Q4 - xfdm1beta1 - leak issues

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Q4 - xfdm1beta1 - leak issues

Post by xfoo »

Hey guys,

First, a mini-cookie for anyone who's clicked this. Here is a link to some very ugly screenshots of xf4dm1beta1 - which i'm hoping that at least one cpma player who knows me wants to see.

I've ran through both of the threads below, and searched through quite a few more - but haven't found a solution to my problem.

Q3W: Common Error Messages

D3W: Doom3 Compiling and Map Errors

When I try to compile I get the following error

############### entity 0 ###############
--- FaceBSP - 1898 faces - 1217 leafs - 0.1 seconds
----- MakeTreePortals -----
----- FilterBrushesIntoTree -----
314 total brushes
769 cluster references
--- FloodEntities ---
Leak on entity # 1
Entity classname was: info_player_teleport
Entity name was: info_player_teleport_1
Entity origin is: 1312.000000 -2272.000000 152.000000


If I delete the entity, I get another map leak on a different entity. The pointfile function does not highlight any sort of leak. I've also checked around the map for any entities within the void or walls, or any grate type textures which see the void - but to no avail.

Does anyone know an obvious solutions to my compiling problem? :tear:

edit: On a side note - for the amount of lurking I do here, I can't believe I have sub-10 posts.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

It leaks for obvious reasons, theres a hole in your level somewhere. Now because of the retarded Doom/Quake engine here, its probably somwhere you made a 45 degree angle on a brush, because for some reason, sometimes, it messes those up.

Follow the red line to the leak spot, dont delete the entity.
xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Post by xfoo »

As I said, the pointfile fuction does not highlight any sort of leak (there IS no red line to follow).

Didn't know that 45 degree angles on brushes gets messed up, I always make "clean" visible corners with 2 45 degree angles matching up. I'll look into that.

edit - Just to clarify, I was deleting the entity in an attempt to track down the leak, and to point out that the entity isn't in the void / brush.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Ah, another Q3 remake.

About the screenshots: please increase gamma to ~1.2. Q4 screenshots are usually too dark. Do you have any plans to finish your cpma map xfdm3 btw? I still have that beta3 on my hdd. :)
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Check and see if there are any errant keys on your worldspawn--say an "angle" value?

If not, post a link (or at least the .map), and I'd be happy to give it a look.
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Let me see if I can explain it. The pointfile won't be visible unless you use fs_game of folder you want to compile the map. In other words, if you have your map in test folder and load the editor from quake4.exe directed at q4base, it'll look for map files in q4base/maps, while you want it to look for test/maps.

Try moving your map files to q4base/maps and compile it from there.

-Method
xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Post by xfoo »

Oeloe wrote:Ah, another Q3 remake.

About the screenshots: please increase gamma to ~1.2. Q4 screenshots are usually too dark. Do you have any plans to finish your cpma map xfdm3 btw? I still have that beta3 on my hdd. :)
xf4dm1 isn't exactly a remake, although the RA room is eerily similar to xfdm2's RA room.

I don't plan on finishing xfdm3 for q3, although I have been toying with the idea of either shrinking it for q4 1v1, or enlarging it for q4 4v4.

Screenshots: I actually have a stupid high gamma and brightness, but when I take a screenshotJPEG it always comes out dark. I guess I won't be lazy and i'll take regular screenshots and convert them to a smaller size.
pjw wrote:Check and see if there are any errant keys on your worldspawn--say an "angle" value?

If not, post a link (or at least the .map), and I'd be happy to give it a look.
No errant keys in the worldspawn. Thanks for the offer to look at the .map :)
Method wrote:Let me see if I can explain it. The pointfile won't be visible unless you use fs_game of folder you want to compile the map. In other words, if you have your map in test folder and load the editor from quake4.exe directed at q4base, it'll look for map files in q4base/maps, while you want it to look for test/maps.

Try moving your map files to q4base/maps and compile it from there.
You sir, are fucking awesome. This idea got me thinking about what directory the editor would be working in. I was loading up q4 with q4max, and then going into the editor - thus when I had a leak, there would be no giant red line of freedom. When I opened q4 normally and compiled, the red line showed to the *ahem* leak I should have seen.

Thanks oh so much, do expect a playable (but ugly) beta somewhat soonish.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

xfoo wrote:xf4dm1 isn't exactly a remake, although the RA room is eerily similar to xfdm2's RA room.
I confused 'Fools Run' with 'Fools Choice' (your entry and on and winner of the gameplay comp). Slight difference. ;)
xfoo
Posts: 39
Joined: Mon Feb 14, 2005 5:52 am

Post by xfoo »

Oeloe wrote:I confused 'Fools Run' with 'Fools Choice' (your entry and on and winner of the gameplay comp). Slight difference.
Ah, pretty easy to get confused there :P. I'll probably be lame and continue to name maps with some sort of particular play on my alias. I'd like to use Foolish Legacy, but some asshole already took that.
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Foo
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Location: New Zealand

Post by Foo »

oic
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Glad I could help and thank you for the suggestion on my map (Mash-Up Streets). That's how the community works, you help someone and they help you in return.

-Method
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