help...... brainiacs
Moderator: Moderators
help...... brainiacs
Was working on my map and recompiled after making some changes, and SH crashed. Tried screwing with it for a while, but to no avail.
I managed to get the .map file back so I could see it in radiant, but, after trying to undo the changes I made, thinking it would help, it didn't. I have the map in radiant, try to do an ambientlight, but that won't compile with mapbuilder... don't see it being done.... and also mapbuilder said it had to close a couple of times because of q3 problem of one sort or another.
I renamed the map, recompiled it, still no ambient light, and when you spawn, you go through the ground and keep falling til SH crashes.
The logfile says
"stitched 0 LoD cracks
...loaded 10206 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/desert3three.dcl not found"
Thats the only error in log file.
Any takers on any of this..........getting frustrated.
I managed to get the .map file back so I could see it in radiant, but, after trying to undo the changes I made, thinking it would help, it didn't. I have the map in radiant, try to do an ambientlight, but that won't compile with mapbuilder... don't see it being done.... and also mapbuilder said it had to close a couple of times because of q3 problem of one sort or another.
I renamed the map, recompiled it, still no ambient light, and when you spawn, you go through the ground and keep falling til SH crashes.
The logfile says
"stitched 0 LoD cracks
...loaded 10206 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/desert3three.dcl not found"
Thats the only error in log file.
Any takers on any of this..........getting frustrated.
error
Can you post the whole log file? What you have posted so far is not what caused the crash.
Try adding "suncolor 70 70 70" to worldspawn.
To find out why it wont compile, make logs for each step.
==================================================================
For MBuilder:
You can make seperate logs for all steps, or just the one you need. In Mbuilder, click on "change" and put the additional code lines after your compile options. The text file can have any name you wish.
-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt
-v > C:\Documents and Settings\tltrude\Desktop\log_vis.txt
-final > C:\Documents and Settings\tltrude\Desktop\log_light.txt
I have them going to my desktop, so I can trash them easily after looking them over. But, you can have the logs going any folder you like. Also, when using these logs, the details of the compilers will not be seen in the DOS window during the compile.
Try adding "suncolor 70 70 70" to worldspawn.
To find out why it wont compile, make logs for each step.
==================================================================
For MBuilder:
You can make seperate logs for all steps, or just the one you need. In Mbuilder, click on "change" and put the additional code lines after your compile options. The text file can have any name you wish.
-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt
-v > C:\Documents and Settings\tltrude\Desktop\log_vis.txt
-final > C:\Documents and Settings\tltrude\Desktop\log_light.txt
I have them going to my desktop, so I can trash them easily after looking them over. But, you can have the logs going any folder you like. Also, when using these logs, the details of the compilers will not be seen in the DOS window during the compile.
sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/desert3three
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
------ Server Initialization Complete ------ 0.59 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
-----------PARSING 'uberdialog.scr'------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.353000 seconds.
-------------PARSING 'uberdialog.scr' DONE---------------
-----------PARSING 'ubersound.scr'------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.834000 seconds.
-------------PARSING 'ubersound.scr' DONE---------------
stitched 0 LoD cracks
...loaded 10206 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/desert3three.dcl not found
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fx_fence_wood.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.00 seconds
CL_InitCGame: 3.07 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_russian_crazy_boris.tik
Called FadeSound with: 0.000000
ed has entered the battle
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_russian_crazy_boris_fps.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_wehrmacht_soldier.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/mp40.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/steilhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/nebelhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/p38.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_wehrmacht_soldier_fps.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
Disconnected from server
----- 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 (477) -------
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------- 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
-----------------------
DOES IT HAVE ANYTHING TO DO WITH ALL THAT DM/PRECACHE STUFF ?
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/desert3three
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
------ Server Initialization Complete ------ 0.59 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
-----------PARSING 'uberdialog.scr'------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.353000 seconds.
-------------PARSING 'uberdialog.scr' DONE---------------
-----------PARSING 'ubersound.scr'------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.834000 seconds.
