Modified June 7, 1997
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"attribute" is not a field
- console message when starting a level |
An entity has been assigned a field/key that does not exist. Check the most recent entities you have put into the level and make sure that there are no erroneous attributes being set for them. |
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bad surface extent
- crashes to DOS |
This might mean that the MAP was compiled with a texture
wad that did not contain all the correct textures being used during the actual
construction of the MAP. This is probably never a
problem when it's your own MAP. Usually happens when you are
compiling someone else's MAP.
This also may imply that you have a Lava and a Water brush intersecting/touching. This is not allowed. - Greg MacMartin |
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Here is an extract from the MipDip homepage:
One person experienced that MipDip saved a wad with one texture missing an internal name. This made Quake crash with the following message: D_SCALLor: bad cache size 352 when the texture was used in a BSP file compiled from a custom wad. |
Here is an extract from the MipDip homepage:
Workaround: Open the wad file in MipDip, rename the offending texture to something temporary, then rename it again to the name you wish the texture to have. (Example: "sky4" rename "dummy" rename "sky4"). Locating the offending texture may be a bit hard, but it is the one Quake was "going to show you" just when it crashed. In other words, you will not see this texture in Quake. A MipMap texture carries its own name around with it. As you know, QBSP uses wad files that have an "internal" directory. The names in this directory are used by QBSP to determine which MipMaps go on which surfaces. The resulting BSP file uses numbers to reference each MipMap. But, in the wad file, each MipMap also carries it own name - which is "carried" over to the BSP file. This name is used by the Quake engine to determine animation effects. This means, that QBSP and Quake.exe can get different names for each surface. So, if a MipMap is referenced in the WAD file as "*water01", but its internal name is "stone", the MipMap will not get animated as the Wad file reference suggests. In my experience, a totally missing name, meaning a name that starts with #0, will cause Quake to crash with the error message. This may only be a problem for the very few, when things accidentally get messed up. I should also mention that MipDip on one occasion, has managed to mess up the "internal name" on a MipMap - resulting in this problem. However, the error is difficult to locate since only a few people may be aware of the "internal name" stuff. - Mads Dydensborg |
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CLASSNAME
MODEL *4 HOST_ERROR:PR_EXECUTEPROGRAM:NULL FUNCTION Message displayed upon attempting to run a *.bsp file. |
It's basically a classname with no value. Open the problem .MAP file with a
text editor like Wordpad or Notepad, scroll down and find the all the
classnames and their corresponding values. You'll see :
"classname" "light" "classname" "monster_ogre" etc. The PROBLEM is this... "classname" " " The classname has no value. Simply delete the entry and save it. Now, RELOAD the .MAP file... I use Worldcraft, therefore load the .MAP file and not the .RMF file, and you're done. - Marty Howe |
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bonus item fell out of level at xxx, xxx
Sometimes also seen as walkmonster in wall at xxx, xxx, xxx |
Items that you place in a level (i.e., weapons, powerups, etc.) should be placed just above the surface you wish the item to rest on. These objects cannot "float" in mid-air, and will cause these messages when you jump in. - Christian De Meco |
| Write down the coordinates of the item(s) that fell out. Next, go into your editor, and use the corrdinate references of the editor (usually on the status line at the bottom of the screen) to locate the offending items. Try moving them in various directions. Make sure that they are above the surface level of the floor. Also try just moving it around the floor of the level a bit. I've seen this many times appear in places where there should not be a problem, but by playing with it a bit the problem went away. On occasion, deleting the offending item and recreating it in the same location has also worked. - Mike Melzer | |
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Can record a demo while playing 1 or more reaper bots, but
after typing playdemo demoname.dem the console reads
playing demo from demoname.dem and sits there at the command line.... No demo is actually played. Demo file is in appropriate location and looks the same as others. - Mike Burbidge |
If I comment out either the "glass" code, or the secret door code,
the problem is fixed, but I really like both of them in. The door does not open
into (intersect) the glass, and is at least 4-6 units away from the glass in the
opened position. I'm wondering if the glass needs a lot of space around it for
"lip" info or something like that ? I'm still
trying to work this out. Also I've been
able to use as a "dummy" target for glass: info_null, func_wall (which needs a
brush), there might be more, but I tried quite a few things like moving the glass
32 units farther away, in the direction that the door opens. It's weird ! See the
modified screenshot for further clarification.
