Basically, after continuing working on a map, I has been struck with a problem:
[IMG]http://i565.photobucket.com/albums/ss98/gufu1992b/well.png[/IMG]
Notes:
I have been able to compile and play the map before.
I have saved the map under a different name to find the problem:
- I removed all entities but the info_player_start. ALL OF THEM.
- Piece by piece I was cutting away pieces of the map. Error persists.
- The hammer finds no errors.
- I textured everything the same texture that I am sure, is working.
- I enclosed it all in a hollow box.
The only error during the compilation is:
[CODE]"Entity info_player_start (512.00 -1060.00 88.00) leaked!"[/CODE]
Fixing the leak does nothing.
So yeah, I pretty much cut the map up to a single room, and the error persists.
What could be causing this?
did you move your entire grid recently?
[QUOTE=gufu;21416697]
- I enclosed it all in a hollow box.[/QUOTE]
Remove the hollow box and use the cordon tool instead and see if it makes a difference.
[QUOTE=HighdefGE;21417011]Remove the hollow box and use the cordon tool instead and see if it makes a difference.[/QUOTE]
Nope, still crashes.
[QUOTE=Don Punch;21416974]did you move your entire grid recently?[/QUOTE]
If you mean moving all objects by the grid, then no.
Try creating another map (could be a small room with entities) in a separate .vmf and compile again and launching the map via the game.
Alright, here is an interesting note. When I simple "Save As" the map under a different name, the errors persist. However, if I am to select every entity, and then paste it in a new map, the errors does not occur.
But since that throws the entire damn map off the grid, is there a way to fix the original?
Hm, post the whole compile log in [noparse][code][/code][/noparse] tags.
Well you have a leak which is causing portal errors. That might be why. The leak is being referenced at here: 516.20 -1184.02 -78.00
Go to View > Go to coordinates, plug those numbers in, and find out what's causing the leak.
But then again, I thought you cordoned your map. Did you toggle it?
Sorry, I threw in wrong code. Updated to the real one (The current one-room version).
[QUOTE=gufu;21417459]Sorry, I threw in wrong code. Updated to the real one (The current one-room version).[/QUOTE]
I didn't spot anything suspicious in the compile log. Would you PM me the .vmf if that's possible?
select everything in the map, and zoon all the way out in all perspectives.
you may have an ent origin outside of your skybox. it will just be a tiny circle.
There is no skybox, it's an enclosed level. I used select all - no out of bounds objects are present.
Hmm... It could be your lightmaps. Raise them on faces that wont need sharp shadows.
There is nothing related to lighting on the level, nor did I mess around with lightmaps at all. So yeah, all fullbright.
[QUOTE=gufu;21418673]There is nothing related to lighting on the level, nor did I mess around with lightmaps at all. So yeah, all fullbright.[/QUOTE]
Have you fixed the overlapping brushes yet, despite the PM's you replied back to me?
[QUOTE=HighdefGE;21418701]Have you fixed the overlapping brushes yet, despite the PM's you replied back to me?[/QUOTE]
Yes. No difference, still crashes.
Would you mind PMing me the .vmf so I can take a look at it?
[URL="http://www.mediafire.com/?iyvzoldyonr"]Here they are.[/URL]
Obviously the player should start in ground floor and then move on to dont stopfiring.
It also appears that the error originates from the level transition, but does not disappear once the related brushes and entities are removed.
Is "dontstopfiring" the one that crashes? Cause thats what I'm getting.
[editline]11:53PM[/editline]
It could be because you have an opened map...
Actually, all maps are crashing on start.
Groundfloor went fine for me, but dontstopfiring is crashing on start for me.
Very strange. Thank you for such surprising information.
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