Error when trigger_levelchange !!?! Created 18 years ago2006-02-27 11:03:04 UTC by SickMothaFucker SickMothaFucker

Created 18 years ago2006-02-27 11:03:04 UTC by SickMothaFucker SickMothaFucker

Posted 18 years ago2006-02-27 11:03:04 UTC Post #165315
Hi guys, I can't make this simple thing working. I am making a simple trigger_levelchange and the game always crashes and gives this error.

Half-Life: hl.exe - Application Error

The instruction at "0x0b4d640a" referenced memory at "0x0032746e". The memory could not be "read".

???
Posted 18 years ago2006-02-27 11:15:36 UTC Post #165316
We need more information of your problem.

Tell us your changelevel entity setup, and post your compile log.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-02-27 11:25:47 UTC Post #165318
The entity setup is the easyest one. I have a trigger_changelevel at the end of my first level, and I have a info_landmark at the begining of the second level. That's it. No flags on.

the log is this one, from the first level.

** Executing...
** Command: Change Directory
** Parameters: H:Gamescs

** Executing...
** Command: Copy File
** Parameters: bla bla bla.......

** Executing...
** Command: H:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "H:GamescsMazemapsmaze1"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering H:GamescsMazemapsmaze1.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: gamescsvalvecached.wad
Using WAD File: gamescsvalvedecals.wad
Using WAD File: gamescsvalvefonts.wad
Using WAD File: gamescsvalvegfx.wad
Using WAD File: gamescsvalvehalflife.wad
Using WAD File: gamescsvalveliquids.wad
Using WAD File: gamescsvalvepldecal.wad
Using WAD File: gamescsvalvespraypaint.wad
Using WAD File: gamescsvalvexeno.wad
added 9 additional animating textures.
1 seconds elapsed
** Executing...
** Command: H:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "H:GamescsMazemapsmaze1"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
0 seconds elapsed
Posted 18 years ago2006-02-27 11:32:48 UTC Post #165319
First, there's a leak.

Second, you'll need a landmark in the first level as well, to match up with the landmark in the second level.
Posted 18 years ago2006-02-27 11:33:09 UTC Post #165320
You're using the old Q... tools. Those are very old and should not be used anymore. Get the improved ZHLT (Zoners Half-Life Tools). Check out the links section for the download.

Also:
qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEA
Fix this leak.

Edit: Argh, CP...
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-02-27 11:43:09 UTC Post #165322
the thing is that there is something wrong with these ZOner tools. They don't create a bsp file,

log:

** Executing...
** Command: Change Directory
** Parameters: H:Gamescs

** Executing...
** Command: Copy File
** Parameters: "bla bla bala.blaa....

** Executing...
** Command: H:Gameshlcsg.exe
** Parameters: "H:GamescsMazemapsmaze1"

** Executing...
** Command: H:Gameshlbsp.exe
** Parameters: "H:GamescsMazemapsmaze1"

and BTW could this leak be the only problem ?
Posted 18 years ago2006-02-27 11:44:53 UTC Post #165324
There's nothing wrong with Zoners. If they don't create a .bsp, then that's due to a problem during the compile. Zoners tools seem to be less forgiving when it comes to problems, but it's good practice to solve problems anyway, so...
Posted 18 years ago2006-02-27 11:45:11 UTC Post #165325
Zoner tools dont create the bsp's? Sounds like a setup problem then.

EDIT: Ar Cap'n P beat someone again!
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-02-27 11:53:48 UTC Post #165326
WHAT PROBLEM?
Posted 18 years ago2006-02-27 11:54:15 UTC Post #165327
<ut>Answering spree</ut>

Now if only those answers are helpfull... ;)

@smf: Well, the leak problem, to start with...
Posted 18 years ago2006-02-27 11:55:55 UTC Post #165328
No, they are not :|

I've tried with Zoners, and with the default???

Captain P, will you help me with some C++ coding?
Posted 18 years ago2006-02-27 12:03:14 UTC Post #165330
Looking that last compile log, you've probably set it up wrong. Perhaps you've filled in the wrong paths for the Zoner compile tools?

As for helping with C++ coding, I received your mail and answered it, but they're generally questions that require some more understanding of the HL gamecode than I currently have. While I can get a basic understanding of what's involved by looking through the code, I can't help you with everything you asked. Take your time looking through the code and getting familiar with it (by this time I'm really seeing the importance of documenting code, but oh well). Being able to trace function calls and variabele uses greatly helps pinpointing the parts you need to change, but it requires understanding and time...
Posted 18 years ago2006-02-27 12:41:27 UTC Post #165339
ok, how should I fix the zoner tools config ?

the paths are alright!!!

H:Gamescszhlt34x86finalhlcsg.exe

and so long....
Posted 18 years ago2006-02-27 12:57:50 UTC Post #165341
ok, It is not from the Leak, i've fixed it and again a crash.... it is not from my map. I've tried the tutorial map for trigger_changelevel also crashed...

shit ?????????????????????? :furious:
Posted 18 years ago2006-02-27 13:10:30 UTC Post #165345
I've tryed with some old Zoner tools here is the log, an btw it Crashesh again with same error!!!

..............
...............

** Executing...
** Command: H:USBHLNEWS~1ZHLT25~1hlcsg.exe
** Parameters: "H:GamescsMazemapsmaze1"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: H:USBHLNEWS~1ZHLT25~1hlcsg.exe H:GamescsMazemapsmaze1
Entering H:GamescsMazemapsmaze1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.06 seconds)
SetModelCenters:
10%...30%...50%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.48 seconds)

Using Wadfile: gamescsvalvecached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: gamescsvalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gamescsvalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gamescsvalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: gamescsvalvehalflife.wad
  • Contains 11 used textures, 91.67 percent of map (3116 textures in wad)
Using Wadfile: gamescsvalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gamescsvalvepldecal.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: gamescsvalvespraypaint.wad
  • Contains 1 used texture, 8.33 percent of map (14 textures in wad)
Using Wadfile: gamescsvalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 9 additional animating textures.
Texture usage is at 0.15 mb (of 4.00 mb MAX)
1.00 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: H:USBHLNEWS~1ZHLT25~1hlbsp.exe
** Parameters: "H:GamescsMazemapsmaze1"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: H:USBHLNEWS~1ZHLT25~1hlbsp.exe H:GamescsMazemapsmaze1

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'H:GamescsMazemapsmaze1.prt'
1.14 seconds elapsed

--- END hlbsp ---
Posted 18 years ago2006-02-27 13:27:25 UTC Post #165349
Is there another level to transport the player from one level to another ?
Posted 18 years ago2006-02-27 15:07:17 UTC Post #165368
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
In addition, many of those wads don't contain any usefull texture, so cut the used wads down to decals, halflife, liquids and xeno.
Posted 18 years ago2006-02-27 17:14:09 UTC Post #165395
Captain P rule all! Thank you! Captain P - good, wad - bad!

:nuke:
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