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why is my game crashing?

Posted: Thu Mar 27, 2003 4:22 am
by General_DisArray
help. everytime i test my map(by myself, noone else in it) the dang thing crashes when i through a grenade, smoke grenade, or even when i initiate the trigger for my wall to explode.

at first i thought it might be something i scripted in my map. but i took all of it out. no luck.

i have done the logfile tons of times and get similar error messages. if there is anyone who can decifer this file, i would appreciate it. i have posted something like this in another forum, but still no luck in finding a solution. i have a couple of these qconsole files that i can email out.

i am at the end of my rope right now. i am 99.99% done with this map, and DO NOT feel like starting over. NO, I REFUSE TO START OVER, there is a simple solution to this problem.

thanks in advance for the help. and i apologize for the steven king like novel of a thread!!

Posted: Thu Mar 27, 2003 5:37 am
by mohaa_rox
You don't have to restart man! Just check the console if there's any errors. Or try removing custom pk3s.

Posted: Thu Mar 27, 2003 5:58 am
by General_DisArray
i have looked at the console. i have no idea what a lot of it means. that is why i have saved the logs to see if anyone can tell me what the heck it is saying and how to fix it.

check this out though... i think(crossing fingers, knocking on wood) i might have found the problem. i took out some func_crate(s) out of my map, and it didn't seem to crash. at least yet.

have you encountered any trouble with this entity?

it is weird, the map would crash after i threw two grenades at the same time. after i took out the crates, i threw 2 grenades, shot the mg and blew up a wall and it ran like a top.

this is definitly a scalp scratcher.

Posted: Thu Mar 27, 2003 6:53 am
by mohaa_rox
Post a screen of the console, write down what it says.

Posted: Thu Mar 27, 2003 9:53 am
by General Specific
yer console is the way to find out, it's usually pretty coded but it generally gives you an idea of what is hapeneing, like last time i compiled my map it loaded about 3/4 of the way then exited to main menu, so i opened console and did it again, and found it was a faulty door, so i removed the door and i haven't yet had a chance to get it compiling again (takes 2 hours, and this is a pretty small map really, it's my first major one that is really going to be any good at all, but it's a start, but anyway, i agree with rox, look in console, take screenshots or write it down, also one thing to try is exactly what happened with my door: instead of going through the proccess of drawing a new door and all i just copied the brushed, functions are very particular when it comes to copying, so if it is the crates (could be possible) redraw them them individually if you have not alreay done so

(my 2c :D)

