No .lin but 'func_window' leaked ?

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Kalti
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No .lin but 'func_window' leaked ?

Post by Kalti »

Assuming a compile will only generate a .lin file when the skybox isn't sealed tightly enough. I'm wondering what can be causing enitities to leak.

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--- FloodEntities ---
WARNING: Entity 100 of type 'func_window' leaked
WARNING: Entity 101 of type 'func_window' leaked
WARNING: Entity 102 of type 'func_window' leaked
WARNING: Entity 103 of type 'func_window' leaked
WARNING: Entity 152 of type 'light' leaked
WARNING: Entity 180 of type 'light' leaked
WARNING: Entity 205 of type 'func_rotatingdoor' leaked
 5214 flooded leafs
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jv_map
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Post by jv_map »

I think this means part of your window is in a solid structural brush :)
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Kalti
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Post by Kalti »

Hmmm... it can't be that, all of them check out properly.

I checked by entity numbers:

Entity 100 of type 'func_window' leaked = window as func_window
Entity 101 of type 'func_window' leaked = window as script_object
Entity 102 of type 'func_window' leaked = window as script_object
Entity 103 of type 'func_window' leaked = window as script_object
Entity 152 of type 'light' leaked = info_player_deathmatch
Entity 180 of type 'light' leaked = originbrush of a func_rotatingdoor
Entity 205 of type 'func_rotatingdoor' leaked = info_player_allied
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

why do they call them 'light' and 'rotating door' if thats not what they are?
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while (local.player istouching self)
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Post by Kalti »

Come to think of it... that could be just what I'm trying to find out...

However, I'll try and redo some of them, eventhough none gave any problems before.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

how could a info_player_start be 'door leaked'. i have a feeling the answer will tell ya whats wrong... i think....
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while (local.player istouching self)
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tltrude
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leaked

Post by tltrude »

In this case it is not a leaking skybox--it is leaking vis blocks. When you compile the map the world is split up into vis blocks. Then it checks each block to find out what a player "cansee" or "mightsee" while inside or touching it.

However, the MOH radiant compiler is not too smart and it makes mistakes all the time. So, those leaky blocks of vis are not really a problem. Remaking some of the objects may help. Cloning a func door does cause this error to show up.

Here is what the compiler error sticky says about it.

-------------------------------------------------------------------------------
ERROR: WARNING: Entity xxx of type 'xxxx' leaked

Not sure why the compiler complains about this. It seems to happen when you clone entities (space bar).

SOLUTION: Recreate the entities that cause the problem. Find them in Radiant by using the misc -> find entity / brush function.
-------------------------------------------------------------------------------
Tom Trude,

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Post by jv_map »

Kalti if it says func_window then it is a func_window :wink: you must be looking at the wrong ents in radiant :?
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Post by Kalti »

tltrude... thanks, I checked the sticky but got confused as I didn't get a .lin file. I'll try and redo them.

jv_map... that's the weird thing, I did check time and time again... but I still got to the same entity. I used find by entity number. The compile log says it's a func_window but when looking by entity number in mohr it comes up with a script_object.
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