Author Topic: ERROR: SV_FindIndex and more...  (Read 8755 times)

Offline Admin

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Re: ERROR: SV_FindIndex and more...
« Reply #15 on: July 16, 2010, 08:07:31 PM »
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Offline [BnC]MissingNo.

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Re: ERROR: SV_FindIndex and more...
« Reply #16 on: July 16, 2010, 08:25:11 PM »
I'm going to set one to over 9000...

This didn't do anything.
I'm going to leave it but also change the angle to the opposite direction...

That didn't work either. It was the same because it was pulling me towards the wall.
« Last Edit: July 16, 2010, 09:02:24 PM by MissingNo. »
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Offline [BTF] Reflex

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Re: ERROR: SV_FindIndex and more...
« Reply #17 on: July 16, 2010, 08:37:37 PM »
Awsome mapping forum,  if you aren't already on there.

http://leray.proboards.com/index.cgi

sonic idea sounds fun,  I wanted to change ammo into rings and change the sounds accordingly..
 could be fun to work with a mod'er and crank out something sonic-like.
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Offline [BnC]MissingNo.

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Re: ERROR: SV_FindIndex and more...
« Reply #18 on: July 16, 2010, 09:04:47 PM »
Awsome mapping forum,  if you aren't already on there.

http://leray.proboards.com/index.cgi

sonic idea sounds fun,  I wanted to change ammo into rings and change the sounds accordingly..
 could be fun to work with a mod'er and crank out something sonic-like.

The website doesn't have anything about it.

It does. It's based on the first special stage from Sonic CD. Most Sonic fans will remember how that was. Now the springs are 3D, the bumpers are 3D, the fans are actually moving and are imbedded in the ground, etc... More of these will come.

I made a test map called 'sinking' if anyone wants to see what I'm talking about.
If you jump out to try to get over the black ramp, you'll start sinking. It should really be pushing you towards the down arrow. Then when you're done sinking through the invisible object (which is the trigger_push set with angle 0) you'll fall onto other trigger_push's that will get you back up to the starting platform.
« Last Edit: July 16, 2010, 09:06:32 PM by MissingNo. »
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Offline QwazyWabbit

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Re: ERROR: SV_FindIndex and more...
« Reply #19 on: July 16, 2010, 09:28:01 PM »
Looks like there are too many entities. How many push brushes did you make in total?
The same error happens when I use the give all cheat on one of my maps. The map contains every monster in a medium sized room and two big func_trains.

I get exactly the same error, but instead of v_blast I get v_rail.

You might wanna check you didn't make over 200 push brushes or that he map is hole-free.

The Q2 engine limits how many entities can exist in a map. The entity that generates the error report will depend on how many you created and what order they occur when the game hits the limit. The limits are hard-coded into the engine and the mods.

Code: [Select]
#define    MAX_CLIENTS    256           // absolute limit
#define    MAX_EDICTS     1024          // must change protocol to increase more
#define    MAX_LIGHTSTYLES    256
#define    MAX_MODELS    256            // these are sent over the net as bytes
#define    MAX_SOUNDS    256            // so they cannot be blindly increased
#define    MAX_IMAGES    256
#define    MAX_ITEMS     256
#define    MAX_GENERAL    (MAX_CLIENTS*2)     // general config strings

#define MAX_MAP_MODELS      1024
#define MAX_MAP_BRUSHES     8192
#define MAX_MAP_ENTITIES    2048
#define MAX_MAP_ENTSTRING   0x40000
#define MAX_MAP_TEXINFO     8192

#define MAX_MAP_AREAS       256
#define MAX_MAP_AREAPORTALS 1024
#define MAX_MAP_PLANES      65536
#define MAX_MAP_NODES       65536
#define MAX_MAP_BRUSHSIDES  65536
#define MAX_MAP_LEAFS       65536
#define MAX_MAP_VERTS       65536
#define MAX_MAP_FACES       65536
#define MAX_MAP_LEAFFACES   65536
#define MAX_MAP_LEAFBRUSHES 65536
#define MAX_MAP_PORTALS     65536
#define MAX_MAP_EDGES       128000
#define MAX_MAP_SURFEDGES   256000
#define MAX_MAP_LIGHTING    0x200000
#define MAX_MAP_VISIBILITY  0x100000


The r1q2 server is supposed to generate a file called "configstrings.txt" for diagnostic purposes but I have never seen it. It would be interesting to see one.
« Last Edit: July 16, 2010, 10:16:07 PM by QwazyWabbit »
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Offline [BnC]MissingNo.

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Re: ERROR: SV_FindIndex and more...
« Reply #20 on: July 16, 2010, 09:33:36 PM »
@[BTF] Reflex: I can make a mod in the form of a .pak file that will only change the content, if you're interested in it.

Looks like there are too many entities. How many push brushes did you make in total?
The same error happens when I use the give all cheat on one of my maps. The map contains every monster in a medium sized room and two big func_trains.

I get exactly the same error, but instead of v_blast I get v_rail.

You might wanna check you didn't make over 200 push brushes or that he map is hole-free.

The Q2 engine limits how many entities can exist in a map. The entity that generates the error report will depend on how many you created and what order they occur when the game hits the limit. The limits are hard-coded into the engine and the mods.

