Back to the Vavoom Forum Archives


Forum

[Fixed] Broken Blockmaps

Fri, 16 Aug 2002 12:48:55

roy5050

if (*list < 0 || *list >= level.numlines)<br>  Host_Error("Broken blockmap - line %d", *list);<br>
<br><br>generates an error every time I attempt to warp<br>to map16.<br><br>Map 16 is experementing with Edge/QDoom style rain--I am wondering if having so many objects (1000's) of rain drops may be what is causing this error.<br><br>The level runs fine, albeit slowly, under EDGE.
Sat, 17 Aug 2002 04:23:37

JinnaiGuy

1,000's?  There's got to be a better method for rain <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->  (such as a rain effect strictly focused around the player's viewport; maybe not quite as realistic, BUT saves a whole lot of mess)<br><br><br>As far as I know, however, broken blockmap is an isolated error related to the construction of the map itself... your thousands of sprites sounds like something that would cause a Segmentation Violation or something worse <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 17 Aug 2002 16:48:20

Janis Legzdinsh

1,000's?  There's got to be a better method for rain <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->  (such as a rain effect strictly focused around the player's viewport; maybe not quite as realistic, BUT saves a whole lot of mess)
<br>Vavoom has such a thing - particles.<br><br>
As far as I know, however, broken blockmap is an isolated error related to the construction of the map itself... your thousands of sprites sounds like something that would cause a Segmentation Violation or something worse <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
<br>The size of the blockmap in your map is less than 128k, so it should work. I'll check it out.
Sat, 17 Aug 2002 16:49:51

Janis Legzdinsh

I just realized where's the problem. Your blockmap is larger than 64k, so offsets needs to be threated as unsigneds in order to work properly.
Sat, 24 Aug 2002 15:37:17

roy5050

I tryed to make the blockmaps unsigned<br>and now I have "ghost" mode I can clip<br>thru walls and can't pick up items even with<br>out using the "noclip" command/cheat<br><br>Is it only the ints that have 2 B unsigned<br>V or do the shorts have 2 B 2.<br><br>Thnx
Sat, 24 Aug 2002 15:51:44

roy5050

???<br>What does the error msg:<br><br>Host_Error: Can't Find State none<br><br>mean & how do | fix it.<br>???<br><br>Thanks 4 @ny help you can give me--I'm ??? perplexed ???
Sat, 24 Aug 2002 17:30:23

Janis Legzdinsh

I tryed to make the blockmaps unsigned<br>and now I have "ghost" mode I can clip<br>thru walls and can't pick up items even with<br>out using the "noclip" command/cheat<br><br>Is it only the ints that have 2 B unsigned<br>V or do the shorts have 2 B 2.<br><br>Thnx
<br><br>Only the type of the blockmap needs to be changed from 'short *' to 'word *', type of blockmaplump must remain 'short *', and ints also must be not changed.
Sun, 25 Aug 2002 03:00:19

roy5050

I made the following changes to the code<br><br>short     *blockmaplump;<br>short     *blockmap;<br><br>to<br><br>int         *blockmaplum;<br>int         *blockmap;<br><br>In SV_Blocklineiterator<br><br>I changed <br>short* list;<br>into<br>int*     list;<br><br>and in LoadBlockMap<br>I changed the (short*) cast into an (int*) cast.<br><br>But, I got the following error message<br><br>Segmentation Violation<br><br>Stack Trace: TMemZone::Malloc <- Z_Malloc <- Z_Calloc <- LoadBlockMap <- LoadLevel <- SV_SpawnServer<br><- COMMAND Map <- Host_Frame<br><br>& also when I changed everything into word*<br>I created ghost mode--I could clip thru walls.<br><br>What changes will I have to make so I can load large<br>levels and play the game as a human not as a "ghost" (ref. to the UnReal cheat by the same name.)
Sun, 25 Aug 2002 05:31:54

roy5050

I got the newer version of vavoom<br>-with support for larger blockmaps<br><br>however,<br><br>I still get "floating point exceptions" <br>, the state none not found in map16<br>and some "broken blockmap errors"<br>usually the offending line is a very large<br>number and sometimes it is negative.<br><br>(I will send U debug.txt or stack traces or<br>anything else u may need 2 track the cause<br>of the error down. I already send 1 debug.txt--<br>do u want, need, or could use anymore???
Thu, 29 Aug 2002 02:50:47

