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q Console error question

Posted: Tue Aug 21, 2007 3:03 am
by Gen Cobra
Can anyone tell me what the hell this is.

Code: Select all

-----------PARSING UBERDIALOG------------
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: 1.365000 seconds.
-------------UBERDIALOG DONE---------------

stitched 0 LoD cracks
...loaded 12718 faces, 16 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
R_LevelMarksLoad: maps/dm/ct_world_trade_center.dcl not found
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_hard.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Model 'models/ammo/garand_clip_reload.tik' has no skelmodel
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_hard.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_hard.tik'
------- Sound End Registration -------

Precache

Posted: Tue Aug 21, 2007 3:32 am
by tltrude
Maybe a costom map is missing a precache script (mymap_precache.scr). The precache script loads all the models before the game starts -- so there is no lag when they are first viewed by a player.

The other problems seem to be from a weapons mod, or a map with new bullet hit models.

Re: Precache

Posted: Tue Aug 21, 2007 1:18 pm
by Gen Cobra
tltrude wrote:Maybe a costom map is missing a precache script (mymap_precache.scr). The precache script loads all the models before the game starts -- so there is no lag when they are first viewed by a player.

The other problems seem to be from a weapons mod, or a map with new bullet hit models.
Mm I precache'd the maps really well. Atleast to the point where it doesn't spam the console. This just happens to be the only thing that still comesup sometimes. I'm really worried about the part about the Command manager. My mod is finished. Thank you for the help man I really apreciate it.

Posted: Tue Aug 21, 2007 2:44 pm
by bdbodger
There does not seem to be any big mystery in that error it tells you what you need to do to fix it . Every tik has an init section . In the tiks that are mentioned models/fx/bh_metal_hard.tik,models/fx/bh_metal_lite.tik there is a command flickeralpha that does not exist in mohaa . who put it in the tiks I don't know obviously they are modded tiks . So find the tiks and remove the commands or remove the custom pk3 they are in .

Posted: Tue Aug 21, 2007 11:11 pm
by Gen Cobra
Thank you. You were both right. Just have never messed with those files directly. Elgan and jv helped me a lot on the scripting. I didn't want to modify what jv did any more than I lready have. Commenting the line out worked fine.

Posted: Tue Aug 28, 2007 10:27 am
by jv_map
It's not something I did :wink: , the bullethit fx's (I take it these are from MW) were made by .... uhm.. :oops: .. unknown person :? .. maybe it's in the credits :idea: