map loading question.


(Telmo) #1

is there a log file generated when you load a map? I’ve created a map and when I try to load it with /devmap ET hungs with the “Awaiting challenge…0”

I’ve had this problem before and it was related to the mapcoordsmins/mapcoordsmaxs but I am pretty sure I got those right.

You can see screenshot http://telmo.us/radiant.jpg

while on the mapcoords theme… I’ve looked around and didn’t found answer to this question… is mapcoordsmins X Y or mapscoorsmins Y X ?


(NOP) #2

It’s mapcoordsmins X Y(top left corner in xy view), mapcoordsmaxs X Y(low right corner in xy view)
Your picture link is not working for me but in any case did you do all 3 steps:

/sv_pure 0
/g_gametype 2
/devmap <your map>


(Telmo) #3

yes I did all those steps, btw the map has no leaks and compiles fine the only problem seems to be loading it in the game engine,


(Machine for to kill) #4

I don’t know if you’ve done this already but make sure your map coordinates are a little bigger than the actual size of your map. usually 64 units extra should be enough.

Example say your actual map is a square from x: -1024, y:1024; to x:1024, y:-1024 then in your worldspawn entinty you would put as your
mapcoordmins -1088 1088
mapcoordsmaxs 1088 -1088

so basically extend you real coordinates by 64 units. It has worked for me so hope it works for you.

P.S.
Your map doesn’t need to be a square


(rgoer) #5

But your mapcoordsmins/mapcoordsmaxs does.


(Machine for to kill) #6

Really? So far I’ve never had a problem even though my mapcoordsmins/mapcoordsmaxs are not square. But than again I’ve only done meta compiles so far, never full. So will this become a problem when I do a full compile then?


(SCDS_reyalP) #7

[quote=“Machine for to kill”]

Really? So far I’ve never had a problem even though my mapcoordsmins/mapcoordsmaxs are not square. But than again I’ve only done meta compiles so far, never full. So will this become a problem when I do a full compile then?[/quote]
It needs to be square for tracemap generation, AFAIK.

edit:
Telmo, your problem might be because there are too many .pk3 files in your etmain folder. Deleting some of the campaign files you hav autodownloaded, and possibly moving some custom maps should fix that.

Really, for mapping, you should just have a clean install with no customs in it.

edit #2:
be sure you don’t delete
mp_bin.pk3
pak0.pk3
pak1.pk3
and the ones that come with radiant,
common.pk3 lights.pk3 and maybe a couple whose names I don’t recall :P.


(Moonkey) #8

I had the same problem while converting a RTCW map to ET. It wasn’t the mapcoords, but there was something in the worldspawn that it didn’t like. I’d suggest either deleting keys from your worldspawn 1 by 1, or copy everything over to a new map file and enter your worldspawn keys again.


(JIM_BOB7813) #9

I get this problem too.
I find that loading up an official map, or an already pk3’d map, via “host game” before you devmap the map you want works, although it is annoying.
I’ll try deleting a few map cycle pk3s :skull:


(radiant) #10

Me too have this problem… But I dont know how to fix that :confused: I must reinstall my Windows… :frowning:


(Telmo) #11

I deleted all the campaing pk3 and some downloaded maps and the map is now loading, thanks a lot for the help!!!


(JIM_BOB7813) #12

Yep, same here. All working now :smiley: Thanks for you help! :drink: