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Theothesnopp

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Posts posted by Theothesnopp

  1. when i heard that sound in the end (when he opened the door) i expected too see thoose creepy twins fom the shining :)

     

     

    AWesOME MAP!

     

    theres no other words for it and it still looks like it will render smooth as butter wow WOW dram if anyone would turn down a job offering fromyou the would be stupid !

     

    really great i cant wait!

  2. Download from the link you put up in this thread. You need to start from there and divide it. The ones I split up are rough - there are parts missing and other errors so when joined together again there may be problems. For instance, leaks I fixed crudely. Some entity errors I just deleted the enitities. I changed ambient lighting as I couldn't see well. Added player starts. I can upload the parts I made if you like though. Maybe you prefer to put them together. Up to you. :)

     

     

    oh yeah i uploaded it here i forgot about that :)

  3. [quote name='swordbreaker' date='Feb 1 2009, 09:12 PM' post='176303'edit:I'm not chinese :ph34r:

    That's what they want you to think. :)

     

    @theothesnopp: Now got AaA working but the dmap took ages for such a small section. I see 'backward triangle' errors - normally not serious but there are quite a lot. I'll be looking for complex patchwork tomorrow.

     

    What pieces of the mission I've played look really good so this must be rescued. Once the bad errors are fixed you can still expect a lot of work fixing the leaks. This is because I think when the errors are discovered it's safer if we go back to the original and fix them there rather than merging this lot back together again.

     

     

    yes, thanks for all the help :)

     

    i do hope this will be playable and stuff when the big problems are finsihed and i have fixed the leaks then i will have a few things to fix first but hopefully not to much ;)

  4. No. :laugh: later though

     

     

    These are just notes to record what I'm doing...

     

    I've deleted a static door handle func_static_45 because it was split badly far out in the void and very difficult to put back together again. I gave up after 10 minutes. It can be retrieved from an earlier save and merge it back is easier.

     

    I've deleted MissionEnd2 - a clip brush which is in the void and I suspect it should be in Part B. I saved it as a temp prefab so hope to import it back later.

     

    I now have part A split in two layers. I have to break for an hour but will continue later.

     

     

     

    so it was something outside the map?

     

    thanks for the help :)

  5. I just looked at the part where you go underground and then into the mansion. I'm sorry to say but it's very messy. You should use bigger grid sizes for the outer brushes keep things tidy and to avoid leaks. After fixing the many leaks I was able to play it a bit. It looks nice but it was too laggy to explore everything.

     

    lol yes its very messy :]

     

    i think next time i make areas im gonna make the outer brushes first (skyboxes and those that you wont see)

     

    it will be easier to vizportal and tidyer :rolleyes::)

     

    i think it sound like a good idea but i dunno ^_^

     

    thanks =)

  6. Remember, if you're struggling you can also upload it and we can take a look at it.

     

    The lesson to be learned is always dmap and test as you go along. If you do half an hour's work then test it and there is an error then you know where to look. If you do three month's work without testing then there are likely to be lots of problems and you don't know where.

     

     

    yep i give up :[

     

    i cant find anything suspicious

     

    sorry for this :/

     

    anyway ill upload here

     

     

    http://www.2shared.com/file/4774130/d50f59...pname_maps.html

     

     

    tempnametesta crashes but tempnametestb just gives a leak so that one seems okay.

  7. Yes, this is the way I would do it.
    • Save the map as eg tempA.map
    • Create a new layer named eg, halfA
    • Find a place somewhere in the middle that is easiest to split
    • Shift LMB drag the mouse over one half to highlight it
    • RMB in orthoview and select move to layer halfA
    • Save
    • Save again as tempB.map
    • Select halfA layer and delete it
    • Save
    • reload tempA.map
    • Select default layer and delete it.
    • Save
    • You now have two maps
    • Look at the place where you split it and block it off roughly with cork to seal it.
    • Do the same with tempB.map
    • dmap them separately and test
    • if any half gives major error repeat for that half
    • if any half gives different error, eg, leak, then deal with that separately
    • When all halves are fixed then merge maps back together and remove temp caulk blocks

     

     

    okey ill get oj with thjat now then :) thanks

  8. What Fidcal means is split your map into two areas. For each of them, take it into a new file, close up the gaps with the void and test it. Then probably the error appears in only one of those two new maps. If you repeat this you can find the source of the error. If the error happens in both new maps, you're unlucky :P .

