Taken from The QuakeLab: Editing website http://www.planetquake.com/quakelab/ Used by kind permission of Steve Fukuda [The QuakeLab] [Compiling and Editing Problems and Solutions] [Editor] [BSP] [Light] [VIS] [Startup] [Gameplay] Modified June 7, 1997 |---------------------------------|-------------------------------------------| | Problem | Solution | |---------------------------------|-------------------------------------------| | |An entity has been assigned a field/key | |"attribute" is not a field |that does not exist. Check the most | | |recent entities you have put into the | |- console message when starting a|level and make sure that there are no | |level |erroneous attributes being set for | | |them. | |---------------------------------|-------------------------------------------| | |This might mean that the MAP was | | |compiled with a texture wad that did | | |not contain all the correct textures | | |being used during the actual | | |construction of the MAP. This is | |bad surface extent |probably never a problem when it's your | | |own MAP. Usually happens when you are | |- crashes to DOS |compiling someone else's MAP. | | | | | |This also may imply that you have a | | |Lava and a Water brush | | |intersecting/touching. This is not | | |allowed. - Greg MacMartin | |---------------------------------|-------------------------------------------| | |Here is an extract from the MipDip | | |homepage: | | | | | |Workaround: Open the wad file in | | |MipDip, rename the offending texture to | | |something temporary, then rename it | | |again to the name you wish the texture | | |to have. (Example: "sky4" rename | | |"dummy" rename "sky4"). Locating the | | |offending texture may be a bit hard, | | |but it is the one Quake was "going to | | |show you" just when it crashed. In | | |other words, you will not see this | | |texture in Quake. | | | | | |A MipMap texture carries its own name | | |around with it. As you know, QBSP uses | |Here is an extract from the |wad files that have an "internal" | |MipDip homepage: |directory. The names in this directory | | |are used by QBSP to determine which | |One person experienced that |MipMaps go on which surfaces. The | |MipDip saved a wad with one |resulting BSP file uses numbers to | |texture missing an internal name.|reference each MipMap. But, in the wad | |This made Quake crash with the |file, each MipMap also carries it own | |following message: |name - which is "carried" over to the | | |BSP file. This name is used by the | |D_SCALLor: bad cache size 352 |Quake engine to determine animation | | |effects. This means, that QBSP and | |when the texture was used in a |Quake.exe can get different names for | |BSP file compiled from a custom |each surface. So, if a MipMap is | |wad. |referenced in the WAD file as | | |"*water01", but its internal name is | | |"stone", the MipMap will not get | | |animated as the Wad file reference | | |suggests. In my experience, a totally | | |missing name, meaning a name that | | |starts with #0, will cause Quake to | | |crash with the error message. | | | | | |This may only be a problem for the very | | |few, when things accidentally get | | |messed up. I should also mention that | | |MipDip on one occasion, has managed to | | |mess up the "internal name" on a MipMap | | |- resulting in this problem. However, | | |the error is difficult to locate since | | |only a few people may be aware of the | | |"internal name" stuff. - Mads | | |Dydensborg | |---------------------------------|-------------------------------------------| | |It's basically a classname with no | | |value. Open the problem .MAP file with | | |a text editor like Wordpad or Notepad, | | |scroll down and find the all the | | |classnames and their corresponding | | |values. You'll see : | | | | |CLASSNAME |"classname" "light" | |MODEL *4 |"classname" "monster_ogre" | |HOST_ERROR:PR_EXECUTEPROGRAM:NULL|etc. | | | | |FUNCTION |The PROBLEM is this... | | | | |Message displayed upon attempting|"classname" " " | |to run a *.bsp file. | | | |The classname has no value. Simply | | |delete the entry and save it. Now, | | |RELOAD the .MAP file... | | | | | |I use Worldcraft, therefore load the | | |.MAP file and not the .RMF file, and | | |you're done. - Marty Howe | |---------------------------------|-------------------------------------------| | |Items that you place in a level (i.e., | | |weapons, powerups, etc.) should be | | |placed just above the surface you wish | | |the item to rest on. These objects | | |cannot "float" in mid-air, and will | | |cause these messages when you jump in. | | |- Christian De Meco | | |-------------------------------------------| | |Write down the coordinates of the | |bonus item fell out of level at |item(s) that fell out. Next, go into | |xxx, xxx |your editor, and use the corrdinate | | |references of the editor (usually on | |Sometimes also seen as |the status line at the bottom of the | | |screen) to locate the offending items. | |walkmonster in wall at xxx, xxx, |Try moving them in various directions. | |xxx |Make sure that they are above the | | |surface level of the floor. Also try | | |just moving it around the floor of the | | |level a bit. I've seen this many times | | |appear in places where there should not | | |be a problem, but by playing with it a | | |bit the problem went away. On occasion, | | |deleting the offending item and | | |recreating it in the same location has | | |also worked. - Mike Melzer | |---------------------------------|-------------------------------------------| | |If I comment out either the "glass" | | |code, or the secret door code, the | | |problem is fixed, but I really like | | |both of them in. The door does not open | | |into (intersect) the glass, and is at | |Can record a demo while playing 1|least 4-6 units away from the glass in | |or more reaper bots, but after |the opened position. I'm wondering if | |typing playdemo demoname.dem the |the glass needs a lot of space around | |console reads |it for "lip" info or something like | | |that ? I'm still