The Old Man
2002-08-31, 23:36
Author Message
nix
Joined: 04 Aug 2002
Posts: 25
Posted: 05 Aug 2002 04:36 pm Post subject: yet another error
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i checked the error list and didn't see what's coming up, so i figured i'd just post real quick. i have a map i've been working on, and i THOUGHT my problem was a bad model i had put in or something, but i started from an older copy with no models, threw in some lights, closed off the rooms, and compiled it. it compiled just fine, but when i ran it in rtcw, i got the error:
CG_ParseSpawnVars:EOF without closing brace
i guess i have no idea what that means, if i have to open and edit the bsp file somehow (please no) or what. if anyone else can give me a hand with this i'd be greatly appreciative.
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Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 06 Aug 2002 12:35 am Post subject:
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This error is caused by an entity key with an empty value. For example health "" health "0" is fine but 2 quotes with mothing in them is not. You can do 1 of 2 things. Look at ALL your entities and look for a key with an empty value or open the map file in notepad and chose find "" (2 quotes side by side) and deleate each empty key you find.
Eyeronik, could we add this to the error list?
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 06 Aug 2002 08:48 pm Post subject:
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the question i have now, then, is this:
there are some keys that seem to not need a value- for example, SHOOT-THRU on a door doesn't have a "value", as far as i can see, you just set it. should i type 0? or would i have to put 1? (as 1 generally equals yes, 0, no). i imagine the shoot thru is the one that's causing it on all of them, because that's the only one ic an think of that i hadn't used a "value" on. thanks for the answer.
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Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 07 Aug 2002 01:44 am Post subject:
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It is two quotes side by side that cause the error, like this ""
when you create an entity you give it keys like health, target, type, ect. those keys will have values like 0, beachflag, metal ect. If you enter a key and dont give it a value it will have two quotes side by side in the map file. That is the problem. To answere your question, if a key doesnt have the two empty quotes i wouldnt mess with it, i wouldnt mess with the shoot through no, otherwise give it a value or deleat it.
Good: type "metal" Not good: type ""
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 07 Aug 2002 04:09 pm Post subject:
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i understand the idea behind empty quotes being the problem, but what i'm asking about is those keys that show up in the key description box that have no values listed. shoot-thru for example, or "silent" for a trigger_hurt. neither of those specifies a value to be entered, and those are the only keys i've left with no values. when i search the bsp file in a text editor for empty quotes, the only things i come up with are either silent "" or shoot-thru "". so what do you do for that? do you enter a 1 to signify yes? i really have no clue, and that's where i'm having problems.
oh, and as an addendum, when i went through the bsp file and changed the "" to a value, or deleted the key altogether, i got a different error when i started the map in wolfenstein, about how it was version 5793##### "needs to be version 47". i have no idea how ic ould have changed the version just by deleting a single key.
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Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 07 Aug 2002 05:38 pm Post subject:
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The .bsp or the .map file? The .bsp is just raw code, I cant understand it. When you define silent or shootthrough, it is a checkbox that changes the spawnflags for the entity. It shouldnt be in the .map file as a key, I dont think. That is you wouldnt enter the word silent as a key in the ent viewer, but you would hit the check box.
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krekits
Joined: 04 Aug 2002
Posts: 33
Posted: 08 Aug 2002 03:24 am Post subject:
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Midnight_Oil is correct. The shoot-through is a spawnflag, usually with a number.
You shouldn't edit the .bsp file. it's the .map file that needs to be opened in a text viewer. After editing it (make a backup copy first) save and compile it.
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Guest
Posted: 08 Aug 2002 06:57 am Post subject:
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ello
i got that when i forgot to delete the color key in the worldspawn after setting it with k.
(coz k sets thje light color and puts a diff color key with a value in, in worldspawn)
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Muffinman
Joined: 04 Aug 2002
Posts: 42
Location: Germany
Posted: 08 Aug 2002 08:24 am Post subject:
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hey midnight oil i'd suggest to send some error description and how to solve it to eyeronik so he can put it in the error list as this question is quite frequent...
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Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 08 Aug 2002 03:13 pm Post subject:
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Good idea Muffinman, will do : )
btw did you get it working nix?
