Closed ghost closed 8 years ago
not enough information
The program locks up then stops working after running dmap demo.map, the last few lines readable in the console while frozen is:
-----WriteOutputFile----- writing maps/demo.proc 0 total shadow triangles 0 total shadow verts
1 seconds for dmap Opening IP socket: localhost: 27015
Then the crash occurs
Using the dmap command in DarkRadiant's console creates a successful build and write out all the files needed for the map, however using "map demo.map" in OpenTechEngine crashes the program immediately.
I've managed to get OpenTechEngine to work in the Doom3BFG folder, however I can't load the demo.map or any of Doom3BFG's maps, as it's looking for resources related to flash and xbox/ps3 controllers., which halts the map load.
Is there a console command to log console message output?
Several warnings appear in the console under OTE.exe from the Doom3BFG folder when I load "map demo.map":
WARNING: Unable to open resource file maps/demo.resources WARNING: Couldn't load image: gui/assets/loadscreens/demo : gui/assets/loadscreens/demo#0200 WARNING: Couldn't load image: gui/assets/loadscreens/demo : gui/assets/loadscreens/default#0200 WARNING: Could not load font bank WARNING: Could not load font micro ERROR: Missing 'WEAPON_IRONSIGHT' field in script object 'weapon_fists'
out of curiosity, why are you running dmap in darkradiant?
I see that "dmap" works both in RBDoom3BFG and in OTE, but "map" in RBDooom3BFG sometimes segfaults when loading the map, while in OTE it has never segfaulted on loading the map yet.
have you tried to dmap your map in RBDoom3BFG and try to play it there?
@BielBdeLuna Sometimes when saving the map and running dmap in the game it wouldn't have saved changes to the brushes of the map. So the old brush layout shows, but the collision is set to the new layout. Running dmap in radiant seems to fix that.
@DanielGibson Map load seems to fail when engine looks for "WEAPON_IRONSIGHT" in the weapon_kick.def script.
This problem should be fixed in the branch I told you to use (with the base/ dir of that branch, not of d3bfg).
On 07/22/2015 04:46 PM, Yetta1 wrote:
@DanielGibson https://github.com/DanielGibson Map load seems to fail when engine looks for "WEAPON_IRONSIGHT" in the weapon_kick.def script.
@DanielGibson I'm using that branch. I looked at the definition script, there were no lines containing weapon_ironsight. Should I look into the other branches for the .def containing the code?
I managed to open my map on RBDoom3BFG after running dmap on Vanilla Doom 3, however there seems to be a scaling issue, the map seems smaller or it's the player entity that is way bigger.
it's not in the def, it's in the script.
weapon_base
in base/script/weapon_base.script should contain boolean WEAPON_IRONSIGHT;
.
weapon_kick
in weapon_kick.script derives from that.
for me that fixed crashes related to WEAPON_IRONSIGHT.
@DanielGibson The file did not contain that line of code, I added it in and tried loading the map in OTE, it crashed.
then you're using the wrong branch anyway.
In the correct branch it exists, see: https://github.com/OpenTechEngine/OpenTechBFG/blob/cegui_layout_upd_assets/base/script/weapon_base.script#L8
@DanielGibson I'm using cegui_layout_upd_assets
Maybe there was a syncing problem from github, i'm looking at the script in githubs app, it looks different from the version cloned to my desktop. Going to try that script.
I don't know how well that works around half the world, but do you want me to look at it via VNC (tightvnc?), maybe together with teamspeak or mumble?
