Damage to entities causes map to crash.
Moderator: Moderators
Damage to entities causes map to crash.
I am having problems with the map crashing whenever I cause to much damage to entities. The map will be playing fine and if a grenade blows up next to a truck the map crashes. Also if i shoot an exploding barrel sometimes it crashes.
ok ive completely taken out all the extra script thats not needed. What i have found is that when the DMprecache.scr is loaded it crashes the map on the loading screen..I have to //edit it out of the script to make it work....but then the map crashes when too much damage is given to entities...im stumped....after getting rid of this error the map is finished.
anyways here are my questions.
1. Is DMprecache.scr needed?....I just need an answer...dont refer me to another post for the answer...its a wast of time.
2. Could having DMprecache.scr //edited out cause the map to crash once ive caused to much damage to entities?
3. What would cause the DMprecache.scr to crash the map?
Thanks in advance
anyways here are my questions.
1. Is DMprecache.scr needed?....I just need an answer...dont refer me to another post for the answer...its a wast of time.
2. Could having DMprecache.scr //edited out cause the map to crash once ive caused to much damage to entities?
3. What would cause the DMprecache.scr to crash the map?
Thanks in advance
Last edited by Stalker on Wed Aug 23, 2006 3:50 am, edited 3 times in total.
Here is the script
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main:
level.script = maps/dm/der_vorposten.scr
//level.music = mp_brest_dm
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Der_Vorposten"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "der_vorposten"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
//////////////////////////////
level waitTill prespawn
//////////////////////////////
//*** Precache Dm Stuff
//exec global/DMprecache.scr
//exec global/ambient.scr
//exec global/door_locked.scr
level waittill spawn
waitframe
$world farplane 1975
$world farplane_bias 1250
$world farplane_color (.09 .09 .078)
endprecache
1. The global/DMprecache.scr does just what the name says, it precaches things needed to make the game run smoothly. If you don't use it (yes, you can skip it), the game will pause to load each new weapon, player skin, and vehicles while you are playing -- not good. So, my answer would be "YES" it is needed.
2. No, not by itself.
3. You probably have too many animated entities in your map -- like smoke, fire, rain/snow, or dust. It is crashing because you are close to the limit for entities and an explosion puts it over the top -- explosions add more (temporary) entities called edicts.
2. No, not by itself.
3. You probably have too many animated entities in your map -- like smoke, fire, rain/snow, or dust. It is crashing because you are close to the limit for entities and an explosion puts it over the top -- explosions add more (temporary) entities called edicts.
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// DER_VORPOSTEN
// ARCHITECTURE: Stalker
// SCRIPTING: Stalker
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Der_Vorposten"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "der_vorposten"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/der_vorposten.scr
exec global/ambient.scr mohdm7 // background sound, mohdm7 is just wind.
level waittill spawn
$world farplane 1975
// $world farplane_bias 1250
$world farplane_color (.09 .09 .078)
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
Thanks tltrude...i did a logfile 2 and got the error that was causing the crash. seems that the ubersound used was the problem...i removed it for now and the map hasnt crashed.
so let me see if i understand what your saying.
So precaching everything would load up alot of the entities at once. putting it over its limit immediatly and crashing the level right away.
turning off the precache wouldnt crash it right away, it would load entities on the fly, once it reached its limit it would crash.
am i even close to understanding or waay off?
I was also wondering why you // the farplane bias?
so let me see if i understand what your saying.
So precaching everything would load up alot of the entities at once. putting it over its limit immediatly and crashing the level right away.
turning off the precache wouldnt crash it right away, it would load entities on the fly, once it reached its limit it would crash.
am i even close to understanding or waay off?
I was also wondering why you // the farplane bias?
Theory
Yes, that was my theory, but I was, apparently, wrong.
I commented out the farplane bias to see if it was a fog problem.
I commented out the farplane bias to see if it was a fog problem.
here is the error in the qconsole.log
removing the ubersound gets rid of the error....we have a bunch of dummy.tik playing custom sound files....would removing the ubersound somehow make the dummy.tik not register as an entity. But i still cannot load the precache.
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********************
ERROR: SV_FindIndex: overflow max512 create1 name sound/dialogue/Generic/A/damage/dpl_damage_03i.wav1
********************
----- Server Shutdown -----
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