anyone knows "Parse1DMatrixAppend" error? *SOLVED*


(thore) #1

hi there.

right after q3map2 loads the shaders it stops it’s process, returning an error message i’ve
never seen or even heard of before:


entering scripts/box_phng.shader
entering scripts/box_dp2.shader
************ ERROR ************
Parse1DMatrixAppend(): line 248: ) not found!
Disconnecting

the problem is that neither this forum nor google returns some result when searching
for this error… quite uncommon, doh! bobdev.com and shadowspawn.net (the developers
of q3map2build) have no useful information on their sites. however shadowspawn has a
string catcher for search engines that includes this error message - but there’s no
further explanation on what that error means or how to get rid of it :\

reinstalling q3map2 2.5.16 and q3map2build 1.0 build 25 didn’t help.

what’s that error about? any suggestions?


(Shaderman) #2

line 248: ) not found!

Is there a closing bracket “)” missing in line 248? :eek2:


(thore) #3

never mind.

but where is line 248? i have no shader or script that is 248 lines long and i’m definately not going
to decompile the q3map2(build) executables to search their source code :stuck_out_tongue: in addition this error
occures with every map i try to compile, no matter how complex it is, so i doubt it’s a map
related issue.

i switched back to compile via built-in radiant compile menu… but thus losing dotproduct2 support.
i’ll try a previous version of q3map2 now and will look what happens…

[edit]

downgraded q3map2 to version 2.5.15 and upgraded(reinstalled) VB6 runtimes from sp4
to sp5 (needed by q3map2build).

still no luck. slowly but surely i’m running out of ideas… :frowning:

[update]

following a tip by shaderman i’ve tried using q3map2toolz as a q3map2 frontend… that
one works. this indicates the problem really is caused by the q3map2build executable.

i’ve run through the registry and deleted every q3map2build related entry… still no luck…


(nUllSkillZ) #4

Have you looked in the “box_dp2.shader”?
Could it be that there is a “)” missing in the dotproduct2 vector?


(thore) #5

ouch.

here’s the story:

when writing a new dotproduct shader for testing purposes i copied some part out
of the box_dp2 shader. now somehow i managed to delete a space when
copying certain passages. this turned out to result in

… dotproduct2 ( 0.0 0.0 1.0)

while it was required to be

… dotproduct2 ( 0.0 0.0 1.0 )

putting the space back in and everything is fine. now that took a whole day and some frankfurter
würstchen :smiley: to figure that one out. that makes me keep in mind: don’t just check the shaders you
have modyfied or created from the scratch but even those you have simply touched to have
a look at them or copy some sections.

thank you so much, nullskillz.

i’m gonna leave in shame now :moo:


(nUllSkillZ) #6

Great that you have solved your problem.

I’ve read that the spaces are a must.
I think it has been mentioned in sock’s article.


(sock) #7

I knew they were required for the q3map_tcGen ivector command but I did not realise they are required for the dotproduct2 command as well. Ive updated my terrain article with an amendment on the spaces around the parentheses for dp2.

Good catch thore, Im sorry to hear that is caused so many problems thou. :frowning:

Sock
:moo:


(thore) #8

actually i have understood your article in the way spaces are imperative for both ivector and dotproduct2, so
this wasn’t really the problem. it’s just that i have thought “no, i haven’t changed anyhting in that shader”
thus skipping it when searching the error, since it worked before.

well, there’s always a first time you make a particular mistake… next time it won’t take a whole day to figure it out.
i just wonder why the smallest mistakes always make the biggest trouble :moo: (and whether this is the only way
to produce that error)

thx for condolence :wink:

cheers.