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Newbie DarkRadiant Questions


demagogue

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Only time I've had that issue, was when 2 patches were overlapping on same plane. It doesn't happen always, but if you've been using them since last time it worked, it could be it.

Hm I did actually notice a few patches that were overlapping I will try to get those sorted as my first troubleshooting thing. Thanks for the heads up :)

 

 

darkmod/Darkmod.log

I thought that but all it says is...

[game\DarkModGlobals.cpp ( 362):INI (INIT) FR:    0] LogFile created at 2013.07.26 01:01:35
[game\DarkModGlobals.cpp ( 365):INI (INIT) FR:    0] DLL compiled on Oct 17 2012 16:13:22
[game\DarkModGlobals.cpp ( 367):INI (INIT) FR:    0] The Dark Mod 1.08, code revision 5574
[game\DarkModGlobals.cpp ( 406):FRC (FORCE) FR:    0] LogBegin: 0
[game\DarkModGlobals.cpp ( 406):FRC (FORCE) FR:    0] LogEnd: 0
[game\DarkModGlobals.cpp ( 406):FRC (FORCE) FR:    0] LogInfo: 0
[game\DarkModGlobals.cpp ( 406):FRC (FORCE) FR:    0] LogDebug: 0
[game\DarkModGlobals.cpp ( 406):FRC (FORCE) FR:    0] LogWarning: 0
[game\DarkModGlobals.cpp ( 406):FRC (FORCE) FR:    0] LogError: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_FRAME: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_SYSTEM: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_MISC: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_FROBBING: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_AI: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_SOUND: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_FUNCTION: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_ENTITY: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_INVENTORY: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_LIGHT: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_WEAPON: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_MATH: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_MOVEMENT: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_STIM_RESPONSE: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_OBJECTIVES: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_DIFFICULTY: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_CONVERSATION: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_MAINMENU: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_LOCKPICK: 0
[game\DarkModGlobals.cpp ( 416):FRC (FORCE) FR:    0] LogClass_AAS: 0

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What you really want is the console output. Someone had posted something about redirecting console output to a file, but that might only have been for Linux.

 

Short of being able to do that, all I can suggest is the "divide your map and conquer" method of tracking down the problem.

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when you fire up TDM, pull down the console and type

 

logfile 2

 

Then run whatever you're going to run.

 

It will create a log named "qconsole.log" in the directory of the currently selected mission (not necessarily the one you are trying to load or dmap).

Edited by Lux
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I'm getting an error after messing around with a model not sure how to fix it.Getting this message when I map the mission.

Any ideas?post-20393-0-46896000-1374852221_thumb.jpg

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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You have made a grammo3 model into a moveable. It has no collision model, so it crashes. Make grammo3 into func_static and it will be fine.

 

If the grammo3 NEEDS to be movable, you need to make a

1) moveable collision bursh (a brush that roughly follows the shape of the grammo and has common/collision texture on it)

2) Make the collision brush into a moveable

3) make a func_static grammo3 model and BIND it to the collision brush.

 

You can analyse my Transaction map. It had some firewood in the abandoned house the player needed to carry to a fireplace. They have this setup. I can't remember it by heart.

Clipper

-The mapper's best friend.

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I deleted the grammo3 model but still getting the error. Thinking It was some where I looked for it in the entity list but nada. I then tried to create all 437 func_statics I could think of and then delete them.

 

Where would the model be in the entity list?

 

Is the coma ' in the error message after 437 something I put there?

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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There is nowhere to type the search. I did find and delete the Func_static_437 model and still got the problem. I done a dump and this looks wrong.

 

[Write AAS]

writing maps\solarescape3.aas_rat

done.

2 seconds to create AAS

------------- Warnings ---------------

during compiling AAS...

WARNING:brush 498 on entity 0 is unbounded( 4972.41 3139.94 753.63 )-( 4981.73 3147.63 773.63 )-( 9.32 7.69 20.00 )

WARNING:brush 515 on entity 0 is unbounded( 4934.85 3117.93 753.63 )-( 4959.92 3164.99 785.63 )-( 25.07 47.07 32.00 )

WARNING:brush 515 on entity 0 is unbounded( 4939.35 3117.93 753.63 )-( 4954.63 3125.30 773.63 )-( 15.28 7.37 20.00 )

WARNING:brush 515 on entity 0 is unbounded( 4939.35 3117.93 773.63 )-( 4977.99 3164.21 785.63 )-( 38.63 46.28 12.00 )

WARNING:brush 515 on entity 0 is unbounded( 4942.60 3117.93 785.63 )-( 4973.38 3159.51 789.63 )-( 30.78 41.58 4.00 )

WARNING:brush 515 on entity 0 is unbounded( 4945.39 3125.30 753.63 )-( 4951.97 3129.73 773.63 )-( 6.58 4.43 20.00 )

WARNING:brush 515 on entity 0 is unbounded( 4945.67 3117.93 773.63 )-( 4973.37 3140.73 781.63 )-( 27.70 22.80 8.00 )

WARNING:brush 515 on entity 0 is unbounded( 4945.67 3117.93 781.63 )-( 4973.37 3140.73 785.63 )-( 27.70 22.80 4.00 )

WARNING:brush 515 on entity 0 is unbounded( 4948.53 3116.20 793.63 )-( 4951.11 3117.93 801.63 )-( 2.58 1.72 8.00 )

9 warnings

 

do you think it could be this.

