game_texts at a levels beginning causing crashes

game_texts at a levels beginning causing crashes

Re: game_texts at a levels beginning causing crashes Posted by fizscy46 on Fri Nov 21st 2003 at 2:57am
fizscy46
334 posts
Posted 2003-11-21 2:57am
fizscy46
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
Game text problems

K, got a trigger auto targetting a multi_manager with no delay, and on state. The mm then targets 4 game t4xts in 3 second intervals starting at 5 (5, 8, 11, 14). The 4th targets a 5th

Game_text 1: Name=text1
Message=Fizscy46 Presents...
Channel=1

Game_text 2: Name=text2
Message=A 'Killer' level
Channel=2

Game_text 3: Name=text3
Message='Death to the Government'!
Channel=3

Game_text 4: Name=text4
Target=text5
Message=PART 1:
Channel=1

Game_text 5: Name=text5
Message='Machinery'
Channel=2

All are scan in's except the last which is fade in and out

All have 'Fade in Time' and 'scan time' set to .25

The rest are set to defaults.

Now, the game start (No leaks, or any other error), but after 5 seconds, it preforms an illegal operation. That normally only happens when an entity that is the start point of a leak is triggered

I have uploaded the files with this problem.
A custom lights.rad has been included.
Re: game_texts at a levels beginning causing crashes Posted by Vash on Fri Nov 21st 2003 at 3:00am
Vash
1206 posts
Posted 2003-11-21 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
fizscy46
334 posts
Posted 2003-11-21 3:26am
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
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
Vash
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Posted 2003-11-21 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
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1268 posts
Posted 2003-11-21 11:15am
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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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367 posts
Posted 2003-11-21 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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13860 posts
Posted 2003-11-22 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
fizscy46
334 posts
Posted 2003-11-22 3:56am
fizscy46
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
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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874 posts
Posted 2003-11-22 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
fizscy46
334 posts
Posted 2003-11-22 6:42am
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
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
Hornpipe2
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Posted 2003-11-22 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
Orpheus
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Posted 2003-11-22 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 Cash Car Star on Sat Nov 22nd 2003 at 7:38pm
Cash Car Star
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Posted 2003-11-22 7:38pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
fizscy46 said:
Thanks for the info, I run ZHLT
That's kind of a given. No matter what you use, the work is gonna be done by ZHLT. The question is what program do you use to run ZHLT? You could give the computer instructions to run them manually with a batch file, you could have a downloadable front end that runs them like HLCC, or you could just simply be using a compile from VHE (not recommended).
Re: game_texts at a levels beginning causing crashes Posted by Jinx on Sat Nov 22nd 2003 at 9:46pm
Jinx
874 posts
Posted 2003-11-22 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 scary_jeff on Tue Nov 25th 2003 at 9:16pm
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Posted 2003-11-25 9:16pm
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If you write two different messages to the same text channel, the one that you write second will simply replace the one that you write first.

You aren't making sense though:
Now, the game start (No leaks, or any other error) [...] only happens when an entity that is the start point of a leak is triggered
How can an entity that is the start point of a leak be triggered if there are no leaks?
Re: game_texts at a levels beginning causing crashes Posted by fizscy46 on Mon Dec 1st 2003 at 2:35am
fizscy46
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Posted 2003-12-01 2:35am
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
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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Posted 2003-12-01 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.