-------------PARSING 'ubersound.scr' DONE---------------
stitched 0 LoD cracks
...loaded 10206 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/desert3three.dcl not found
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fx_fence_wood.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.00 seconds
CL_InitCGame: 3.07 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_russian_crazy_boris.tik
Called FadeSound with: 0.000000
ed has entered the battle
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_russian_crazy_boris_fps.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_wehrmacht_soldier.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/mp40.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/steilhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/nebelhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/p38.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_wehrmacht_soldier_fps.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
Disconnected from server
----- 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 (477) -------
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------- 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
-----------------------
DOES IT HAVE ANYTHING TO DO WITH ALL THAT DM/PRECACHE STUFF ?
I guess it could be the that line--if it is different for the same line in Spearhead DM scripts--I don't have SH installed. But, you can check it easy by running the map without a script.
The log file does not say why the server is being disconected after "ed" entered the game. Is it because Ed fell though the map over and over? I'm no expert with SH, but don't the maps all have "DM_" or "MP_" in front of the map names?
The log does show that many tiks need to be added to your maps precache script.
Copy the code below and add it to a new Notepad text file. Then save it as "desert3three_precache.scr" and place it in the dm folder with your desert3three.bsp and desert3three.scr files.
All of that "Sound Deallocating" of the same thing over and over during shutdown must be a SH thing. I don't remember seeing it in Mohaa.
The log file does not say why the server is being disconected after "ed" entered the game. Is it because Ed fell though the map over and over? I'm no expert with SH, but don't the maps all have "DM_" or "MP_" in front of the map names?
The log does show that many tiks need to be added to your maps precache script.
Copy the code below and add it to a new Notepad text file. Then save it as "desert3three_precache.scr" and place it in the dm folder with your desert3three.bsp and desert3three.scr files.
Code: Select all
println PRECACHE
cache models/fx/bh_paper_lite.tik
cache models/fx/bh_paper_hard.tik
cache models/fx/bh_wood_lite.tik
cache models/fx/bh_wood_hard.tik
cache models/fx/bh_metal_lite.tik
cache models/fx/bh_metal_hard.tik
cache models/fx/bh_stone_lite.tik
cache models/fx/bh_stone_hard.tik
cache models/fx/bh_dirt_lite.tik
cache models/fx/bh_dirt_hard.tik
cache models/fx/bh_grass_lite.tik
cache models/fx/bh_grass_hard.tik
cache models/fx/bh_mud_lite.tik
cache models/fx/bh_mud_hard.tik
cache models/fx/bh_water_lite.tik
cache models/fx/bh_water_hard.tik
cache models/fx/bh_glass_lite.tik
cache models/fx/bh_glass_hard.tik
cache models/fx/bh_sand_lite.tik
cache models/fx/bh_sand_hard.tik
cache models/fx/bh_foliage_lite.tik
cache models/fx/bh_foliage_hard.tik
cache models/fx/bh_snow_lite.tik
cache models/fx/bh_snow_hard.tik
cache models/fx/bh_carpet_lite.tik
cache models/fx/bh_carpet_hard.tik
cache models/fx/bh_human_uniform_lite.tik
cache models/fx/bh_human_uniform_hard.tik
cache models/fx/water_trail_bubble.tik
cache models/fx/grenexp_base.tik
cache models/fx/bazookaexp_base.tik
cache models/fx/heavyshellexp_base.tik
cache models/fx/tankexp_base.tik
cache models/fx/grenexp_paper.tik
cache models/fx/grenexp_wood.tik
cache models/fx/grenexp_metal.tik
cache models/fx/grenexp_stone.tik
cache models/fx/grenexp_dirt.tik
cache models/fx/grenexp_grass.tik
cache models/fx/grenexp_mud.tik
cache models/fx/grenexp_water.tik
cache models/fx/grenexp_gravel.tik
cache models/fx/grenexp_sand.tik
cache models/fx/grenexp_foliage.tik
cache models/fx/grenexp_snow.tik
cache models/fx/grenexp_carpet.tik
cache models/fx/heavyshellexp_dirt.tik
cache models/fx/heavyshellexp_stone.tik
cache models/fx/heavyshellexp_snow.tik
cache models/fx/tankexp_dirt.tik
cache models/fx/tankexp_stone.tik
cache models/fx/tankexp_snow.tik
cache models/fx/bazookaexp_dirt.tik
cache models/fx/bazookaexp_stone.tik
cache models/fx/bazookaexp_snow.tik
cache models/fx/water_ripple_still.tik
cache models/fx/water_ripple_moving.tik
