Compile Went Fine,
Pithlit
Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
<div class="IPBDescription">server wont load the map</div> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> well i get this error, when i try to run the map on a server and i have no idea what this means or how i could change it.
Thats the rerror:
Host_Error: PF_precache_model_I : Bad string "
The former Version of the map works fine, the only thing i changed was to make a shaft with ladders to an angeled corridor for better accessiability
Thats the rerror:
Host_Error: PF_precache_model_I : Bad string "
The former Version of the map works fine, the only thing i changed was to make a shaft with ladders to an angeled corridor for better accessiability
Comments
Also, from <a href='http://www.slackiller.com/tommy14/errors.htm' target='_blank'>Tommy's mapping errors</a>:
<!--QuoteBegin-Tommy+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tommy)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>HOST ERROR: PF_precache_model_l:'sprites/spritename' overflow or No Precache or WARNING: missing precache: or error running precache or Host_Error: No player.mdl precache or host error: precaching overflow on player models or HOST ERROR: PF_precache_model_1:'models/modelname.mdl' overflow or others</b>
Precache is a game memory problem. It often could be you have a bad path/name for a sprite/model/wav. But it can also be that you have too many kinds or too large sprites, models(400 obj limit?), wav sound files(limit<3min) or entitys(data limit ~0.5M) and have overfilled the space setup for them. (see also SVC bad below.) Sometimes combining entities into fewer helps, but usually you will have to simplify to fewer kinds of sprites/models, or smaller sprites/models/wavs. Occasionally this error happens when you are using a corrupted or non-standard model/sprite. Using other folk's prefabs are often hidden reasons for this problem.
Sometimes the "too many wads" problem sets this off, or having a brush textured with AAAtrigger texture visible in the map will cause this problem.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->