Posted: Thu Mar 27, 2003 5:08 pm
by General_DisArray
here is some of it:
==== CleanupGame ====
CM_LoadMap( maps/dm/nutech.bsp, 0 )
Adding script: 'dm/nutech_precache.scr'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss.skc' or 'models/player/allied_oss.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss_fps.skc' or 'models/player/allied_oss_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss_fps.tik
^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo.skc' or 'models/player/german_elite_gestapo.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo_fps.skc' or 'models/player/german_elite_gestapo_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo_fps.tik
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1.skc' or 'models/player/german_winter1.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1_fps.skc' or 'models/player/german_winter1_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1_fps.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2.skc' or 'models/player/german_winter2.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2_fps.skc' or 'models/player/german_winter2_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2_fps.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/fx/fs_fence_wood.skc' or 'models/fx/fs_fence_wood.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/fx/fs_fence_wood.tik
^~^~^ Event 'dmprojectile' does not exist.
^~^~^ Event 'dmusenoammo' does not exist.
^~^~^ Event 'dmammorequired' does not exist.
^~^~^ Event 'dmfiredelay' does not exist.
^~^~^ Event 'dmbulletrange' does not exist.
^~^~^ Event 'dmbulletdamage' does not exist.
^~^~^ Event 'dmbulletspread' does not exist.
^~^~^ Event 'dmcrosshair' does not exist.
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
*!*!*!* Objects are not allowed for use in the game. Make it a static model or a script model as needed.
-------------------- Actual Spawning Entities Done ------------------ 369 ms
^~^~^ Game (Event: 'damagetype', Object: 'TriggerHurt') : Index 2 out of range
Different messages on linked doors. Targetname = 0 teams with 0 entities
Adding script: 'dm/nutech.scr'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss.skc' or 'models/player/allied_oss.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss_fps.skc' or 'models/player/allied_oss_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss_fps.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo.skc' or 'models/player/german_elite_gestapo.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo_fps.skc' or 'models/player/german_elite_gestapo_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo_fps.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1.skc' or 'models/player/german_winter1.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1_fps.skc' or 'models/player/german_winter1_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1_fps.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2.skc' or 'models/player/german_winter2.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2_fps.skc' or 'models/player/german_winter2_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2_fps.tik
Adding autosave names
Error, no script should be loaded before loadout.scr.
and some more:
WARNING: shader 'textures/window/trainstationwindow_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_frame' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstationwindow_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstationwindow_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstationwindow_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/window/trainstation_window' has depthmask enabled after stage 0!!!
stitched 0 LoD cracks
...loaded 4846 faces, 8 meshes, 0 trisurfs, 0 flares
WARNING: shader 'static_clockface2' has opaque maps defined after stage 0!!!
WARNING: shader 'static_clockface2' has depthmask enabled after stage 0!!!
WARNING: shader 'static_clockface2' has opaque maps defined after stage 0!!!
WARNING: shader 'static_clockface2' has depthmask enabled after stage 0!!!
R_LevelMarksLoad: maps/dm/nutech.dcl not found
SOUNDTRACK: Loading music/nutech.mus
MUSIC: changing from [ none | none ] to [ normal | normal ]
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss.skc' or 'models/player/allied_oss.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss.tik
RE_RegisterModel: Registration failed for 'models/player/allied_oss.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss_fps.skc' or 'models/player/allied_oss_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss_fps.tik
RE_RegisterModel: Registration failed for 'models/player/allied_oss_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo.skc' or 'models/player/german_elite_gestapo.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo.tik
RE_RegisterModel: Registration failed for 'models/player/german_elite_gestapo.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo_fps.skc' or 'models/player/german_elite_gestapo_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_elite_gestapo_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1.skc' or 'models/player/german_winter1.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter1.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1_fps.skc' or 'models/player/german_winter1_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter1_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2.skc' or 'models/player/german_winter2.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter2.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2_fps.skc' or 'models/player/german_winter2_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter2_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/fx/fs_fence_wood.skc' or 'models/fx/fs_fence_wood.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/fx/fs_fence_wood.tik
RE_RegisterModel: Registration failed for 'models/fx/fs_fence_wood.tik'
Loading Special Effects...
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 1.03 seconds
CL_InitCGame: 41.85 seconds
Going from CS_PRIMED to CS_ACTIVE for Capt. Krunch
Called FadeSound with: 0.000000
Capt. Krunch has entered the battle
LOCALIZATION ERROR: 'NPCS: Allies 0(0) Axis 0(0)' does not have a localization entry
music set to aux1 with fallback aux1
forced music ext1
MUSIC: changing from [ normal | normal ] to [ aux1 | aux1 ]
LOCALIZATION ERROR: 'blew up' does not have a localization entry
Capt. Krunch blew up
MUSIC: changing from [ aux1 | aux1 ] to [ failure | normal ]
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/dm_50_healthbox.tik
MUSIC: changing from [ failure | normal ] to [ normal | normal ]
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
^~^~^ Not playing sound 'sound/weapons/explo/explo_stonemed1.wav'
RE_RegisterModel: R_AllocModel() failed for 'mortar_snowHit.spr'
RE_RegisterModel: R_AllocModel() failed for 'mortar_dirtHit.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
the last part was right before mohaa:sh crashed!

Posted: Thu Mar 27, 2003 5:15 pm
by jv_map
Do you have any custom pk3s in your main or mainta folder?

Posted: Thu Mar 27, 2003 5:53 pm
by General_DisArray
custom, as in other people's maps or sound modification and skin mods.

i have a couple of other people's maps. and i think 1 sound mod. and yes i tried taking these out, but it still crashed.

Posted: Fri Mar 28, 2003 8:58 am
by General Specific
here are the things that are most likely to have caused the crash, in order of the likliness of it causing the crash (i.e. the ones i think are most likeley to have made it crash are first)



1.:RE_RegisterModel: R_AllocModel() failed for 'vsssource_new.spr'
2.:LOCALIZATION ERROR: 'blew up' does not have a localization entry
3.:LOCALIZATION ERROR: 'NPCS: Allies 0(0) Axis 0(0)' does not have a localization entry
4.:Error, no script should be loaded before loadout.scr.

most of them are based on the fact that MOHAA can run on a warning, you can usually get away with ignoring warnings, but when MOHAA displays the word <b>error</b> it is serious.........

the final cause could be ananomous as it may have caused the crash before the console had time to record the error.

Posted: Fri Mar 28, 2003 9:23 am
by mohaa_rox
As we stressed many times, localization error doesn't affect anything.

Posted: Fri Mar 28, 2003 1:47 pm
by jv_map
Error 4 is also nonsense, so it should be error 1. (never seen it before)