Page 1 of 1

again, ALARM problem!

Posted: Sun Jul 02, 2006 5:51 pm
by Guderian
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
:arrow: ERROR: Level::AllocEdict: no free edicts :arrow: ).
What's a problem?

Posted: Mon Jul 03, 2006 2:25 am
by Green Beret
Is this for MultiPlayer or SinglePlayer?

MultiPlayer:
/forum/viewtopic.php?t=1908
/forum/viewtopic.php?t=9437
SinglePlayer:
/t.php?id=50

I would put that error in the search and see what you get :wink:

Posted: Mon Jul 03, 2006 9:12 am
by jv_map
It means too many entities have been spawned :?

Posted: Mon Jul 03, 2006 9:42 am
by Rookie One.pl
Most of the stock scripts are very poorly coded. I wouldn't be surprised if it's another bug in this script.

Posted: Sat Jul 08, 2006 4:13 pm
by Guderian
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?

Posted: Sat Jul 08, 2006 4:46 pm
by Rookie One.pl
Probably a bug in your own script. Post it, please.

Posted: Sat Jul 08, 2006 6:19 pm
by Guderian
Down is the script file of my alarm system:
main:
level waittill prespawn
exec global/alarmer.scr
level waittill spawn

$player item weapons/thompsonsmg.tik
$player ammo smg 1000
$player useweaponclass smg
end

alarm_player_reset:
thread global/alarmer.scr::alarm_player_reset
end

Posted: Sat Jul 08, 2006 7:35 pm
by Rookie One.pl
Hmm. There are a couple of potential breakpoints in the script. Get us a whole logfile and we may be able to trace it down. :)

Posted: Sun Jul 09, 2006 1:06 am
by Guderian
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)

...

Deallocating 0x 21F (Done)
------- 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
-----------------------

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.

Posted: Sun Jul 09, 2006 1:47 am
by bdbodger
cache models/vehicles/t34_cannon.tik
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

alarmer_MP.zip

you will have to extract it and not rename it to pk3 for it to work , put the .scr in the global directory .

Posted: Sun Jul 09, 2006 8:18 am
by Rookie One.pl
That's weird, the only difference between the AA and SH script is that canseenoents is being used in SH instead of sighttraces. :?

Posted: Sun Jul 09, 2006 8:54 am
by bdbodger
Like I said it has been a while but I think that the alarmer.scr was never used in spearhead and it was this part that didn't work
while ($alarmspawner)
{
local.ent = waitthread global/spawner.scr::spawner_create $alarmspawner[1]
local.ent.targetname = "alarmspawned"
}
in the alarmer_mp.scr I notice I had changed it to this
for(local.i=1;local.i< $alarmspawner.size+1;local.i++)
{
local.ent = waitthread global/spawner.scr::spawner_create $alarmspawner[local.i]
local.ent.targetname = "alarmspawned"
}
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 .

Posted: Sun Jul 09, 2006 5:46 pm
by Guderian
Great thanks bdbodger :!: :!: :!:
I put alarmer_MP.scr in the global directory, used it in the script and
:D IT WORKS :D
Thanks all :!: :!: :!:

Posted: Sun Jul 09, 2006 9:09 pm
by Rookie One.pl
Whoa. Respect, Bodger. *bows* :)