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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.JinnaiGuy
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.
Janis Legzdinsh
roy5050
roy5050
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.
roy5050
roy5050
Janis Legzdinsh
roy5050
roy5050
Janis Legzdinsh
roy5050
Janis Legzdinsh
roy5050
roy5050
roy5050
<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.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.
roy5050
roy5050
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.
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.