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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »A problem i didnt quite understand

Author Topic: A problem i didnt quite understand (14 messages, Page 1 of 1)
Moderators: Dennis

lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Nov 24, 2009 12:17 AM    Msg. 1 of 14       
My freinds freidn had a problem and here it was:

when he complied his map in tool it said somting about map being too large ( in space size)

11.23.09 21:02:29 sapien pc 01.00.00.0609 ----------------------------------------------
11.23.09 21:02:29 reference function: _write_to_error_file
11.23.09 21:02:29 reference address: 401b13
11.23.09 21:02:29 Couldn't read map file './sapienbeta.map'
11.23.09 21:02:29 CreateDevice succeeded with refresh rate = 0
11.23.09 21:02:30 Increasing sound decompression buffer size to 1048576 bytes
11.23.09 21:02:34 WARNING: 9 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment.
11.23.09 21:02:35 DirectInput: 'Acquire (keyboard)' returned (DIERR_OTHERAPPHASPRIO#-2147024891)
11.23.09 21:02:36 local player 0, weapon (0x0), deleted unexpectedly


the hell happened tell me incase i encounter it and tell me to help this poor map maker


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Nov 24, 2009 01:29 AM    Msg. 2 of 14       
He's using too many tags. He needs to remove some of them.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Nov 24, 2009 09:51 AM    Msg. 3 of 14       
i used so many tags that it said maximum objects rendered and still it worked


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Nov 24, 2009 04:17 PM    Msg. 4 of 14       
is there anymore to the output in the debug.txt file if so can you post the whole section here please. I have had a problum that was very similer.

A way to check to see if it is a bad tag is to make a new secenrio file and just put in the bsp and sky.

If that opens in sapain copy the original secenrio file and start to delete each section in gueriller i.e. delete all of the vehilcles use delete all and then delete the vehicles palet use delete all. keep on deleting sections until it opens in sapain.

You are doing this to find the bad tag. And befor I get a post saying that bad tags will show up in the debug file not all errors will show up the error I had crashed sapain/guriller befor it had time to write to the file.

The way I fixed this was to get a copy of the original vehicle tags and copy them over the top of my tags.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 24, 2009 08:49 PM    Msg. 5 of 14       
Note: Delete all vehicles, BEFORE deleting from the palette. Otherwise, nasty exceptions will appear.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Dec 31, 2009 02:18 PM    Msg. 6 of 14       
ok....a really really wierd problem

heres what i says in debug

01.03.09 17:03:51 reference function: _write_to_error_file
01.03.09 17:03:51 reference address: 4011a4
01.03.09 17:03:51 Couldn't read map file './guerillabeta.map'


heres the tool thing

culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\h2 ascension\levels\ascenion\ascenion' is 2.35M
tag headers and names are 0.29M
streaming model vertex and index buffers...done
streaming tags.....................................done
writing vertex and index buffers...done 18.65M
writing tags...done (3775 tags for 11.93M)
total tag size is 14.28M (8.72M free)
cache file 1.20M too large (should be 128.00M but was 129.20M)
### FAILED TO BUILD CACHE FILE.

Cache pack file bitmaps hits: 774 for 35.41M
Cache pack file bitmaps adds/misses: 612 for 69.31M
Cache pack file sounds hits: 640 for 9.85M
Cache pack file sounds adds/misses: 1138 for 27.56M
Cache pack file loc hits: 104 for 0.22M
Cache pack file loc adds/misses: 1 for 0.00M
Couldn't read map file './toolbeta.map'


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 31, 2009 03:09 PM    Msg. 7 of 14       
You are over the tag limit by about one meg. you need to cut some stuff out.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Dec 31, 2009 07:28 PM    Msg. 8 of 14       
Quote: --- Original message by: lolzar
ok....a really really wierd problem

heres what i says in debug

01.03.09 17:03:51 reference function: _write_to_error_file
01.03.09 17:03:51 reference address: 4011a4
01.03.09 17:03:51 Couldn't read map file './guerillabeta.map'


heres the tool thing

culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\h2 ascension\levels\ascenion\ascenion' is 2.35M
tag headers and names are 0.29M
streaming model vertex and index buffers...done
streaming tags.....................................done
writing vertex and index buffers...done 18.65M
writing tags...done (3775 tags for 11.93M)
total tag size is 14.28M (8.72M free)
cache file 1.20M too large (should be 128.00M but was 129.20M)
^^^ so therefore, ### FAILED TO BUILD CACHE FILE.

