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[SOLVED] Parse error.

#1
This is what NetRadiant prints out when I try to open my map
Code:
Loaded Texture: "/home/#aa'susername#/compile/NetRadiant/netradiant/install/bitmaps/notex.bmp"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 24bpp
Loading tag file /home/#aa'susername#/.netradiant/1.5.0/xonotic.game/shadertags.xml.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Loaded Texture: "textures/common/antiportal"
[color=#FF0000]Texture load failed: "textures/common/botclip"
[/color]Loaded Texture: "/home/#aa'susername#/compile/NetRadiant/netradiant/install/bitmaps/shadernotex.bmp"
Loaded Texture: "textures/common/camera"
Loaded Texture: "textures/common/caulk"
Loaded Texture: "textures/common/clip"
Loaded Texture: "textures/common/donotenter"
Loaded Texture: "textures/common/forcecaulk"
Loaded Texture: "textures/common/full_clip"
Loaded Texture: "textures/common/hint"
Loaded Texture: "textures/common/hintskip"
Loaded Texture: "textures/common/invisible"
Loaded Texture: "textures/common/lavanodraw"
Loaded Texture: "textures/common/lightgrid"
Loaded Texture: "textures/common/nodraw"
Loaded Texture: "textures/common/nodrawnonsolid"
Loaded Texture: "textures/common/nodrop"
[color=#FF0000]Texture load failed: "textures/common/noimpact"
[/color]Loaded Texture: "textures/common/nolightmap"
Loaded Texture: "textures/common/origin"
Loaded Texture: "textures/common/skip"
Loaded Texture: "textures/common/slimenodraw"
Loaded Texture: "textures/common/terrain"
Loaded Texture: "textures/common/terrain2"
Loaded Texture: "textures/common/trigger"
Loaded Texture: "textures/common/warpzone"
Loaded Texture: "textures/common/waternodraw"
Loaded Texture: "textures/common/weapclip"
Showing 27 shaders.
Loaded Texture: "textures/common/aaa"
Loaded Texture: "textures/common/mirror1"
Loading map from /home/#aa'susername#/.xonotic/data/maps/aae.map
Open file /home/#aa'susername#/.xonotic/data/maps/aae.map for read...success
[color=#FF0000]Texture load failed: "textures/"[/color]
Loaded Texture: "textures/phillipk2x/floor/pk02_floor11"
Loaded Texture: "textures/phillipk2x/trims/pk02_trim04a"
Loaded Texture: "textures/phillipk2x/floor/pk02_floor12a"
Loaded Texture: "textures/phillipk2x/walls/pk02_wall02b"
Loaded Texture: "textures/phillipk2x/trims/pk02_trim04b"
Loaded Texture: "textures/phillipk2x/floor/pk02_floor04"
Loaded Texture: "textures/phillipk2x/lights/pk02_light03"
Loaded Texture: "textures/phillipk2x/walls/pk02_wall03b"
Loaded Texture: "textures/phillipk2x/walls/pk02_wall05b"
Loaded Texture: "textures/phillipk2x/walls/pk02_wall08a"
Loaded Texture: "textures/phillipk2x/walls/pk02_wall04b"
Loaded Texture: "textures/phillipk2x/panels/pk02_door01"
Loaded Texture: "textures/phillipk2x/walls/pk02_wall_big02b"
[color=#FF0000]Texture load failed: "textures/0"
2017:2: parse error at '(': expected '#integer'
brush 167: parse error
entity 0: parse error[/color]
map load timer:  0.52 second(s) elapsed
--- LoadMapFile ---
/home/#aa'susername#/.xonotic/data/maps/aae.map
0 primitive
0 entities

The problems seems to be in the brush 167 on line 2017, but when i look at the .map using text editor, i cant see anything suspicious. Removing whole brush 167 doesn't help.

Is there anything can be done about that, or will i have to remap the map, which i don't want to do any more, because i mapped it already two times.

One very weird thing is that i had the same error on the same map before, but since then, i have remade the map from scratch, totally removing the old one.

The .map file : http://ubuntuone.com/341y003j9RGcNzSeg6Gfyi
[Image: 0_e8735_c58a251e_orig]
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#2
Your map file contains invalid characters which neither my text editor (gedit) nor NetRadiant can read. That´s why it´s crashing

I see two possibilities:

1. It was caused because you are working off the grid. Do not work off the grid! This is a great example what can happen if you do anyway!
2. You used characters of some special language (Russian, Chinese, etc.) which are not UTF-8 compatible.

The only solution to rescue your map would be to delete each invalid brush in the map file with a text editor.
Reply

#3
But i was on the grid! Or was I? I am sure I was. Maybee just some small brush... I'll go over it again.
[Image: 0_e8735_c58a251e_orig]
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#4
What about aligning brushes to the grid (ctrl+g) ? Would it help?
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#5
The thing is that you can´t edit the map in NetRadiant anymore, Justin. Wink

(I edited my first post a little bit, please reread!)
Reply

#6
You have a weird encoding bug in that map file. The texture names for some faces of some brushes are malformed.

