Hello Again, Back With A Problem ...
#8607 posted by Ron on 2009/06/12 11:10:31
Something weird.
The map I'm making crashes most Quake engines on startup. But if I use the Quake-on program to start the map directly (not via Worldcraft)with a mod selected, it works. So I select the Travail or Zer mod in the Available Patches section of Quake-on and then put "Mymap" in the map section, it does work. How can that be ?
I prefer my map to work on it's own, not using other people's mods.
Well, What Is Teh Crash?
#8608 posted by metlslime on 2009/06/12 11:15:22
is there an error message?
Certainely...
#8609 posted by JPL on 2009/06/12 11:24:04
.. you have missed an option in your command line like -heapsize or -winmem or something like this.
Verify your engine launch command line setup in your editor, and try to reuse it in "standalone"..
It happened to me several times already ;)
#8610 posted by Ron on 2009/06/12 11:26:41
With Darkplaces the whole game crashes and the Windows Error Report screen comes up.
With Tomaz I get SZ_GetSpace: overflow without allow overflow set
SZ_GetSpace: Overflow Without Allowoverflow Set
#8611 posted by negke on 2009/06/12 11:34:00
These error messages indicate various memory buffers overflowing, typically in the protocol. The
major cause is too many things happening at startup, while playing or when loading saved games,
typically occurring when playing on Hard/Nightmare skill due to more entities.
Load the map with BJP's enhanced engines and in developer mode, it might print more helpful warnings.
#8612 posted by Ron on 2009/06/12 11:47:58
Excessive static entities (187, normal max = 128)
,I get in aguirRe engine. It will play the map though. Eventually. I've still got problems with starting aguirRe's Gl Quake, it takes about 5 minutes (!) to start up. I'm in a messy situation at the moment, having just reinstalled my PC and I've also just switched my video drivers.
Ron:
#8613 posted by metlslime on 2009/06/12 12:01:41
aguirre's engine is a good choice for loading maps that crash other engines, which is often caused by exceeding certain limits. Aguirre's engine will load the map and usually explain what limits you've exceeded.
If you have more than 128 static entities, that will reliably crash most engines. Assuming you want your map to be playable in most engines, you will need to reduce that number. Static entities include func_illusionary, light_torch, and other flame/torch entities.
Note:
#8614 posted by metlslime on 2009/06/12 12:02:46
fitzquake 0.85 should also load most limit-breaking maps, you could see if that has a faster load time for you.
Still Weird Though
#8615 posted by Ron on 2009/06/12 12:13:28
But the thing I don't understand is that it does work, even in DP if I play it through a mod.
Could there custom progs have something to do with it ? Just guessing here, I don't know much about all this stuff. All I know is that I've got a map that's nearly finished and it's (maybe) good enough to show to the rest of the Quake world.
However, I know that I need to learn a lot more about efficient map making if I ever want to become a really good mapper. But I'm not giving up ! :)
Static Ents Limit Is A Real Pain
#8616 posted by RickyT33 on 2009/06/12 12:42:37
I hit it on my little Coagula map! Its not so bad with base maps, but torches in medevil maps blows it.
I had to remove some torches and add weird lights instead.....
#8617 posted by Ron on 2009/06/12 12:58:06
Maybe I could compensate a little using the +0, +1 trick and then adding normal light functions.
I'll try something ...
#8618 posted by negke on 2009/06/12 13:35:54
You could of course get hacky and turn some of the torches into dynamic entities, but replacing them by texture light sources would probably be best.
Friday After All ...
#8619 posted by Ron on 2009/06/12 16:15:56
Well, I'll leave this for now.
The sun is out and I'm off to the pub.
Have a nice one, thanks for the help !
I Don't Get This At All.
#8620 posted by Drew on 2009/06/12 17:11:32
I can create the half life wad using wally. I can see it in wally (AND TEXMEX!) but it doesnt show up in 'my computer' or in worldcraft, even when I change the file extension to .hlwad. I am not enough of a computer dork to wrap my head around what I should do here. this is killing like, 80% of the enjoyment I used to get from mapping.
Hmmm
#8621 posted by RickyT33 on 2009/06/12 17:29:29
That's weird man.
Where are you saving it to from Wally?
Drew
#8622 posted by spy on 2009/06/12 18:47:04
try hammer instead, it's pretty same as wc
Aguire's Tool's On Os X!?
#8623 posted by grahf on 2009/06/12 21:29:40
Excuse me, I just came in my pants. Hope you can get it working, Willem.
#8624 posted by JneeraZ on 2009/06/12 21:31:39
It's my project for the weekend so I'll report back!
Buttons
#8625 posted by iloveQuake on 2009/06/13 05:56:05
hey i have a quick quesiton. im making a sewage map and i have a slightly discoloured single brick that i want to make shootable(only once) that will open a secret door. could anybody be kind enough to give me a quick little tutorial on that? :P
Ok
#8626 posted by ijed on 2009/06/13 06:19:56
Make the brick a brush, then make it a button entity and give it a health of 1. The player can't pus it, only damage it, at which point it fires its target - the secret door.
Yeah
#8627 posted by iloveQuake on 2009/06/13 07:00:57
yeah but for some reason it pushes back then comes right back out. i want to make it so it stays 'shot' and dosnt elt the player shoot it again. since it opens a secret door. ive made it a func_button but i see no option to make it 'shootable once only' or anything in that regard
#8628 posted by Spirit on 2009/06/13 07:57:19
wait: -1
Quick Question ...
#8629 posted by Ron on 2009/06/13 10:12:01
The normal "light" entity is not a static entity ?
#8630 posted by negke on 2009/06/13 10:58:59
Normal light ents are only used for lightmap creation (by light.exe) but do nothing in-game. They don't take up any entity slot unless they have a switchable or blinking light style.
#8631 posted by Ron on 2009/06/13 11:13:45
Thanks.
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