Cache pack file bitmaps hits: 774 for 35.41M
Cache pack file bitmaps adds/misses: 612 for 69.31M
Cache pack file sounds hits: 640 for 9.85M
Cache pack file sounds adds/misses: 1138 for 27.56M
Cache pack file loc hits: 104 for 0.22M
Cache pack file loc adds/misses: 1 for 0.00M
Couldn't read map file './toolbeta.map'

Edited by XlzQwerty1 on Dec 31, 2009 at 07:29 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 31, 2009 10:18 PM    Msg. 9 of 14       
Multiplayer maps have a 128 MB limit. If this is just a test map where you want to mess around, compile it as a SP map.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Dec 31, 2009 10:53 PM    Msg. 10 of 14       
how much is the maximum sp MB limit?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 1, 2010 01:27 AM    Msg. 11 of 14       
Depends on the number and size of the BSPs you have in the scenario.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 9, 2010 07:48 PM    Msg. 12 of 14       
OMFG somthing reeeaallly wierd happened

ok i made this script


(script dormant backg
(show_hud_help_text true)
(hud_set_help_text obj1)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp2
(sleep_until (= (ai_living_count wave1) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj2)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp3
(sleep_until (= (ai_living_count wave2) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj3)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp4
(sleep_until (= (ai_living_count wave3) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj4)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp5
(sleep_until (= (ai_living_count wave4) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj5)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp6
(sleep_until (= (ai_living_count wave5) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj6)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp7
(sleep_until (= (ai_living_count wave6) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj7)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp8
(sleep_until (= (ai_living_count wave7) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj8)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp9
(sleep_until (= (ai_living_count wave8) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj9)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp10
(sleep_until (= (ai_living_count wave9) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj10)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp11
(sleep_until (= (ai_living_count wave10) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj11)
(sleep 150)
(show_hud_help_text false)
)

(script dormant brunlock2
(object_create br1)
(object_create br2)
(object_create br3)
(object_create br4)
)

(script dormant brunlock
(sleep_until (= (ai_living_count wave10) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj18)
(sleep 150)
(show_hud_help_text false)
)

(script dormant sp12
(sleep_until (= (ai_living_count wave10) 0) 15)
(show_hud_help
(script startup sp1
(ai_allegiance "player" "human")
(ai_place wave1)
(wake backg)
(sleep_until (= (ai_living_count wave1) 0) 15)
(wake sp2)
(ai_place wave2)
(sleep_until (= (ai_living_count wave2) 0) 15)
(wake sp3)
(ai_place wave3)
(sleep_until (= (ai_living_count wave3) 0) 15)
(wake sp4)
(ai_place wave4)
(sleep_until (= (ai_living_count wave4) 0) 15)
(wake sp5)
(ai_place wave5)
(sleep_until (= (ai_living_count wave5) 0) 15)
(wake sp6)
(ai_place wave6)
(sleep_until (= (ai_living_Count wave6) 0) 15)
(wake sp7)
(ai_place wave7)
(sleep_until (= (ai_living_count wave7) 0) 15)
(wake sp8)
(ai_place wave8)
(sleep_until (= (ai_living_count wave8) 0) 15)
(wake sp9)
(ai_place wave9)
(sleep_until (= (ai_living_count wave9) 0) 15)
(wake sp10)
(ai_place wave10)
(sleep_until (= (ai_living_count wave10) 0) 15)
(wake brunlock)
(wake brunlock2)
(sleep_until (= (ai_living_count wave10) 0) 15)
(wake sp11)
(ai_place wave11)
)



it was workign fine THEN sapien started being a peice of garbage and started giving me this

recompiling scripts after scenarios were merged.
this left parenthesis is unmatched.: (show_hud_help



error was in line 112

but when i deleted the block 112 was in it just moved onto a diffrent block WTF IS GOING ON!!! HELLLP!!!!!!!!!!


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jan 9, 2010 09:12 PM    Msg. 13 of 14       
ok I think i may have found the problume look at lines 103 to 106 it states


(script dormant sp12
(sleep_until (= (ai_living_count wave10) 0) 15)
(show_hud_help
(script startup sp1


I think that you mant to have

(script dormant sp12
(sleep_until (= (ai_living_count wave10) 0) 15)
(show_hud_help)
)
(script startup sp1


you just forgot to close of line 105 and the close of the script.

Hop this helps


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Jan 10, 2010 10:04 AM    Msg. 14 of 14       
ACK! no wonder! lolz thx

 

 
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