There seems to be a glitch with ued where it duplicates actors in a map. This is the first time I've had it in a year of mapping so it must be quite rare. You can tell if it's made a duplicate actor by selecting it, normally. Right click on it and it will say '2 selected' even though you only selected 1. If you try to delete it, then it will appear not to go away but if you right click on it again it will only say '1 selected'. So you think fine, I'll save now I've got rid of that, but when you next load the map, the actor will be gone completely and you'll have lost your work. VERY annoying if it was something like a mover or a large terrain brush that took you a long wime to do.
It isn't normally a problem with regular brushes, you can just ignore them. The problems start when it occours with triggers, pathnodes, lights, coronas etc. You will get weird effects, in the case of triggers or dispatchers, you may find events are occouring twice, or out of time with the event times in the dispatcher(s).
Duplicate pathnodes cause the editor to lock up completly when it gets to the 'cleaning up' stage of a path rebuild.
Duplicate lights will just mean that the light gives off twice the normal light, or in the case of a corona, the corona will be twice as bright as normal.
This problem seems to strike 1 single map. All the other maps I've worked on recently and in the past have never had this error before. Only this one of two maps I'm working on at the moment.
Here's how to fix it:
DO NOT try to delete the actor, this will result in it dissapearing next time you load. Firstly, try to locate all the actors that have become 'corupt'. They tend to occour in clusters. eg. a torch flame, it's light, and it's corona and maybe the brush that it's placed on may all become corupt. This make the problem actors easier to find.
Do not do anything to these actors, just go on file->export and save the t3d file. Now start a new map and import the t3d file.
It may take a long time depending on the size of the map.
Now look for one of the actors that was corupt and select it. It sould say 1 selected.
But it's not fixed yet. Move this actor a few units, and you'll see that it's duplicate is still there, only now it appears as a seperate actor instead of just showing up as there being 2 selected. Now you can delete the duplicate actor and move the origional back into place. You then have to repeat this with all the other corrupt actors. This is why you must remember where all the corrupt actors were.
Save (as a new version in case something goes wrong) and do a rebuild. The map should function properly now. If you close the editor and reload it again, then load the (new) map all the actors should still be there and there should not be any corupt ones.
I'm not sure that this stops your map being the target of more corupt actors, but I know it fixes the ones that are currently there. I only discovered this technique this morning so I'll let you know if this gets rid of the problem for good
It isn't normally a problem with regular brushes, you can just ignore them. The problems start when it occours with triggers, pathnodes, lights, coronas etc. You will get weird effects, in the case of triggers or dispatchers, you may find events are occouring twice, or out of time with the event times in the dispatcher(s).
Duplicate pathnodes cause the editor to lock up completly when it gets to the 'cleaning up' stage of a path rebuild.
Duplicate lights will just mean that the light gives off twice the normal light, or in the case of a corona, the corona will be twice as bright as normal.
This problem seems to strike 1 single map. All the other maps I've worked on recently and in the past have never had this error before. Only this one of two maps I'm working on at the moment.
Here's how to fix it:
DO NOT try to delete the actor, this will result in it dissapearing next time you load. Firstly, try to locate all the actors that have become 'corupt'. They tend to occour in clusters. eg. a torch flame, it's light, and it's corona and maybe the brush that it's placed on may all become corupt. This make the problem actors easier to find.
Do not do anything to these actors, just go on file->export and save the t3d file. Now start a new map and import the t3d file.
It may take a long time depending on the size of the map.
Now look for one of the actors that was corupt and select it. It sould say 1 selected.
But it's not fixed yet. Move this actor a few units, and you'll see that it's duplicate is still there, only now it appears as a seperate actor instead of just showing up as there being 2 selected. Now you can delete the duplicate actor and move the origional back into place. You then have to repeat this with all the other corrupt actors. This is why you must remember where all the corrupt actors were.
Save (as a new version in case something goes wrong) and do a rebuild. The map should function properly now. If you close the editor and reload it again, then load the (new) map all the actors should still be there and there should not be any corupt ones.
I'm not sure that this stops your map being the target of more corupt actors, but I know it fixes the ones that are currently there. I only discovered this technique this morning so I'll let you know if this gets rid of the problem for good