View Full Version : movers causing crashes (Ued2)
daver
29th Apr 2005, 07:47 AM
i have a number of elevator platforms in my level. When my character is standing too close to the edge of the rising platform and hits his head on the the ceiling above, it now crashes the game. It used to just send the elevator back down. the error is...
mover autoplay.mover0 infinite script recursion (250 calls) detected
It started right out of the blue, not sure what i could have done. All the elevators will do it.
thanks,
d
daver
3rd May 2005, 08:31 AM
so there's no help for this then?
I can begin a new tester map, make a mover that goes up through an opening in the floor, run it, hit my "head" on the edge of the opening and it doesn't crash the game.
So its somthing wrong with my level, or the editor. I can erase all the elevators and make a new one and it will still crash it.
I think this will be my first and last level, this editor is a nightmare. I have about 200 hours into this level and it crashes about twice an hour, right out of the blue.
d
Killavirus
3rd May 2005, 09:34 AM
dont restart right now
Have you checked all your tags in the level ???
I have heard of crashes when moveattach are incorectly set
Killavirus
3rd May 2005, 09:52 AM
ahhh try changing the mover settings to ME_ReturnWhenEncroach
And do you have karma on, on your mover
daver
4th May 2005, 09:10 AM
dont restart right now
Have you checked all your tags in the level ???
I have heard of crashes when moveattach are incorectly set
ah, you are the master. I guess unique event tags are necessary for the movers. no more mover crashes now. weird how it used to work without the tags...
d
Killavirus
4th May 2005, 11:09 AM
Good to know it worked :D
Master !!! i only started 2 weeks ago :D
Killavirus
4th May 2005, 11:13 AM
im also having a similar problem attaching a volume to a mover that is triggered :-/
I just need to get my head round it then it'll seem simple :D
daver
4th May 2005, 08:33 PM
im also having a similar problem attaching a volume to a mover that is triggered :-/
I just need to get my head round it then it'll seem simple :D
well you must have visited some tutorial sites that i havn't. But i learn stuff as i use them, and next i need to learn how to trigger movers.
d
Killavirus
5th May 2005, 06:15 AM
Simple
here
Triggering
The mover is activated by being triggered. This can be by:
a Trigger (or Dispatcher, RoundRobin, etc)
another type of event, such as something the game itself generates (eg a flag capture)
the mover itself, with BumpEvent: a player bumps the mover, which fires the BumpEvent, which matches the mover's Events → Tag. See "bumping" below.
Another mover (A button, switch, etc) using the MoverEvents section of its properties.
For a mover to be activated by triggering, set Object→InitialState to one of the 'TriggerFoo' states.
BmB23
5th May 2005, 06:23 AM
Whereas Foo is (From what I've heard) the general Ued term for anything.
daver
5th May 2005, 06:47 AM
Simple
here
i found a good explanation from a simple search on this site, it worked. But now when i do a "rebuild all" on my level, it hangs at about the 10 minute mark. I HATE this editor.
d
Killavirus
5th May 2005, 06:52 AM
so did you solve the problem ???
daver
5th May 2005, 07:13 AM
so did you solve the problem ???
not yet, all i added since it last worked were the mover triggers, ambient lighting, plus a few extra polys and imported textures. I deleted the zone infos, but it still hangs. Next i'll delete the triggers, maybe i did one wrong thing. thats all it takes for this editor to blow up.
d
Killavirus
5th May 2005, 08:41 AM
have you done
Check map Errors ???
Kantham
5th May 2005, 08:43 AM
I HATE this editor.
Only who don't know how to use it yea. Once you got the hang of it , you love it.
Killavirus
5th May 2005, 08:48 AM
love, hate
A very thin line
Hourences
5th May 2005, 10:04 AM
Ued 2 doesnt has check map errors.
The editor works great most of the time, if you really cant fix it post the map here and maybe someone else can see whats up
daver
5th May 2005, 11:10 AM
Ued 2 doesnt has check map errors.
The editor works great most of the time, if you really cant fix it post the map here and maybe someone else can see whats up
thanks for the offer.
What i hate most is is that the editors way of telling you you did somthing wrong is by crashing. It is buggy on top of that tho, some tools are quirky.
d
BmB23
5th May 2005, 01:01 PM
Well I suspect a few bugs are to overcome considering that this is the one most powerful editor I have ever seen.
daver
5th May 2005, 09:06 PM
Well I suspect a few bugs are to overcome considering that this is the one most powerful editor I have ever seen.
