Map in progress- final problem

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Mon May 21, 2007 10:50 pm

  • Well, the monstrosity of a map I've made is (essentially) finished- but when I play the map file, a string of errors (about 6) are shown in the Nexuiz console. The map plays fine, and I don't see the effects of these errors, at least they aren't visible (afaik), and it doesn't run slowly or anything....

    Since I don't know how to copy a console output, here is a zip of the radiant files and the compiled map (no pk3 yet). Maybe one of you knows what they mean. :?

    http://s22.quicksharing.com/v/921716/revision8.zip.html

    For future reference, how does one copy console output? Does the game store it somewhere?

    Thanks! :)
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    torus
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Tue May 22, 2007 1:29 am

  • torus wrote:Since I don't know how to copy a console output, here is a zip of the radiant files and the compiled map (no pk3 yet). Maybe one of you knows what they mean. :?


    for future reference you can just run nexuiz in your OS' console and copy output from that. I have no clue what the problem is since I'm not a hardcore mapper.
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    Psychcf
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Tue May 22, 2007 6:20 am

  • torus wrote:For future reference, how does one copy console output? Does the game store it somewhere?

    Only if log_file is set... But you can dump the entire console history to a file using "condump foo.txt", that'll write everything into ~/.nexuiz/data/foo.txt
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    KadaverJack
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Tue May 22, 2007 10:56 am

  • KadaverJack wrote:Only if log_file is set... But you can dump the entire console history to a file using "condump foo.txt", that'll write everything into ~/.nexuiz/data/foo.txt


    Thanks.

    In that case=

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    :oops:
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    torus
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Tue May 22, 2007 3:55 pm

Tue May 22, 2007 4:47 pm

  • Those errors are caused by q3map2 producing weird output...
    I have no idea however if there's anything you can do to fix them.
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    KadaverJack
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Tue May 22, 2007 7:05 pm

  • KadaverJack wrote:Those errors are caused by q3map2 producing weird output...
    I have no idea however if there's anything you can do to fix them.


    So, should I just ignore them, since they don't affect the map (afaik)?


    Also, how are two way teleporters made? When I tried to do this with just 2 regular teles, the player gets stuck in between''... :D
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Tue May 22, 2007 7:06 pm

Tue May 22, 2007 7:18 pm

  • esteel wrote:I'm not a mapper but i would use four entities.. two teleporters and two destinies, both a bit before the 'real' teleporter..

    I guess that's what he tried, but as soon as the player is teleported, he touches the other trigger_teleport and is teleported right back ;)

    torus: the only way to make this work is to place the target somewhere in front of the other teleporter, so the player doesn't touch the trigger.
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Tue May 22, 2007 7:35 pm



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