Huy all!
Make alarm mission (read Mohaa/main/global/alarmer.scr). Question:
can somebody say, why when i turn on alarm my game is frozen or someelse my mission didn't loaded (write's ERROR: Level::AllocEdict: no free edicts ).
What's a problem?
Listen your answers and:
1) I made a Singleplayer map;
2) doing everything in article /t.php?id=50;
3) when game is frozen & unloaded/ it writ's:ERROR: Command overflow. Possible infinite loop in thread.
Some reasons to decide this?
Sorry, i forgot that i am using maps without prefix test
i.e. I made my own *.tik files and loaded them by mymapname_precache.scr [Loading mymap with prefix 'test' didn't work too]
Here the list of 'qconsole.log': ------ Server Initialization ------
Server: d2
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
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/sound/d6/body.skc' or 'models/sound/d6/body.skc'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/t34_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/t34_cannon.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/t34_dtm.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/vehiclesoundentity.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army.tik
------ Server Initialization Complete ------ 2.82 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: 0.555000 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: 0.057000 seconds.
-------------PARSING 'ubersound.scr' DONE---------------
stitched 0 LoD cracks
...loaded 12 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/d2.dcl not found
^~^~^ Event 'end' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'end' in 'models/sound/d6/main_sounds_3.tik'
^~^~^ Event 'end' does not exist.
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/sound/d6/body.skc' or 'models/sound/d6/body.skc'
idle is not a valid channel on bazooka_fly alias.
^~^~^ 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/fx_fence_wood.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.00 seconds
CL_InitCGame: 8.53 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/dummy.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/thompsonsmg.tik
Saving to d2_avm8fw (autosave)...
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/sound/d6/body.skc' or 'models/sound/d6/body.skc'
Game Saved
Done.
Called FadeSound with: 0.000000
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army_fps.tik
----- Server Shutdown -----
---------------------------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- 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 (543) -------
Deallocating 0x 21F (Done)
P.S.: all need sounds are loaded in my *.tik files. Don't know what it want and why it didn't work.
Who work with Singleplayer maps without prefix 'test', but with all need sounds, please, say how decide this problem.
That is a spearhead model you should have said it was for spearhead . There is a syntax problem with the global/alarmer.scr and spearhead . It has been some time since I had used it I use to have a fix for it but can't find it all I can find is a MP version of it . The MP version might work for single player too not sure you can try it if you want
I think that was all that it was but you will have to test that . In spearhead mods must be in a pk3 to over write the stock files so you might want to make a .scr of a different name to test this theory .