cache models/fx/barrel_oil_leak_big.tik
cache models/fx/barrel_oil_leak_medium.tik
cache models/fx/barrel_oil_leak_small.tik
cache models/fx/barrel_oil_leak_splat.tik
cache models/fx/barrel_water_leak_big.tik
cache models/fx/barrel_water_leak_medium.tik
cache models/fx/barrel_water_leak_small.tik
cache models/fx/barrel_water_leak_splat.tik
cache models/fx/fs_light_dust.tik
cache models/fx/fs_heavy_dust.tik
cache models/fx/fs_dirt.tik
cache models/fx/fs_grass.tik
cache models/fx/fs_mud.tik
cache models/fx/fs_puddle.tik
cache models/fx/fs_sand.tik
cache models/fx/fs_snow.tik
cache models/fx/fx_fence_wood.tik
cache models/player/allied_russian_crazy_boris.tik :
cache models/player/allied_russian_crazy_boris_fps.tik
cache models/player/german_wehrmacht_soldier.tik
cache models/weapons/mp40.tik
cache models/weapons/steilhandgranate.tik
cache models/weapons/nebelhandgranate.tik
cache models/weapons/p38.tik
cache models/player/german_wehrmacht_soldier_fps.tik
cache models/items/binoculars.tik
Re: help...... brainiacs
Are you falling through lod terrain? I think there is one texture that isn't solid or something (I can't remember which one it is). Try changing the texture (if it is lod terrain) or put clip brushes right underneath the ground or something.neillomax wrote:when you spawn, you go through the ground and keep falling til SH crashes.
Nope. Well, the stock maps do, but custom maps don't need that.tltrude wrote:I'm no expert with SH, but don't the maps all have "DM_" or "MP_" in front of the map names?
Hmmm... I am a SH mapper and I don't remember seeing that either. Maybe you should look into that.tltrude wrote:All of that "Sound Deallocating" of the same thing over and over during shutdown must be a SH thing. I don't remember seeing it in Mohaa.
I guess it is possible, but I have had this message in all of the maps that I have made and I just ignored it because it didn't seem to make any difference for me. For my *_precache.scr files, I just put the line "exec global/DMprecache.scr," and maybe a few other lines (like the ones tltrude mentioned) and leave it at that.neillomax wrote:DOES IT HAVE ANYTHING TO DO WITH ALL THAT DM/PRECACHE STUFF ?
That's all the help I can offer right now. If you feel so inclined, you could send me the map file ( LeadHead1854@gmail.com ) and I could take a look at it.
Good luck!
I'll try the pre-cache stuff in a while. Never had to do that before though.
I'm falling through stone..... no LOD terrain in map. Will try clip under player start, but have feeling it's not going to help.
Map will not allow ambient light to be compiled..... does not even show up. Only light that appears is for light entities.
May have to take you up on your offer and send the file.... gonna mess with it for a few hours though.
Just remembered something. Was trying to figure out how to make a door_locked trigger. Made a trigger on door frame, and then open up "n" and typed in settings for it.
$type/wood
classname/trigger_use
targetname/door_locked
after that is when trouble started. I recompiled map and started having trouble.
I tried reloading map in radiant and deleting all of that,and I did, but it didn't help, I opened the map file with notepad and deleted those three things from the script.... the map loaded in radiant, and then I got out of it, it said it will not save changes, as it normally does.... didn't save it..... finger was quicker than my brain.
I tried deleting several of the light emitting sources, ( windows ), but that didn't help either. Maybe if I stayed with it this morning I may have gotten it, but 5:45 am is way past my bedtime.....lol
I'm falling through stone..... no LOD terrain in map. Will try clip under player start, but have feeling it's not going to help.
Map will not allow ambient light to be compiled..... does not even show up. Only light that appears is for light entities.
May have to take you up on your offer and send the file.... gonna mess with it for a few hours though.
Just remembered something. Was trying to figure out how to make a door_locked trigger. Made a trigger on door frame, and then open up "n" and typed in settings for it.
$type/wood
classname/trigger_use
targetname/door_locked
after that is when trouble started. I recompiled map and started having trouble.
I tried reloading map in radiant and deleting all of that,and I did, but it didn't help, I opened the map file with notepad and deleted those three things from the script.... the map loaded in radiant, and then I got out of it, it said it will not save changes, as it normally does.... didn't save it..... finger was quicker than my brain.
