Zoners Problem...

ThoraXThoraX Join Date: 2003-06-19 Member: 17519Members
<div class="IPBDescription">bleh, i hate it.</div> i've been experimenting with hammer an trying to make a playable map for a long time already. problem is, i'm frequently getting an error stating: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->this device contains no medium<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

this error has been stopping the progress of project after project. i have most of 'test-map' .rmfs and all have met this dreaded error of mine. has anyone else come across this? Right now, i'm gonna try reinstalling zoners and other things. i wanna make maps! rawr!

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ThoraX+Oct 11 2003, 11:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThoraX @ Oct 11 2003, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've been experimenting with hammer an trying to make a playable map for a long time already. problem is, i'm frequently getting an error stating: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->this device contains no medium<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    this error has been stopping the progress of project after project. i have most of 'test-map' .rmfs and all have met this dreaded error of mine. has anyone else come across this? Right now, i'm gonna try reinstalling zoners and other things. i wanna make maps! rawr! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just did a full text search on the source code for "device" and didn't turn up anything -- could you post the full error log text so we can see the exact error? At which point in the tools does the error occur? Is it always at the same point? To be honest, the first thing I thought of was a failed read attempt on your hardware.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Sounds like you're trying to compile a map from your cd/floppy drive or something with nothing in it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ThoraXThoraX Join Date: 2003-06-19 Member: 17519Members
    <!--QuoteBegin--[watch.me.die]+Oct 12 2003, 02:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Oct 12 2003, 02:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sounds like you're trying to compile a map from your cd/floppy drive or something with nothing in it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yeah, maybe i'm doing something wrong. should i or should i not be exporting to .map? is there a certain way i'm supposed to prepare it before i try compiling?

    This said, it's not every time i get this error. sometimes everything compiles perfectly and I can load up a game to test it out. Whenever the error <i>does</i> occur, it happens a second after i hit the 'compile' button.
  • ThoraXThoraX Join Date: 2003-06-19 Member: 17519Members
    sorry for double post, but i wanted to make a new statement.

    I'm able to compile now, i updated zoners and other stuff. no need to post here now unless you can answer the questions in my previous post. Thanks anyways guys. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    also, keep in mind that useing underscores "_" is better the hyphens "-" in map names, as compliers, can take the hyphen as a pice of code, if the complier has it set

    such as a map named cool-dude could result

    now the complier don't know what dude is, but it knows -full (vis)

    so a map with the name my-full-car could crash the complier

    amckern
  • ThoraXThoraX Join Date: 2003-06-19 Member: 17519Members
    edited October 2003
    really? wow, that's weird. None of my maps use huyhens in the names, so thats not an issue. I'll attach the compile log thingy so have a look at. here's the last bit of the text. (I notice that around the 'buildfacelights' stage the error would usually occur with zoners.)

    <b>BuildFacelights:
    Error:
    for Face 6729 (texture {wires_3) at
    (-848.000 561.000 -688.000) (-848.000 561.000 -752.000) (-849.000 561.000 -752.000) (-849.000 561.000 -688.000)
    Error: Bad surface extents (551 x 4)
    Check the file ZHLTProblems.html for a detailed explanation of this problem

    ----- END hlrad -----</b>
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <a href='http://www.slackiller.com/tommy14/errors.htm#badsurface' target='_blank'>http://www.slackiller.com/tommy14/errors.h....htm#badsurface</a>

    This is typically caused by having extremely large scales on faces, (typically "stretching" far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error.
    If you are using a newer version of Zoner's compile tools, the name of the texture, what # brush/# entity is involved, the coordinates of the problem face, and the amount of scaling should all be listed to make it easier to find and fix.


    If the numbers given include a 0, such as 16345/0, it often (but not always) means the texture has gone perpendicular to the face. This usually is a result of rotating the brush, clipping, carving, hollowing or vertex manipulation, remember where you did that and you may find it faster.
    If it is numbers like 3456/2 or 3/532 then it usually means a stretching texture problem. These often come from "fitting" a texture to a brush, especially thin brushes like signs or doors. Then a texture may get shrunk too far also, so do not go below 0.1 for scale or over 10 for scale, either causes frequent problems.
    If the editor cannot find it for you, using the Big block elimination method or the cordon tool may be you best bet to figuring this out, unless you want to start ripping your level apart....

    amckern
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