The problematic brushes are:
Code:
brush  line numbers
167    2016
168    2033, 2034
459    6395
460    6407, 6408
465    6467, 6468
466    6479,
467    6491
468    6503, 6504
469    6515, 6516
Not too sure about that one, the texture is just "z":
Code:
458    6383, 6384

Try the attached map file, I replaced the bad textures with caulk. Perhaps I should have used something else than caulk to help you find which texture is now missing, but I don't know textures so I don't know what else to pick.
I also included the .diff from original to new in the archive, for convenience. Here's the diff (which is probably unusable in this form because of forum stuff, so consider this a preview of the file in the zip attachment)
Code:
--- aae.map    2013-06-04 21:29:27.550219583 +0200
+++ aae-fix.map    2013-06-04 21:29:15.280060269 +0200
@@ -2016 +2016 @@
-( 576 312 -480 ) ( 565.0749511719 310.9239807129 -480 ) ( 554.5697021484 307.7372436523 -480 ) ( ( 0.03125 0 63.75 ) ( 0 -0.03125 28 ) ) ¡Õ 0 0 0
+( 576 312 -480 ) ( 565.0749511719 310.9239807129 -480 ) ( 554.5697021484 307.7372436523 -480 ) ( ( 0.03125 0 63.75 ) ( 0 -0.03125 28 ) ) common/caulk 0 0 0
@@ -2033,2 +2033,2 @@
-( 597.4302978516 307.7372436523 -480 ) ( 586.9250488281 310.9239807129 -480 ) ( 576 312 -480 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) ÉÕ 0 0 0
-( 576 312 -288 ) ( 586.9250488281 310.9239807129 -288 ) ( 597.4302978516 307.7372436523 -288 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) Çmn. 0 0 0
+( 597.4302978516 307.7372436523 -480 ) ( 586.9250488281 310.9239807129 -480 ) ( 576 312 -480 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) common/caulk 0 0 0
+( 576 312 -288 ) ( 586.9250488281 310.9239807129 -288 ) ( 597.4302978516 307.7372436523 -288 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) common/caulk 0 0 0
@@ -6383,2 +6383,2 @@
-( 327 1120 -224 ) ( 333 1088 -224 ) ( 333 1088 -256 ) ( ( -0.03125 0 3.5495691299 ) ( 0 0.03125 1.75 ) ) z 0 0 0
-( 357 1098 -224 ) ( 339 1124 -224 ) ( 357 1098 -256 ) ( ( -0.03125 0 55.5340118408 ) ( 0 0.03125 1 ) ) z 0 0 0
+( 327 1120 -224 ) ( 333 1088 -224 ) ( 333 1088 -256 ) ( ( -0.03125 0 3.5495691299 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
+( 357 1098 -224 ) ( 339 1124 -224 ) ( 357 1098 -256 ) ( ( -0.03125 0 55.5340118408 ) ( 0 0.03125 1 ) ) common/caulk 0 0 0
@@ -6395 +6395 @@
-( 339 1124 -224 ) ( 357 1098 -224 ) ( 339 1124 -256 ) ( ( -0.03125 0 8.4659881592 ) ( 0 0.03125 1 ) ) 7P 0 0 0
+( 339 1124 -224 ) ( 357 1098 -224 ) ( 339 1124 -256 ) ( ( -0.03125 0 8.4659881592 ) ( 0 0.03125 1 ) ) common/caulk 0 0 0
@@ -6407,2 +6407,2 @@
-( 348 1133 -224 ) ( 374 1115 -224 ) ( 348 1133 -256 ) ( ( -0.03125 0 11.1874980927 ) ( 0 0.03125 1.75 ) ) Çmn. 0 0 0
-( 352 1145 -224 ) ( 384 1139 -256 ) ( 384 1139 -224 ) ( ( -0.0312500037 0 51.1371841431 ) ( 0 0.03125 1.75 ) ) 4› 0 0 0
+( 348 1133 -224 ) ( 374 1115 -224 ) ( 348 1133 -256 ) ( ( -0.03125 0 11.1874980927 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
+( 352 1145 -224 ) ( 384 1139 -256 ) ( 384 1139 -224 ) ( ( -0.0312500037 0 51.1371841431 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
@@ -6467,2 +6467,2 @@
-( 301 1124 -256 ) ( 283 1098 -224 ) ( 301 1124 -224 ) ( ( 0.03125 0 61.0817871094 ) ( 0 0.03125 1 ) )  0 0 0
-( 266 1115 -256 ) ( 292 1133 -224 ) ( 266 1115 -224 ) ( ( 0.03125 0 5.2563467026 ) ( 0 0.03125 1.75 ) ) aì 0 0 0
+( 301 1124 -256 ) ( 283 1098 -224 ) ( 301 1124 -224 ) ( ( 0.03125 0 61.0817871094 ) ( 0 0.03125 1 ) ) common/caulk 0 0 0
+( 266 1115 -256 ) ( 292 1133 -224 ) ( 266 1115 -224 ) ( ( 0.03125 0 5.2563467026 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
@@ -6479 +6479 @@
-( 307 1088 -224 ) ( 307 1088 -256 ) ( 313 1120 -224 ) ( ( 0.03125 0 0.136199683 ) ( 0 0.03125 1.75 ) )  0 0 0
+( 307 1088 -224 ) ( 307 1088 -256 ) ( 313 1120 -224 ) ( ( 0.03125 0 0.136199683 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
@@ -6491 +6491 @@
-( 256 1139 -256 ) ( 256 1139 -224 ) ( 288 1145 -224 ) ( ( 0.0312500037 0 57.205368042 ) ( 0 0.03125 1.75 ) )  0 0 0
+( 256 1139 -256 ) ( 256 1139 -224 ) ( 288 1145 -224 ) ( ( 0.0312500037 0 57.205368042 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
@@ -6503,2 +6503,2 @@
-( 292 1133 -256 ) ( 266 1115 -224 ) ( 292 1133 -224 ) ( ( 0.03125 0 58.7436523438 ) ( 0 0.03125 1.75 ) )  0 0 0
-( 256 1139 -224 ) ( 256 1139 -256 ) ( 288 1145 -224 ) ( ( 0.0312500037 0 6.7946310043 ) ( 0 0.03125 1.75 ) ) Æì 0 0 0
+( 292 1133 -256 ) ( 266 1115 -224 ) ( 292 1133 -224 ) ( ( 0.03125 0 58.7436523438 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
+( 256 1139 -224 ) ( 256 1139 -256 ) ( 288 1145 -224 ) ( ( 0.0312500037 0 6.7946310043 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
@@ -6515,2 +6515,2 @@
-( 307 1088 -256 ) ( 307 1088 -224 ) ( 313 1120 -224 ) ( ( 0.03125 0 63.8638000488 ) ( 0 0.03125 1.75 ) )  0 0 0
-( 283 1098 -256 ) ( 301 1124 -224 ) ( 283 1098 -224 ) ( ( 0.03125 0 2.9182114601 ) ( 0 0.03125 1 ) ) êì 0 0 0
+( 307 1088 -256 ) ( 307 1088 -224 ) ( 313 1120 -224 ) ( ( 0.03125 0 63.8638000488 ) ( 0 0.03125 1.75 ) ) common/caulk 0 0 0
+( 283 1098 -256 ) ( 301 1124 -224 ) ( 283 1098 -224 ) ( ( 0.03125 0 2.9182114601 ) ( 0 0.03125 1 ) ) common/caulk 0 0 0