Code: [Select]
#define    MAX_CLIENTS    256           // absolute limit
#define    MAX_EDICTS     1024          // must change protocol to increase more
#define    MAX_LIGHTSTYLES    256
#define    MAX_MODELS    256            // these are sent over the net as bytes
#define    MAX_SOUNDS    256            // so they cannot be blindly increased
#define    MAX_IMAGES    256
#define    MAX_ITEMS     256
#define    MAX_GENERAL    (MAX_CLIENTS*2)     // general config strings

The r1q2 server is supposed to generate a file called "configstrings.txt" for diagnostic purposes but I have never seen it. It would be interesting to see one.


So if I make too many entities then the game will crash?
It hasn't yet... I'm recompiling it to add a new portion of the map; another flooring. :D
I still need to figure out this problem, though...
The map I attached to my other post should have the problem in it; it's a test map.
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Offline QwazyWabbit

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Re: ERROR: SV_FindIndex and more...
« Reply #21 on: July 16, 2010, 10:32:30 PM »
Quote
So if I make too many entities then the game will crash?

Yes.

Quote
It hasn't yet... I'm recompiling it to add a new portion of the map; another flooring.
I still need to figure out this problem, though...

The sinking.bsp doesn't have too many entities, it won't crash.

Quote
The map I attached to my other post should have the problem in it; it's a test map.

The entity problem or the push problem?
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Offline [BnC]MissingNo.

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Re: ERROR: SV_FindIndex and more...
« Reply #22 on: July 16, 2010, 10:36:00 PM »
Quote
So if I make too many entities then the game will crash?

Yes.

Quote
It hasn't yet... I'm recompiling it to add a new portion of the map; another flooring.
I still need to figure out this problem, though...

The sinking.bsp doesn't have too many entities, it won't crash.

Quote
The map I attached to my other post should have the problem in it; it's a test map.

The entity problem or the push problem?

I didn't mean sinking.bsp: that's merely a test to show you what I'm talking about.
The push problem.
You know that you're on it if you're kind of sinking in the air.
You should be pushed forward over the black ramp and to where the down arrow is. But if not, then that's the bug.
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Offline decino

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Re: ERROR: SV_FindIndex and more...
« Reply #23 on: July 17, 2010, 05:22:06 AM »
The speed flag on push brushes is fucked up, even though the default is 1000. Somehow the speed resets itself if it's too high. Try speed 100 or lower. If it's still too slow try 200, but not more than 1000.
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Offline QwazyWabbit

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Re: ERROR: SV_FindIndex and more...
« Reply #24 on: July 17, 2010, 09:41:25 AM »
Yes, the game physics has a clamp on all velocities. The actual value can vary from mod to mod. The original game code limited it to 2000. I notice that if some bounce pads are set to very high velocities they can become crush pads instead. The default spawn function for trigger_push's also clamps their speed to 1000 so you gain nothing by going over that. Legal values are 0 to 1000.
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Offline [BnC]MissingNo.

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Re: ERROR: SV_FindIndex and more...
« Reply #25 on: July 17, 2010, 02:55:09 PM »
So I just have to fiddle around with the speed of it?
I don't think that'll work, but I'll try it...
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Offline [BnC]MissingNo.

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Re: ERROR: SV_FindIndex and more...
« Reply #26 on: July 18, 2010, 07:50:23 PM »
 :smiley_ablq:
 :bump:
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Offline decino

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Re: ERROR: SV_FindIndex and more...
« Reply #27 on: July 19, 2010, 06:16:36 AM »
What's wrong? Speed 0-100 didn't work?
Not sure if you figured out how set an angle for the push brushes:

angle:

north = 0
east = 90
south = 180
west = 270
up = -1
down = -2

Not sure about the last two, I don't have any editor nearby to check.
« Last Edit: July 19, 2010, 06:20:34 AM by decino »
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Offline Whirlingdervish

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Re: ERROR: SV_FindIndex and more...
« Reply #28 on: July 19, 2010, 09:16:56 AM »
check to see if you can add a key/value set in that editor (I've never used it)
I would use "angles" instead of "angle" as per the "jump pads in quake 2" article above.
I've had pretty good success using the methods described there for jump pads.

here's what one that I made looks like in-game, and in-editor:

editor:


in-game:


in the image from the editor, the line with the ball on the end is the actual angle described
in the trigger_push entity.

The blue arrow is just a visual representation of the trigger_push setting off a target_speaker
that will make the jump pad noise by use of the "target" key/vaue pair.

I set the key/value targetname=jp3 on that speaker and when that push is used that speaker plays.

notice the speed set in the hundreds.
This combined with the lofty trajectory defined by the angles key/value set,
will launch you all the way from that pad to the balcony above on the opposite side of the arena,
which is quite a long way for a q2 map.

as far as I know, for the "up" angle, you'll want to use negative number values,
using a value that is the angle up from the ground that describes the flight you want to see.




I've attached the map and a demo, so you can see the jump pads in action.
(you can also open the .bsp and see the entity values as they should be in the final product)



« Last Edit: July 19, 2010, 10:34:32 AM by Whirlingdervish »
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Offline V!RaL

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Re: ERROR: SV_FindIndex and more...
« Reply #29 on: July 19, 2010, 10:11:31 AM »
Ok; it's called "speed" and the default is 1000.
I'm going to set one to over 9000...

IT'S OVER 9000!!!!!!!!!!!!!!!!!!! :smiley_aayb:
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