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MOHAA crashes when creating paths...

Posted: Wed May 14, 2003 9:47 am
by Bjarne BZR
I'm atempting to bot up Vemork factory, but MOHAA crashes when starting the map for the first time.

Here are the errors just before it dives:

Code: Select all

^~^~^ 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'
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Event 'trigger_name' does not exist.
^~^~^ Failed execution of event for class 'Animate'
^~^~^ Event 'trigger_name' does not exist.
^~^~^ Failed execution of event for class 'Animate'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/human/multiplayer_allied_airborne_soldier.tik
spawn 'ai_multiplayer_allied_airborne_soldier':  0.19 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/human/multiplayer_allied_2nd-ranger_sergeant.tik
spawn 'ai_multiplayer_allied_2nd-ranger_sergeant':  0.13 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/human/multiplayer_allied_1st-ranger_private.tik
spawn 'ai_multiplayer_allied_1st-ranger_private':  0.11 seconds
-------------------- Actual Spawning Entities Done ------------------ 619 ms
0 teams with 0 entities
Adding script: 'obj/obj_vemork_12.scr'
***********************************
***********************************

Creating paths...

***********************************
***********************************
^~^~^ Duplicate node at (624.00 624.00 192.13) not linked
^~^~^ Duplicate node at (-656.00 -656.00 758.13) not linked
^~^~^ Duplicate node at (-144.00 624.00 758.13) not linked
^~^~^ Duplicate node at (632.00 784.00 192.13) not linked
It is very possible that I've managed to set some path_node's at the same position, but is that really a souce of MOHAA program failure?

Posted: Wed May 14, 2003 9:52 am
by jv_map
No idea, never seen this error before :? Indeed two pathnodes at the same location I think :( I guess you just have to fix them at the given coordinates and it might work fine.

Glad to hear you've started another great and noble undertaking by the way ;)

Posted: Wed May 14, 2003 10:06 am
by Bjarne BZR
jv_map wrote:Glad to hear you've started another great and noble undertaking by the way ;)
He he... yeah... I just cant stop myself :D

Do you think a LARGE number of path_node's may cause trouble by the way? The map is PACKED with them right now... and as you know, its a "little" big...

Posted: Wed May 14, 2003 11:52 am
by jv_map
I don't know but I know OpCenter, Lakeside and Bridge Too Far are relatively large also, but don't give these errors.

I do know a lot of pathnodes is terribly bad for fps though.

Posted: Wed May 14, 2003 4:31 pm
by Bjarne BZR
I fixed the nodes in question, now the plst thing printed is:

Code: Select all

-------------------- Actual Spawning Entities Done ------------------ 446 ms
0 teams with 0 entities
Adding script: 'obj/obj_vemork_12.scr'
***********************************
***********************************

Creating paths...

***********************************
***********************************
Not a lot to go on, but its all I've got... :cry:

Posted: Wed May 14, 2003 4:41 pm
by jv_map
It crashes? :?

How many pathnodes did you create? :shock:

Posted: Wed May 14, 2003 5:18 pm
by Yarik
How many pathnodes did you create? :shock:
LoL I like Jv's expression.

Posted: Wed May 14, 2003 5:31 pm
by Bjarne BZR
Current count is 1085... ( and increasing )... :twisted:

Posted: Wed May 14, 2003 6:37 pm
by Yarik
Phew...... Thats a lot....

Posted: Wed May 14, 2003 8:26 pm
by jv_map
Well you could ofcourse try to make a different version with about half that amount of pathnodes and see if mohaa likes it :?

Posted: Wed May 14, 2003 10:10 pm
by Bjarne BZR
Hmmm... yes... I dont have a lot of choises here... guess I'll have to...

Posted: Wed May 14, 2003 10:31 pm
by Bjarne BZR
I take that back! I can't reduce the pathnode count. And before the map is completed, the count will probably rise... my hope here is that I'm doing something wrong:

Basically I have a pathnode in a grid 256 units apart ( so that a node in a free space will connect to 8 nodes around it )... because nodes that are more than 320 units apart will not connect ( please tell me I'm wrong here! ).

They are scattered a bit like in the example picture from Op.center:
Image

Is there any way around this?

Posted: Thu May 15, 2003 5:58 am
by jv_map
Well it's just an experiment... Like you said you don't have a lot of choices (other than cancel it :() :?

Posted: Thu May 15, 2003 9:24 am
by Imois
Opcenter has 621 pathnodes and a not released bridge map 1277. Both work fine so you probably experience a broken pathnode.

I suggest the binary search method: First make a backup of your map as it is now. Then follow these steps:

1) Remove about half of the pathnodes
2) Compile and see if it loads
3) If it loads: Reinsert the pathnodes and take out the other half, goto 2
4) If it does not load: Again take out about half of the pathnodes (you 'll have a fourth of what you had when you begun) and go to 2

If you follow these steps you will find the offending pathnode (if there is one). If you find yourself repeating step 3 than there is not a single broken pathnode but there are probably too many, which is unlikely seeing as other maps have many more.

Hope this helps

Posted: Thu May 15, 2003 10:01 am
by Bjarne BZR
I removed ALL pathnodes and took a different approach: I only added pathnodes from the spawnpoints to the objectives, because if that does not work, I'm screwed anyway... And it did work. It loads now.
Now I can set up the scripting and calibrate it before slowly adding the less important pathnodes.