trying to work this | |playing demo from demoname.dem |out. Also I've been able to use as a | | |"dummy" target for glass: info_null, | |and sits there at the command |func_wall (which needs a brush), there | |line.... No demo is actually |might be more, but I tried quite a few | |played. Demo file is in |things like moving the glass 32 units | |appropriate location and looks |farther away, in the direction that the | |the same as others. - Mike |door opens. It's weird ! See the | |Burbidge |modified screenshot for further | | |clarification. - Mike Burbidge | |---------------------------------|-------------------------------------------| | |Addendum: Using a regular func_door in | | |place of the secret door solved the | | |problem. | | | | |I've been using WC and I made a | | |fairly simple map. I tried to run| | |it, but it said: | | | | | |WARNING:brush plane with no | | |normal |And here is the corresponding | | |solution... | |(I don't have anything | | |complicated like trains or | | |teleporters just a non-functional| | |patio door.) - Lana Peters | | |---------------------------------|-------------------------------------------| |Everything compiles fine, | | |generates a .bsp file. The file |Have you tried putting an | |is 474KB. I try to run Quake (in |info_player_start entity in your map? I | |DOS, with nothing else running) |remember making my first level, | |and get |compiling it, and getting that same | | |message. Of course, I had no | |Couldn't spawn server |info_player_start in the level, and I | | |never got to play it because I couldn't | |Other maps work fine. - Thomas |figure it out.... - Shawn Allen | |Topham | | |---------------------------------|-------------------------------------------| |I've made simple levels w/ BSP | | |and the QuakeEd port v1.2 and | | |compiled them. These rooms are 6 | | |walls, and a info_player_start. I| | |qbsp the level, and place it in | | |quake\id1\maps. When I load Quake| | |w/ -winmem's of 10, 12, and 16 (I| | |never run Quake without them), I | | |get the following error: | | | | | |model progs/player.mdl not |The only time I have ever seen this | |precached |error was because the Worldspawn entity | | |was missing in a map file. Try looking | |I was told that it was lack of |at the *.map file in Notepad and make | |free disk space, so I cleared my |sure the Worldspawn entity is present | |Internet browser cache, and went |and properly formatted. - Rodney Burns | |from 25mb to 60mb free. I re-qbsp| | |the level, and still get the | | |error. I've made new levels, the | | |exact same (6walls player start) | | |and continue to get that error. I| | |am frustrated because I never | | |encountered this error before, | | |and nothing I've tried helps. - | | |davidcm | | |---------------------------------|-------------------------------------------| |Editor used: WC and i made a | | |level and it says when I load the| | |map, |I used to get this on my level, it | | |occured when I had lots of brushes (and | |Too Many EFRAGS |a 16 sided spike) all within a small | | |radius, and a few | |and it says this continuously for|light_large_flame_yellow entities in | |a short while but the map runs |there as well. I VIS'ed the level and | |fine from what I can see. Is this|the problem went away... - Justin | |an error that needs to be fixed |Cunningham | |or what? - Jason Spencer | | |---------------------------------|-------------------------------------------| |Error when starting map in Quake:|You have way too many sound-emanating | | |entities/objects in an area. Yes, the | | |flames and wall torches all account for | |total channels = = max channels |individual stereo sounds, and all must | | |be played at once through the | |Would flames or wall torches be |soundcard. There is, obviously, a limit | |considered ambient sounds? I have|to the number of stereo samples that | |tons of those. - Chris Williams |can be played at once, and the chances | | |are you've hit it. - Shawn Allen | |---------------------------------|-------------------------------------------| |I recently created quite a large | | |deathmatch level. When QBSP, | | |LIGHT and VIS have finshed, I run| | |the level in Quake and I recieve |According to the Quake C specs, the | |the following error message: |limit on dynamic entities (i.e. | | |monsters, torches, brush models) is | |Host Error, Too Many Static |474, i think. I lost the documentation, | |Enitites |so I don't know what the exact number | | |is, but, wow, that map must be pretty | |Is there a limit to the amount if|damn big... - Shawn Allen | |lights (or all entities) which | | |you can have in any 1 map ? - Ian| | |a.k.a Excel | | |---------------------------------|-------------------------------------------| | |I have seen a couple of different | | |situations that cause this problem. | | |First, make sure that the | | |info_player_start has not been excluded | | |from any skill level. BSP has | | |checkboxes that EXCLUDE an item from a | | |skill level and some people think they | |When I try to launch my first |have to click on these to INCLUDE it. I | |lesson from export/full option, |don't know if other editors work this | |quake starts up normally , then |way or not. Also, make sure there are | |gives me a can't spawn server |no illegal spawnflags on the Worldspawn | |error and gives me the control |entity. It's easy to accidentally | |panel for a command. I made sure |exclude your Worldspawn from a skill | |i had info_player_start on my map|level and then your map won't run when | |as suggested. Any ideas? - Bob |you select that skill level. One other | |Mahonsky |thing, depending on the error message | | |you're getting: make sure you're not | | |trying to run the map in deathmatch | | |with no deathmatch starts present. A | | |lot of people start Quake with the | | |-deathmatch 1 or -listen parameters. If | | |there are no deathmatch starts, you'll | | |get a spawn error. - Rodney "Deadmeat" | | |Burns | |---------------------------------|-------------------------------------------|