Janis Legzdinsh

With the latest build that I just commited into CVS I was able to load MAP16 using progs from your DDF files and it was running. Of course I had problems with missing graphics and it was very slow, but it did run. When updating, make sure that you also update all progs stuff, because with older progs it will not work.
Fri, 30 Aug 2002 15:26:35

roy5050

I DLed the Latest Version of VaVoom<br>I DLed the Latest Version of the .vc files<br>& I rebuilt vcc.exe to handle 2 pass compilation.<br><br>With the older vcc I got a type error on<br>line 79 of utils.vc Length(MobjCenter(mo2) - MobjCenter(mo1))<br><br>but when I rebuilt vcc.exe it compiled without any probs.<br><br>Do you want me to UL a zipped version of my TC--it's rather big--or are they just some files U need 2 C<br><br>*The ERRORS are still there*
Fri, 30 Aug 2002 19:46:27

roy5050

I compiled VaVoom with Borland C/C++ ver. 5.5<br>and not MS Visual C/C++ I don't know if that<br>makes any difference<br><br>&<br><br>I keep getting warnings about unreachable code<br>and variables that are never used. Is this normal<br>or do you want me to post the warning messages<br>I get when I compile VaVoom--I'm assuming it's normal <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>Thanks 4 ur time and petience /w me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 31 Aug 2002 02:58:10

Janis Legzdinsh

There shouldn't be difference with compiling with Borlang although I'm working with MSVC. Ignore those warnings, I will try to get rid of them later.<br><br>If you still get broken blockmap error, rebuild it like this:<br><br>    glbsp -forcenormal map16.wad -o map16.wad<br><br>I had no problems with this. Any other errors?
Sat, 31 Aug 2002 03:08:44

roy5050

I still get the<br><br>Can't Find State None<br><br>error when I type<br><br>map map16<br><br>It is in the Doom2 IWad and<br>is not a sep. file--does this make<br>any difference?
Sat, 31 Aug 2002 03:20:11

Janis Legzdinsh

Try to reconvert your DDF files with that version of ddf2vc I sent to you, and then recompile your progs.
Sat, 31 Aug 2002 07:39:47

roy5050

I ULed debug.txt do you need anything else.<br><br>Thanks for helping.
Sat, 31 Aug 2002 07:45:20

roy5050

Why do I get so many type missmatches when<br>I try to compile things.vc<br><br>and why when I try to compile weapons.vc<br>I have to remove NUMWEAPONS and replace<br>it with a hard coded number to get compiled.<br><br>Why are some of the things<br>class Imp;<br>class DoomPlayer;<br><br>I have to edit the file<br>and write<br><br>class Thing489; // Was class Imp<br>class Thing507; // Was class DoomPlayer<br><br>to get things.vc to compile<br><br>could these probs. be one of the reasons<br>map16 won't work<br><br>oh by the way I had 2 make the following change 2:<br><br>class Thing712; // Was class UNKN4444<br><br>BTW,<br><br>do you have your .dat files so I could test my level.
Sat, 31 Aug 2002 15:44:12

roy5050

In progs\common\utils.vc<br><br>I added:<br><br>
<br>if (StateName == 'NONE' ||<br>    StateName == 'None'  ||<br>    StateName == 'none')<br>    return 0;<br>
<br><br>before the following statement in FindName<br><br>
<br>Error("Can't Find State %n", StateName);<br>return 0;<br>
<br><br>This eliminated the Can't Find State None error.<br><br>But I got the following error when I typed map map16<br><br>Segmentation Violation<br><br>Stack Trace: (Entity.CheckOnmobj) <- SV_BlockThingsIterator <- TProgs::ExecuteFunction <- (Tick) <- VTinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- HostFrame<br><br>But at least I got to see the map for a second before the game crashed; Now, only if I eliminate this error so I can actually play the level.
Sat, 31 Aug 2002 17:39:41

