I need a reference test map to see if I can cleanly exit the BSP phase of compiling and I'm reluctant to open netradiant up at work as I imagine I'll have to explain in greater detail to my immediate supervisor what q3map2 is for. In any event, if someone could post the .map code for a single cube with a info_deathmatch_start clearly in the middle of the cube, that'd be much appreciated.
For some reason, I'm getting map leaks on a map I know compiles just fine in other systems. (the map from Ghost's Q3map2 benchmark)
Help a brother out?
Re: Help a brother out?
This is so small I'll just post the .map as code. Copy paste it into a text file and rename it to whatever.map.
This is a 256x256 cube, hollowed, containing a single info_player_deathmatch in the middle.
This is a 256x256 cube, hollowed, containing a single info_player_deathmatch in the middle.
Code: Select all
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 256 240 ) ( 256 0 240 ) ( 256 256 240 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 240 0 ) ( 0 240 64 ) ( 256 240 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 2
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 240 0 64 ) ( 240 256 0 ) ( 240 256 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 3
{
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 256 16 ) ( 256 0 16 ) ( 0 0 16 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 4
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 16 0 ) ( 0 16 64 ) ( 0 16 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 5
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 16 0 64 ) ( 16 256 0 ) ( 16 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "128 128 128"
}
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- Posts: 449
- Joined: Sat Nov 06, 2010 2:33 am
Re: Help a brother out?
Thank you! It worked, so my compiler seems ok...but for some reason I can't compile the benchmark level without it leaking. Not sure what's going on.
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- Posts: 449
- Joined: Sat Nov 06, 2010 2:33 am
Re: Help a brother out?
I think I found a bug in q3map2 2.5.17n. The map from the benchmark Ghost put together doesn't build in this version of q3map2, but it builds fine with the one it came with...2.5.11
.....Didn't expect this...
.....Didn't expect this...
Re: Help a brother out?
If you find any bugs or wish to contribute bug fixes, this would greatly benefit everyone....
https://github.com/ttimo/gtkradiant
https://github.com/ttimo/gtkradiant
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Posts: 449
- Joined: Sat Nov 06, 2010 2:33 am
Re: Help a brother out?
I'll absolutely report it. I need to test it one more time because it was a pain in the ass to reproduce but I got it to happen in Cray's linux, Arch linux and Windows 7 64-bit...so I'm just about as sure as I can be that it was q3map2, though it was 2.5.17n from the netradiant package. Should I still report it to the Gtk one?
I have a suspicion of what it is too, I looked at the line file and it pointed to a section where a few non-drawn brushes were...some do-not-enter and some other stuff perfectly overlapped eachother. When I threw my incredibly unoptimized and vastly more complex Razztazzmagoria map at it, it was fine. I'm guessing it wasn't ordering those brushes correctly to determine where the hull of the level was.
I have a suspicion of what it is too, I looked at the line file and it pointed to a section where a few non-drawn brushes were...some do-not-enter and some other stuff perfectly overlapped eachother. When I threw my incredibly unoptimized and vastly more complex Razztazzmagoria map at it, it was fine. I'm guessing it wasn't ordering those brushes correctly to determine where the hull of the level was.
Re: Help a brother out?
Try downloading the one from the GtkRadiant site and see if you can reproduce it with that version.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Posts: 449
- Joined: Sat Nov 06, 2010 2:33 am
Re: Help a brother out?
I can't build GtkRadiant on our system here, no Scons and when I try to use it from my home directory it does something I don't have the rights to do and kills my session. Just had a friendly chat with the security guy about that. I'll give that a shot at home.