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  3. Mozartkugeln

Posts by Mozartkugeln

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • February 5, 2013 at 1:04 AM

    Sounds reasonable enough. Do you by any chance still have a VMF of one of these maps laying around?

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • February 4, 2013 at 9:45 PM

    Well, after looking into the issue itself further, I realized it's not very likely for lightmap scales to just change like that. Could you maybe tell me how/when it affected your maps?

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • February 3, 2013 at 1:36 AM

    Oh haha, I haven't actually started working on the code yet; only got around to setting up the website, writing the setup file for cx_Freeze and the readme for the application. I'll most likely start coding tomorrow.

    Anyway, thanks for the feedback! If you think of any other features the lightmap app could use, be sure to let me know!

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • February 3, 2013 at 12:46 AM

    I finally found some time to work on the lightmap tool. The GitHub repo can be found here.

    So far, I plan on including a feature to fix lightmap scales that aren't a power of two, as well as a feature to clamp lightmap scales to min and max values specified by the user. I might also make it possible to force all lightmaps that are above and below the default scale of 16 to a certain value, respectively.

    Do you have any other suggestions?

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • January 23, 2013 at 4:19 PM

    It's called Sassilization, and it's a real-time strategy gamemode for Garry's Mod that was hugely popular some years ago. One of the engine updates broke it, however, and it's been in (re)development ever since. We're scheduled to release within a month or so.

    If you're interested, you can follow the [url='']blog[/url] or the Steam group [url='']here[/url].

    I'll have some free time in the coming days, so I'll get to that lightmap thing you mentioned.

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • January 21, 2013 at 1:28 PM

    Thanks for the kind words!

    The first two are definitely possible, and there's already something for #3 (kind of): VertAlert.

    I'm busy with coursework at the moment, and my community is soon re-releasing its flagship gamemode that 60k+ people have been waiting on for several years, so I have very little time for side projects. The first one would be fairly simple to implement, though, so I'll definitely keep that one in mind.

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • January 21, 2013 at 5:06 AM

    Thanks for the feedback!

    Quote from killertomato

    would be cool to implement even more solutions to common compile issues, but then again i'm not a programmer so i have no idea how that would work.

    Could you list some of those issues? I'll see what I can do.

  • [SOURCE] Prevent Your Maps from Crashing and/or Fix Them — “Bad Inline Model” Errors

    • Mozartkugeln
    • January 19, 2013 at 12:10 PM

    [Blocked Image: https://dl.dropbox.com/u/17850283/badinlinemodel.png]

    I'm sure you've experienced these errors at one point or another. They're incredibly annoying and make your game crash instantly. They cause entire servers to empty out if an affected map comes on, and they're hell to troubleshoot.

    How can I prevent my map from being affected?

    The cause of bad inline model errors is the presence of static content ([url='']decals[/url]) on dynamic [url='']brush entities[/url] (doors, moving platforms, breakable glass panes, rotating parts and so on). This is what the number in the errors represents — the index of the inline (brush) model causing problems.

    All you have to do is be careful where you stick your decals: make sure they aren't placed over any brush you've tied to an entity, either partially or in their entirety. This, for example, is bad:

    [Blocked Image: https://dl.dropbox.com/u/17850283/baddecalexample.png]

    Even though the button doesn't move when pressed, the lambda decal on it still causes an error. In a perfect world, the compile tools would report this to you, or even fix it for you, but you'll just have to keep an eye out yourself.

    In summation, tread carefully when decorating your map, and keep decals away from moving parts! This includes, but is not limited to, the following entities:

    • [url='']func_breakable[/url]
    • [url='']func_breakable_surf[/url]
    • [url='']func_brush[/url]
    • [url='']func_button[/url]
    • [url='']func_clip_vphysics[/url]
    • [url='']func_conveyor[/url]
    • [url='']func_door[/url]
    • [url='']func_door_rotating[/url]
    • [url='']func_extinguishercharger[/url]
    • [url='']func_guntarget[/url]
    • [url='']func_healthcharger[/url]
    • [url='']func_illusionary[/url]
    • [url='']func_ladder[/url]
    • [url='']func_lod[/url]
    • [url='']func_lookdoor[/url]
    • [url='']func_monitor[/url]
    • [url='']func_movelinear[/url]
    • [url='']func_physbox[/url]
    • [url='']func_physbox_multiplayer[/url]
    • [url='']func_platrot[/url]
    • [url='']func_recharge[/url]
    • [url='']func_reflective_glass[/url]
    • [url='']func_rot_button[/url]
    • [url='']func_rotating[/url]
    • [url='']func_tank[/url]
    • [url='']func_tankairboatgun[/url]
    • [url='']func_tankapcrocket[/url]
    • [url='']func_tanklaser[/url]
    • [url='']func_tankmortar[/url]
    • [url='']func_tankphyscannister[/url]
    • [url='']func_tankpulselaser[/url]
    • [url='']func_tankrocket[/url]
    • [url='']func_tanktrain[/url]
    • [url='']func_trackautochange[/url]
    • [url='']func_trackchange[/url]
    • [url='']func_tracktrain[/url]
    • [url='']func_traincontrols[/url]
    • [url='']func_wall[/url]
    • [url='']func_wall_toggle[/url]
    • [url='']momentary_rot_button[/url]

    Need a quick way to check your map or even fix already existing maps?

    Look no further than the [url='']Sassilization Inline Patcher[/url].

    Quote

    The Sassilization Inline Patcher is a utility application which fixes “bad inline model number #, worldmodel not yet setup” errors in Source engine BSP files. These errors are very common and cause many people to crash on certain maps, regardless of game or gamemode. Valve recently made an attempt to fix them, but the problem remains.Theoretically, the patcher supports virtually any Source game and BSP version. It was created in Java by [url='']Mozartkugeln[/url] and [url='']Sonic5039[/url].

    If you're unsure whether you've misplaced any decals in your map, a quick way to check is to compile it and run the BSP through this application. The thorough logging system will inform you what the problematic decals are (their texture paths) and where they're located (underlying brush model, class and targetname).

    Likewise, if you're a server owner and would like to spare your players the discomfort of crashing to desktop, run any map you get complaints about through the patcher, and then upload the fixed version to your servers.

    [Blocked Image: https://dl.dropbox.com/u/17850283/inlinepatcher1.png]

    Inline Patcher can be downloaded [url='']here[/url] or, if you want the test builds, from [url='']my Dropbox[/url]. Provided as an attachment is a ZIP of the latest release version as of this posting (0.9.:

    inlinepatcher_0.9.8.zip

    Inline Patcher requires Java 7 or higher. For more information on how to use the application and how to get the most out of it, check the [url='']Usage section[/url] or [url='']this Facepunch thread[/url].

    Thanks for reading.

    Any comments, requests or criticism are welcome.

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