Author Topic: Test a Map in Game  (Read 9298 times)

Airbard

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Test a Map in Game
« on: October 26, 2009, 11:32:15 am »
I have created a single room map in NetRadiant called RoomTest. In this room is a  :reactor:, a  :telenode:, an  :egg:, and a player intermission info item. When i build using a function called build with test (normal) i sometimes i get this error message
Quote
Failed to get a listening socket on port 39000.
Try running with Build monitoring disabled if you can't fix this.
When it builds successfully i try to open it in Tremulous and it isn't there.

EDIT: I cleaned it up to try and make the problem clearer.
« Last Edit: October 26, 2009, 07:15:32 pm by Airbard »

n.o.s.brain

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Re: Test a Map in Game
« Reply #1 on: October 26, 2009, 09:14:16 pm »
Iv'e had trouble with the built in net radiant build menus, use this instead.

Airbard

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Re: Test a Map in Game
« Reply #2 on: October 26, 2009, 11:04:24 pm »
Sorry, should clarify. I am using a mac.

UniqPhoeniX

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Re: Test a Map in Game
« Reply #3 on: October 27, 2009, 06:48:18 am »
When it builds successfully, do you get a mapname.bsp file in tremulous/base/maps? If yes, you need to use /sv_pure 0, then /devmap mapname. If not, I dunno.

Airbard

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Re: Test a Map in Game
« Reply #4 on: October 27, 2009, 02:02:02 pm »
I get a .map when i save and build

Airbard

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Re: Test a Map in Game
« Reply #5 on: October 27, 2009, 06:26:18 pm »
I found that i do save a .bsp but it saves to a location I can't find. it is called .tremulous so i think it isn't saving to my game folder but I could be wrong.

UniqPhoeniX

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Re: Test a Map in Game
« Reply #6 on: October 28, 2009, 11:57:49 am »
.tremulous is usually home folder (user specific), any client newer then default 1.1 uses it. Saving the map should create .map (for radiant only), building the map creates .bsp which needs to be in tremulous/base/maps or .tremulous/base/maps.

Airbard

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Re: Test a Map in Game
« Reply #7 on: October 29, 2009, 07:14:05 am »
Where is the maps folder? I can't find it anywhere.

Ytram

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Re: Test a Map in Game
« Reply #8 on: October 29, 2009, 08:10:45 am »
If you set it up right it should be in your Tremulous base folder.
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UniqPhoeniX

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Re: Test a Map in Game
« Reply #9 on: October 29, 2009, 12:05:09 pm »
If you don't have it, create it.

Ingar

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Re: Test a Map in Game
« Reply #10 on: October 29, 2009, 06:56:08 pm »
As far as I know, the OS X Tremulous does not use ~/.tremulous,
but ~/Library/Application Support/Tremulous
Unfortunatly, radiant and q3map2 do use ~/.tremulous.

The easiest way is to link them by running the following commands in
Terminal.app:

Code: [Select]
cd
ln -s "Library/Application Support/Tremulous" .tremulous

Note 1:
this won't work if you already have a .tremulous subdirectory in your
User directory. If that's the case then rename the old directory
and copy any files you need. Don't just delete it, because your .map
file will probably be in there.

Note 2:
~ is your user directory. ~/.tremulous actually means something like
/Users/ingar/.tremulous.

Note 3:
.tremulous begins with a dot

Airbard

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Re: Test a Map in Game
« Reply #11 on: October 29, 2009, 09:34:42 pm »
i have found the .bsp file and i put it in Library/Application Support/Tremulous/base but it still can't find it.

Bissig

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Re: Test a Map in Game
« Reply #12 on: October 29, 2009, 11:58:39 pm »
fs_homepath and fs_basepath shows you which directories Tremulous uses.

"fs_debug 1" shows you any access on the filesystem. (use with care, LOTS of console noise/output)

Airbard

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Re: Test a Map in Game
« Reply #13 on: October 30, 2009, 01:41:38 am »
ok so fs_basepath showed me that the base is in the .app file but when i look at the application support folder it shows all of my downloaded maps.

Airbard

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Re: Test a Map in Game
« Reply #14 on: October 30, 2009, 01:45:17 am »
Ok, so now that i have allready created a .tremulous it wont let me redirect it to the folder i need. How do i fix this?

Airbard

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Re: Test a Map in Game
« Reply #15 on: October 30, 2009, 01:48:23 am »
Even when i put it into the correct file it can't find it.

Airbard

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Re: Test a Map in Game
« Reply #16 on: October 30, 2009, 02:09:36 am »
Ok, Just a question, do I have to put it into a .pk3 format?

UniqPhoeniX

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Re: Test a Map in Game
« Reply #17 on: October 30, 2009, 11:39:12 am »
Oh god use the edit/modify button instead of posting several posts...
You don't need it in .pk3, you need it in /base/maps/mapname.bsp and then use "/sv_pure 0" and "/devmap mapname". Also what trem client are you using? The default client doesn't use homepath.

Demolution

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Re: Test a Map in Game
« Reply #18 on: October 30, 2009, 05:31:26 pm »
4 consecutive posts. New record?