     

     

    okay tha will have to be tommorow then, its so lpate now :]

  9. Node without a volume usually means there is an entity with it's origin in the void. Although I can't see the usual leaked message that accompanies it and it shouldn't cause a crash to desktop, so maybe it's something else.

     

    Sometimes if you try to delete entities they remain somehow without a model. To find them look in the entity list and search for entities without a model (that means they don't have a + next to it).

     

     

    i couldnt find anything suspicious all the ones i found withoout the [+] were lights

  10. Node without a volume usually means there is an entity with it's origin in the void. Although I can't see the usual leaked message that accompanies it and it shouldn't cause a crash to desktop, so maybe it's something else.

     

    Sometimes if you try to delete entities they remain somehow without a model. To find them look in the entity list and search for entities without a model (that means they don't have a + next to it).

     

     

    okay thanks :]

  11. My map is almost done now, i was dmaping it to check for leaks and i left for a while and when i came back i got this blue and gray box on my desctop.

     

    since i dfont know what part in the text is neccesary im gonna put it all up here

     

    so you can tell me whats wrong, i hope :)

     

    DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51
    
    3400 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
    
    1946158080 MB System Memory
    
    128 MB Video Memory
    
    Winsock Initialized
    
    Found interface: {2CB524CD-6008-486D-B8AD-7614F75DC77A} SiS191 Ethernet Controller - 192.168.0.105/255.255.255.0
    
    Sys_InitNetworking: adding loopback interface
    
    doom using MMX & SSE & SSE2 & SSE3 for SIMD processing
    
    enabled Flush-To-Zero mode
    
    enabled Denormals-Are-Zero mode
    
    ------ Initializing File System ------
    
    Loaded pk4 D:\GAMES\Doom3\base\game00.pk4 with checksum 0xf07eb555
    
    Loaded pk4 D:\GAMES\Doom3\base\game01.pk4 with checksum 0x51c6981f
    
    Loaded pk4 D:\GAMES\Doom3\base\game02.pk4 with checksum 0xf3ec6f7
    
    Loaded pk4 D:\GAMES\Doom3\base\game03.pk4 with checksum 0x5d4230ea
    
    Loaded pk4 D:\GAMES\Doom3\base\pak000.pk4 with checksum 0x28d208f1
    
    Loaded pk4 D:\GAMES\Doom3\base\pak001.pk4 with checksum 0x40244be0
    
    Loaded pk4 D:\GAMES\Doom3\base\pak002.pk4 with checksum 0xc51ecdcd
    
    Loaded pk4 D:\GAMES\Doom3\base\pak003.pk4 with checksum 0xcd79d028
    
    Loaded pk4 D:\GAMES\Doom3\base\pak004.pk4 with checksum 0x765e4f8b
    
    Loaded pk4 D:\GAMES\Doom3\base\pak005.pk4 with checksum 0x8ffc3621
    
    Loaded pk4 D:\GAMES\Doom3\base\pak006.pk4 with checksum 0x95b65ab
    
    Loaded pk4 D:\GAMES\Doom3\base\pak007.pk4 with checksum 0x666bdb3c
    
    Loaded pk4 D:\GAMES\Doom3\base\pak008.pk4 with checksum 0x23ae5993
    
    Loaded pk4 D:\GAMES\Doom3\saintlucia\darkmod.pk4 with checksum 0x7b9e8595
    
    Loaded pk4 D:\GAMES\Doom3\saintlucia\game01-base.pk4 with checksum 0xce1c6ede
    
    Loaded pk4 D:\GAMES\Doom3\saintlucia\saintlucia.pk4 with checksum 0xeb443702
    
    Current search path:
    
    D:\GAMES\Doom3/saintlucia
    
    D:\GAMES\Doom3\saintlucia\saintlucia.pk4 (9 files)
    
    D:\GAMES\Doom3\saintlucia\game01-base.pk4 (2 files)
    
    D:\GAMES\Doom3\saintlucia\darkmod.pk4 (2 files)
    
    D:\GAMES\Doom3/base
    
    D:\GAMES\Doom3\base\pak008.pk4 (3 files)
    
    D:\GAMES\Doom3\base\pak007.pk4 (38 files)
    
    D:\GAMES\Doom3\base\pak006.pk4 (48 files)
    
    D:\GAMES\Doom3\base\pak005.pk4 (63 files)
    
    D:\GAMES\Doom3\base\pak004.pk4 (5137 files)
    
