Problem running map after compile


(Erus Nauction) #1

Tool: gtkradiant 1.4
game: Enemy territory
map type: basic testing box
problem: map won’t load

description:

I create the map. basic box 4 sides, 1 top, 1 bottom, from a block that was hollowed.

6 spawns, 3 axis and 3 allies
1 light
2 team_WOLF_objective, 1 axis and 1 allies
1 script_multiplayer

axis team obj properties:
spawnflags 0
description Axis Spawn

allies team obj properties:
spawnflags 1
description Axis Spawn

script_multiplayer properties:
scriptname game_manager

game_manager script:

game_manager
{
spawn
{
setautospawn “Axis Spawn” 0
setautospawn “Allies Spawn” 1
}
}

arena script:

{
map “boxtut1”
longname “Box Tutorial of Death”
type “wolfmp wolfsw wolflms”
timelimit 30
axisRespawnTime 15
alliedRespawnTime 20
lmsbriefing “Boxing Ring”
briefing “Now loading … THE BOX OF DEATH!!!”
axiswintext “The box has been soiled”
alliedwintext “The box is unsullied”
mapposition_x 380
mapposition_y 510
}

i compiled the map with almost every setting there is in the bsp menu. all compile with no errors, no leaks, no problems. when testing the map all result in the game hanging or when running a dedicated server, stops at enable spawning! makes the cpu usage go to 99, and just starts taking up memory. i have tried all 3 server type settings, using ingame host game menu item, using the devmap command, and even a bat file start with exec server.cfg

game runs normal when playing and can run a server with any other pk3 map packs but will not run any that i create.

any ideas? Also, sorry if this is too much or i missed something.


(Ifurita) #2

mapcoordmins and maxs?


(Erus Nauction) #3

here is the worldspawn information

// entity 0
{
“mapcoordsmaxs” “192,-192”
“mapcoordsmins” “-192,192”
“classname” “worldspawn”
// brush 0
{
( 128 128 0 ) ( -128 128 0 ) ( -128 -128 0 ) castle_wall/castle_m03_step_grave_03 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 8 ) ( 128 -128 8 ) ( 128 -128 0 ) castle_wall/castle_m03_step_grave_03 0 0 0 0.500000 0.500000 0 0 0
( 128 -256 8 ) ( 128 0 8 ) ( 128 0 0 ) castle_wall/castle_m03_step_grave_03 0 0 0 0.500000 0.500000 0 0 0
( 128 128 8 ) ( -128 128 8 ) ( -128 128 0 ) castle_wall/castle_m03_step_grave_03 0 0 0 0.500000 0.500000 0 0 0
( -128 128 8 ) ( -128 -128 8 ) ( -128 -128 0 ) castle_wall/castle_m03_step_grave_03 0 0 0 0.500000 0.500000 0 0 0
( -128 128 8 ) ( 128 128 8 ) ( -128 -128 8 ) castle_wall/castle_m03_step_grave_03 0 0 0 0.500000 0.500000 0 0 0
}
// brush 1
{
( -128 -128 128 ) ( -128 128 128 ) ( 128 128 128 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 8 ) ( 128 -128 8 ) ( 128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 -256 8 ) ( 128 0 8 ) ( 128 0 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 128 8 ) ( -128 128 8 ) ( -128 128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 128 8 ) ( -128 -128 8 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 128 120 ) ( -128 -128 120 ) ( 128 128 120 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
}
// brush 2
{
( 128 128 0 ) ( -128 128 0 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 128 ) ( -128 128 128 ) ( 128 128 128 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 8 ) ( 128 -128 8 ) ( 128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 -256 8 ) ( 128 0 8 ) ( 128 0 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 128 8 ) ( -128 -128 8 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 -120 8 ) ( -128 -120 8 ) ( 128 -120 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
}
// brush 3
{
( 128 128 0 ) ( -128 128 0 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 128 ) ( -128 128 128 ) ( 128 128 128 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 8 ) ( 128 -128 8 ) ( 128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 -256 8 ) ( 128 0 8 ) ( 128 0 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 128 8 ) ( -128 128 8 ) ( -128 128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 120 0 8 ) ( 120 -256 8 ) ( 120 0 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
}
// brush 4
{
( 128 128 0 ) ( -128 128 0 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 128 ) ( -128 128 128 ) ( 128 128 128 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 -256 8 ) ( 128 0 8 ) ( 128 0 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 128 8 ) ( -128 128 8 ) ( -128 128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 128 8 ) ( -128 -128 8 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 120 8 ) ( 128 120 8 ) ( -128 120 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
}
// brush 5
{
( 128 128 0 ) ( -128 128 0 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 128 ) ( -128 128 128 ) ( 128 128 128 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 -128 8 ) ( 128 -128 8 ) ( 128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( 128 128 8 ) ( -128 128 8 ) ( -128 128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -128 128 8 ) ( -128 -128 8 ) ( -128 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
( -120 -128 8 ) ( -120 128 8 ) ( -120 -128 0 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 0 0 0
}
}

i hope this is ok and i’m not considered flooding. i figure it is easier to see the maxs,mins, and box size.


(nUllSkillZ) #4


axis team obj properties:
spawnflags 0
description Axis Spawn

allies team obj properties:
spawnflags 1
description Axis Spawn

Twice the description “Axis Spawn”.


(Erus Nauction) #5

actually sorry that is a typo, copy pasted to save typing forgot to change it. actually it is

axis team obj properties:
spawnflags 0
description Axis Spawn

allies team obj properties:
spawnflags 1
description Allies Spawn

also i don’t knwo if this helps but the game freezes at Enable Spawning!


(zl1corvette) #6

you need an info_player_deathmatch or whatever its called


(Erus Nauction) #7

i already have one. it is located in the center of the room


(nUllSkillZ) #8

May be you have too many pk3-files in the directory.


(Erus Nauction) #9

ok, i finally have this down to an area.

it seems that once i add the team_wolf_objective object, the map will not load.


(EB) #10

THE WORLDSPAWN VALUES FOR MAPCOORDSMINS AND MAPCOORDSMAXS should not have commas!!! It is searching for numbers to allocate the map…commas are not recognized—thus confusing the game engine.
just :
key : mapcoordsmins
value : -192 192
like that.

Also…go back to the point you were at in the beggining of this thread and add 2 info_player_intermission ->1 allies - 1 axis.
Now does the .bsp test in devmap mode ?
GoHEREto learn pk3 building
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(Erus Nauction) #11

thank you EB, every tutorial i had seen marked the coords with commas so i was not sure if it was needed.
all is working now, thank you.


(EB) #12

Glad to help…keep up the work and it will all pay off.
:fiesta: