after fixing the leaks, radiosity works all was good, when i tried to load map it took me to the moh menu again.
This is wut it looked like? never had this problem before
whats wrong with the door?
------ Server Initialization ------
Server: dm/CoH_map
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
Setting up Shaders
UI_DrawConnect called
^~^~^ Add the following line to the *_precache.scr map script:
cache models/furniture/bunkerchairstool.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_bipod_nonstatic.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/p_aagun_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/howitzer.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/p_aagun_cannon.tik
********************
ERROR: func_rotatingdoor::setSolidType : SOLID_BSP entity at x-4404.00 y1668.00 z-1152.00 with no BSP model
********************
----- Server Shutdown -----
---------------------------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- S_MILES_StopAllSounds -------
------- S_MILES_StopMP3 -------
------- Q_AIL_shutdown -------
------- S_MILES_FreeDLL -------
------- S_MILES_FreeDLL Finished! -------
------- Miles DLL Removed -------
------- Sound Deallocation (4) -------
Deallocating 0x 4 (Done)
Deallocating 0x 4 (Done)
Deallocating 0x 4 (Done)
------- 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
-----------------------
door error
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ERROR: func_rotatingdoor::setSolidType : SOLID_BSP entity at x-4404.00 y1668.00 z-1152.00 with no BSP model
Find the door at those coordinates in radiant and re-make it. I don't know why your door is causing your map to crash, but if you make a new door from scratch, the problem should be solved. Did you remember to include an origin brush?
Keep in mind that once you've made your brush into a func_rotatingdoor, you cannot copy it to make another. Every door you want to include in your map must be made separately.
Find the door at those coordinates in radiant and re-make it. I don't know why your door is causing your map to crash, but if you make a new door from scratch, the problem should be solved. Did you remember to include an origin brush?
Keep in mind that once you've made your brush into a func_rotatingdoor, you cannot copy it to make another. Every door you want to include in your map must be made separately.
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

- Dr. Carl Goerdeler (1943)
Visit my mapping site: http://www.freewebs.com/axion9

origin
You have an origin textured brush that is not part of an entity, door or otherwise. To find out if a brush is connected to others in an entity, just highlight it and hit key E. That should highlight all the brushes in the entity. So, if you select a door brush and hit E, its origin brush should light up as well.
