The QuakeLab
Compiling and Editing Problems and Solutions
Editor BSP Light VIS Startup Gameplay

Modified June 7, 1997

Problem Solution
Light caused invalid page fault in module at
0000:3b646177
(this value is always the same)

Registers:
EAX=00000009 CS=....... EIP=.... etc. etc.

Bytes at CS:EIP:

Stack dump:
675c3a64 .... etc. etc.


Message displayed when LIGHT crashes after a few completely normal executions of the program. Hardware fault? WIN95 problem?
If a map with a large amount of brushes was compiled with standard QBSP, LIGHT may do this. Workaround: Recompile the map with QBSP256B (see Tools section in The Basics) and re-light. - Shawn Holmes
Works under Windows 3.1, strangely enough. Possibly an incompatible motherboard (?) - Nicholas Lawson
This solution applies to both your averge pf, and the qbsp256's tendency to cause a pf instead of displaying an error message when handling csg or portals, (at least it does this to me - anyone else?)

First: are you running 3dsstudio/netscape/adobe photoshop/psp etc. in the background at the same time your trying to compile your level? Close all open programs then restart your DOS prompt box and try again. If this doesn't work then restart the computer, to clean up memory.

If this doesn't work, then move a brush/brushes in your level a bit, (1 or 2 squares) or just offset part of your geometry a bit. This usually fixes it if the above two things don't work, I have no idea why slight changes in the level fix this sometimes but hey it works!
- George Davison
I'm starting on a level and just started adding lights to the two rooms I have so far. Most of the lights will be spotlights (i.e., targetted), but a few are "normal" lights. After adding about a dozen spotlights and three normal lights, I got this message from Light:

WARNING: too many light styles on a face

I'm assuming this means that the face of some brushes are being illuminated by both a spotlight and a normal light. The question is: why is this bad?
- Robin Hermance-Moore
Basically, it means just what it says. There is apparently a limit to how many different lights can be reflected off of one surface. There are two ways to induce this problem: a) too many lights in one room, or b)having many holes or portals which can allow light from other areas to come in and affect a surface.

I don't know what this limit is...maybe an email to John Carmack mights straighten it out.

I would try to reduce the number of lights in any given room, until it compiles. Or, if it was induced by many holes in walls or ceilings, minimize those.
- Mike Melzer
There are a maximum of four light styles incident on a single surface. All normal lights are the same style, so you can have fifty little lights in the same room and it won't hurt.

Each type of flickering light is a seperate style. Each targetname present on a light (controlled by a switch or trigger) is a separate style. This is likely where the problems occur.
- John Carmack's response to Mike Melzer
The source of the light was a "normal" light entity with brightness of 300; the target was a "normal" light entity with a brightness of 0. Changing the target to a path_corner got rid of the warning.

Note: It turns out that in Worldcraft, a brightness of 0 does NOT mean "cast no light". What it means is "use the current value of the map's default light level variable". As currently implemented, that light remains at the original brightness given to it, regardless of what the default light level is changed to. This is confusing, since it makes it possible to create a light for which you can not determine the brightness (looking at the properties still tells you "0").
- Robin Hermance-Moore
----- LightFaces ----
323 entities read
************ ERROR ************
GetFileSpace: overrun
And the corresponding solution is...