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Posted: Wed Oct 05, 2005 12:29 am
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...

Posted: Wed Oct 05, 2005 11:14 am
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 ;))

Posted: Thu Oct 06, 2005 6:55 pm
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".

Posted: Thu Oct 06, 2005 9:32 pm
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:

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

Posted: Fri May 04, 2007 10:46 am
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.

Posted: Fri May 04, 2007 10:52 am
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

weather

Posted: Fri May 04, 2007 2:35 pm
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.

Posted: Sun May 06, 2007 12:36 pm
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?

Posted: Sun May 06, 2007 4:37 pm
by tltrude
"electric sparcles, steam, lightbugs..." All gernerate sprites.

Posted: Mon May 07, 2007 11:35 am
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.

Posted: Wed May 09, 2007 5:32 pm
by Roach
Could someone check this please?! Containing Script, Mapfile and bsp.

Thankful for every response.

Image

Posted: Wed May 09, 2007 6:27 pm
by Pucek
Sorry for off topic but can somebody help me? Please click here

Posted: Wed May 09, 2007 10:27 pm
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.

Posted: Sat May 12, 2007 10:33 am
by Roach
Hasn't become what it once should but... see yourself HERE!!

:roll: