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mohr +mohaa freezing

Posted: Sun Dec 29, 2002 2:50 pm
by UBER_SOLDAT
in a map im making, mohr just keeps freezing all the while when ive got the map open. It was fine yesterday, but then i compiled it and played it in aa, and it just froze up after a while. i restarted my pc, and tried again, but the same thing happened. Then today when i loaded the map in mohr, it just froze again after a while, but only in one part of the map. ive been doing this map for about 3months, and its about 70-80% done, and now it just freezes.

Posted: Sun Dec 29, 2002 3:32 pm
by jv_map
Do you get any meaningful error messages when compiling the map?

Posted: Sun Dec 29, 2002 5:15 pm
by UBER_SOLDAT
i didnt watch the compile. i was playing dod while it was compiling so i dont know. ill compile it again now and see if anything comes up. all ive added since the last time, when it worked, is 2 new buildings and a tunnel from the sewers. no triggers or targetnames etc

Posted: Sun Dec 29, 2002 7:59 pm
by UBER_SOLDAT
i compiled again and there were no error messages.
i added more terrain yesterday tho, so i thought it might be that. i deleted some terrain and changed some bits to brushes, and then it worked fine ingame. but it does still freeze in mohr

Posted: Sun Dec 29, 2002 8:31 pm
by General Death
Does it ever unfreeze after a period of time? You will find that reguardless of your pc level the buggy mohr will run very slow and even freeze from time to time with maps that have alot of lod and patches in them. Even though you cannot always get the geometery you want it sometimes is better to use brushes than lod and patches if possible. :roll:

Posted: Sun Dec 29, 2002 9:17 pm
by UBER_SOLDAT
i left it for a while, but nothing happened. and it froze up the game when i played it aswell, so i dont think its that. the map its freezing in is the ramelle map im doing, and in just the alamo, there were about 40 512x512 pieces of terrain before i got rid of a few. is there a max number you can use in a map?

Posted: Sun Dec 29, 2002 9:59 pm
by General Death
If I remember there is...Ill have to do some looking for some posts of Balr's but I think I remember him saying something bout that.

If I find it ill post it here :D .

Posted: Sun Dec 29, 2002 10:04 pm
by jv_map
You don't have to search Balr just search the docs folder.

'MOH Terrain Editing Manual.doc' says
The terrain system also has a max triangle count. If the map has no vis data this defaults to 32768; with vis it defaults to 8192. You can change this with ter_maxtris and a ter_restart (see Console Commands below.)

Posted: Sun Dec 29, 2002 10:11 pm
by UBER_SOLDAT
is there a way to find out how many triangles there are in a map?

Posted: Sun Dec 29, 2002 10:13 pm
by General Death
You know, to this day I keep forgeting to look in the documentation that came with the mohr. :oops:

Posted: Mon Dec 30, 2002 1:28 pm
by UBER_SOLDAT
it does still freeze ingame, i compiled it with vis and light yesterday, and it froze again. the only time it worked was when i closed the compile just as vis started, once the first bsp had been made.
so i think it might be a vis problem if it only happens when i do a vis compile. the light shouldnt do anything to it.
i know theres that error where like if you have a ladder with loads of rungs, each place where the rungs meet with the vertical bars adds another 4 vertices to the vertical bars, but does that happen if the horizontal brush actually goes thru the vertical one? i added some sewers the other day, where theres some beams in the ceiling, and the sewer is over 1500 units long, so i thought that might be the problem

still wont work

Posted: Mon Dec 30, 2002 5:04 pm
by i cant log in
it still doesnt work. i split the sides of the sewer up into several brushes, but it still froze up mohr.

and also, i cant log in anymore. i clicked on login and put my password in 3 times, but when i come back to forums the login link appears at the top and im not logged in

Posted: Mon Dec 30, 2002 5:57 pm
by General Death
As far as your login probs I use this link to browse the site:

http://dynamic4.gamespy.com/%7Emap

Posted: Mon Dec 30, 2002 10:20 pm
by UBER_SOLDAT
i think ive narrowed it down now. whenever mohr freezes up, the last thing in the console at the bottom is from it trying to load a shader. but all the pk3s left in my main folder were in there the last time i compiled

Posted: Tue Dec 31, 2002 3:36 am
by Innkeeper
UBER_SOLDAT wrote:i think ive narrowed it down now. whenever mohr freezes up, the last thing in the console at the bottom is from it trying to load a shader. but all the pk3s left in my main folder were in there the last time i compiled
My suggestion is to NEVER have any custom '.pk3? files in ?\MOHAA\main?, EVER, when you are working on a map, other than the one you are working on. I?ve seen too many maps distributed with missing textures and models because they were using such from some other custom map. You want your map to be totally self-sufficient. In this case, you can see anything that may be missing and make corrections.