Edited by Tr00pertj

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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Is there a way to use the coordinates to find the offending entity 0 or brushes?

 

Found the problem and fixed thanks for the help guy's.

Edited by Tr00pertj

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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I removed all the brushes that seem to be overlapping and I still get crashes in Doom. It just gives me an error that reads "Doom has stopped responding" it seems to go through the whole dmap process but after it's done thats when it crashes.

 

I don't know what are the important parts of the log file but the last bit which looks like a summary to me is here:

 

 

30 seconds for dmap

--------- Game Map Shutdown ----------

ModelGenerator memory: No LOD entries.

--------------------------------------

collision data:

46 models

4596 vertices (107 KB)

7713 edges (271 KB)

3121 polygons (217 KB)

665 brushes (90 KB)

1346 nodes (36 KB)

4222 polygon refs (32 KB)

1547 brush refs (12 KB)

3424 internal edges

131 sharp edges

0 contained polygons removed

0 polygons merged

769 KB total memory used

16 msec to load collision data.

-------------------------------------

0 seconds to create collision map

no entities in map that use aas48

=======================================================

no entities in map that use aas96

=======================================================

[brush Load]

565 brushes

[brush Merge]

565 original brushes

 

1

76 brushes merged

1943 brush sides clipped

[brush BSP]

489 brushes

 

46 grid cells

 

0 %

100 %

 

1036 splits

[Portalize BSP]

2073 nodes

 

2073 nodes portalized

[Remove Outside]

611 solid leaf nodes

91 outside leaf nodes

335 inside leaf nodes

[Gravitational Subdivision]

 

1

189 subdivisions

[Merge Portals]

82 portals merged

[Melt Portals]

 

1324 points inserted

[Ledge Subdivision]

 

215 ledges

 

305 subdivisions

[Merge Leaf Nodes]

 

262 leaf nodes merged

[Merge Portals]

778 portals merged

[Melt Portals]

 

1693 points inserted

[store AAS]

 

 

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PM me the map.

 

Have you tried segmenting the map into smaller bits? Half? Then Quarter? etc., trying to isolate the problem area?

 

I figured out what was causing it to crash. It's these cubes I built and for whatever reason they cause the crash

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edit: Grayman I sent you a pm of the map

Edited by TylerVocal
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I often use overlapping brushes for complex geometry, they never caused any problems to me.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Grayman took a look at the map and gave me a few pointers which solved the problem.

 

This is my first time doing an outdoor area and it is obviously a whole different ball of wax compared to indoor buildings. Basically I just needed to convert each of the cube bits into func_static or rather I converted whole walls of them. Then I added a monster clip between the wall and the skybox and voilà problem solved :)

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So I have a bevelled corner which is connected to a footpath however I can't seem to figure out how to fill in the top part of here. I attached a picture of the problem. Is there some super secret squirrel technique to do this?

 

 

 

Z08C7IR.jpg

 

 

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Select the rounded corner bevel path.

 

Click on Patch->Cap Selection, and pick the shape you're working with. In your case, it's already selected for you.

 

Hit Ok and you'll have a cap on both ends of your patch. Delete the lower one. To texture the upper cap, copy the cobblestone texture next to it and paste it to the cap patch.

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Make a bevel patch. Select it.

Patch / cap selection / bevel.

 

You can cap all sort of patches with this: endcaps, cylinders and the like. Pay attention: it caps both ends, so you might need to delete unneeded sides.

Clipper

-The mapper's best friend.

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With my simpleton brain hurting so. Help will be appreciated :wacko:

 

Obsttorte suggested a script:

 

void checkForScepter()

{

if ($player1.heldEntity() == $scepter)

{

sys.trigger($teleporter);

}

}

I can't get it to work, so I think I would prefer to do this with triggers and targets and not scripts because I know nothing about scripting.

 

I have a church and in front of the alter is a holy water pool that the player must stand in with a scepter held in the hands to teleport from.

 

The info_player_teleport is in another place on the map. I want a pause before the teleport happens so a sound can play.

 

I can think of 2 ways to do it but am Having trouble implementing either correctly.

 

Any help would be greatly appreciated.

Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer.

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