    D:\GAMES\Doom3\base\pak003.pk4 (4676 files)
    
    D:\GAMES\Doom3\base\pak002.pk4 (6120 files)
    
    D:\GAMES\Doom3\base\pak001.pk4 (8972 files)
    
    D:\GAMES\Doom3\base\pak000.pk4 (2698 files)
    
    D:\GAMES\Doom3\base\game03.pk4 (2 files)
    
    D:\GAMES\Doom3\base\game02.pk4 (2 files)
    
    D:\GAMES\Doom3\base\game01.pk4 (2 files)
    
    D:\GAMES\Doom3\base\game00.pk4 (2 files)
    
    game DLL: 0x0 in pak: 0x0
    
    Addon pk4s:
    
    file system initialized.
    
    --------------------------------------
    
    ----- Initializing Decls -----
    
    ------------------------------
    
    ------- Initializing renderSystem --------
    
    using ARB renderSystem
    
    renderSystem initialized.
    
    --------------------------------------
    
    5169 strings read from strings/english.lang
    
    Couldn't open journal files
    
    execing editor.cfg
    
    execing default.cfg
    
    execing DoomConfig.cfg
    
    couldn't exec autoexec.cfg
    
    5169 strings read from strings/english.lang
    
    ----- Initializing Sound System ------
    
    sound system initialized.
    
    --------------------------------------
    
    ----- R_InitOpenGL -----
    
    Initializing OpenGL subsystem
    
    ...registered window class
    
    ...registered fake window class
    
    ...initializing QGL
    
    ...calling LoadLibrary( 'opengl32' ): succeeded
    
    ...calling CDS: ok
    
    ...created window @ 0,0 (1152x864)
    
    Initializing OpenGL driver
    
    ...getting DC: succeeded
    
    ...PIXELFORMAT 2 selected
    
    ...creating GL context: succeeded
    
    ...making context current: succeeded
    
    
    
    ------- Input Initialization -------
    
    Initializing DirectInput...
    
    mouse: DirectInput initialized.
    
    keyboard: DirectInput initialized.
    
    ------------------------------------
    
    sound: STEREO
    
    ...using GL_ARB_multitexture
    
    ...using GL_ARB_texture_env_combine
    
    ...using GL_ARB_texture_cube_map
    
    ...using GL_ARB_texture_env_dot3
    
    ...using GL_ARB_texture_env_add
    
    ...using GL_ARB_texture_non_power_of_two
    
    ...using GL_ARB_texture_compression
    
    ...using GL_EXT_texture_compression_s3tc
    
    ...using GL_EXT_texture_filter_anisotropic
    
    maxTextureAnisotropy: 16.000000
    
    ...using GL_1.4_texture_lod_bias
    
    X..GL_EXT_shared_texture_palette not found
    
    ...using GL_EXT_texture3D
    
    ...using GL_EXT_stencil_wrap
    
    X..GL_NV_register_combiners not found
    
    X..GL_EXT_stencil_two_side not found
    
    ...using GL_ATI_separate_stencil
    
    ...using GL_ATI_fragment_shader
    
    ...using GL_ARB_vertex_buffer_object
    
    ...using GL_ARB_vertex_program
    
    ...using GL_ARB_fragment_program
    
    X..EXT_depth_bounds_test not found
    
    ---------- R_NV20_Init ----------
    
    Not available.
    
    ----------- R200_Init -----------
    
    GL_NUM_FRAGMENT_REGISTERS_ATI: 6
    
    GL_NUM_FRAGMENT_CONSTANTS_ATI: 8
    
    GL_NUM_PASSES_ATI: 2
    
    GL_NUM_INSTRUCTIONS_PER_PASS_ATI: 8
    
    GL_NUM_INSTRUCTIONS_TOTAL_ATI: 16
    
    GL_COLOR_ALPHA_PAIRING_ATI: 1
    
    GL_NUM_LOOPBACK_COMPONENTS_ATI: 3
    
    GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI
    : 3
    
    FPROG_FAST_PATH
    
    ---------------------
    
    ---------- R_ARB2_Init ----------
    
    Available.
    
