Game crash upon Map load

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Master-Of-Fungus-Foo-D
Muffin Man
Posts: 1544
Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

hey, which map is it?

post a portion of your script that you think is making trouble, or if you have absolutely no clue post the whole script...
Image
The Fungus Theme song!!!

Code: Select all

while (local.player istouching self)
[DEAF]Tokkie-NL-
Private
Posts: 6
Joined: Sun Oct 02, 2005 9:13 pm

Post by [DEAF]Tokkie-NL- »

i think its not script error (the text that i posted earlyer was a console log :P) becous i removed the scripts form the maps folder (although the objectives would look funny then (cous of the things trown out of the rocket and cr (yes its the V2 map)) it still gave the error.. well crash :D i jumped a few snapshots back and problem was gone for some reason... although i have another question witch might lead to the error

You know all the little crates scatered around the whole map

Image

i made alot of them Func_crate but in the game when i shot them they fell appart in groups instead of individual, here i think it went wrong becous i decided to undo that by giving the function: worldspawn and i gave them the command ungroup Entity

Is giving the func worldspawn back to a func a good way te reverse the process and making it a ordinairy brush again?

and how do i get the crates to fall appart seporate instead of all in 1 group...

btw cous of a mapping contest i cant reveal the map just yet but anyone from this topic is welcome to pm me for screenies (those i still have to make :P) i also made a 3th objective and possibly a 4th (all thanx to this lovely site ;))
panTera
Brigadier General
Posts: 573
Joined: Wed Jan 29, 2003 11:46 pm
Location: The Netherlands
Contact:

Post by panTera »

Hmm, better not involve the Worldspawn (not really an entity in itself). Only acces the Worldspawn to make changes to Sunlight, sun angles and global stuff like that.

What I would suggest:
Make sure nothing is selected and press "N". (Or select a part of your sky and press "N"). Now the Worldspawn-property window is active. If you see any Keys/Values that are somehow related to a func_ entity, delete them.
---

Then for individual crates:
First select one of your func_crates and press Ctrl+E. (this will select the whole group and all things that are part of the func). Then rightclick and choose ungroup Entity. Now your crates are normal brushes again.

After that you'll have to make your func_crates one by one. (It's best to avoid cloning of func-entities). So whatever you do, don't play with the Worldspawn to turn func_crates into brushes again. If you want to make changes to a crate (for instance give it more health or make it a normal brush again), first select the crate and then press "N".
[DEAF]Tokkie-NL-
Private
Posts: 6
Joined: Sun Oct 02, 2005 9:13 pm

Post by [DEAF]Tokkie-NL- »

tnx for the info!!! i appriciate it! 8-) will do better next time ;)

i tested my snapshot with a few of our clan and they loved the new map :D :lol:
User avatar
Roach
Corporal
Posts: 39
Joined: Wed Oct 08, 2003 9:37 pm
Contact:

Map crashes MoH with exing dmprecache, without it comes to..

Post by Roach »

following: when running throught my map throwing nades MoH quits. Espacially when damaging Barrels.

Last lines from qconsole.log:

RE_RegisterModel: R_AllocModel() failed for 'stonechip.spr'

RE_RegisterModel: R_AllocModel() failed for 'vsssource.spr'

or

RE_RegisterModel: R_AllocModel() failed for 'stonechip.spr'
RE_RegisterModel: R_AllocModel() failed for 'gren_boom.spr'

Need help plz. Map is done so far but these ones are really frustrating.
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

Post by ViPER »

may not be your map. you are running local? can you run it on a aerver? or try throwing nades in stock maps see if it still does it.

ive had problems like this before when i had alot of custom maps loaded. my local machine didnt like it
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

weather

Post by tltrude »

Let me guess, your map has a lot of rain drops or snow flakes? There is a limit on how many sprites can be generated at any one time.
Tom Trude,

Image
User avatar
Roach
Corporal
Posts: 39
Joined: Wed Oct 08, 2003 9:37 pm
Contact:

Post by Roach »

Hi, thanx for reply.

Got no custom pk3's in there.

When running a version of my map without crates it works fine, calling global/dmprecache.scr or not.

When running the map with crates and not calling the global/dmprecache script works too.

Running crates and precaching crashes.

Thinking about having too much spite-things like tltrude mentioned.
Or too much sprite-generating things like exploding barrels etc cos game crashes too when throwing nades, firing weapons...


Got electric sparcles, steam, lightbugs, the barrels, boxes and wooden crates.

Btw.: Do i have to call global/explodingbarrel or crates in my script when having them in my map?
All worked like charm until i copied a lot of func crates and barrels.
Where's the maximum effects or crate-count?
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Post by tltrude »

"electric sparcles, steam, lightbugs..." All gernerate sprites.
Tom Trude,

Image
User avatar
Roach
Corporal
Posts: 39
Joined: Wed Oct 08, 2003 9:37 pm
Contact:

Post by Roach »

took them out except the smoke - but it seems to be the gas-barrels. Moh quits on explode. Actually got a test-compile running to check if other barreltypes will crash moh too and to check out the different debristypes.
Working crates and barrels or not, a -fast compiled .map / pk3 will be upped tuesday/thirsday and depending on your response and bugreports the final will follow when compiled.
User avatar
Roach
Corporal
Posts: 39
Joined: Wed Oct 08, 2003 9:37 pm
Contact:

Post by Roach »

Could someone check this please?! Containing Script, Mapfile and bsp.

Thankful for every response.

Image
Pucek
Private
Posts: 6
Joined: Wed Mar 21, 2007 4:20 am
Location: Poland
Contact:

Post by Pucek »

Sorry for off topic but can somebody help me? Please click here
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

you already made a post about the problem, and it's had some help in it already. don't hijack other threads just to post links to your thread.
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
User avatar
Roach
Corporal
Posts: 39
Joined: Wed Oct 08, 2003 9:37 pm
Contact:

Post by Roach »

Hasn't become what it once should but... see yourself HERE!!

:roll:
Post Reply