I tried deleting several of the light emitting sources, ( windows ), but that didn't help either. Maybe if I stayed with it this morning I may have gotten it, but 5:45 am is way past my bedtime.....lol
update....
Just recompiled with dm-precache.. didn't help
Next thing was the clip brush, that worked, but walked forward, off the brush, and adios.
Still will not do an ambientlight in the compile.
also shows acouple of shader missing errors. I don't think that hurts in any way?, as I've compiled it before with the same thing.
May have to start "prefabing" the map to see what is recoverable.
Just recompiled with dm-precache.. didn't help
Next thing was the clip brush, that worked, but walked forward, off the brush, and adios.
Still will not do an ambientlight in the compile.
also shows acouple of shader missing errors. I don't think that hurts in any way?, as I've compiled it before with the same thing.
May have to start "prefabing" the map to see what is recoverable.
Sorry for the tripple posts, but I can't edit for some reason
I have two errors coming up. one is Backwards tree volume. Did pointfile to look for leak, found one. Had a player start that was about a meter off the ground and pointing to a small "blue" caulk box that was half in and half out of the floor. How that box got there I don't know. Deleted player star and box. Looked for more leaks, couldn't find any. Reloaded map and get same error. No leak shows up.... ? Also encase map in hollow box. helped for one compile. Been changing settings in mapbuilder, but shouldn't have had to even try that.
Second eror is "loadportals" error, quite common, and shouldn't effect anything. Looked for any extra aps, pk3 files and any textures that may have been downloaded with custom maps, and got rid of them all.
Still got that error.
Also found that map will not save most of the time..... hasn't saved for last 5 attemps, maybe a little more ?.....hmmm
I have two errors coming up. one is Backwards tree volume. Did pointfile to look for leak, found one. Had a player start that was about a meter off the ground and pointing to a small "blue" caulk box that was half in and half out of the floor. How that box got there I don't know. Deleted player star and box. Looked for more leaks, couldn't find any. Reloaded map and get same error. No leak shows up.... ? Also encase map in hollow box. helped for one compile. Been changing settings in mapbuilder, but shouldn't have had to even try that.
Second eror is "loadportals" error, quite common, and shouldn't effect anything. Looked for any extra aps, pk3 files and any textures that may have been downloaded with custom maps, and got rid of them all.
Still got that error.
Also found that map will not save most of the time..... hasn't saved for last 5 attemps, maybe a little more ?.....hmmm
-
Rookie One.pl
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I opened up the map file with mohaa's bsp viewer. It lists all my light entities, and then, down at the bottom there's something in caps that says NOT SPECIFIED
"ambientlight" "20 20 20"
"model" "1"
"origin" "516 266 416"
then under that is worldspawn
"classname" "worldspawn"
"maptime..................
I thought ambientlight was suppose to be under worldspawn, no ?
Also, everything i tried, Including going back into the map file with notepad didn't help, and ambientlight still doesn't show up when map compiles, just light emitting "sources".
Thanks for the "bluebox" info. tried to manipulate file to no avail.
"ambientlight" "20 20 20"
"model" "1"
"origin" "516 266 416"
then under that is worldspawn
"classname" "worldspawn"
"maptime..................
I thought ambientlight was suppose to be under worldspawn, no ?
Also, everything i tried, Including going back into the map file with notepad didn't help, and ambientlight still doesn't show up when map compiles, just light emitting "sources".
Thanks for the "bluebox" info. tried to manipulate file to no avail.
"model" "1"
Yes, ambientlight should be a worldspawn property. BSP viewer? Open the .map file that the editor uses with Notepad or Wordpad. The very top of the page should look something like this.
You may have more or less stuff in worldspawn, but it should be at the top. Entities will be towards the bottom of the page.
This is from a night map of mine.
There shouldn't be anything about "model 1" or origins in worldspawn.
This is from mohdm2 (Destroyed Village).
Code: Select all
{
"sunflarename" "none"
"suncolor" "65 65 65"
"ambientlight" "17 17 17"
"classname" "worldspawn"
// brush 0
etc...
This is from a night map of mine.
Code: Select all
{
"sunflarename" "none"
"ambientlight" "7.5 7.5 7.5"
"suncolor" "25 25 25"
"classname" "worldspawn"
// brush 0
etc... etc...