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 08 Aug 2002 09:57 pm Post subject:
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i haven't actually got it working yet, because to be honest, i don't see "silent" or "shoot thru" as checkboxes... the come up in the key list window but never as checkboxes, so i kind of left them as they were for now. i'm goign to do some work on that stuff this weekend thoguh, so i may be able to get it going then. thanks for the help guys.
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 08 Aug 2002 11:41 pm Post subject:
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heh, new problem. i've THINK i've got the cfg error fixed, but now the compile is telling me the map is leaking. however, i compiled it a second time, in radiant this time just so it'd draw me the nice convenient line to where the leak is, and the line goes directly through a solid wall
this particular map seems to be absolutely doomed. dammit.
and before i forget, so i don't have to start another thread, hwo do you make a brush with an alpha texture solid? i wanted a barbed wire barricade, but all i get is barbed wire youc an walk through. not only that, but the barbed wire doesn't even show up. i'm using a brush with a nodraw texture on it except the face that is "inward", which has the barbed wire texture. thanks again guys.
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Detoeni
Joined: 04 Aug 2002
Posts: 28
Location: U.K.
Posted: 08 Aug 2002 11:59 pm Post subject:
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Good Day All
Nix, the wall that leaks, is it detail or stuctual, if detail it will leak.
To make your barrier impasabal place a clip brush within the no-draw, this will stop players but not weapons fire.
Don't know why u cant see your wire though.
Dt
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 09 Aug 2002 12:39 am Post subject:
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the leaking wall is structural as far as i know, since that's the default and i haven't messed with it at all. and thanks about the clip brush. i considered putting one behind the barrier, but that defeats the purpose othe barrier altogether
is it necessary to have a nodraw on all brushes that have an alpha texture? i guess id ont' know if it'd matter, but i almost wonder if the nodraw on the brush is what'sc ausing the barbed wire to not show up at all.
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 05 Aug 2002 04:36 pm Post subject: yet another error
--------------------------------------------------------------------------------
i checked the error list and didn't see what's coming up, so i figured i'd just post real quick. i have a map i've been working on, and i THOUGHT my problem was a bad model i had put in or something, but i started from an older copy with no models, threw in some lights, closed off the rooms, and compiled it. it compiled just fine, but when i ran it in rtcw, i got the error:
CG_ParseSpawnVars:EOF without closing brace
i guess i have no idea what that means, if i have to open and edit the bsp file somehow (please no) or what. if anyone else can give me a hand with this i'd be greatly appreciative.
Back to top
Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 06 Aug 2002 12:35 am Post subject:
--------------------------------------------------------------------------------
This error is caused by an entity key with an empty value. For example health "" health "0" is fine but 2 quotes with mothing in them is not. You can do 1 of 2 things. Look at ALL your entities and look for a key with an empty value or open the map file in notepad and chose find "" (2 quotes side by side) and deleate each empty key you find.
Eyeronik, could we add this to the error list?
Back to top
nix
Joined: 04 Aug 2002
Posts: 25
Posted: 06 Aug 2002 08:48 pm Post subject:
--------------------------------------------------------------------------------
the question i have now, then, is this:
there are some keys that seem to not need a value- for example, SHOOT-THRU on a door doesn't have a "value", as far as i can see, you just set it. should i type 0? or would i have to put 1? (as 1 generally equals yes, 0, no). i imagine the shoot thru is the one that's causing it on all of them, because that's the only one ic an think of that i hadn't used a "value" on. thanks for the answer.
Back to top
Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 07 Aug 2002 01:44 am Post subject:
--------------------------------------------------------------------------------
It is two quotes side by side that cause the error, like this ""
when you create an entity you give it keys like health, target, type, ect. those keys will have values like 0, beachflag, metal ect. If you enter a key and dont give it a value it will have two quotes side by side in the map file. That is the problem. To answere your question, if a key doesnt have the two empty quotes i wouldnt mess with it, i wouldnt mess with the shoot through no, otherwise give it a value or deleat it.