With that diff, it would be straightforward for me to substitute caulk for something else that you can find more easily in netradiant. Feel free to ask if you want a different substitute!


Attached Files
.zip   aae-fix.zip (Size: 50.83 KB / Downloads: 2)
Reply

#7
I can figure out what textures are they, I made that map just this morning.)

Thank you, Mr.Bougo, thank you!!! What would we all do if we did not have you??? You are the best admin I'v ever known!!!
[Image: 0_e8735_c58a251e_orig]
Reply

#8
Hurray, glad that worked. I don't know how it happened though. Do you have special characters in your texture names? Something in cyrillic?
Reply

#9
No. That was philik2x... Ii have modified the shader file slightly, but the modifiied shaders stayed in place. What siapeared was a half of cemi brush cylinder, which might have had ungrided.
[Image: 0_e8735_c58a251e_orig]
Reply

#10
When you want a custom shader than you should create your own version of it, not modifying the original one to avoid conflicts. Copy the shader to a file and name it "map_yourmapname.shader" and add the name ("yourmapname") to the shaderlist.txt file (if none exists then create one).

For cylinders you should avoid using rounded brushes unless you really know what you are doing and you can handle the clipping tool well enough. The best alternative is a patch cylinder. (Curve -> Cylinder)
Reply

#11
Whats wrong with using brush -> cylinder thought?
[Image: 0_e8735_c58a251e_orig]
Reply

#12
It causes the newly generated edges (to form a cylinder out of a square brush) to likely appear off the grid which should be avoided.
Reply

#13
What about snapping them with ctrl-g?
[Image: 0_e8735_c58a251e_orig]
Reply

#14
Yes, you can do that. Though it may change a bit your object´s shape, still though this can be avoided to switch to a finer grid.

It´s just my own personal preference to avoid working off the grid at any time, which in fact doesn´t need to be logical for everybody. I just follow some strict principles to keep my maps clean and tidy... may be a quirk of me. Wink
Reply

#15
No, no I know about keeping to the grid... but howether i have one question about that: what grid should be followed? 1?
[Image: 0_e8735_c58a251e_orig]
Reply

#16
That really depends on what geometry you are working on. The standard grid is 8 (press 4) which allows good shaping for nearly every situation, for final details you can (!) use 4 or lower (keys are 3 and lower). As long as it is actually on the grid I´d be happy, but still, that´s mostly personal preference. I would just say work with grid 8 that´s neither too small nor too big and grid 4 if you need subdivisions.

The tricky thing is you should keep in mind that textures have some standard sizes so you want some uniform scales in your map to easily align them.
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