This is from mohdm2 (Destroyed Village).
Code: Select all
{
"sunflarename" "none"
"classname" "worldspawn"
"suncolor" "70 70 70 "
"sundirection" "315 210 0"
"ambientlight" "9 9 9"
"sundiffuse" "1"
"farplane" "5000"
"farplane_color" ".333 .333 .329"
"message" "Destroyed Village"
// brush 0
etc...
Actually I opened the bsp with the bsp viewer to have a look. Thats how I found that the worldspawn wasn't right.
When I open the map file with notepad, it begins
( here was the door_locked part that I tried removing... and now... )
{
"angle" "0"
"classname" "worldspawn"
// brush 0
{
( -200 -456 72 ) ( -384 -456 72 ) ( -384 -600 72 ) common/clip 48 -8 0.00 1 1 196608 2193 0
( -384 -600 80 ) ( -384 -456 80 ) ( -200 -456 80 ) common/clip 48 -8 0.00 1 1 196608 2193 0
( -384 -600 80 ) ( -200 -600 80 ) ( -200 -600 72 ) common/clip 48 8 0.00 1 1 196608 2193 0
( -200 -600 80 ) ( -200 -456 80 ) ( -200 -456 72 ) common/clip 8 8 0.00 1 1 196608 2193 0
( -200 -456 80 ) ( -384 -456 80 ) ( -384 -456 72 ) common/clip 48 8 0.00 1 1 196608 2193 0
( -384 -456 80 ) ( -384 -600 80 ) ( -384 -600 72 ) common/clip 8 8 0.00 1 1 196608 2193 0
}
}
// entity 1
{
"ambientlight" "20 20 20"
// brush 0
ROOKIE: I fall through everything now. I can add a clip brush and not fall through, but to do the whole map ? Also, cannot get ambientlight to take.
I took the buildings and made prefabs, put them in a makeshift box, and I can compile, get my ambient, but still can walk through buildings.
Nothing from "old" map is solid. On one try, map wouldn't compile. Tried doing a small piece ( prefab) at a time trying to find if only one or two buildings were to blame, but got too tired and had to quit. Will take that up later. This project turned rotten all of a sudden. Never had problems like this before.
When I open the map file with notepad, it begins
( here was the door_locked part that I tried removing... and now... )
{
"angle" "0"
"classname" "worldspawn"
// brush 0
{
( -200 -456 72 ) ( -384 -456 72 ) ( -384 -600 72 ) common/clip 48 -8 0.00 1 1 196608 2193 0
( -384 -600 80 ) ( -384 -456 80 ) ( -200 -456 80 ) common/clip 48 -8 0.00 1 1 196608 2193 0
( -384 -600 80 ) ( -200 -600 80 ) ( -200 -600 72 ) common/clip 48 8 0.00 1 1 196608 2193 0
( -200 -600 80 ) ( -200 -456 80 ) ( -200 -456 72 ) common/clip 8 8 0.00 1 1 196608 2193 0
( -200 -456 80 ) ( -384 -456 80 ) ( -384 -456 72 ) common/clip 48 8 0.00 1 1 196608 2193 0
( -384 -456 80 ) ( -384 -600 80 ) ( -384 -600 72 ) common/clip 8 8 0.00 1 1 196608 2193 0
}
}
// entity 1
{
"ambientlight" "20 20 20"
// brush 0
ROOKIE: I fall through everything now. I can add a clip brush and not fall through, but to do the whole map ? Also, cannot get ambientlight to take.
I took the buildings and made prefabs, put them in a makeshift box, and I can compile, get my ambient, but still can walk through buildings.
Nothing from "old" map is solid. On one try, map wouldn't compile. Tried doing a small piece ( prefab) at a time trying to find if only one or two buildings were to blame, but got too tired and had to quit. Will take that up later. This project turned rotten all of a sudden. Never had problems like this before.
-
Rookie One.pl
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Hah, there you go.
You ought to replace all the blank_lightmaps with caulks (you can save yourself a load of work by doing this in notepad).
As to what blank_lightmap is: http://gronnevik.se/rjukan/index.php?n=Main.Caulk#toc4.
As to what blank_lightmap is: http://gronnevik.se/rjukan/index.php?n=Main.Caulk#toc4.



