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› Crash when saving after rebuilding paths
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Crash when saving after rebuilding paths (Read 1276 times)
SFJake
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Crash when saving after rebuilding paths
02/17/12 at 22:44:13
I've a pretty complex map, path wise, in my hands, and after placing all the new path nodes everywhere, if I rebuild, it all works and looks fine until I try to save, which immediately crashes the editor.
Short of deleting all the path nodes, nothing seems to be fixing it. I'm not much of a map maker here, I just copy-pasted parts of different maps to make a big town for personal use. But at this point, if I can't get the paths to work it was all in vain, and I'm -not- starting these 1900 path nodes over.
What could specifically cause this? I even tried to let the editor create its own path, and the editor just crashed on save again. Is there an actor or pathnode limit or something?
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Last Edit: 02/17/12 at 22:46:25 by SFJake
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Rob-Bot
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Re: Crash when saving after rebuilding paths
Reply #1 -
02/18/12 at 03:20:46
Not really a limit to pathnodes, but if you deleted them and it still crashes then i'm not sure. Maybe a bug?
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Last Edit: 02/18/12 at 03:22:23 by Rob-Bot
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #2 -
02/18/12 at 03:50:01
No no, if I delete all the path nodes and rebuild it won't crash.
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[]KAOS[]Casey
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Re: Crash when saving after rebuilding paths
Reply #3 -
02/18/12 at 07:32:31
Crash log from editor.log ?
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #4 -
02/18/12 at 07:51:48
Its so big, had to put it on MediaFire.
http://www.mediafire.com/?ftd8mr01665es2c
I noticed that it cuts at the end, not sure if thats normal or not.
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Last Edit: 02/18/12 at 07:53:03 by SFJake
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creavion
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Re: Crash when saving after rebuilding paths
Reply #5 -
02/18/12 at 08:20:10
I even sent a long time ago Smirf such a (test)map where exactly this happened. A path node or reachspecs limit is unknown. At least the engine source does not tell anything about this, regarding his words. In fact he was unable to debug it (afaik a microsoft software he was using failed to debug this stuff there, I don`t know what he was using anymore), so he could never figure that out. Not sure if it changed through time. Such bugs got even reported to occur in ut2004 (ed).
BTW: For such logs you are actually supposed to use uhm a site called pastebin or something like that.
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Last Edit: 02/18/12 at 08:25:39 by creavion
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GreatEmerald
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Re: Crash when saving after rebuilding paths
Reply #6 -
02/18/12 at 14:35:02
Does a Select All Pathnode -> To Front help any? Or map cleanup from the tools menu?
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #7 -
02/18/12 at 17:29:20
GreatEmerald wrote
on 02/18/12 at 14:35:02:
Does a Select All Pathnode -> To Front help any? Or map cleanup from the tools menu?
Nope, I already tried both, also tried "to last".
For the records, I've had the map cause a "crash on save" multiple occasions before, always only after rebuilding new brushes I recently added that the editor, for whatever reason, did not like. A building with multiple vertical rooms caused that a lot and I had to remove 1 or 2 rooms.
And there it in pastebin, I forgot about that website completely.
http://pastebin.com/1VGXDuGa
So far, I'm not reassured at all :/
Is there any way to massively select things -excluding brushes-? And I don't mean select all actors (EDIT: Which selects brushes anyway -_-). I wanted to, say, clean up a portion of the actors in a map at a time (half/half) and find out if a specific bunch of path nodes are causing the issue.
EDIT: Nevermind that: I tried moving all the path nodes elsewhere then cutting them in half, then place them back, rebuild, save, and either half I cut, it saved properly.
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Last Edit: 02/18/12 at 17:41:17 by SFJake
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[]KAOS[]Casey
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Re: Crash when saving after rebuilding paths
Reply #8 -
02/18/12 at 17:47:19
your log spams "1000 navigation nodes searched from ..." a lot. I assume you have a huge open area with a goddamn assload of nodes?