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.

Airbard

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Re: Test a Map in Game
« Reply #19 on: October 30, 2009, 05:40:44 pm »
Sorry about the multiple posts and i am using the new client, base path gave me the application folder but the homepath gave me application support folder.

Also I now get backwards tree file error from my build console after attempting to fix a leak in my map.

Ok with all of these problems I just want to know if I should use a different version of Radient or should I reset a of my folders to a specific setup?
« Last Edit: November 03, 2009, 05:25:30 pm by Airbard »

UniqPhoeniX

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Re: Test a Map in Game
« Reply #20 on: November 03, 2009, 05:52:10 pm »
For the error, check for overlapping brushes and move them so they don't overlap (using 'Hollow' creates several overlaps), check that there are no leaks (entities must not be able to get out of map without going through structural brushes). Or you can post the .map if you want others to take a look at that problem.

As said, put the .bsp in <fs_homepath>/base/maps/mapname.bsp (or <fs_basepath>/base/maps/mapname.bsp should work too), start trem, /sv_pure 0, /devmap mapname.

NetRadiant is fine, also you shouldn't need to have folders in a specific setup. I have changed my homepath & basepath locations. What I do is I save the .maps in the <fs_basepath>/base/maps folder, so when I compile .bsp ends up in same place (basepath so all clients and server will see it, if you use only 1 client, you should use homepath).

Airbard

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Re: Test a Map in Game
« Reply #21 on: November 04, 2009, 02:36:51 am »
Well, the tree came back. My fix for the leak was to fix a slight error i had made while messing around with some teleports and i accidentally labeled about 99% of the brushes with a target. I fixed this by selecting all the brushes and double clicking on worldspawn in the entities list.
Quote
Autosaving...
Open file /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.autosave.map for write...success
entityCreate -class worldspawn
Open file /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map for write...success
map save timer:  0.06 second(s) elapsed
Setting up
Listening...
=== running build command ===
"/Users/iasmh/Desktop/NetRadiant.app/Contents/MacOS/install/q3map2.ppc" -v -connect 127.0.0.1:39000 -game tremulous -fs_basepath "/Users/iasmh/Documents/Tremulous/" -fs_game base -meta -custinfoparms "/Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map"
Connected.
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-svn402
NetRadiant    - v1.5.0n-svn402 Oct  4 2009 14:40:34
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /Users/iasmh/.tremulous/base/
VFS Init: /Users/iasmh/Documents/Tremulous//base/
VFS Init: /Users/iasmh/.tremulous/base/
VFS Init: /Users/iasmh/Documents/Tremulous//base/

--- BSP ---
Creating meta surfaces from brush faces
Custom info parms enabled
entering scripts/custinfoparms.txt
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
entering scripts/tremor.shader
entering scripts/uncreation.shader
Script file scripts/common.shader was not found
entering scripts/common-trem.shader
entering scripts/titan.shader
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
      445 shaderInfo
--- LoadMapFile ---
Loading /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map
entering /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map
WARNING: Couldn't find image for shader textures/common/caulk
        0 total world brushes
        4 detail brushes
       12 patches
      125 boxbevels
       44 edgebevels
      103 entities
      346 planes
        0 areaportals
Size: 99999, 99999, 99999 to -99999, -99999, -99999
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -440.000000 -224.500000 -1520.000000 } { 528.000000 504.000000 960.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
       12 patches
        3 patch LOD groups
--- FaceBSP ---
        0 faces
        1 leafs
--- MakeTreePortals ---
************ ERROR ************
Backwards tree volume

This is the error message.
How do you post a .map?

CreatureofHell

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Re: Test a Map in Game
« Reply #22 on: November 04, 2009, 03:59:18 pm »
upload the .map to a file sharing site and post the link
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Airbard

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Re: Test a Map in Game
« Reply #23 on: November 04, 2009, 10:10:46 pm »

UniqPhoeniX

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Re: Test a Map in Game
« Reply #24 on: November 05, 2009, 10:04:56 am »
Making everything back to worldspawn was a bad idea. If you mess something up, like enter an invalid key to many entities, press L to open Entity list, click on the small arrow next to map name, go through the entities, select the invalid keys, and press 'Delete Key'.
What you did was change several entities into several worldspawns :(. You can either delete the extra worldspawns (in list select the ones that don't contain most of map) and recreate what you lost (a few entities and some patch arches, should be easy) or if you have a version before messing up (check for autosave file, or in snapshots subfolder) you could start from there. Also, there is undo, and saving new map versions as new files. The multiple world entities seem to be the cause of the error.

Also you seem to have a func_door 2 func_doors overlapping structural brushes, and have used 'hollow' to create the largest room, causing the walls to overlap.
You should also make all brushes that don't seal the map from void detail with Ctrl+M when those are selected. There is a nice guide to VIS in one of the stickies...
« Last Edit: November 05, 2009, 10:22:03 am by UniqPhoeniX »

Airbard

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Re: Test a Map in Game
« Reply #25 on: November 06, 2009, 03:59:37 am »
The leak is gone, I think. It comes up with a new error now

Quote
Setting up
Listening...
=== running build command ===
"/Users/iasmh/Desktop/NetRadiant.app/Contents/MacOS/install/q3map2.ppc" -v -connect 127.0.0.1:39000 -game tremulous -fs_basepath "/Users/iasmh/Documents/Tremulous/" -fs_game base -meta -custinfoparms "/Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map"
Connected.
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-svn402
NetRadiant    - v1.5.0n-svn402 Oct  4 2009 14:40:34
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /Users/iasmh/.tremulous/base/
VFS Init: /Users/iasmh/Documents/Tremulous//base/
VFS Init: /Users/iasmh/.tremulous/base/
VFS Init: /Users/iasmh/Documents/Tremulous//base/

--- BSP ---
Creating meta surfaces from brush faces
Custom info parms enabled
entering scripts/custinfoparms.txt
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/arachnid2.shader
entering scripts/atcs.shader
entering scripts/karith.shader
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
WARNING: Unknown surfaceparm: "solid"
entering scripts/nexus6.shader
entering scripts/niveus.shader
entering scripts/transit.shader
entering scripts/tremor.shader
entering scripts/uncreation.shader
Script file scripts/common.shader was not found
entering scripts/common-trem.shader
entering scripts/titan.shader
entering scripts/displays.shader
entering scripts/misc.shader
entering scripts/plant_life.shader
entering scripts/water.shader
      445 shaderInfo
--- LoadMapFile ---
Loading /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map
entering /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map
WARNING: Couldn't find image for shader textures/common/caulk
        0 total world brushes
        4 detail brushes
        0 patches
      147 boxbevels
       45 edgebevels
       97 entities
      376 planes
        0 areaportals
Size: 99999, 99999, 99999 to -99999, -99999, -99999
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
BSP bounds: { 264.000000 -312.000000 0.000000 } { 312.000000 -264.000000 8.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
--- CullSides ---
        0 hidden faces culled
        0 coincident faces culled
--- ClipSidesIntoTree ---
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
       12 axial edge lines
        0 non-axial edge lines
        0 degenerate edges
        0 verts added for T-junctions
       24 total verts
        6 naturally ordered
        0 rotated orders
        0 can't order
        0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
        0 empty or malformed surfaces deleted
--- MakeEntityDecals ---
 (0)
        0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...3...5...6...8... (0)
        6 total meta surfaces
        6 stripped surfaces
        0 fanned surfaces
        0 patch meta surfaces
       24 meta verts
       12 meta triangles
--- TidyEntitySurfaces ---
        6 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
No smoothing angles specified, aborting
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...8...9...10... (0)
        6 surfaces merged
       24 vertexes merged
--- FilterDrawsurfsIntoTree ---
        6 references
        6 (6) emitted drawsurfs
        6 stripped face surfaces
        0 fanned face surfaces
        0 surface models generated
        0 skybox surfaces generated
        0 SURFACE_BAD surfaces
        0 SURFACE_FACE surfaces
        0 SURFACE_PATCH surfaces
        0 SURFACE_TRIANGLES surfaces
        0 SURFACE_FLARE surfaces
        0 SURFACE_FOLIAGE surfaces
        0 SURFACE_FORCED_META surfaces
        6 SURFACE_META surfaces
        0 SURFACE_FOGHULL surfaces
        0 SURFACE_DECAL surfaces
        0 SURFACE_SHADER surfaces
       30 redundant indexes supressed, saving 0 Kbytes
--- FixBrushSides ---
--- EndModel ---
--- EmitMetaStats ---
      179 total meta surfaces
      179 stripped surfaces
        0 fanned surfaces
        0 patch meta surfaces
        0 meta verts
        0 meta triangles
       79 light entities stripped
--- ProcessAdvertisements ---
        0 in-game advertisements
--- EndBSPFile ---
      376 BSP planes
--- WriteSurfaceExtraFile ---
Writing /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.srf
Writing /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.bsp
Wrote 0.1 MB (59156 bytes)
        1 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running build command ===
"/Users/iasmh/Desktop/NetRadiant.app/Contents/MacOS/install/q3map2.ppc" -v -connect 127.0.0.1:39000 -game tremulous -fs_basepath "/Users/iasmh/Documents/Tremulous/" -fs_game base -vis -saveprt "/Users/iasmh/Library/Application Support/Tremulous/base/maintesting.map"
Connected.
threads: 4
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-svn402
NetRadiant    - v1.5.0n-svn402 Oct  4 2009 14:40:34
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: /Users/iasmh/.tremulous/base/
VFS Init: /Users/iasmh/Documents/Tremulous//base/
VFS Init: /Users/iasmh/.tremulous/base/
VFS Init: /Users/iasmh/Documents/Tremulous//base/

--- Vis ---
saveprt = true
Loading /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.bsp
Loading /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.prt
************ ERROR ************
LoadPortals: couldn't read /Users/iasmh/Library/Application Support/Tremulous/base/maintesting.prt

I am thankful for the help so far.