Ued2? I thought 3 would be better. What it started doing to me now is sometimes when i click on a texture, then select the entire brush (shift-B or right click...) it crashes the entire gig. Then the next time it won't...- frig man.
d
daver
5th May 2005, 09:47 PM
when i do a "build all", it hangs, when i do i "build light" only, it crashes. So its the lighting. the error messege is kinda long, but this was in the cap locks "lightapply selected=0 visibeonly=0"
all i did for lighting since this happened was add some zone infos with ambient lighting, i've deleted them all tho. Deleteing things is often buggy tho, because they won't always delete. then when it invariably crashes later and i reload, they'll be gone, but who knows...
d
Hourences
6th May 2005, 06:19 AM
None of the things you describe are "normal" and almost never happen, hell I never even had non deletable zoneinfos..
I think something else is screwed and not just 1 thing in your map..
All your names for filenames, textures and other stuff must be unique for example, got that ?
Do other maps work fine in UED ? Can you modify them without crashing ? Open a couple of retail maps
You do run UT1 right ? And you do have it patched up to 436 right ? (and no 451 !)
daver
6th May 2005, 06:35 AM
None of the things you describe are "normal" and almost never happen, hell I never even had non deletable zoneinfos..
I think something else is screwed and not just 1 thing in your map..
All your names for filenames, textures and other stuff must be unique for example, got that ?
Do other maps work fine in UED ? Can you modify them without crashing ? Open a couple of retail maps
You do run UT1 right ? And you do have it patched up to 436 right ? (and no 451 !)
i often seem to have objects that won't delete, i just drag them over to my brush building window in the corner and i come back later and they're often gone.
I'll have to take a good look and see what else is name-able on my map. I can't remember right now what patches i've downloaded, i recall looking...
I deleted all my lighting and now it doesn't hang on that build, but when i add new torches, and i adjust the brightness/radius settings, within seconds it hangs.
I also can't rebuild bot paths right now without a freeze up. Perhaps i put a new brush in a path that it doesn't like, because i havn't done any pathnode work for a while. I have a lot of red path lines, but mostly from the editor trying to connect nodes that are vertically uneven.
Another night tho, i just spent the whole night getting my zones set up and having the editor actually recognize the separations. I discovered that if i move the zone sheet slightly, then rebuld geometry, it notices it.
I havn't tried messing with retail levels at all, but its true that i had little or no crashing/freezing problems til my level got big and bulky. Its up to 10.6 mbs now with a 3 mb texture file. Big enough for an old UT deathmatch.
d
BmB23
6th May 2005, 07:20 AM
Ued2? I thought 3 would be better. What it started doing to me now is sometimes when i click on a texture, then select the entire brush (shift-B or right click...) it crashes the entire gig. Then the next time it won't...- frig man.
d
What? Oh... eh... I thought u guys where talking about 3.0... sry.
daver
6th May 2005, 08:26 AM
question - to what extent is it necessary to put event name tags on everything? As in, its not possible to name every single little brush uniquely, there are thousands of them. I've got all teh complex brushes names, expecially ones with identical brothers. Got all the zones named, the movers too...
d
daver
6th May 2005, 08:37 AM
or do i only worry about the brush names under "object", but they're automatically uniquely named.
d
Hourences
6th May 2005, 09:05 AM
Event = the action
Tag = the name
Just to clarrify cause your text was a little vague in that. You do not set tags and certainly not events for everything. Dont touch those 2 unless you really need them for example a trigger. Else dont modify them, it is pointless and I can imagine you might create a weird trigger loop now somewhere
daver
6th May 2005, 10:03 AM
that's what i figured, event tags should be left alone unless there is an "event" taking place with it.
BmB23
6th May 2005, 11:37 AM
Okay heres a clearup of how it works the event refers to the tag that you want to be triggered. the triggering object (trigger, mover, foo) needs no tag unless it needs to be triggered itself.
two objects can have the same tag if you want both to be triggered by one event.
else not neccesary objects are then defined using the object.name
daver
2nd Jun 2005, 10:33 PM
just an update, i started my level over, and copy pasted each brush bit by bit and play tested in btw. It seems the main problem was all the intersected brushes i had. I used the intersect tool a lot to create the more complicated brushes and it seems the editor doesn't like too many of them. Especially intersections involving cylinders.
I believe i'm better off "snipping ends off" before attaching them to other brushes.
A new question. One level i played once had a giant bed in it, and i could jump on it like i had perpetual jumping boots, and i wouldn't die from landing on it from a high fall. how do you do this? have a surface that won't kill you from a high fall.
d
Killavirus
3rd Jun 2005, 06:30 AM
i would think of doing this with a physics volume and reverse the gravity.
daver
3rd Jun 2005, 12:57 PM
i would think of doing this with a physics volume and reverse the gravity.
thanks for the reply, now i'll hafta figure out how to do that
daver
25th Jun 2005, 04:57 PM
well, i couldn't find any info on doing physics volumes with respect to UeD2. but i found my own way to make a bouncy surface. Just spread about 100 kickers all over it. ;)
d
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