Custom Map crashes at Limbo Menu Activation


(Pande) #1

Well its my first time creating a map for Wolfenstein ET… and so far its been great. Some shader differences between JKA (my usual mapping) and Wolfenstein, but been working around that.

On compiling my map, everything went perfectly, map loaded and warmup began, allowing me to fly around my map in spectator. Then, on pressing L for the limbo menu, everything would freeze and I would have to bring up the task manager to kill the program.

I got all my player spawns and objective flag markers etc and limbo camera done, as well as min and max map coords as according to 2Bit’s tutorial.

Still I get this error (only this map, I have tried devmapping Goldrush under g_gametype 2 and sv_pure 0 as well, and it worked fine), and have been ever since I first started making compiles of this map.

For security reasons I will obviously not post my map file as I have been working on in for the better part of 5 months and don’t want it stolen, although if people like Pazur or other reputable people have any idea what it could be and require the map file, I can trust them and will pm with a wikiupload link.

Thanks for everything!
Pande :wink:


(IndyJones) #2

delete your entities, and import this prefab.

http://www.pythononline.co.uk/et/tutorial/players.zip

i’m sure you have missed something.


(th0rn3) #3

Common mistake done by new people. Just use the SunPlug (radiant 1.5) to enter mapcoords


(Loffy) #4

Yes, sounds like incorrect map coordinates.

Any sneak-peaks (screenshots)?


(isbowhten) #5

no … mapcoords may be wrong… then console says invalid mapcoords but it does not freeze any more.
did ya do
/developer 1
/generatetracemap
???
(btw it is not an entity issue)


(kamikazee) #6

[QUOTE=isbowhten;182050]no … mapcoords may be wrong… then console says invalid mapcoords but it does not freeze any more.[/QUOTE]You are partially right, this does not happen anymore in W:ET 2.60 and higher.

The W:ET installer found on this website is still W:ET 2.56 or similar, so it does happen in that version.

Generating a tracemap is not necessary, it only allows mortars and weather effects to work correctly.


(Pande) #7

Thats exactly what I did, used his players.map file. I was told to enter mapcoordsmins as 0 128 and maxs as 128 0.


(IndyJones) #8

did you remove your old entities? i remember that you used wrong ones before.


(Pande) #9

I don’t wanna remove them ALL… i got a lot of models right now.

but anyway… yes those are the entites im using m sure, but i will replace again


(masterkiller) #10

hi
already got this problem twice and to solved it , i put this key on my worldsawm
mapcoordsmins
mapcoordsmaxs

dont forget “S” at the end of mapcoordsmaxS.

info radiant:
“mapcoordsmins” Top left corner coordinate. Example “-256 256”.
“mapcoordsmaxs” Lower right corner coordinate. Example “256 -256”. Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly.

i hope that help you
Good luck


(Pande) #11

map coords confuse me so much… 2bit told me to just set 0128 and 128 0, while other tell me to measure leaving some sort of room… is it 2d or 3d?


(th0rn3) #12

Its 2d - top left and lower right corners of your map. And remember to add those coords in worldspawn, that means, not in the entity, but in the simple brush.
Just btw: as I said mapcoords are 2d and tracemap is a 3rd dimension (z axis) to your coords…


(Pande) #13

so first i measure min coords… thats at the top left corner? and leave 64 units away from my skybox?

then its max, bottom right, again same thing? and its x first, then y correct?


(th0rn3) #14

Well, Im afraid to lie, since I put those coords manualy long time ago, but I think you’re right, because in maths x always comes first…


(Pande) #15

I am releived to find that the problem has resolved itself after properly setting the coords.

:smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley: :smiley:


(th0rn3) #16

You see, thats easy :slight_smile: . Next time before making a new thread, search the forums, because most of the problems had been solved before :slight_smile: