Taken from The QuakeLab: Editing website
http://www.planetquake.com/quakelab/
Used by kind permission of Steve Fukuda

                               [The QuakeLab]
              [Compiling and Editing Problems and Solutions]

            [Editor] [BSP]  [Light] [VIS]  [Startup] [Gameplay]

                            Modified June 7, 1997
|---------------------------------|-------------------------------------------|
|             Problem             |                Solution                   |
|---------------------------------|-------------------------------------------|
|                                 |An entity has been assigned a field/key    |
|"attribute" is not a field       |that does not exist. Check the most        |
|                                 |recent entities you have put into the      |
|- console message when starting a|level and make sure that there are no      |
|level                            |erroneous attributes being set for         |
|                                 |them.                                      |
|---------------------------------|-------------------------------------------|
|                                 |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           |
|bad surface extent               |probably never a problem when it's your    |
|                                 |own MAP. Usually happens when you are      |
|- crashes to DOS                 |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                  |
|---------------------------------|-------------------------------------------|
|                                 |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     |
|Here is an extract from the      |wad files that have an "internal"          |
|MipDip homepage:                 |directory. The names in this directory     |
|                                 |are used by QBSP to determine which        |
|One person experienced that      |MipMaps go on which surfaces. The          |
|MipDip saved a wad with one      |resulting BSP file uses numbers to         |
|texture missing an internal name.|reference each MipMap. But, in the wad     |
|This made Quake crash with the   |file, each MipMap also carries it own      |
|following message:               |name - which is "carried" over to the      |
|                                 |BSP file. This name is used by the         |
|D_SCALLor: bad cache size 352    |Quake engine to determine animation        |
|                                 |effects. This means, that QBSP and         |
|when the texture was used in a   |Quake.exe can get different names for      |
|BSP file compiled from a custom  |each surface. So, if a MipMap is           |
|wad.                             |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                                 |
|---------------------------------|-------------------------------------------|
|                                 |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                        |"classname" "light"                        |
|MODEL *4                         |"classname" "monster_ogre"                 |
|HOST_ERROR:PR_EXECUTEPROGRAM:NULL|etc.                                       |
|                                 |                                           |
|FUNCTION                         |The PROBLEM is this...                     |
|                                 |                                           |
|Message displayed upon attempting|"classname" " "                            |
|to run a *.bsp file.             |                                           |
|                                 |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                  |
|---------------------------------|-------------------------------------------|
|                                 |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          |
|bonus item fell out of level at  |item(s) that fell out. Next, go into       |
|xxx, xxx                         |your editor, and use the corrdinate        |
|                                 |references of the editor (usually on       |
|Sometimes also seen as           |the status line at the bottom of the       |
|                                 |screen) to locate the offending items.     |
|walkmonster in wall at xxx, xxx, |Try moving them in various directions.     |
|xxx                              |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                 |
|---------------------------------|-------------------------------------------|
|                                 |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      |
|Can record a demo while playing 1|least 4-6 units away from the glass in     |
|or more reaper bots, but after   |the opened position. I'm wondering if      |
|typing playdemo demoname.dem the |the glass needs a lot of space around      |
|console reads                    |it for "lip" info or something like        |
|                                 |that ? I'm still trying to work this       |
|playing demo from demoname.dem   |out. Also I've been able to use as a       |
|                                 |"dummy" target for glass: info_null,       |
|and sits there at the command    |func_wall (which needs a brush), there     |
|line.... No demo is actually     |might be more, but I tried quite a few     |
|played. Demo file is in          |things like moving the glass 32 units      |
|appropriate location and looks   |farther away, in the direction that the    |
|the same as others. - Mike       |door opens. It's weird ! See the           |
|Burbidge                         |modified screenshot for further            |
|                                 |clarification. - Mike Burbidge             |
|---------------------------------|-------------------------------------------|
|                                 |Addendum: Using a regular func_door in     |
|                                 |place of the secret door solved the        |
|                                 |problem.                                   |
|                                 |                                           |
|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                           |And here is the corresponding              |
|                                 |solution...                                |
|(I don't have anything           |                                           |
|complicated like trains or       |                                           |
|teleporters just a non-functional|                                           |
|patio door.) - Lana Peters       |                                           |
|---------------------------------|-------------------------------------------|
|Everything compiles fine,        |                                           |
|generates a .bsp file. The file  |Have you tried putting an                  |
|is 474KB. I try to run Quake (in |info_player_start entity in your map? I    |
|DOS, with nothing else running)  |remember making my first level,            |
|and get                          |compiling it, and getting that same        |
|                                 |message. Of course, I had no               |
|Couldn't spawn server            |info_player_start in the level, and I      |
|                                 |never got to play it because I couldn't    |
|Other maps work fine. - Thomas   |figure it out.... - Shawn Allen            |
|Topham                           |                                           |
|---------------------------------|-------------------------------------------|
|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       |The only time I have ever seen this        |
|precached                        |error was because the Worldspawn entity    |
|                                 |was missing in a map file. Try looking     |
|I was told that it was lack of   |at the *.map file in Notepad and make      |
|free disk space, so I cleared my |sure the Worldspawn entity is present      |
|Internet browser cache, and went |and properly formatted. - Rodney Burns     |
|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                          |                                           |
|---------------------------------|-------------------------------------------|
|Editor used: WC and i made a     |                                           |
|level and it says when I load the|                                           |
|map,                             |I used to get this on my level, it         |
|                                 |occured when I had lots of brushes (and    |
|Too Many EFRAGS                  |a 16 sided spike) all within a small       |
|                                 |radius, and a few                          |
|and it says this continuously for|light_large_flame_yellow entities in       |
|a short while but the map runs   |there as well. I VIS'ed the level and      |
|fine from what I can see. Is this|the problem went away... - Justin          |
|an error that needs to be fixed  |Cunningham                                 |
|or what? - Jason Spencer         |                                           |
|---------------------------------|-------------------------------------------|
|Error when starting map in Quake:|You have way too many sound-emanating      |
|                                 |entities/objects in an area. Yes, the      |
|                                 |flames and wall torches all account for    |
|total channels = = max channels  |individual stereo sounds, and all must     |
|                                 |be played at once through the              |
|Would flames or wall torches be  |soundcard. There is, obviously, a limit    |
|considered ambient sounds? I have|to the number of stereo samples that       |
|tons of those. - Chris Williams  |can be played at once, and the chances     |
|                                 |are you've hit it. - Shawn Allen           |
|---------------------------------|-------------------------------------------|
|I recently created quite a large |                                           |
|deathmatch level. When QBSP,     |                                           |
|LIGHT and VIS have finshed, I run|                                           |
|the level in Quake and I recieve |According to the Quake C specs, the        |
|the following error message:     |limit on dynamic entities (i.e.            |
|                                 |monsters, torches, brush models) is        |
|Host Error, Too Many Static      |474, i think. I lost the documentation,    |
|Enitites                         |so I don't know what the exact number      |
|                                 |is, but, wow, that map must be pretty      |
|Is there a limit to the amount if|damn big... - Shawn Allen                  |
|lights (or all entities) which   |                                           |
|you can have in any 1 map ? - Ian|                                           |
|a.k.a Excel                      |                                           |
|---------------------------------|-------------------------------------------|
|                                 |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     |
|When I try to launch my first    |have to click on these to INCLUDE it. I    |
|lesson from export/full option,  |don't know if other editors work this      |
|quake starts up normally , then  |way or not. Also, make sure there are      |
|gives me a can't spawn server    |no illegal spawnflags on the Worldspawn    |
|error and gives me the control   |entity. It's easy to accidentally          |
|panel for a command. I made sure |exclude your Worldspawn from a skill       |
|i had info_player_start on my map|level and then your map won't run when     |
|as suggested. Any ideas? - Bob   |you select that skill level. One other     |
|Mahonsky                         |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                                      |
|---------------------------------|-------------------------------------------|