That's just the normal source engine, nice it shows us things like that
isn't it!

Just make sure you are in developer 2 mode with sv_cheats 1 set on a
listenserver to review a map with problems.

That map also has a cubemap problem (IE: none!) that the author needs to fix
as well.


----- Original Message -----
From: taytrrs
To: <hlds@list.valvesoftware.com>
Sent: Sunday, August 19, 2007 2:46 PM
Subject: RE: [hlds] Linux and custom maps


qUiCkSiLvEr -- Which tool are you using to show the errors in the posted
pictures?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Saturday, August 18, 2007 9:13 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Linux and custom maps

This is source (SRCDS) servers Ooks not HLDS.


----- Original Message -----
From: "Ook"
To: <hlds@list.valvesoftware.com>
Sent: Saturday, August 18, 2007 8:52 PM
Subject: Re: [hlds] Linux and custom maps


Huh - I didn't know this. Why is this? I've spent a bit of time hacking
entities in the c maps, and of (op4) maps, and I can tell you how very
easy
it it to crash a server if it doesn't like the entities, or combination
of
entities  :-D

----- Original Message -----
From: "Kevin Ottalini" To: <hlds@list.valvesoftware.com>
Sent: Saturday, August 18, 2007 7:10 PM
Subject: Re: [hlds] Linux and custom maps


I ran into this problem on one of my maps so I rented a linux server and
debugged the map.

Win32 Servers see the error(s) also but they graciously display a
warning
message and go on instead of segfaulting.

Fixing the problem entails moving the offending entities so they don't
intersect with the world or other entities.
In some cases this requires a map recompile - in all cases this changes
the
BSP so it's best if the original map author does the update.

If the problem isn't too severe, I can hotpatch the BSP so that you can
run
the map on the server (and remain compatible with the map on the
client's
machines).

qUiCkSiLvEr



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