    ---------------------------------
    
    ----- R_ReloadARBPrograms -----
    
    glprogs/test.vfp
    
    glprogs/test.vfp
    
    glprogs/interaction.vfp
    
    glprogs/interaction.vfp
    
    glprogs/bumpyEnvironment.vfp
    
    glprogs/bumpyEnvironment.vfp
    
    glprogs/ambientLight.vfp
    
    glprogs/ambientLight.vfp
    
    glprogs/shadow.vp
    
    glprogs/R200_interaction.vp
    
    glprogs/nv20_bumpAndLight.vp
    
    glprogs/nv20_diffuseColor.vp
    
    glprogs/nv20_specularColor.vp
    
    glprogs/nv20_diffuseAndSpecularColor.vp
    
    glprogs/environment.vfp
    
    glprogs/environment.vfp
    
    glprogs/arbVP_glasswarp.txt: File not found
    
    glprogs/arbFP_glasswarp.txt: File not found
    
    -------------------------------
    
    using ARB_vertex_buffer_object memory
    
    using ARB2 renderSystem
    
    found DLL in pak file: D:\GAMES\Doom3\saintlucia\darkmod.pk4/gamex86.dll
    
    copy gamex86.dll to D:\GAMES\Doom3\saintlucia\gamex86.dll
    
    game using MMX & SSE & SSE2 & SSE3 for SIMD processing
    
    enabled Flush-To-Zero mode
    
    enabled Denormals-Are-Zero mode
    
    --------- Initializing Game ----------
    
    gamename: The Dark Mod
    
    gamedate: Oct 18 2008
    
    Initializing event system
    
    ...714 event definitions
    
    Initializing class hierarchy
    
    ...173 classes, 351288 bytes for event callbacks
    
    Initializing scripts
    
    Compiled 'monster_zombie_base::can_resurrect': 2624.2 ms
    
    ---------- Compile stats ----------
    
    
    
    Memory usage:
    
    Strings: 38, 4560 bytes
    
    Statements: 20296, 405920 bytes
    
    Functions: 1152, 120108 bytes
    
    Variables: 76824 bytes
    
    Mem used: 1089552 bytes
    
    Static data: 2277552 bytes
    
    Allocated: 2792524 bytes
    
    Thread size: 7068 bytes
    
    
    
    ...9 aas types
    
    game initialized.
    
    --------------------------------------
    
    Parsing material files
    
    -------- Initializing Session --------
    
    WARNING: Couldn't load sound 'sound.wav' using default
    
    session initialized
    
    --------------------------------------
    
    --- Common Initialization Complete ---
    
    ------------- Warnings ---------------
    
    during DOOM 3 initialization...
    
    WARNING: Couldn't load sound 'sound.wav' using default
    
    1 warnings
    
    ]dmap tempname.map
    
    ---- dmap ----
    
    --- LoadDMapFile ---
    
    loading maps/tempname
    
    WARNING: Couldn't load cube image: env/skyboxes/skybox_ocean/ocean
    
    glprogs/fresnel.vfp
    
    glprogs/fresnel.vfp
    
    WARNING: Couldn't load image: textures/darkmod/stone/brick/interlocking_angled_darkgrey
    
    glprogs/heatHaze.vfp
    
    glprogs/heatHaze.vfp
    
    glprogs/heatHazeWithMask.vfp
    
    glprogs/heatHazeWithMask.vfp
    
    5895 total world brushes
    
    518 total world triSurfs
    
    619 patches
    
    819 entities
    
    33754 planes
    
    111 areaportals
    
    size: 40,-6672, 1953 to 11641, 2242, 3555
    
    ############### entity 0 ###############
    
    --- FaceBSP ---
    
    34460 faces
    
    218347 leafs
    
    20.3 seconds faceBsp
    
    ----- MakeTreePortals -----
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    WARNING: node without a volume
    
    ----- FilterBrushesIntoTree -----
    
    20 20 1152 864
    
    Regenerated world, staticAllocCount = 0.
    
    --------- Game Map Shutdown ----------
    
    --------------------------------------
    
    Shutting down sound hardware
    
    idRenderSystem::Shutdown()
    
    Shutting down OpenGL subsystem
    
    ...wglMakeCurrent( NULL, NULL ): success
    
    ...deleting GL context: success
    
    ...releasing DC: success
    
    ...destroying window
    
    ...shutting down QGL
    
    ...unloading OpenGL DLL
    
    ------------ Game Shutdown -----------
    
    --------- Game Map Shutdown ----------
    
    --------------------------------------
    
    Shutdown event system
    
    --------------------------------------
    
    malloc failure for 65512

     

     

    cuz i dont have any idea what happend :/

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