Level Transisiton Error Created 19 years ago2005-07-17 19:38:51 UTC by Snpbond Snpbond

Created 19 years ago2005-07-17 19:38:51 UTC by Snpbond Snpbond

Posted 19 years ago2005-07-17 19:38:51 UTC Post #121705
When I try to do a level transition, I set it up like in your tutorial, its worked before, but this time, I get put in the "void" and get this in the console

Half-Life 2
Map: warl_d1a
Players: 1 / 1
Build 2433
Server Number 2
Initializing renderer...
CInstancedSceneResourceManager: 1108 .vcds total 1.39 Mb, 66.11 % of capacity
Signon traffic "CLIENT": incoming 163.660 Kb, outgoing 117.865 Kb
Node Graph out of Date. Rebuilding...
func_tracktrain(.PAVCBaseEntity@@) thinking for 13.36 ms!!!
Saving game to SAVEautosave.sav...
WARNING: Level contains NPCs but has no path nodes
Free Sound List is full!
Could not AllocSound() for InsertSound() (DLL)
Free Sound List is full!
Could not AllocSound() for InsertSound() (DLL)

What can I do to fix this?
Posted 19 years ago2005-07-18 01:06:34 UTC Post #121732
Double check your landmark and info_player_starts are in position.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-18 03:00:13 UTC Post #121742
Have a look the example map in the vault I personally think its quite useful :cyclops:
Posted 19 years ago2005-07-18 10:37:44 UTC Post #121806
It has worked before on other maps, both landmarks are called change, the trigger thing is set properly, I even cloned the area around it and pasted it in the other map so that it would start there. Is there a way to just tell the thing, go to this map, and let it use the info_player_start on that map?
Posted 19 years ago2005-07-27 17:36:41 UTC Post #123965
did you at all move the info_landmark at anytime even a billionth of a centrementre? Because if you did I think that could screw things up. The landmark must be in the exact same place for both maps. Example:

there is map. it's called Map1.
Map 1 has a info_landmark and a trigger_changelevel. It also has a player_start entity. Snpbond wants to go to another map. So, do THIS EXACTLY. He goes file > save as and names it map 2. Now, he goes and open Map1 again keeping Map2 open. He now has two maps exactly the same. He selects the info landmark in map 1 and changes the properties.

Name : landmark1

He then closes it and then selects the trigger_changelevel and goes to it's properties:

Name: Leave it blank
New Map Name: Map2
Landmark Name: landmark1

he then closes it, saves it and opens up map2 again. He goes into the properties of the info_landmark and gives it the name of landmark1.
He then opens the properties of the trigger_changelevel and changes the settings to this:

Name: Leave blank
New Map Name: Map1
Landmark Name: landmark1

He saves them both. He compiles them both but ticks "don't run the game after compiling" for both of them. He then goes into Halflife2, goes into the console and types this in: map map1

Map1 runs, he goes into the trigger_changelevel and he then ends up in map2.
Map2 does not need the player_start but no harm done if you keep it there.

END.

:zonked:
Posted 19 years ago2005-07-27 17:39:58 UTC Post #123967
:glad:
Maybe it could be a mimi tutorial :)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-07-27 17:41:42 UTC Post #123969
They already have one.
This is just a simplier version I guess
Posted 19 years ago2005-07-27 17:44:18 UTC Post #123970
I have proposed to make a tut for source about props, it's not as easy as it seems, took me a while to figure it out. I am waiting for 7ths reply
Posted 19 years ago2005-07-27 17:53:55 UTC Post #123971
Hey! Snpbond! Have you seen this yet!?
Posted 19 years ago2005-07-27 18:07:51 UTC Post #123973
i suppose you don't know about the [edit] button...
Posted 19 years ago2005-07-27 18:10:56 UTC Post #123975
oh yeah!

EDIT: yay!

EDIT: yay!

EDIT: editing is fun!
Posted 19 years ago2005-07-27 19:42:21 UTC Post #123985
I will have another look at it, and post back here what I find
Posted 19 years ago2005-07-28 07:17:22 UTC Post #124077
Posted 19 years ago2005-07-28 12:45:13 UTC Post #124135
so, I read that tut, and will try it later (preoccupied with a webstie Im making now). If that worked, I would have to remake the map then, the map 2?

Cause, I have you being talked to the gman, then I want to load the level and your in another place (this is like 3 weeks earlier)
Posted 19 years ago2005-07-28 16:31:15 UTC Post #124197
You can copy the stuff (NOT THE trigger_changelevel or the info_landmark, leave them alone) from the old map2 and put it into the new map 2
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