some type of error i think

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Tazz
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some type of error i think

Post by Tazz »

remember im newbie lol

ok i making my map and occasionally i compile it and check it out to see how it looks so far......now i made door and the wall under the door ran into the door...here lies the problem i think....it compiles and everything then opens mohaa but when the map goes to load i get this error

R_Drawstring no 0xb8-character in font
R_Drawstring no 0xb2-character in font
R_Drawstring no 0xb8-character in font
R_Drawstring no 0xb9-character in font
R_Drawstring no 0xb0-character in font

anyone know what this means and if so how can i fix it?.....thx in advance.....Tazz
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tltrude
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door

Post by tltrude »

I don't think it has anything to do with the door, unless you are trying to add Key/Values in a non-english font. My guess is you added a message to the door, or to some trigger, that has non-english characters.
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Tazz
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Post by Tazz »

unless i did it without knowing i havent added any messages to anything....this is my 1st map so im keeping it pretty basic but if anyone wants to look at it to make sure that would be fine tooo......thx for the reply i will look to see if there r messages or anything in there
lizardkid
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Post by lizardkid »

open MOHAA
open console
type "logfile 2" without quotes.
load your map
make it crash or whatever it's doing wrong
exit mohaa normally
find main/qconsole.log, open it with notepad and post the contents here.

that's a common warning, not every character is in the MOHAA fonts. the % isn't, i know. but there's others.
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Tazz
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Post by Tazz »

ok its alot but here u go....but it does appear it my doors crossed but yall know more than me=)

^~^~^ Can't find maps/new.bsp.bsp
Can't find map maps/new.bsp.bsp
------ Server Initialization ------
Server: new
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
LoadLibrary (main/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896

------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/new.bsp, 0 )
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
-------------------- Actual Spawning Entities Done ------------------ 0 ms
********************
ERROR: func_door::cross connected doors. Targetname = M;?O;?>C entity 7116480
:

********************
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
------- 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-------
R_DrawString: no 0x02-character in font!
R_DrawString: no 0xc8-character in font!
R_DrawString: no 0x90-character in font!
-------- CL_Vid_Restart_f --------
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration 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
...shutting down QGL
...unloading OpenGL DLL
----- Initializing Renderer ----
----- R_Init -----
Cmd_AddCommand: r_infostaticmodels already defined
Cmd_AddCommand: r_infoworldtris already defined
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode 6: 1024 768 FS
...using colorsbits of 16
...calling CDS: ok
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 16, 0 )
...41 PFDs found
...hardware acceleration found
...PIXELFORMAT 3 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_ARB_texture_compression
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...GL_EXT_texture_env_combine not found
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9200 Series DDR x86/SSE2
GL_VERSION: 1.3.4458 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_EXT_texture_env_add
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_S3_s3tc
GL_EXTENSIONS: GL_ARB_occlusion_query
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_texture_border_clamp
GL_EXTENSIONS: GL_ARB_texture_compression
GL_EXTENSIONS: GL_ARB_texture_cube_map
GL_EXTENSIONS: GL_ARB_texture_env_add
GL_EXTENSIONS: GL_ARB_texture_env_combine
GL_EXTENSIONS: GL_ARB_texture_env_crossbar
GL_EXTENSIONS: GL_ARB_texture_env_dot3
GL_EXTENSIONS: GL_ARB_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_blend
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_window_pos
GL_EXTENSIONS: GL_ATI_element_array
GL_EXTENSIONS: GL_ATI_envmap_bumpmap
GL_EXTENSIONS: GL_ATI_fragment_shader
GL_EXTENSIONS: GL_ATI_map_object_buffer
GL_EXTENSIONS: GL_ATI_texture_env_combine3
GL_EXTENSIONS: GL_ATI_texture_mirror_once
GL_EXTENSIONS: GL_ATI_vertex_array_object
GL_EXTENSIONS: GL_ATI_vertex_attrib_array_object
GL_EXTENSIONS: GL_ATI_vertex_streams
GL_EXTENSIONS: GL_ATIX_texture_env_combine3
GL_EXTENSIONS: GL_ATIX_texture_env_route
GL_EXTENSIONS: GL_ATIX_vertex_shader_output_point_size
GL_EXTENSIONS: GL_EXT_abgr
GL_EXTENSIONS: GL_EXT_bgra
GL_EXTENSIONS: GL_EXT_blend_color
GL_EXTENSIONS: GL_EXT_blend_func_separate
GL_EXTENSIONS: GL_EXT_blend_minmax
GL_EXTENSIONS: GL_EXT_blend_subtract
GL_EXTENSIONS: GL_EXT_clip_volume_hint
GL_EXTENSIONS: GL_EXT_draw_range_elements
GL_EXTENSIONS: GL_EXT_fog_coord
GL_EXTENSIONS: GL_EXT_multi_draw_arrays
GL_EXTENSIONS: GL_EXT_packed_pixels
GL_EXTENSIONS: GL_EXT_point_parameters
GL_EXTENSIONS: GL_EXT_rescale_normal
GL_EXTENSIONS: GL_EXT_secondary_color
GL_EXTENSIONS: GL_EXT_separate_specular_color
GL_EXTENSIONS: GL_EXT_stencil_wrap
GL_EXTENSIONS: GL_EXT_texgen_reflection
GL_EXTENSIONS: GL_EXT_texture3D
GL_EXTENSIONS: GL_EXT_texture_compression_s3tc
GL_EXTENSIONS: GL_EXT_texture_cube_map
GL_EXTENSIONS: GL_EXT_texture_edge_clamp
GL_EXTENSIONS: GL_EXT_texture_env_combine
GL_EXTENSIONS: GL_EXT_texture_env_dot3
GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic
GL_EXTENSIONS: GL_EXT_texture_lod_bias
GL_EXTENSIONS: GL_EXT_texture_mirror_clamp
GL_EXTENSIONS: GL_EXT_texture_object
GL_EXTENSIONS: GL_EXT_texture_rectangle
GL_EXTENSIONS: GL_EXT_vertex_array
GL_EXTENSIONS: GL_EXT_vertex_shader
GL_EXTENSIONS: GL_HP_occlusion_test
GL_EXTENSIONS: GL_NV_texgen_reflection
GL_EXTENSIONS: GL_NV_blend_square
GL_EXTENSIONS: GL_NV_occlusion_query
GL_EXTENSIONS: GL_SGI_color_matrix
GL_EXTENSIONS: GL_SGIS_texture_edge_clamp
GL_EXTENSIONS: GL_SGIS_texture_border_clamp
GL_EXTENSIONS: GL_SGIS_texture_lod
GL_EXTENSIONS: GL_SGIS_generate_mipmap
GL_EXTENSIONS: GL_SGIS_multitexture
GL_EXTENSIONS: GL_SUN_multi_draw_arrays
GL_EXTENSIONS: GL_WIN_swap_hint
GL_EXTENSIONS: WGL_EXT_extensions_string
GL_EXTENSIONS: WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 6

PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 2
texture bits: 16
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
performing W2K gamma clamp.
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 2389980 clocks
glDrawPixels w/ RGB: 1678124 clocks
glTexSubImage2D w/ BGR: 6707844 clocks
glTexSubImage2D w/ RGB: 6485752 clocks
DrawBackground: using glDrawPixels with RGB data
-------------------------------
Setting up Shaders
----- finished CL_Vid_Restart_f ----
writing to: D:\Program Files\EA GAMES\MOHAA\main\configs\unnamedsoldier.cfg
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- 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
-----------------------
lizardkid
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Location: Helena MT

Post by lizardkid »

Code: Select all

******************** 
ERROR: func_door::cross connected doors. Targetname = M;?O;?>C entity 7116480 
: 

******************** 
Looks to me like your door has either more than one origin, or more than one brush to it.
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Tazz
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Post by Tazz »

thats what happened i made a bldg on top of a bldg and the doors clashed....they r at the same spot on each bldg and I accidently made one too tall so it touches the other....is there any way to take that section out and redo it?.....hopefully?????
lizardkid
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Post by lizardkid »

not sure what you mean, a building on top of another building, like you accidentally cloned the building? if you know the troublesome door then just move or delete it. no two brushes should intersect anyway.
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Tazz
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Post by Tazz »

i mean i built a TALL bldg then seperated the two with a floor.....like a 2 story bldg......then i made the door on top the same place as the one on bottom but when i made the bottom one it was too high so it is in with the top one causing neither to work......dang doors lol....now u said if i know where the problem is just delete it?....how do u do that?....i tried to use the delete key before but i dont see any changes....the thing i deleted is still there...is there a certain thing to do after the delete?....i mean delete, save, then restart or what?
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tltrude
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backspace key

Post by tltrude »

The backspace key deletes anything that is highlighted (selected). To select a door entity, you can select both brushes one at a time, or select just the door brush and hit Ctrl+E to highlight the origin brush as well.

All the command keys are listed under Help > Command List.
Last edited by tltrude on Thu Feb 22, 2007 9:11 pm, edited 1 time in total.
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Tazz
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Post by Tazz »

but i mean after it is deselected and in black in the map....can i just highlight the texture of the door and delete it or once its made its there?.....i dont know how to make the door in the view red to delete it once i hit the esc key it goes black can u delete it after that point?
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tltrude
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shift

Post by tltrude »

Yes, Shift + Left click will highlight it again. But remember to highlight both the door brush and the origin brush.
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