Re: game_texts at a levels beginning causing crashes
Posted by Vash on
Fri Nov 21st 2003 at 3:00am
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Try delaying the MM by 1 second, so it gives it more time to load.
Re: game_texts at a levels beginning causing crashes
Posted by fizscy46 on
Fri Nov 21st 2003 at 3:26am
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Nope. I set the trigger_auto not to act for 2 seconds (and adjusted the multimanager times accordingly)
Still does it
Re: game_texts at a levels beginning causing crashes
Posted by Vash on
Fri Nov 21st 2003 at 4:28am
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Try the following:
1)Select all > Cut > New Map > Paste > Save as a different name
2)Try re:making all entites that are causing problems (IE: MM's, GameText's)
Re: game_texts at a levels beginning causing crashes
Posted by Gollum on
Fri Nov 21st 2003 at 11:15am
Posted
2003-11-21 11:15am
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That's very odd. Whenever I get an odd error like this, I backtrack to see what's changed; that way I can isolate the problem. You need to revert to an older version of the map that was stable, and then work out what went wrong.
As a first step, try deleting your entire text setup and compiling the map. You will then know whether the text setup is responsible for crashing the map.
Re: game_texts at a levels beginning causing crashes
Posted by DocRock on
Fri Nov 21st 2003 at 1:29pm
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It would be my wager that the game_text is not involved at all in the crashing of the game.
Look at the things you built before the game_text was put in. Consider all the things you built between the time of last compile and the game_text crash.
Re: game_texts at a levels beginning causing crashes
Posted by Orpheus on
Sat Nov 22nd 2003 at 1:29am
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these answers will revert back to green.. please post answers AS possible answers.
even off handed comments could be correct responces.
thanx guys.
Re: game_texts at a levels beginning causing crashes
Posted by fizscy46 on
Sat Nov 22nd 2003 at 3:56am
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It is the game texts, that I know. By making the multimanager trigger a wall toggle or something, it won't crash.
I've tried remaking the whole thing. It just doesn't like being auto triggered. Other than the way I did it (below), the only other thing I can do is check out how the halflife one is done.
So I just hooked a bunch of trigger_once targetting the texts, and spaced them about 3 seconds apart along the train route, and it looks purdy.
Rather than post a brand new thread and take up space, I will just add a new question on the same map. This concerns the -nowadtextures parameter... Namely, where do you put it to activate it. Same with full vis and such. I've tried it in the 'Additional Game Parameters' in normal mode, no go. I searched on the web, and all the tutorials are copies of the vlatitude one that simply state what commands do what, not where to put them in.
Oh, and Orpheus, the ejoop forums are all screwed up. It giving PHP VB errors on (I think) line 317
Re: game_texts at a levels beginning causing crashes
Posted by Jinx on
Sat Nov 22nd 2003 at 5:27am
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is there any overlap with the game_texts where there are supposed to be two different messages in the same channel? maybe that would cause a crash.
hlcsg.exe is what you need to add the -nowadtextures to. hlvis.exe is what you add the -full to. and you might want to add -extra to hlrad.exe.
I use batch files to compile... I'm not sure what compiler you use, so I dunno how to tell you to add them.
Re: game_texts at a levels beginning causing crashes
Posted by fizscy46 on
Sat Nov 22nd 2003 at 6:42am
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Thanks for the info, I run ZHLT
As for the overlap, as such, it would not crash until the 4th text activates again on the 1st channel, but by then, text 1 is done. And when a text comes on the same channel when 1 is already on, it simply clears the first one
Re: game_texts at a levels beginning causing crashes
Posted by Hornpipe2 on
Sat Nov 22nd 2003 at 5:45pm
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I thought -nowadtextures was deprecated, and you were supposed to use -wadinclude now?
Re: game_texts at a levels beginning causing crashes
Posted by Orpheus on
Sat Nov 22nd 2003 at 6:11pm
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someplace, jinxy went into a detailed explaination of the pro's/con's of the "nowadtexture" and the "wadinclude" commands..
there seems to be benefits to each.
i used wadinclude. if i remember correctly, it has something to do with writing smaller batch file lines with the now add..
Re: game_texts at a levels beginning causing crashes
Posted by Jinx on
Sat Nov 22nd 2003 at 9:46pm
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-nowadtextures includes all used textures into the bsp. this is bad if you are using many default hl/mod textures, since it will make your bsp needlessly larger. however, if you use mostly custom textures like I do, you might as well use it.
the main reason I like it is that I tend to have a ton of wads loaded in Hammer, and swap them around all the time when I'm working on different maps. a .map extracted from Hammer will require ALL the wads that happen to be loaded in Hammer at the time of extraction, regardless of whether it used textures from them. basically, keeping track of which wads to -wadinclude becomes a royal pain in my ass. but if I just add -nowadtextures to my compiles, I never have to worry about it at all.
so, despite what the documentation says, -nowadtextures is far from obsolete.
pant pant that about cover it? :biggrin:
Re: game_texts at a levels beginning causing crashes
Posted by fizscy46 on
Mon Dec 1st 2003 at 2:35am
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I said that it was doing the same type of thing that happens when an entity at a leaks source is triggered.
Re: game_texts at a levels beginning causing crashes
Posted by Gollum on
Mon Dec 1st 2003 at 1:40pm
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Given that the problem has not been solved, I think it's time for you to post your compile log.