Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(Make sure you don't include any spaces at the end of the commands)
This should tell you where GMod is loading this model and its material from. It's possible that the default game content is being overridden by another faulty addon.
Wow, that should have been patched a long time ago, i wonder how the devs haven't even noticed it yet...
error vertex file for 'props_c17/door01_left.mdl' checksum 972034250 should be 145318345
Oh yeah, i also had that error too some time ago...
how did you fix it? quote: some time ago :endquote
it happens all the time that i've gone in but thanks for the help. the lag is no too bad and its not a major issue
Preventing unseen objects from rendering is difficult to pull off effectively in a large, open map running on this engine. The areas where that form of optimization would work (e.g. behind a hill or inside a tunnel) are greatly outnumbered by the areas where the player can see pretty much everything. For that reason, I decided to focus on optimizing for that worst case scenario using LODs and fade distances.
I'm aiming for better performance in my upcoming map. Once that's finished, I might look into updating gm_fork with similar techniques. For now, I recommend using multicore rendering as described in this guide.