Compiling Errors - List 'em and their solutions
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Bjarne BZR
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ERROR: Level::AllocEdict: no free edicts
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ERROR:Map won't load and this in printed in console after it crashes:
You have spawned too many entities in the map from script.
Perhaps there can also be to many entities compiled into the map. jv_map suggested in a thread that there is a 1024 entiy limit for a map.
SOLUTION: Remove some entities from the map and/or spawn fewer entities.
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Personally I eccountered this error when spawning func_beam's to mark the locations of spawns while developing a map ( I drew each spawn with 12 beams, and had a lot of spawns
)
ERROR:Map won't load and this in printed in console after it crashes:
Code: Select all
********************
ERROR: Level::AllocEdict: no free edicts
********************Perhaps there can also be to many entities compiled into the map. jv_map suggested in a thread that there is a 1024 entiy limit for a map.
SOLUTION: Remove some entities from the map and/or spawn fewer entities.
-------------------------------------------------------------------------------
Personally I eccountered this error when spawning func_beam's to mark the locations of spawns while developing a map ( I drew each spawn with 12 beams, and had a lot of spawns
Re: Entity reached from outside -- No Filling -- Leaked!
I just had this problem tonight. Pointfile didn't show me any errors. However, I had my Skybox pushed all the way to the absolute end of the grid. I moved it back in 32 units and that fixed my problem.Bjarne BZR wrote:You have a leak from the outside of the map to the inside. Get into radiant, select "Pointfile..." from the File menu, you will now see a red line from the void into your map.Nuke wrote:Entity reached from outside -- No Filling -- Leaked!
Anyone know what this means and how I can fix it ???
Diego
Found a brand new error
I was trying to indiemap a temple (individually map each brick)
I guess the solution is to delete some...
EDIT:
found Tltrudes post:

Code: Select all
MAX_ORIGINAL_EDGESI guess the solution is to delete some...
EDIT:
found Tltrudes post:
Goodbye bricksERROR: Max_Original_Edge
Prevents compile of the the map caused by too many small brushes with the same size, shape, and texture. It occured in one map that had over 12000 brushes, so it may be just the number of brushes in the map.
SOLUTION: Re-think your "eye candy" brushes. Replace them with larger brushes or a new texture on a single brush.


(Splitted some posts here to keep thread tidy)
http://dynamic.gamespy.com/%7Emap/mohaa ... hp?t=10499
http://dynamic.gamespy.com/%7Emap/mohaa ... hp?t=10499
old game, new error???
error:
because my skybox is useing the wohle grid in X, Y and Z direction, i expect some other sort of errors, but not this one. i check map-file many times for this coordinates, also checking in script-editor for finding this strings in one line...... still nothing.
anybody got an idea????
solution:???WARNING: static model brush [mins = (-184.0 -200.0 160.0), maxs = (176.0 208.0 688.0)] outside map bounds
WARNING: static model brush [mins = (0.0 0.0 320.0), maxs = (116.0 116.0 1120.0)] outside map bounds
WARNING: static model brush [mins = (-116.0 0.0 320.0), maxs = (0.0 116.0 1120.0)] outside map bounds
because my skybox is useing the wohle grid in X, Y and Z direction, i expect some other sort of errors, but not this one. i check map-file many times for this coordinates, also checking in script-editor for finding this strings in one line...... still nothing.
anybody got an idea????
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Stuffinator
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- Posts: 3
- Joined: Tue Oct 11, 2005 3:53 pm
Please, someone HELP ME with MoHRadiant compiling.
