Strange Compile Error
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- HDL_CinC_Dragon
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- Joined: Mon Dec 22, 2003 8:32 pm
Strange Compile Error
when I try to compile one of my new maps I get a strange error...
it says MAX_SURFACE_INFO and the .BSP dosn't show up after the compile window closes. I have my MBuilder set to pause after the BSP so that I can see the errors, but it wont even run through the pther things. when I press a key to continue, it continues on normally for about a second then stops and closes as though it finished. But when i go to the directory, all thats there is the .map and .bak but those are from MOHRadiant no the compiler. I think it might have something to do with my LOD terrain. I will make a short list giving you as many details as I can about what it might be...
1. LOD has brushes going through it just like Duplicate plains
2. I selected small sections of the LOD ((Shift + F) then (Shift +Ctrl)) and pressed backspace as though it was a brush I wanted top get rid of (thus making it not there when you actually play the game
3. I selected small sections of the LOD ((Shift + F) then (Shift +Ctrl)) and tried to texture them differently but that dosnt work
4. refer to 1 - 3
5. refer to 1 - 4
Thats all I can give at the moment. I dont know what could be the problem. Any Ideas anyone? please help.
-Dragon
it says MAX_SURFACE_INFO and the .BSP dosn't show up after the compile window closes. I have my MBuilder set to pause after the BSP so that I can see the errors, but it wont even run through the pther things. when I press a key to continue, it continues on normally for about a second then stops and closes as though it finished. But when i go to the directory, all thats there is the .map and .bak but those are from MOHRadiant no the compiler. I think it might have something to do with my LOD terrain. I will make a short list giving you as many details as I can about what it might be...
1. LOD has brushes going through it just like Duplicate plains
2. I selected small sections of the LOD ((Shift + F) then (Shift +Ctrl)) and pressed backspace as though it was a brush I wanted top get rid of (thus making it not there when you actually play the game
3. I selected small sections of the LOD ((Shift + F) then (Shift +Ctrl)) and tried to texture them differently but that dosnt work
4. refer to 1 - 3
5. refer to 1 - 4
Thats all I can give at the moment. I dont know what could be the problem. Any Ideas anyone? please help.
-Dragon
I had this error. I copied my entire mohaa directory and removed all custom pk3's from the copied directory. So I have 2 versions of mohaa 1 on my D: drive I use just for mapping with no cutom pk3's and the other on my E: drive which I use for playing.
Kate
Kate
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- HDL_CinC_Dragon
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- HDL_CinC_Dragon
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- Joined: Mon Dec 22, 2003 8:32 pm
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
ok, instead of a new topic, im just gunna post this problem here. Im making a new map based on a dam. It has two heavy gates that open when activated by a trigger and the classic lighthouse_run plays while they take 10 seconds to move 315 units. The problem is that the gates dont go up! here is my script, is anything wrong with it? I wrote it, it didnt work. Then I took the scripting lines from a map that I made that I KNOW works, yet it still dosnt work! whats wrong?
Worldspawn:
Key: script
Value: Map_name
Trigger:
Trigger>use
Key: Targetname
Value: HGT
Heavy Gates:
Script>object
Key: Targetname
Value: HG
So that is exactly what my script looks like (copied and pasted it). Is anything wrong with it?
Worldspawn:
Key: script
Value: Map_name
Trigger:
Trigger>use
Key: Targetname
Value: HGT
Heavy Gates:
Script>object
Key: Targetname
Value: HG
Code: Select all
main:
level waittill prespawn
$HG time 10
thread HG_Lifter
level waittill spawn
end
HG_Lifter:
$HGT waittill trigger
$HG loopsound lighthouse_run
$HG waitmove
$HG moveup 315
$HG stoploopsound
wait 10
$HG loopsound lighthouse_run
$HG waitmove
$HG movedown 315
$HG stoploopsound
goto HG_Lifter
endDragon,
In your script file, you have the 'waitmove' command preceeding the actual 'move' command. So the script is hanging. It is waiting for $HG to move, yet you dont tell it to move until the next line. You need to flip these two statements in both the opening and closing parts of the scripts.
(Example)
main:
level waittill prespawn
$HG time 10
thread HG_Lifter
level waittill spawn
end
HG_Lifter:
$HGT waittill trigger
$HG loopsound lighthouse_run
$HG moveup 315 //<-- Notice the move command is first
$HG waitmove //<-- Now notice the script is waiting for the move to be completed
$HG stoploopsound
wait 10
$HG loopsound lighthouse_run
$HG movedown 315
$HG waitmove
$HG stoploopsound
goto HG_Lifter
end
G3mInI
In your script file, you have the 'waitmove' command preceeding the actual 'move' command. So the script is hanging. It is waiting for $HG to move, yet you dont tell it to move until the next line. You need to flip these two statements in both the opening and closing parts of the scripts.
(Example)
main:
level waittill prespawn
$HG time 10
thread HG_Lifter
level waittill spawn
end
HG_Lifter:
$HGT waittill trigger
$HG loopsound lighthouse_run
$HG moveup 315 //<-- Notice the move command is first
$HG waitmove //<-- Now notice the script is waiting for the move to be completed
$HG stoploopsound
wait 10
$HG loopsound lighthouse_run
$HG movedown 315
$HG waitmove
$HG stoploopsound
goto HG_Lifter
end
G3mInI
- HDL_CinC_Dragon
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- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
bad
It is a bad brush. The error should tell you the brush number or where it is. It is caused by cutting or moving brush verticies. Here is what the compiler error sticky thread in this forum says.
ERROR: Entity xxx, Brush xxx: degenerate plane
A degenerate plane is created by using the vertex editing feature in a wrong way. This error can result in very weird glitches, including random faces all over your map and infinite brushes.
SOLUTION: Use a plugin (e.g. Rogue's) to remove the given brush. Be careful with vertex editing in the future.
ERROR: Entity xxx, Brush xxx: degenerate plane
A degenerate plane is created by using the vertex editing feature in a wrong way. This error can result in very weird glitches, including random faces all over your map and infinite brushes.
SOLUTION: Use a plugin (e.g. Rogue's) to remove the given brush. Be careful with vertex editing in the future.
- HDL_CinC_Dragon
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