It's in working order. In fairness, it worked without the removal of the turrets. RC5 is in totally working order on it's own after a test. This map, along with many others, probably started working when the fix came out to stop the entity spam from missiles. This glitch would not delete the missiles upon their destruction, so it was +1 entity with nothing deleted. That is also what most likely fixed the entity crashing, and any other broken map will probably be fixed as well with the updates the devs have done to the game. SO in the spirit of me not doing much to fix it, here is the DL with all textures. https://www.dropbox.com/sh/91d678spwxuoxb4/AAAZ8Gmzn_2us5Qwz-t41isza?dl=0 Have fun guys. If you have any other maps you want me to check out, let me know and I will try my best. Next up: Badlands.
The problem was looked into. Fixing the missiles staying and taking up edicts helped (as evidenced by last time), but the map is still way too complex for what Source allows and we ran out of edicts again. Fixing this is going to take a fair bit of effort (since the only reliable solution is editing the VMF, which we don't have, so we would need to fix whatever a decompile of _r5 would break) and will take time, so don't expect anything in the next month or two (unless we say "screw this" to a couple other projects). The map *should* not crash in medium pop games (11v11~) due to there being a fair amount of free edicts, but honestly who wants to play king at medium pop.
The problem lies in the 229 dynamic lights it uses, if you make those static you reduce the entity usage by about 600 entities without a difference in visuals.
I have directly edited out all of the 229 point_spotlights from the BSP, although you will have to make the resource .txt. https://drive.google.com/file/d/0B7T5V-PbnpSyaTQwSll0amZUSzQ/view?usp=sharing
Do people need to delete their king files or does the server automaticly overwrite it for the player?