Compiling Errors - List 'em and their solutions

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omniscient
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Post by omniscient »

shoudlnt eb too hard to find an EXTREMELY long brush lol, if its long enough for an erros whouldnt be too hard. and yes it does tell you in the compile error window.
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tltrude
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mirrored plane

Post by tltrude »

A "mirrored plane" should be two brushes occupying the same space with the same texture. That happens sometimes when you use "undo" a lot. You can see them when you highlight a brush twice and the red tint gets brighter instead of going away.
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small_sumo
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Post by small_sumo »

I got this error


C:\MOHAA\main\maps>"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -gamedir C:\MOHAA C:\MOHAA\
main\maps\obj_stalingrad_bots.map
---- q3map ----
----- FS_Startup -----
----------------------
18382 files in pk3 files

************ ERROR ************
num_entities == MAX_MAP_ENTITIES

C:\MOHAA\main\maps>pause
Press any key to continue . . .


I did a search for that error and got only one post by my man mohrox (and it duz) and he got no answer, this is why I have popped it in here.

If anything it has too many pathnodes, but I was under the impression they didnt count??

Thanks for any help

/forum/viewtopic.php?t=3067&highlight=maxmapentities
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bdbodger
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Post by bdbodger »

could that be like the max_surface_info error that you get when you have too many shaders in the main directory maybe you have too many custom ai's or models defined in your main directory ?
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small_sumo
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Post by small_sumo »

It turned out to be too many pathnodes, took me hours to remove them. I just populated it way too heavily doe.
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Post by Vampir »

Yes cant have too many ents!
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Post by Bjarne BZR »

small_sumo wrote:It turned out to be too many pathnodes, took me hours to remove them. I just populated it way too heavily doe.
Let me guess... you set the grid to 128 and snapped out pathnodes at every snap? Thats what I did... :oops:
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Bjarne BZR
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Post by Bjarne BZR »

*** CM_AdjustAreaPortalState: negative reference count ERROR ***
I got this error while manipulating areaportals in the upper and lower doors of a 2 stop elevator, its more an execution error than a compiling error: areaportal open/close result in this console text:

Code: Select all

CM_AdjustAreaPortalState: negative reference count
The portals worked the first 2-3 times I closed/opened them... but then there were more of these errors and they failed ( = I saw the void through them ).

*** PROBLEM ***
I open and close them manually from the script ( the areaportals are inside the upper and lower doors of an elevator ) whith code like this:

Code: Select all

// open
$liftdoor_upright openportal
// and close
$liftdoor_downright closeportal
The reason for this is that the portals did not work automatically even if the doors were func_door objects that I controlled from the elevator triggers (move/call buttons) by executing

Code: Select all

$a_door doopen
on them.

The combination of controlling doors with doopen/doclose and areaportals with openportal/closeportal was the prob...

The doopen/doclose commands do work as expected on door movement, but it seems to tell the areaportal half the story: telling them to play used, but dont actually close/open. Because of this: when you execute the openportal/closeportal commands you get some form of overflow after a while.

*** SOLUTION ***
Don't use func_door's, make the doors script_object's and control the movement and sound yourself, this way you get the expected results from your doopen/doclose commands.
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mat2dong
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FS_ReadFile?

Post by mat2dong »

On the Mohaa Console I get this: "FS_ReadFile with empty name"

It was working fine tell I started to pick up my trash in my main mohaa folder, LOL...

I know it was something I did...

