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Damage to entities causes map to crash.

Posted: Tue Aug 15, 2006 12:07 am
by Stalker
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.

Posted: Tue Aug 15, 2006 1:50 am
by lizardkid
probably an edict error, do you have a lot of spawned entities? such as sandbags and tables and stuff you spawned by script?

Posted: Wed Aug 23, 2006 3:40 am
by Stalker
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 :?

Posted: Wed Aug 23, 2006 3:48 am
by Stalker
Here is the script

Code: Select all

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)

end

precache

Posted: Wed Aug 23, 2006 5:34 am
by tltrude
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.

Code: Select all

// 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

Posted: Wed Aug 23, 2006 5:52 am
by Stalker
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?

Theory

Posted: Wed Aug 23, 2006 5:00 pm
by tltrude
Yes, that was my theory, but I was, apparently, wrong.

I commented out the farplane bias to see if it was a fog problem.

Posted: Wed Aug 23, 2006 5:56 pm
by jv_map
Can't see anything wrong in the script so it has to be something in the map :P

Is that truck a static model or a vehicle?

Posted: Wed Aug 23, 2006 10:05 pm
by Stalker
here is the error in the qconsole.log

Code: Select all

********************
ERROR: SV_FindIndex: overflow  max512 create1  name sound/dialogue/Generic/A/damage/dpl_damage_03i.wav1
********************
----- Server Shutdown -----
---------------------------
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.

Posted: Wed Aug 23, 2006 10:23 pm
by jv_map
Ah it probably has nothing to do with your map. Too many custom maps/mods in main(ta) folder could be the problem.

Posted: Thu Aug 24, 2006 9:29 pm
by Stalker
yeah i probably should of mentioned its spearhead..



there are no custom anything except for our level...