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compiling, why do my maps not compile anymore?
Posted: Mon Oct 27, 2003 11:46 pm
by stecol
I have not changed any settings within MOHradiant and Mbuilder but for some reason I do not get the .bsp file when compiling any more. I also dont get a .lin file so I cant determine if there is a leak. All I get is the .bak backup file.
All I did was extend the floor brush and added three more walls....?
Is this a common error?
I have also tryed opening one of my older maps (which previously compiled successfully), saving with a different name and even that wont compile now...
Thanks.
logs
Posted: Tue Oct 28, 2003 2:55 am
by tltrude
You can make seperate logs for each step. Just click on "change" and put in the paths below.
-v > c:\WINDOWS\desktop\log_bsp.txt
-v > c:\WINDOWS\desktop\log_vis.txt
-final > c:\WINDOWS\desktop\log_light.txt
I have them going to the desktop so they can be trashed easily, after looking them over. But, the path to your desktop may be different (if you are using WindowsXP). You do not have to use -v, -v, final. Using the logs will stop the info from being printed to the DOS window. You do not have to log all three and you can use only the first log line for your bsp problem, if you wish.
Posted: Tue Oct 28, 2003 1:30 pm
by smartaiguy
What type of errors are you getting? Some errors will cancel the compile and you won't get a .bsp file. If you get a "MAX_SURFACE_INFO" error you've got to much shader info, take out custom .pk3's. Here's a list of common compiling errors
/forum/viewtopic.php?t=2406
That thread's very useful
Posted: Tue Oct 28, 2003 2:50 pm
by Jack Ruby
I am wondering if its the naming convention you used.
you mentioned you renamed a map, make sure its only lowercase letters and use underscores instead of spaces_in the name of the map, and no funky symbols.
Posted: Tue Oct 28, 2003 10:37 pm
by smartaiguy
[Spec Ops] Jack Ruby wrote:I am wondering if its the naming convention you used.
you mentioned you renamed a map, make sure its only lowercase letters and use underscores instead of spaces_in the name of the map, and no funky symbols.
yep check that
Posted: Thu Oct 30, 2003 8:52 pm
by stecol
Thanks for your help. Although I couldnt get the log files to work, it turns out that it was the custom pk3's that were causing the problem.
I put the path to my desktop for the log files into Mbuilder and it didnt build the map, it just gave me a list of all commands in the command prompt window..?
Next stage is scripting....is this something I will have to learn or is there an easy way to do this? eg. how can I get a door to work?
Ta.
Posted: Thu Oct 30, 2003 9:15 pm
by Franaticus Satanii
Scripting is something you will have to learn....trust me. I am no scripting expert, but I am learning with help from the scripting forum. There are plenty of reference materials there to start with.
As for doors...tltrude made a really good doors tutorial....I took the liberty of copying it to this thread for you to refer to.....
Hope it helps.
Posted: Thu Oct 30, 2003 9:42 pm
by smartaiguy
Doors are easy, check out tltrudes thing or try the tuts here at .map
Posted: Thu Oct 30, 2003 11:09 pm
by stecol
Thanks Heidrich, will try the tutorial now. Looks like I'll have to learn scripting language. There's just not enough hours in a day!
Posted: Thu Oct 30, 2003 11:47 pm
by smartaiguy
stecol wrote:Thanks Heidrich, will try the tutorial now. Looks like I'll have to learn scripting language. There's just not enough hours in a day!
I know what you mean
script
Posted: Thu Oct 30, 2003 11:53 pm
by tltrude
You don't have to go to college to learn how to add a script for your map. Deathmatch maps will run without one, but it is nice to have it, if only for the background sound. Here is a standard deathmatch one for the "Southeren France" multiplayer map (ffa, team match, or round based match).
Code: Select all
// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "" // was "mohdm1"
// 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/mohdm1.scr // Change this line to your map name.
exec global/ambient.scr mohdm1 // This line adds background sound and music.
//$world farplane 5000 // These are for fog, but are turned off.
//$world farplane_color (.333 .333 .329) // Farplane can be set in the map.
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
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
A script is a text file "mymapname.txt" with the extention changed to "mymapname.scr". It goes in the same folder as your bsp file (main/maps/dm).
Posted: Fri Oct 31, 2003 3:43 pm
by stecol
Thanks tltrude, I now have scoreboard messages etc and ambient background sounds. For the time being, I am building blocks for stairs and using open entrances rather than doors. Built some good sniper positions though, gonna test it later online with me mates