Anyhelp would be cool :D

Also, ty for all the help who ever has helped me.
This site is really for info on this new hobby for me 8-)



And I don't know if I'm spaming for putting this up, but here is what my MOHAA Console did:


--- Common Initialization ---
Medal of Honor Allied Assault 1.11 win-x86 Mar 5 2002
----- FS_Startup -----
Current search path:
C:\Program Files\EA GAMES\MOHAA/main
C:\Program Files\EA GAMES\MOHAA\main\pak6.pk3 (104 files)
C:\Program Files\EA GAMES\MOHAA\main\Pak5.pk3 (259 files)
C:\Program Files\EA GAMES\MOHAA\main\Pak4.pk3 (593 files)
C:\Program Files\EA GAMES\MOHAA\main\Pak3.pk3 (669 files)
C:\Program Files\EA GAMES\MOHAA\main\Pak2.pk3 (4722 files)
C:\Program Files\EA GAMES\MOHAA\main\Pak1.pk3 (772 files)
C:\Program Files\EA GAMES\MOHAA\main\Pak0.pk3 (11175 files)
C:\Program Files\EA GAMES\MOHAA\main\entdefs.pk3 (19 files)

----------------------
18313 files in pk3 files
execing default.cfg
execing menu.cfg
execing newconfig.cfg
Config: unnamedsoldier.cfg
execing configs/unnamedsoldier.cfg
^~^~^ Can't find localized.cfg
couldn't exec localized.cfg
execing autoexec.cfg
Unknown command "fov"
^~^~^ Can't find custom.cfg
couldn't exec custom.cfg
...detecting CPU, found AMD w/ 3DNow!

------- Input Initialization -------
Initializing DirectInput...
Couldn't set DI coop level
Falling back to Win32 mouse support...
------- Input Initialization Complete ------- 27
You are now setup for medium mode.
----- Client Initialization -----
Called FadeSound with: 0.000000

------------------
Event system initialized: 69 classes 244 events 67344 total memory in response list

----- Initializing Renderer ----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded
...setting mode 3: 640 480 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...43 PFDs found
...hardware acceleration found
...PIXELFORMAT 7 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_ARB_texture_compression
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...ignoring GL_EXT_texture_env_combine
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce4 MX 440 with AGP8X/PCI/3DNOW!
GL_VERSION: 1.4.0
GL_EXTENSIONS: GL_ARB_imaging
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_texture_compression
GL_EXTENSIONS: GL_ARB_texture_cube_map
GL_EXTENSIONS: GL_ARB_texture_env_add
GL_EXTENSIONS: GL_ARB_texture_env_combine
GL_EXTENSIONS: GL_ARB_texture_env_dot3
GL_EXTENSIONS: GL_ARB_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_window_pos
GL_EXTENSIONS: GL_S3_s3tc
GL_EXTENSIONS: GL_EXT_abgr
GL_EXTENSIONS: GL_EXT_bgra
GL_EXTENSIONS: GL_EXT_blend_color
GL_EXTENSIONS: GL_EXT_blend_minmax
GL_EXTENSIONS: GL_EXT_blend_subtract
GL_EXTENSIONS: GL_EXT_clip_volume_hint
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_EXT_draw_range_elements
GL_EXTENSIONS: GL_EXT_fog_coord
GL_EXTENSIONS: GL_EXT_multi_draw_arrays
GL_EXTENSIONS: GL_EXT_packed_pixels
GL_EXTENSIONS: GL_EXT_paletted_texture
GL_EXTENSIONS: GL_EXT_point_parameters
GL_EXTENSIONS: GL_EXT_rescale_normal
GL_EXTENSIONS: GL_EXT_secondary_color
GL_EXTENSIONS: GL_EXT_separate_specular_color
GL_EXTENSIONS: GL_EXT_shared_texture_palette
GL_EXTENSIONS: GL_EXT_stencil_wrap
GL_EXTENSIONS: GL_EXT_texture_compression_s3tc
GL_EXTENSIONS: GL_EXT_texture_cube_map
GL_EXTENSIONS: GL_EXT_texture_edge_clamp
GL_EXTENSIONS: GL_EXT_texture_env_add
GL_EXTENSIONS: GL_EXT_texture_env_combine
GL_EXTENSIONS: GL_EXT_texture_env_dot3
GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic
GL_EXTENSIONS: GL_EXT_texture_lod
GL_EXTENSIONS: GL_EXT_texture_lod_bias
GL_EXTENSIONS: GL_EXT_texture_object
GL_EXTENSIONS: GL_EXT_vertex_array
GL_EXTENSIONS: GL_IBM_texture_mirrored_repeat
GL_EXTENSIONS: GL_KTX_buffer_region
GL_EXTENSIONS: GL_NV_blend_square
GL_EXTENSIONS: GL_NV_fence
GL_EXTENSIONS: GL_NV_fog_distance
GL_EXTENSIONS: GL_NV_light_max_exponent
GL_EXTENSIONS: GL_NV_packed_depth_stencil
GL_EXTENSIONS: GL_NV_pixel_data_range
GL_EXTENSIONS: GL_NV_point_sprite
GL_EXTENSIONS: GL_NV_register_combiners
GL_EXTENSIONS: GL_NV_texgen_reflection
GL_EXTENSIONS: GL_NV_texture_env_combine4
GL_EXTENSIONS: GL_NV_texture_rectangle
GL_EXTENSIONS: GL_NV_vertex_array_range
GL_EXTENSIONS: GL_NV_vertex_array_range2
GL_EXTENSIONS: GL_NV_vertex_program
GL_EXTENSIONS: GL_NV_vertex_program1_1
GL_EXTENSIONS: GL_NVX_ycrcb
GL_EXTENSIONS: GL_SGIS_generate_mipmap
GL_EXTENSIONS: GL_SGIS_multitexture
GL_EXTENSIONS: GL_SGIS_texture_lod
GL_EXTENSIONS: GL_WIN_swap_hint
GL_EXTENSIONS: WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 2

