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very wierd leaks...

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Spam Nugget wrote:
ok, thats the last of it :)

FAR OUT! Is it possible you could only post the part of the compile log with the error with it? Most of those compiles look fine.

But according to the last compile your func_door is the nearest entity to the leak. Try loading the pointfile AND checking whether or not the origin of your func_door (the helper marker) is not in the void.

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What the fuck? What would possess you to post 14 times in a row? You were posting pretty much every compile you've done on this map. Only the most recent one is relevant, and it's the one that says "Entity func_door (-837.64 387.84 137.00) leaked!"

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

sorry guys, beginners stupid mistake, I wasnt aware that the log holds all the compiles, id assumed every time you compiled it would overwrite the previous one.
and yeah i checked for the func-door that it said was leaking, ive looked long and hard and as far as i could see it does not exist. just to be sure though i did check all my func doors and all their origins are not in the void. i also arranged them so that the origins dont move into the void when the doors moved either. this did not work.
again, sorry for the full log file.

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I think in terms of boolean variables. Generally, it makes things easier.

Still could have done it in one post, not four.

First guy tells the second guy, "My head hurts!" The second guy replied, "Stop thinking so much!" Then the first guy says, "I think that what caused my problem in the first place!" The second guy says, "Then stop banging you head against the wall!"

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no it wouldnt let me, apparently there's a character limit as to how much you can post at once. trust me, i tried.

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I think in terms of boolean variables. Generally, it makes things easier.

You could have put the log file as an attachment to your post ("Upload attachement" tab under the submit button). Anyway, if a leak appears to come from nowhere, it might be that a brush entity has its origin outside the world. Check your func_doors for it. The origin is shown as a blue ball in the 3D view and white circle in the 2D view when the brush is selected.

oh ok i wasnt aware i could attatch it like that, lol wish id known earlier :P
and yeah as i said a couple of posts back, i tried checking the origins, and they were all fine.
that also wouldnt explain why it didnt leak when copied to a new map file.

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I think in terms of boolean variables. Generally, it makes things easier.

Sorry, I just skimmed through the thread. Hammer can sometimes, but seldom, create corrupt entities that can't be found other than by the entity report list. Out of curiosity, how did you copy the map? More specifically; how did you select all brushes and entities?

oh ok, that could explain it i guess, thanks
to copy the map i just drew a big square round everything with the selection tool to select everything, then just copied with control c, opened up a new map and pasted with control v.

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I think in terms of boolean variables. Generally, it makes things easier.
Spam Nugget wrote:
oh ok, that could explain it i guess, thanks
to copy the map i just drew a big square round everything with the selection tool to select everything, then just copied with control c, opened up a new map and pasted with control v.

Why not saveas...?

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