News:

Come Chat with us live! Learn how HERE!

Main Menu

1 spawn remaining.............

Started by your face, October 16, 2007, 09:17:51 PM

your face

ok, delirium is having technical difficulties...lol

when all spawns r gone for either team, it still says 1 spawns remaining, u r number 1 in the spawn queue.  and there rnt any spawns...weird....  :O
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

ShadowNinjaDudeMan

there might be a longcat infestation.
Open the entity window (press l) and search for any longcats in there, press backspace to delete them.
Quote from: Colynn' on August 13, 2009, 05:21:09 PM
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

your face

and, uhh.... wuts a longcat?   D:
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!


your face

yeah...uhh...that sure didnt help...
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Zero Ame

lmao, i dont know what a longcat is but that pic was funny

Taiyo.uk

Which map does this happen on?

There is a bug that causes this to happen if a brush has the health key set.

CATAHA

Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

your face

awesome!  ill try that!  so get rid of all the health on doors, that make it so u gotta shoot it...got it :wink:  thanks

btw, its in delirium (not released)
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

n.o.s.brain

ever since we got rid of teh health keys, the map crashes trem, but only for other people, my server works fine with me playing on it... oh and when some people join, not all, they hav a interlinear error, and get kicked from my server...
Quote----- Server Shutdown (Server fatal crashed: Z_Malloc: failed on allocation of 16777240 bytes from the main zone) -----
==== ShutdownGame ====
---------------------------
Z_Malloc: failed on allocation of 16777240 bytes from the main zone

EDIT:
i found out that a .ase model was in a brush, and it caused this problem.... i hope that fixes it...

WaxyChicken

I'm experiencing this "Hidden Node" problem.
http://tremulous.net/forum/index.php?topic=9926.0
( .map file included in the .pk3 download)

i opened the .map file in a text editor.
I erased all HEALTH values (only found them in doors, not brushes)
recompiled. 
Problem still exists.
the problem only effects the human nodes, not the aliens spawns in my map.

Any other suggestions?


your face

Hit 'M' while in radiant, and check over all your entities.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

WaxyChicken

first thing i did.
i also erased all spawns and compiled but a human spawn is in the map.
i also checked all entities (not just brushes) for invalid keys.

right now i'm doing a piece by piece deletion and compilation to find the problem.
it may take a few years.

WaxyChicken

found it. problem solved.
it didn't like 2 hidden doors i used to trigger some local ambient sound.
have to resort to the glitchy target_speaker.
v2b will be released soon.

WaxyChicken

my problem with a ghost node was caused by 2 doors that the map didn't agree with.
there were 2 solutions for this:
1 - delete the doors
2 - because the problem appeared to be caused by the door touching the void, reboxing the entire map could solve it.  however it would result in an incredibly long vis time.

UniqPhoeniX

Entities should never touch void. And why not just make a box around where the doors are?

professor

yea just make a little room surrounding them...then u dont have to use the speakers, and u dont have issues...
http://static.flickr.com/24/141310872_e39ad59705_b.jpg
omg! someone cut the arm off my tyrant!!

WaxyChicken

Quote from: UsaKilleR on December 25, 2008, 06:36:03 AM
Entities should never touch void. And why not just make a box around where the doors are?

i use entities in void all the time.  the only conflict seems to be when they start IN and OUT of the void instead of one or the other.

for example - the easter egg in tunnel_vb2:
when a dretch enters the doors, it triggers another door made of 2 brushes.
1 brush completly on the map. this is the entrance door.
1 brush completly off the map.  this is the crusher that moves into the map when triggered.