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
skipping W2K gamma clamp.
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 10993 clocks
glDrawPixels w/ RGB: 8035 clocks
glTexSubImage2D w/ BGR: 6503808 clocks
glTexSubImage2D w/ RGB: 6522063 clocks
DrawBackground: using glDrawPixels with RGB data
-------------------------------
------ Force Feedback Initialization -----
Loading ff...
ff: Creating feedback device:
ff: ...no ff mouse found
Failed to load ff dll
------------------------------------------
--------- Force Feedback Shutdown --------
------------------------------------------
Winsock Initialized
Opening IP socket: localhost:12203
Hostname: desktop
IP: 169.254.200.203
IP: 169.254.188.0
IP: 66.159.246.202
IP: 3.0.0.2
------- Sound Initialization (full) -------
Sound opened using Direct Sound
--- Available sound providers ---
'Miles Fast 2D Positional Audio'

'Miles Fast 2D Positional Audio' provider opened.
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [ | ] to [ none | none ]
------- S_StopAllSounds Complete-------
----- Sound Info -----
driver - Miles Fast 2D Positional Audio
speaker setup - 2 speakers
reverb - OFF
samplebits - 16
speed - 11025
----------------------
------- Sound Initialization Complete ------- 118 ms
Setting up Shaders
Loading inventory...
----- Client Initialization Complete ----- 3225 ms
--- Common Initialization Complete --- 5890 ms
Working directory: C:\Program Files\EA GAMES\MOHAA
g_gametype will be changed upon restarting.
------ Server Initialization ------
Server: KillaHouse
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
^~^~^ Can't find maps/KillaHouse.min
Setting up Shaders
skipping W2K gamma clamp.
UI_DrawConnect called
LOCALIZATION ERROR: 'MOHAA Console' does not have a localization entry
LoadLibrary (main/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896

------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/KillaHouse.bsp, 0 )
^~^~^ Can't find textures/general_structure/jh_conc512bw.tga
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/silencedpistol.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/colt45.tik
----- CL_Shutdown -----
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
FS_ReadFile with empty name
"He who has a glass house should not cast stones"

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bobzilla
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error

Post by bobzilla »

Chec to see if you added an info_ammobox_mg to your map.
If so remove and try.
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mat2dong
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LOL ThanX bro....

