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Finding stubborn leak


Springheel

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I know this has come up before but the search function isn't helping me any.

 

I've got a leak in my map, but the pointfile just creates a short read line in the void. I know this usually means there's a model or entity with an origin in the void, but how on earth do I figure out which one? I'm hoping there's some alternative to going through every model and entity manually.

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I think this is the most comprehensive wiki I could find:

 

http://modetwo.net/d...tial_Must-Knows

 

And you fixed this one:

 

http://wiki.thedarkmod.com/index.php?title=Leak

 

:laugh:

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I hate having a sense that I used to know something, but can't remember it or where to find it. :)

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I hate having a sense that I used to know something, but can't remember it or where to find it. smile.gif

 

Im not sure if the Wiki mentions this as I have not read through it all but I use "Show Entity Names" under Preferences/Orthoview in DarkRadiant to find those pesky leaked orgins. In the 2d views the Entity names are displayed at the origin, so If i have a leak and see an entity name in the void I know which entitiy it is and can select it with the entitiy list (Ctrrl+J).

 

Hope that makes sense...

Edited by Caseus_fette
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Then you can enter that name in the entity list in Dark Radiant to select it and adjust or delete it. Also the entity name is normally shown in the doom console - just scroll up a few lines.

 

The entity might be a brush/patch construction where its origin is way outside. It can be dragged back inside the brush/patches using V for vertex mode.

 

I'll add a bit more to the wiki. [edit] Done.

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if you cant find it then a solution is to put a caulk brush around the red line then the origin is no longer in void its in terrain.

 

if its near a chest prefab then it might be the chests frobcontrol, sometimes if you rotate a chest prefab the frobcontrol brush shrinks to a point, and rotates itself out of the chest and into the void, although clicking on items in the chest usually shows that its link to the frobcontrol goes out into the void.

Edited by stumpy
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I found that if you open the pointfile with a texteditor, it will show you exactly the coordinates of the starting point/ending point in space. Then open your map file in a texteditor and search for these coordinates. At least then you know the name of the entity causing the leak.

 

In my cases it usually happens if I merge/split entities (like two patches) and the offending entity was then invisible in DR. I just deleted it via texteditor from my mapfile.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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The one that always gets me is when the origin of an entity is outside the map in the void...:wacko:

 

I used to meet that mighty wandering origin foe often.

 

But now I just select everything and hit "v" to look for strays before I do any more investigation after the initial pointfile. If it's caused by rotating func_static'd brushes/patches you can just drag the stray origin into the bounds without moving the static. If it's a bad model/entity which would be much more rare... well that's a different story.

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