Janis Legzdinsh

Why do I get so many type missmatches when I try to compile things.vc
<br>Types of some properties were changed. There may be 2 reasons:<br>a) You are trying to compile things.vc created with older version of ddf2vc.<br>b) You are trying to compile with older .vc files, make sure that you have the lates ones and that they are used.<br><br>
and why when I try to compile weapons.vc I have to remove NUMWEAPONS and replace it with a hard coded number to get compiled.
<br>What number. With DDF NUMWEAPONS should be 32. Please make sure that you have macro DDF defined on top of the svprogs.vc used for DDF.<br><br>
Why are some of the things<br>class Imp;<br>class DoomPlayer;<br><br>I have to edit the file<br>and write<br><br>class Thing489; // Was class Imp<br>class Thing507; // Was class DoomPlayer<br><br>to get things.vc to compile
<br>Boss brain code needs those class names in order to work. And how the hell did you compile it without DoomPlayer class defined? Are you sure that you are using the correct svprogs.vc, i.e. the one that's in ddf directory.<br><br>
could these probs. be one of the reasons map16 won't work
<br>Yes.<br><br>
oh by the way I had 2 make the following change 2:<br><br>class Thing712; // Was class UNKN4444
<br>FTF???? <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --><br><br>
BTW,<br><br>do you have your .dat files so I could test my level.
<br>First try to compile your ones.<br><br>From debug.txt I noticed that you are not using game system that I suggested in txt files. I highly recomend to use it, it will also simplify a lots of things.
Sun, 01 Sep 2002 06:54:28

roy5050

I followed your advice and used the latest source and .vc files and got this error <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --><br><br>SV_SpawnMobj: Overflow<br><br>StackTrace: (.NewMobjThinker) <- SV_SpawnMobj <-<br>TProgs::ExecuteFunction <- (None) <- VEntity::SeeState <- TProgs::ExecuteFunction <- (Tick) <- VThinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame<br><br>when I tried to issue the command 'map map16'<br><br>BTW, what do functions in perens () mean<br>--or--<br>Why is (None) in perens rather than just None<br>is this a style thang or is their something important 'bout it.
Sun, 01 Sep 2002 09:17:20

roy5050

I made the following change in p_setup.cpp<br><br>I replaced<br><br>int    GMaxEntities = 4096;<br><br>with<br><br>int    GMaxEntities = (4096 * 10);<br><br>and now map16 runs fine<br>but very very slowly.<br><br>Can you eliminate the need for GMaxEntities<br>and other constrants and have all things<br>allocated dynamiclly--so larger maps can<br>be played?
Tue, 03 Sep 2002 02:48:22

Janis Legzdinsh

I made the following change in p_setup.cpp<br><br>I replaced<br><br>int    GMaxEntities = 4096;<br><br>with<br><br>int    GMaxEntities = (4096 * 10);<br><br>and now map16 runs fine<br>but very very slowly.<br><br>Can you eliminate the need for GMaxEntities<br>and other constrants and have all things<br>allocated dynamiclly--so larger maps can<br>be played?
<br><br>You didn't  have to do this. I added a new command line option -maxents <count> that allows you to specify this value.<br><br>BTW you'll also have to use -minzone to specify a larger value.
Tue, 03 Sep 2002 02:52:14

Janis Legzdinsh

I followed your advice and used the latest source and .vc files and got this error <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --><br><br>SV_SpawnMobj: Overflow<br><br>StackTrace: (.NewMobjThinker) <- SV_SpawnMobj <-<br>TProgs::ExecuteFunction <- (None) <- VEntity::SeeState <- TProgs::ExecuteFunction <- (Tick) <- VThinker::Tick <- RunThinkers <- P_Ticker <- SV_Ticker <- ServerFrame <- Host_Frame<br><br>when I tried to issue the command 'map map16'<br><br>BTW, what do functions in perens () mean<br>--or--<br>Why is (None) in perens rather than just None<br>is this a style thang or is their something important 'bout it.
<br><br>guarding macros allows me to print some extra info (args and any other stuff I may decide) to be printed in stack trace. It doesn't have to be in parentheses, it's just a style allowing me to distinguish between function names and params.

Back to the Vavoom Forum Archives