another devmap problem


(isbowhten) #1

i can /map my map without any problems and play it after /map it.

BUT i can not /devmap it ! et closes itself after map loaded. (only loading meter showed that it was completely loaded)
i put wait aommands in every entity’s spawn event if necessary! (e.g. if i have followspline in it -> gives the spline more time to spawn)
but i can’t devmap my map!


(stebbi67) #2

Hi.

It is time to pay for the favor, but I’m not sure why this occurs. You can try to put on some debugging and see if that revels where the problem could be.

Look at these :

http://www.splashdamage.com/forums/showthread.php?t=16218&highlight=%2Fdevmap
http://www.splashdamage.com/forums/showthread.php?t=16778&highlight=%2Fdevmap

Hope this will be of some help.

Stebbi67


(isbowhten) #3

the first thread helped me a little bit, the second did not help me.
will see if i can work it out, thanks


(isbowhten) #4

i was able to devmap it.
on the host server of a friend it doesnt work but at localhost it does…
but that is another topic…
think i will work that out


(dutchmeat) #5

If you want to debug, then start ET using the following parameters:

ET.exe +set g_log “ETServer.log” +set logfile “3” +set g_logsync 1 +set developer 2 +devmap “YourMap”

A new file will be created in your ETMAIN directory, called ‘etconsole.log’, there you will see the errors.


(isbowhten) #6

i found out that the error is created by compiling…
bsp -meta and it works…
vis or light -fast are the reason for the problem i fear :frowning:
i am trying different compiling options to find out but i takes soo mcuh time … i am not ready with it yet


(isbowhten) #7

so here is what i found out…
first it worked then i deleted 4 target_script_triggers (which i did not need anymore) and put 4 targer_push entities ijnstead of them (i needed a scriptname which exists … off course i could use an already existing one cause i have own triggers => no problems… )… i changed NO light … but light compile is the problem that the host goes offline when loaded.

WITHOUT light compile he does NOT go offline…
i also deleted somelights… did not help…
i put the tracemap, the “mapname” folder with the .tga files created by lightcompile, AND the scriptfile off the pk3 (yes i have everything in it, so that mappers could also see my .map file etc…)

so the reason is definetly the light compile…
any ideas??? (i did NOT change something (well i did but After the problem already existed))

perhaps the compiler edited my mapfile??? (i mean something like… wordlspawn has been deleted by radiant.but here it is the compiler’s bad !)


(aaa3) #8

very strange i dont have any idea :(, but r u compiling from radiant? get q3map2build :slight_smile:
(not -toolz, -build is much better lol idk why everybody advicing -toolz)


(isbowhten) #9

i found something out.
i did NOt change any light and did NOT change any portal…
i added target_push which i think do not split the protals…
BUT after makeing everything structural it worked again.