stripper will entirely clear the entity, rather than 2/3 edicts. I recommend doing this with a logic_relay.
"OnSpawn/OnTrigger" "point_spotlight,Kill,,X,-1"
"OnSpawn/OnTrigger" "spotlight_end,Kill,,X,-1"
The point_spotlight entity uses the following edicts:
point_spotlight
beam
spotlight_end
The beam edict is what causes the shining. You can kill the other 2 edicts with the logic_relay while barely noticing a difference. On the map I was on it reduced the amount of edicts from 155X to 122X. That's a significant amount of edicts freed by no effort / any noticeable visual difference.