Good: type "metal" Not good: type ""
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 07 Aug 2002 04:09 pm Post subject:
--------------------------------------------------------------------------------
i understand the idea behind empty quotes being the problem, but what i'm asking about is those keys that show up in the key description box that have no values listed. shoot-thru for example, or "silent" for a trigger_hurt. neither of those specifies a value to be entered, and those are the only keys i've left with no values. when i search the bsp file in a text editor for empty quotes, the only things i come up with are either silent "" or shoot-thru "". so what do you do for that? do you enter a 1 to signify yes? i really have no clue, and that's where i'm having problems.
oh, and as an addendum, when i went through the bsp file and changed the "" to a value, or deleted the key altogether, i got a different error when i started the map in wolfenstein, about how it was version 5793##### "needs to be version 47". i have no idea how ic ould have changed the version just by deleting a single key.
Back to top
Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 07 Aug 2002 05:38 pm Post subject:
--------------------------------------------------------------------------------
The .bsp or the .map file? The .bsp is just raw code, I cant understand it. When you define silent or shootthrough, it is a checkbox that changes the spawnflags for the entity. It shouldnt be in the .map file as a key, I dont think. That is you wouldnt enter the word silent as a key in the ent viewer, but you would hit the check box.
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krekits
Joined: 04 Aug 2002
Posts: 33
Posted: 08 Aug 2002 03:24 am Post subject:
--------------------------------------------------------------------------------
Midnight_Oil is correct. The shoot-through is a spawnflag, usually with a number.
You shouldn't edit the .bsp file. it's the .map file that needs to be opened in a text viewer. After editing it (make a backup copy first) save and compile it.
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Guest
Posted: 08 Aug 2002 06:57 am Post subject:
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ello
i got that when i forgot to delete the color key in the worldspawn after setting it with k.
(coz k sets thje light color and puts a diff color key with a value in, in worldspawn)
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Muffinman
Joined: 04 Aug 2002
Posts: 42
Location: Germany
Posted: 08 Aug 2002 08:24 am Post subject:
--------------------------------------------------------------------------------
hey midnight oil i'd suggest to send some error description and how to solve it to eyeronik so he can put it in the error list as this question is quite frequent...
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Midnight_Oil
Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 08 Aug 2002 03:13 pm Post subject:
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Good idea Muffinman, will do : )
btw did you get it working nix?
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 08 Aug 2002 09:57 pm Post subject:
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i haven't actually got it working yet, because to be honest, i don't see "silent" or "shoot thru" as checkboxes... the come up in the key list window but never as checkboxes, so i kind of left them as they were for now. i'm goign to do some work on that stuff this weekend thoguh, so i may be able to get it going then. thanks for the help guys.
Back to top
nix
Joined: 04 Aug 2002
Posts: 25
Posted: 08 Aug 2002 11:41 pm Post subject:
--------------------------------------------------------------------------------
heh, new problem. i've THINK i've got the cfg error fixed, but now the compile is telling me the map is leaking. however, i compiled it a second time, in radiant this time just so it'd draw me the nice convenient line to where the leak is, and the line goes directly through a solid wall
this particular map seems to be absolutely doomed. dammit.
and before i forget, so i don't have to start another thread, hwo do you make a brush with an alpha texture solid? i wanted a barbed wire barricade, but all i get is barbed wire youc an walk through. not only that, but the barbed wire doesn't even show up. i'm using a brush with a nodraw texture on it except the face that is "inward", which has the barbed wire texture. thanks again guys.
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Detoeni
Joined: 04 Aug 2002
Posts: 28
Location: U.K.
Posted: 08 Aug 2002 11:59 pm Post subject:
--------------------------------------------------------------------------------
Good Day All
Nix, the wall that leaks, is it detail or stuctual, if detail it will leak.
To make your barrier impasabal place a clip brush within the no-draw, this will stop players but not weapons fire.
Don't know why u cant see your wire though.
Dt
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nix
Joined: 04 Aug 2002
Posts: 25
Posted: 09 Aug 2002 12:39 am Post subject:
--------------------------------------------------------------------------------
the leaking wall is structural as far as i know, since that's the default and i haven't messed with it at all. and thanks about the clip brush. i considered putting one behind the barrier, but that defeats the purpose othe barrier altogether
is it necessary to have a nodraw on all brushes that have an alpha texture? i guess id ont' know if it'd matter, but i almost wonder if the nodraw on the brush is what'sc ausing the barbed wire to not show up at all.
Back to top