View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003188 | DarkRadiant | Map Editing | public | 01.08.2012 06:01 | 19.07.2014 07:11 |
| Reporter | motorsep | Assigned To | greebo | ||
| Priority | urgent | Severity | crash | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Platform | PC | OS | Linux | OS Version | Ubuntu 12.04 |
| Product Version | 1.7.0 | ||||
| Summary | 0003188: Segfault on adding entity for the custom game | ||||
| Description | DarkRadiant segfaults when I place info_player_start for my custom game based on Doom 3 engine and choose entity class for it (or if I create entity from the right click menu). Here is backtrace from GDB http://www.pasteall.org/34199 | ||||
| Tags | No tags attached. | ||||
|
Kind of same here. I can place the info_player_start but nearly nothing else from the entity list. Same for models and particles. Insertion of Speakers and Lights are working. Being on Debian 64Bit (mixed testing, unstable & experimental). http://www.pasteall.org/35720 DarkRadiant from git: bf029547898429e7aca7ca1b8f8bdde4c0b6e466 |
|
| Is this related to 0003194? | |
| To address this, one needs more information, e.g. the .game file and whether ther is a info_player_start entityDef in this custom game's assets. | |
|
Yes, it's related to bug # 0003194. I already provided .game file when I reported this. Here it is again: www.kot-in-action.com/files/steelstorm2.game You mentioned the following: "The intention behind this is to allow custom games to compile their own mapformat classes into .dll and plug them into an existing DarkRadiant installation, reading and writing their own map file syntax." What did you mean by that? I thought all classes are exposed via .def file and thus no matter what class for entity will be implemented, all it needs is a def file, and engine will deal with it on map load. This is my def file: http://pastebin.com/vxLUb7iV (note I removed animations and other just that is the same as in Doom 3) entityDef player_female is not the same as Doom 3. Doom 3 has entityDef player_doommarine afaik. Of course engine (or rather game logic) got tweaked to accommodate changes. But I suspect that's what needs to happen with DR too? |
|
|
The mapformat stuff I mentioned and the entityDefs don't interfere. That was just a comment with regard to the .game file in 0003194. It's ok to have entityDefs for your custom game. What I wanted to know is: is there a info_player_start in your .def files? |
|
|
info_player_start is in def/map_entities.def entityDef info_player_start { "editor_color" "1 0 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "editor_showangle" "1" "spawnclass" "idPlayerStart" } |
|
|
Well, I tested custom game creation again and it all works. I don't know what I did wrong in the past, but now I just created a new name and tweaked a few things, but I left "doom3" where map format and all those kind of things are. So now I have Steel Storm 2 selectable from the menu, and nothing crashes. |
|
| Cool, nice to know. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 01.08.2012 06:01 | motorsep | New Issue | |
| 01.08.2012 18:10 | motorsep | Description Updated | |
| 29.09.2012 11:02 | Urfoex | Note Added: 0004855 | |
| 12.10.2012 16:54 | greebo | Note Added: 0004910 | |
| 27.08.2013 14:31 | greebo | Note Added: 0006095 | |
| 27.08.2013 14:31 | greebo | Status | new => feedback |
| 27.08.2013 17:44 | motorsep | Note Added: 0006099 | |
| 27.08.2013 17:44 | motorsep | Status | feedback => new |
| 27.08.2013 18:55 | greebo | Note Added: 0006103 | |
| 27.08.2013 18:57 | motorsep | Note Added: 0006104 | |
| 28.08.2013 01:43 | motorsep | Note Added: 0006107 | |
| 28.08.2013 04:44 | greebo | Note Added: 0006110 | |
| 28.08.2013 04:44 | greebo | Status | new => resolved |
| 28.08.2013 04:44 | greebo | Resolution | open => no change required |
| 28.08.2013 04:44 | greebo | Assigned To | => greebo |
| 19.07.2014 07:11 | greebo | Status | resolved => closed |