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No .lin but 'func_window' leaked ?
Posted: Wed Feb 02, 2005 8:20 pm
by Kalti
Assuming a compile will only generate a .lin file when the skybox isn't sealed tightly enough. I'm wondering what can be causing enitities to leak.
Code: Select all
--- FloodEntities ---
WARNING: Entity 100 of type 'func_window' leaked
WARNING: Entity 101 of type 'func_window' leaked
WARNING: Entity 102 of type 'func_window' leaked
WARNING: Entity 103 of type 'func_window' leaked
WARNING: Entity 152 of type 'light' leaked
WARNING: Entity 180 of type 'light' leaked
WARNING: Entity 205 of type 'func_rotatingdoor' leaked
5214 flooded leafs
Posted: Wed Feb 02, 2005 8:28 pm
by jv_map
I think this means part of your window is in a solid structural brush

Posted: Wed Feb 02, 2005 8:44 pm
by Kalti
Hmmm... it can't be that, all of them check out properly.
I checked by entity numbers:
Entity 100 of type 'func_window' leaked = window as func_window
Entity 101 of type 'func_window' leaked = window as script_object
Entity 102 of type 'func_window' leaked = window as script_object
Entity 103 of type 'func_window' leaked = window as script_object
Entity 152 of type 'light' leaked = info_player_deathmatch
Entity 180 of type 'light' leaked = originbrush of a func_rotatingdoor
Entity 205 of type 'func_rotatingdoor' leaked = info_player_allied
Posted: Wed Feb 02, 2005 10:17 pm
by Master-Of-Fungus-Foo-D
why do they call them 'light' and 'rotating door' if thats not what they are?
Posted: Wed Feb 02, 2005 10:57 pm
by Kalti
Come to think of it... that could be just what I'm trying to find out...
However, I'll try and redo some of them, eventhough none gave any problems before.
Posted: Wed Feb 02, 2005 11:21 pm
by Master-Of-Fungus-Foo-D
how could a info_player_start be 'door leaked'. i have a feeling the answer will tell ya whats wrong... i think....
leaked
Posted: Thu Feb 03, 2005 12:16 am
by tltrude
In this case it is not a leaking skybox--it is leaking vis blocks. When you compile the map the world is split up into vis blocks. Then it checks each block to find out what a player "cansee" or "mightsee" while inside or touching it.
However, the MOH radiant compiler is not too smart and it makes mistakes all the time. So, those leaky blocks of vis are not really a problem. Remaking some of the objects may help. Cloning a func door does cause this error to show up.
Here is what the compiler error sticky says about it.
-------------------------------------------------------------------------------
ERROR: WARNING: Entity xxx of type 'xxxx' leaked
Not sure why the compiler complains about this. It seems to happen when you clone entities (space bar).
SOLUTION: Recreate the entities that cause the problem. Find them in Radiant by using the misc -> find entity / brush function.
-------------------------------------------------------------------------------
Posted: Thu Feb 03, 2005 9:27 am
by jv_map
Kalti if it says func_window then it
is a func_window

you must be looking at the wrong ents in radiant

Posted: Thu Feb 03, 2005 10:05 am
by Kalti
tltrude... thanks, I checked the sticky but got confused as I didn't get a .lin file. I'll try and redo them.
jv_map... that's the weird thing, I did check time and time again... but I still got to the same entity. I used find by entity number. The compile log says it's a func_window but when looking by entity number in mohr it comes up with a script_object.