GtkRadiant 1.5.0 build mode and limbo crash questions


(Dead-Eye) #1

Introductions aside, I’ll get straight to the point;

Ive made a simple box room before and was able to test it out.

Now, however, whenever I press L in-game, it crashes. I can fly around as a spectator but cannot spawn.

Which is the correct Build mode to use to test my map out?

And what is the problem that I’m having and how do I fix it? (its a long shot I know :lol: )

I’m using the latest version of Radiant, 1.5.0

I use player_deathmatch as the spawn.

Heres the build menu list:

And here are the files that are in my /map folder:

Also, I would be grateful if someone could give me a download link to version 1.4 of Radiant since I hear it is more stable that the current release.

If you require more info, ask!

Thank you!


(Flippy) #2

Try adding a “team_CTF_bluespawn” (or redspawn) and a “team_WOLF_objective” entity together with the existing “info_player_deathmatch”.
It will probably work then.

You can also try setting the mapcoordsmins/maxs, but not setting those will probably not solve your problem, atleast not if you are using the 2.60 ET patch.


(Dead-Eye) #3

Did both of those but still crashes when I try to open limbo.

I’ll re-install wolf and Radiant and see what happens.

:?


(murka) #4

that crash is because you have no commandmap(tracemap?) in ET 2.55 update to 2.60


([Cerberus]) #5

Make sure you have the proper Mapcoordsmaxs/mins, you might have place them backwards.


(Dead-Eye) #6

No, I’m using version 1:

[Version Info]
ExtVersion=1.0
IntVersion=79
Language=1
Branch=0.0
QA=2693

What about those coordinates? Where do I change those?

[EDIT]
Yeah, I’ve found another thread similar to my one and I’m pretty sure that the mapcoordsmins/maxs will make it work, but I dont know where to enter them.


(Shaderman) #7

There’s a plugin to set the coords. Just go to plugins --> Sunplug…


(aaa3) #8

my radiant shipped total plugin free. (?) (-__-) (:()

but so far, i used 2 methods to do that.

  1. open entity inspektor, (press N). scroll to the bottom. click to worldspawn entity. fill the above fields: key: map{no s}coordsmins (and -maxs) (mapcoordsmins). i mistyped it in my first box map so many times… it caused me the whole night to search the net and debug it until i get it to dont freeze.)

the values… look to ur map from up to down. its the best if top left corner is very close or exactly 0,0. (or -64, 64.) requirements: a./the map coords must be square. b./u must give some 64 units larger coords than the actual. for safety.


I _____ I
I I____I I
I______I

the bottom right corner… search the bottom right corner of ur map, and then if side a is bigger than side b, then use some numbers like side a, and vice versa. (like this.: the actual numbers are 1400, -400. then u need 1464, -1464. or like this. if u use -64, 64 in top left. but whatever is more familiar to u , u can switch them or can use any other conventions for yourself.)

  1. gather the needed numbers the same way. then write them down to somewhere, open manually your *.map file with notepad and there u will find in the very top of it and entity 0 or worldspawn. there u simply fill it.

(before u do so, open some small maps from others and learn the correct syntax and beware to the syntax!)

p.s.: i use in test box maps an info_player_deatmatch, and a red and a blue spawn. thats all, no objective nor anything else. (and a light, ofc xD)


(-SSF-Sage) #9

I never needed team_ctf_xspawn for getting in! It will just spawn to the info_player_deatmatch. And Mapcoords are the last thing to do with the map… :S. You can compile just with single bsp meta. Don’t know the reason for the prob though.


(.Chris.) #10

Thats like the longest and most unnecessary way of enter map coords I ever heard of :smiley:

The non plugin way of doing it would be: http://www.wolfensteinx.com/surface/tutorials/et_getting_started.html

Point 6 explains all.

But yeah sunplug the way to go, latest 1.5 has it.


(Miki) #11

This has nothing to do whit the command map, I think, since I am making a map. For a long time, i only use Devmap, and there i didnt have a commandmap, just a BSP file. Your command map then just looks like the good know “black/orange” boxes.

I am using Radiant 1.5 and my commandmaps works, and the map to…

Even if your mapcoords don’t fit, it shouldt be a problem. But if you think that’s the problem, then try this

goto

Radiant -> [u]P[/u]lugins. -> SunPlug -> ET map coordinator -> Get optimal map coords -> set -> compile your map and try again. 

The idea of updating your ET from 2.55 to 2.60 can work, and you should better do it, if you are still running 2.55…


(Dead-Eye) #12

Yippee! Got it to work, It was the co-ords after all.

Thank you!


(Miki) #13

you should mention how it came, that if (IF) people use the “search” function, that they know what the problem was ;). i gues that it was SunPlug that did it. It did it for me to, i made my command map today xD


(Dead-Eye) #14

Cool, I’m in the process of making a graphic-intensive ‘fun’ map to show what the quake engine and ET itself is capable of.

Also, thanks for the prompt replies guys, I though I’d have to wait a week!

-Dead-eye