Quake3World.com Forums
     Level Editing & Modeling
        Error: Line 2038 is incomplete


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Error: Line 2038 is incomplete

Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 12-01-2011 12:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


Any idea what this error is? Happens with every map I try to compile and it stops me from compiling completely. I've tried opening up the map file in Notepad and then copying the whole text there and pasting to make a new map file but it doesn't fix the problem.




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 12-01-2011 12:53 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Post the .map file. Without it we can only guess at what's wrong.




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 12-01-2011 01:20 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah, or use a better editor than Notepad (I use Notepad++) and fine line 2038. Usually its something ultra simple, like a bad character or un closed comment.




Top
                 

Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 12-01-2011 03:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's happening with all my maps and I used Notepad++.




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 12-01-2011 03:50 AM           Profile   Send private message  E-mail  Edit post Reply with quote


All your maps? And all of them report the error that line 2038 is incomplete?




Top
                 

Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 12-01-2011 05:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, even with new maps I created.




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 12-01-2011 06:45 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Can you perhaps post the exact way you start q3map2 and it's output?




Top
                 

Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 12-01-2011 07:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


I use a GUI interface called Quake Toolkit (I have trouble with the usual Q3Map2), I use a lot of outputs. I use -flares, -info, -skyfix and -v for the bsp tab. With VIS tab I use -v. With the light tab I use -dark, -dirty, -filter, -patchshadows, -shade, -smooth, -v and -samples 10. And I use for the BSPC tab -bsp2aas. I've even tried simplified compiling outputs with just bsp and light tabs checked with the -meta and -v outputs checked on the bsp tab but it does the same thing. I just tried it with Q3Map2 but it done the same thing, what's odd though is that when I put it outside my Quake 3 directory and try compiling it works. It just doesn't work whilst I have it in the Quake 3 directory, is it some sort of shader problem?




Last edited by IveGotPenisEnvy on 12-01-2011 07:32 AM, edited 1 time in total.

Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 12-01-2011 07:29 AM           Profile   Send private message  E-mail  Edit post Reply with quote


The logging ouput of q3map2, we need that as well.

Also, inside the Quake Toolkit installation folder, find a file called q3map.bat, open it with notepad and copy/paste the contents in here. It's more readable than what you just posted.




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-01-2011 08:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Not related, but FYI:
-flares doesn't work for Q3.
You probably don't want to use -shade and -smooth unless you have a very specific reason.
-samples should be more like 3, not 10.
Don't toss in random compile switches if you don't know what they do. Read up on them.


Hint: If you want help, and people say that you should post the map file and Q3Map2 logs, it's usually a good idea to do what they ask instead of writing more nondescript paragraphs.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 12-01-2011 08:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Flares work in ioquake3 and look good. And I find -shade makes the shadows look slightly better.




Top
                 

Mercenary
Mercenary
Joined: 07 Sep 2009
Posts: 230
PostPosted: 12-03-2011 10:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


correct me if im wrong but isnt -shade for phong shading?



_________________
NRC
Defrag
Q3 Map Archive


Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 12-03-2011 05:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


It is. :shrug:



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 12-04-2011 02:14 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Still no compiler output...




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.