Post by mat2dong »

It was just the ammo box!!!!!
LOL

TY bro :D
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Bjarne BZR
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S_UpdateEntityPosition: bad entitynum

Post by Bjarne BZR »

Error text:

Code: Select all

ERROR: S_UpdateEntityPosition: bad entitynum 2097727
Error type: Crashed the server running map at runtime.
Error reason: I was debuggging an elevator. My guess is that I moved the entity outside of the skybox... but that is just a guess. I only got it once in the beginning when the elevator was really crap :)
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Hellmaker
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Loadportals

Post by Hellmaker »

Here is my probs.

(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
Writing D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.bsp
Writing D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.vis
27 seconds elapsed

D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm>"C:\DOCUME~1\ADMINI~1\MYDOCU~1\MINEMO~1\MOHAAS~1\MOHAAT~1\Q
map.exe" -vis -gamedir d:\PROGRA~1\EAGAME~1\MOHAA D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.
ap
---- vis ----
----- FS_Startup -----
----------------------
27385 files in pk3 files
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.bsp
vis_derived = 0
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.prt

************ ERROR ************
LoadPortals: couldn't read D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.prt


D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm>"C:\DOCUME~1\ADMINI~1\MYDOCU~1\MINEMO~1\MOHAAS~1\MOHAAT~1\M
Hlight.exe" -gamedir d:\PROGRA~1\EAGAME~1\MOHAA D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.ma

======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
27385 files in pk3 files
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.bsp
reading D:\PROGRA~1\EAGAME~1\MOHAA\main\Maps\dm\TESTDM2.vis
Number of radiosity bounces = 0
Radiosity turned off due to no VIS data being present


AS U ALL CAN SEE IT WONT FINISHING LOAD PRT file. I have checked the map over and over again, and no leak. i dont get the lin file eiter. Can somone help me out here. If there is a leak how do i find it out..
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Post by M&M »

wacko wrote:this topic should be locked, cleaned and then updated only by moderators.

Once a good idea, this now becomes a place you won't search for compile errors because of too many off-topic posts, discussions about maybe-compile-errors and so on.

it makes no sense to tell about a error HERE, if no solution can be presented.
i agree totally ,some1 clean this up .its getting 2 long and its not becoming a helpful thread :x .i suggest instead of locking this up and cleaning it,make a new post that is locked (only accessed by moderators) and move all the good and useful stuff there,and it should always be kept locked and maintained by a moderator.and leave this one open so we can still post about problems if they arent solved in the "new post about compiling errors"thread :idea:

anyways.my error,
jv_map wrote:************ ERROR ************

Q3MAP Version 1.34

After this do you get a whole list of parameters? Like:
-info - get information about the map
-light - get taunted
-vis - perform vising on the map
and so on?
its the same as this one,but i have the paths perfectly right,although everytime i load mohradient it gives an error(something about wrong paths) and asks me 2 give the paths of the game and mapspath ....etc,and everytime i write them correctly or copy past them but it just keeps appearing (the 2nd error)everytime i load mohradient ,and gives the error above each time i try 2 compile from mohradient
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Post by Bjarne BZR »

-------------------------------------------------------------------------------
ERROR: WARNING: SurfIsOffscreen called on non-bmodel!

This is printed in the console a million times when facing ceirtain directions while running the compiled map

SOLUTION: As the error gave no clue as to WHERE the error was: I walked around in the map, stopping at about 5 distinct points. From these points I slowly turned the player while looking at the console... at the exact angle where the error started pumping into the console: I took a screenshot... then I turned the other way around and did the same the other way.

After getting the triangulations from these placec: I returned to Radiant, drew a brush around all of the map and started Clipping the brush in accordance with the triangulation screenshots... when I was done I had a brush that almost exactly encased a single patch-mesh that made up the floor in the tobaconist:s shop in the Canal. :)

I deleted it and re-made it... Problem gone! :D
-------------------------------------------------------------------------------
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