- Mike Burbidge
Addendum: Using a regular func_door in place of the secret door solved the problem. |
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I've been using WC and I made a fairly simple map. I tried to run it, but it said:
WARNING:brush plane with no normal (I don't have anything complicated like trains or teleporters just a non-functional patio door.) - Lana Peters |
And here is the corresponding solution... |
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Everything compiles fine, generates a .bsp file.
The file is 474KB.
I try to run Quake (in DOS, with nothing else running)
and get
Couldn't spawn server Other maps work fine. - Thomas Topham |
Have you tried putting an info_player_start entity in your map? I remember making my first level, compiling it, and getting that same message. Of course, I had no info_player_start in the level, and I never got to play it because I couldn't figure it out.... - Shawn Allen |
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I've made simple levels w/ BSP and the QuakeEd port v1.2 and compiled them. These
rooms are 6 walls, and a info_player_start. I qbsp
the level, and place it in quake\id1\maps.
When I load Quake w/ -winmem's of 10, 12, and 16
(I never run Quake without them), I get
the following error:
model progs/player.mdl not precached I was told that it was lack of free disk space, so I cleared my Internet browser cache, and went from 25mb to 60mb free. I re-qbsp the level, and still get the error. I've made new levels, the exact same (6walls player start) and continue to get that error. I am frustrated because I never encountered this error before, and nothing I've tried helps. - davidcm |
The only time I have ever seen this error was because the Worldspawn entity was missing in a map file. Try looking at the *.map file in Notepad and make sure the Worldspawn entity is present and properly formatted. - Rodney Burns |
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Editor used: WC and i made a level and it says when I load the map,
Too Many EFRAGS and it says this continuously for a short while but the map runs fine from what I can see. Is this an error that needs to be fixed or what? - Jason Spencer |
I used to get this on my level, it occured when I had lots of brushes (and a 16 sided spike) all within a small radius, and a few light_large_flame_yellow entities in there as well. I VIS'ed the level and the problem went away... - Justin Cunningham |
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Error when starting map in Quake:
total channels = = max channels Would flames or wall torches be considered ambient sounds? I have tons of those. - Chris Williams |
You have way too many sound-emanating entities/objects in an area. Yes, the flames and wall torches all account for individual stereo sounds, and all must be played at once through the soundcard. There is, obviously, a limit to the number of stereo samples that can be played at once, and the chances are you've hit it. - Shawn Allen |
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I recently created quite a large deathmatch level. When QBSP, LIGHT and VIS have finshed, I
run the level in Quake and I recieve the following error message:
Host Error, Too Many Static Enitites Is there a limit to the amount if lights (or all entities) which you can have in any 1 map ? - Ian a.k.a Excel |
According to the Quake C specs, the limit on dynamic entities (i.e. monsters, torches, brush models) is 474, i think. I lost the documentation, so I don't know what the exact number is, but, wow, that map must be pretty damn big... - Shawn Allen |
| When I try to launch my first lesson from export/full option, quake starts up normally , then gives me a can't spawn server error and gives me the control panel for a command. I made sure i had info_player_start on my map as suggested. Any ideas? - Bob Mahonsky | I have seen a couple of different situations that cause this problem. First, make sure that the info_player_start has not been excluded from any skill level. BSP has checkboxes that EXCLUDE an item from a skill level and some people think they have to click on these to INCLUDE it. I don't know if other editors work this way or not. Also, make sure there are no illegal spawnflags on the Worldspawn entity. It's easy to accidentally exclude your Worldspawn from a skill level and then your map won't run when you select that skill level. One other thing, depending on the error message you're getting: make sure you're not trying to run the map in deathmatch with no deathmatch starts present. A lot of people start Quake with the -deathmatch 1 or -listen parameters. If there are no deathmatch starts, you'll get a spawn error. - Rodney "Deadmeat" Burns |