Problem with compiling

AngelAngel Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">Pointentity problems</div><!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
Warning: === LEAK in hull 1 ===
Entity info_team_start @ (  36, 132,  13)
Warning: === LEAK in hull 2 ===
Entity info_team_start @ (  36, 132,  13)
Warning: === LEAK in hull 3 ===
Entity info_team_start @ (  36, 132,  13)[
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

The above error seems to happen whenever I put point entities in. (Lights, player starts etc.). There is however no leaks with the brushes, anyone got any suggestions ?

Comments

  • nerve_GSnerve_GS Join Date: 2002-03-10 Member: 297Members
    This kind of thing should really be posted on Valve-ERC but as it's here I'll try and help. Are you SURE you dont have a leak? have you tried putting a big box around your map and using noclip looking for gaps? Another thing, are you using the custom NS compiling tools based on Zoner's ones? (one of them is different because of the different player/Hull sizes). Have you checked out the rest of your log file for problems?
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    ITs ok now, I found out what the problem was. With NSTR2 you cant use the commander view mode, it also "mucks up" the compile if you stick commander mode in valve hammer
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Er.. actually you CAN use the commander mode and it works fine with Valve Hammer..

    although I believe when they release NS commander stations will now be movable, rather than fixed so you should just leave spaces for them to be built,not sure though, think I read that somewhere in here..
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Commander mode does work with NSTR2 no problem, a great many mappers on this forum will tell you so.

    Prehaps you're going about it the wrong way?  Build the level as a normal HL, add the team_command point entity inside your map (looks like a green block in WC), use a info_mapinfo (again inside the map) to set the commander view hieght.  Compile and run in NSTR2, the team_command will be invisible, but if you can find it and use it you will be in commander mode.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    The editor <b>doesn't care</b> if you have commander mode or not.

    The compile tools, however, do NOT like having entities directly touching the void with no world brush component blocking them. If you're trying to use the old func_seethrough method without boxing them in, there's the source of your leak. Commander mode doesn't even work that way anymore, though, so do as ChromeAngel said - build the level normally and then add the applicable entities for commander mode.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i think, that he thinks, that the commander mode is made with the func_seethrougs.....
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Angel, I hate to be blunt, but if you'll read the <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=100" target="_blank">Mapping Forum FAQ</a>, you will see that the Mapping forum in fact has a single rule:
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->This forum is -not- for questions about how to map. This forum is for questions about how to use the NS specific entities, NS specific design specifications, and NS concepts within a map.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    That's what Valve-ERC is for.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Coil, that is a bit harsh.... you are forgetting that angel has just recently won the "I started the most threads" award <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    This is related with the ns mappiung entities, as whenever I use an ns mapping entity my map wont compile. So in theory valve-erc reason is screwed out the way. Considering I have only got this error when mapping for ns (and still getting it)
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Angel, you are the only person that's getting these problems so it seems as though it's something with your configuration... personally, i've never had any of the errors you have posted about happen..
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The only thing I've seen in my experience that would cause leaks in hulls 1, 2, and 3 would be a hole in the map.  You have a basic leak.  Find it, plug it.  Entities in the void or touching the void (both brush entities and point entities) <i>do not</i> plug leaks.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Greedo386+Oct. 13 2002,18:42--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Greedo386 @ Oct. 13 2002,18:42)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Entities in the void or touching the void (both brush entities and point entities) <i>do not</i> plug leaks.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    That includes doors.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Exactly what Greedo said. Leaks are leaks. Find it, fix it.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Well problems are over, it seemed to fix itself as I added another corridor.
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