@DanielGibson I tried the script from githubs app, the engine gave this error:
QA Timing INIT: 000001ms BFG $Id: 3a05baaf07de033974095ff42eaf7b9e6c08377f $.1401 win-x86 Jul 20 2015 21:49:23 2494 MHz generic CPU with SSE & SSE2 Winsock Initialized Found interface: {60EBFC69-A26D-4C59-BC83-361A3ACB4C75} Atheros L2 Fast Ethernet 10/100Base-T Controller - 192.168.1.8/255.255.255.0 Sys_InitNetworking: adding loopback interface ------ Initializing File System ------ Current search path: C:\Users\Tiaan\Saved Games\id Software\RBDOOM 3 BFG/base E:\Games\OTEtest\Release/base
Couldn't open journal files execing default.cfg execing D3BFGConfig.cfg couldn't exec autoexec.cfg ----- R_InitOpenGL ----- Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:0 ...registered window class ...registered fake window class Using GLEW 1.10.0 ...created window @ 0,0 (1296x759) Initializing OpenGL driver ...creating GL context: created OpenGL 3.2 context succeeded ...making context current: succeeded Using GLEW 1.10.0
------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized.
OpenGL Version : 4.5 OpenGL Vendor : NVIDIA Corporation OpenGL Renderer : GeForce GT 630/PCIe/SSE2 OpenGL GLSL : 4.5 maxTextureAnisotropy: 16.000000 ...using GL_EXT_texture_lod_bias X..GL_GREMEDY_string_marker not found ...using GL_EXT_framebuffer_object ...using GL_EXT_framebuffer_blit ----- Initializing Render Shaders ----- ----- Initializing Sound System ------ 0: Speakers (Turtle Beach PLa Headset) 2 channels, 48000 Hz Front Left and Front Right Default Console Device, Multimedia Device, Communications Device, and Game Device 1: SPDIF Interface (TX0) (VIA HD Audio(Win8.1)(Compatible)) 2 channels, 48000 Hz Front Left and Front Right 2: Speakers (VIA HD Audio(Win8.1)(Compatible)) 2 channels, 48000 Hz Front Left and Front Right Using device 0
------- Initializing renderSystem -------- WARNING: Couldn't load image: textures/loadingicon2 : textures/loadingicon2#0200 WARNING: Couldn't load image: textures/loadingicon3 : textures/loadingicon3#0200 Updating texture filter parameters.
WARNING: Couldn't load image: guis/assets/splash/legal_english : guis/assets/splash/legal_english#0200 Skipping Intro Videos! Reading strings/english.lang as ASCII 11 strings read WARNING: Couldn't load image: newfonts//48 : newfonts//48#0400 WARNING: Couldn't load image: ui/assets/guicursor_hand_cross : ui/assets/guicursor_hand_cross#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_circle : ui/assets/guicursor_hand_circle#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_square : ui/assets/guicursor_hand_square#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_triangle : ui/assets/guicursor_hand_triangle#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_a : ui/assets/guicursor_hand_a#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_b : ui/assets/guicursor_hand_b#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_x : ui/assets/guicursor_hand_x#0200 WARNING: Couldn't load image: ui/assets/guicursor_hand_y : ui/assets/guicursor_hand_y#0200 --------- Initializing Game ---------- gamename: baseDOOM-1 gamedate: Jul 20 2015 Initializing event system ...535 event definitions Initializing class hierarchy ...158 classes, 496480 bytes for event callbacks Initializing scripts
idMenuHandler_Shell::ActivateMenu 0
ERROR: Error: file script\weapon_base.script, line 33: weapon_base::NetCatchup redeclared
Error during initialization Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window
I have teamspeak. Going to be away from the pc for 10-20 minutes.
then also install tightvnc server so I can look onto your PC to see what happens and tell me when you're ready.
Should be easier to sort things out that way :)
Ok i'm back. Got teamspeak and VNC server running.
maybe get into the #iodoom3 irc chan on freenode to discuss which TS server to use etc
scripts are not yet done, I'm working on it, currently I'm working on monsters AI
Thank you Daniel! OTE is running without any issues running dmap, can mod the map and dmap while running the engine.
ok, I guess we can close this one then :)
OpenTechEngine crashes right after 'dmap" command writes .proc file, using dmap in DarkRadiant seems to give the same crash result after using "map" to load the map.