Whenever I use MoHRadiant and compile it by clicking the bsp_BSP button i get this error message underneath my screen: Running bsp command...
q3map -v -gamedir ../mohaa/ D:\EAGAMES\MOHAA\main\maps\LOL TEST.map
D:\EAGAMES\MOHAA\main\maps>q3map -v -gamedir ../mohaa/ D:\EAGAMES\MOHAA\main\maps\LOL TEST.map
---- q3map ----
verbose = true
************ ERROR ************
Q3MAP Version 1.34
-info - get information about the map
-light - get taunted
-vis - perform vising on the map
BSP options
-threads [num] - specify how many threads to use
-v - verbose
-nowater
-nofill
-nodetail
-nohint
-fulldetail
-onlyents
-onlytextures
-nosubdivide
-leaktest
-verboseentities
-nocurves
-notjunc
-expand
-detailterrainborders - force terrain mesh boundaries to be flagged max detail
-tmpout
-fakemap
-all
-fast
-nomerge
-snapdistance [distance] - vertex coordinates within [distance] of a grid point
will get snapped to the grid. Default = 0.1
-lightmapdensity [density]
-smoothangle [angle] - vertex angles less than this will get smoothed
-gamedir [gamedir] - file path to the game executable
-moddir [moddir] - mod subdirectory of gamedir
-blocksize [size] - bsp chopped up into blocks of size [blocksize].
blocksize 0 disables this option. Default = 1024
-chopblocklast - do blocksize chops after other chops
-nomanvis - disable manual vis
-nostatic - disables The Addition of Static Collision Masks to the scene
-visiblestatic - makes the Static Collision Masks use a visible shader
completed.
Run time was 0 hours, 0 minutes and 0 seconds
Can anyone tell me what to do about this???
I really dont get it, I followed the tutorial to the letter.
(\_/)
(O.o) This is Bunny. Copy Bunny
(> <) to help him achieve world domination.
q3map -v -gamedir ../mohaa/ D:\EAGAMES\MOHAA\main\maps\LOL TEST.map
D:\EAGAMES\MOHAA\main\maps>q3map -v -gamedir ../mohaa/ D:\EAGAMES\MOHAA\main\maps\LOL TEST.map
---- q3map ----
verbose = true
************ ERROR ************
Q3MAP Version 1.34
-info - get information about the map
-light - get taunted
-vis - perform vising on the map
BSP options
-threads [num] - specify how many threads to use
-v - verbose
-nowater
-nofill
-nodetail
-nohint
-fulldetail
-onlyents
-onlytextures
-nosubdivide
-leaktest
-verboseentities
-nocurves
-notjunc
-expand
-detailterrainborders - force terrain mesh boundaries to be flagged max detail
-tmpout
-fakemap
-all
-fast
-nomerge
-snapdistance [distance] - vertex coordinates within [distance] of a grid point
will get snapped to the grid. Default = 0.1
-lightmapdensity [density]
-smoothangle [angle] - vertex angles less than this will get smoothed
-gamedir [gamedir] - file path to the game executable
-moddir [moddir] - mod subdirectory of gamedir
-blocksize [size] - bsp chopped up into blocks of size [blocksize].
blocksize 0 disables this option. Default = 1024
-chopblocklast - do blocksize chops after other chops
-nomanvis - disable manual vis
-nostatic - disables The Addition of Static Collision Masks to the scene
-visiblestatic - makes the Static Collision Masks use a visible shader
completed.
Run time was 0 hours, 0 minutes and 0 seconds
Can anyone tell me what to do about this???
I really dont get it, I followed the tutorial to the letter.
(\_/)
(O.o) This is Bunny. Copy Bunny
(> <) to help him achieve world domination.
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Stuffinator
- Private
- Posts: 3
- Joined: Tue Oct 11, 2005 3:53 pm
Thnx it worked, but...
Yeah, thnx it worked, but I have another question.
When i make a door. (I use the entity func_rotatingdoor)
The door seems to rotate from the middle of the door, instedd of the side of the door. I cant fix it.
When i make a door. (I use the entity func_rotatingdoor)
The door seems to rotate from the middle of the door, instedd of the side of the door. I cant fix it.
Give the door an origin.
Read this tutorial: http://dynamic.gamespy.com/%7Emap/mohaa/t.php?id=24 (rotating doors)
be sure the door + origin are the same func_rotatingdoor
g/l
Read this tutorial: http://dynamic.gamespy.com/%7Emap/mohaa/t.php?id=24 (rotating doors)
be sure the door + origin are the same func_rotatingdoor
g/l

