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Dr Killed My Map!


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@bob: Thanks for the PK4, the isolated .map file would have been enough, but that's ok as well.

 

Yes, there is a bogus patch in the .map file with vertices set to infinite coordinates. DoomEdit doesn't like this, obviously.

 

We could circumvent such problems perhaps if DarkRadiant emits a warning during the map saving process (like "Invalid Patch Vertices found. Correct? Yes. No.").

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Ugh, definitely not a popup question dialog. You are right that some better handling is necessary, such as detecting infinities and replacing them with a valid number during map save. Even better would be to figure out where the infinities are coming from and try to avoid producing them, but this may be impossible.

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As did I. Tonight I put up a facade wall which included a bevel patch and inverted bevel endcap. I rotated it as well, to create the other side of the arch. I used the texturing hotkeys to texture it - I think first I hit shift-MMB, got the warning, then clicked ctrl-MMB. I assume any of those could be important steps.

 

End result on trying to reload the map a few hours later: fails to load with 'Brush 8, parse error'. I've got a case of the #INFs (126 surfaces in total).

 

// primitive 8
{
patchDef2
{
"textures/darkmod/city/wall/brick_dark"
( 3 3 0 0 0 )
(
( ( 136 -448 164 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -480 188 1.#INF -1.#INF ) )
( ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) )
( ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) ( 136 -456 188 1.#INF -1.#INF ) )
)
}
}

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