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #9 -
02/18/12 at 18:01:27
There are lots of streets, but if an area is very open, I don't just put nodes everywhere, there's just one line in the middle or to the sides.
I'm looking at my map after a rebuild before I save with Show Paths, and most are pretty separated. There's a few spots with -lots- of stacking lines however. I guess I could try reworking that?
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Last Edit: 02/18/12 at 18:01:56 by SFJake
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GreatEmerald
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Re: Crash when saving after rebuilding paths
Reply #10 -
02/18/12 at 18:53:29
Check which pathnodes the editor is talking about exactly (using the search tool, of course). Then see if you can improve the positioning of those nodes.
Also note that the warnings about pathnodes being too close are a good resource, you should check those out as well. And it's odd that Scouts failed to spawn in certain places - it would seem that some pathnodes are in strange positions that you can't walk on (in the void/BSP hole/under very low ceiling/very close to a wall).
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #11 -
02/18/12 at 20:15:55
I fixed most of what I could, but there's tons of InventorySpot called in Editor.log that don't exist in the map at all.
Also tried deleting all inventory actors (there's -lots- of them) but that doesn't stop it from crashing. That however removed all the remaining warnings.
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Last Edit: 02/18/12 at 20:17:55 by SFJake
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GreatEmerald
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Re: Crash when saving after rebuilding paths
Reply #12 -
02/18/12 at 21:11:49
That's really odd... So if you remove half of your pathnodes, it works, if you remove another half, it works, if you remove inventory, it doesn't... It would hint at some form of a limit, but then again, if there is a lot of inventory, then removing it would have fixed it as well. What happens if you remove one fourth of the pathnodes, then?
Also, what would happen if you exported the map and reimported it?
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #13 -
02/18/12 at 21:29:12
I tried exporting/importing in a new map right before your post and it did not work (the results are exactly the same).
Removing a quarter of the path nodes exactly doesn't seem to cut it. I need to remove a bit more. So far, I could save with 1239 path nodes, but not with 1390.
Now there is something weirder here: I have many earlier backups of the map. Some of them weren't fully pathed or finished at all, and saved properly after a rebuild, even if they have 1600+ path nodes. However, when I try -now-, it does NOT work.
I -could- be wrong and my memory is fuzzy, but I don't understand how I have so many backups before it if I didn't have this issue earlier with the path nodes. I do know that in those maps, all path nodes are linked, so it -was- properly rebuilt then saved.
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Last Edit: 02/18/12 at 21:32:01 by SFJake
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[]KAOS[]Casey
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Re: Crash when saving after rebuilding paths
Reply #14 -
02/18/12 at 22:30:03
Export the map and try finding and replacing
Class=InventorySpot
to
Class=ASDasjkdhasjdhas
It should fail to import them. Inventory spots are auto generated upons paths build.
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SFJake
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Re: Crash when saving after rebuilding paths
Reply #15 -
02/19/12 at 01:15:58
Thanks but I'm not sure how thats useful? It might clear the spots if I could save but since I can't...
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GreatEmerald
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Re: Crash when saving after rebuilding paths
Reply #16 -
02/19/12 at 09:09:40
Yea, rebuilding paths should clear the inventoryspots automatically as well (or at least removing all inventory would - and that didn't help, apparently).
This is all very mystical... There is no reason that I could see for this behaviour...
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Rob-Bot
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Re: Crash when saving after rebuilding paths
Reply #17 -
02/19/12 at 18:56:45
You're just gonna have to keep deleting pathnodes untill it works. I read another problem like this on an unreal tounrmanet forum and they said it could be just one pathnode or a whole bunch causing the problem. Just delete the "inbetween" pathnodes that aren't really needed
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Buster
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Re: Crash when saving after rebuilding paths
Reply #18 -
02/20/12 at 15:30:09
I'm still trying to wrap my head around your need for that many nodes to begin with. I've seen very huge maps with lots of intricate use of pathing, but not one of them required even close to the number of nodes you're using. Maybe cut down on the number of nodes that connect to each other. Get rid of the larger 'nexus' points. place thin 'cullision hull' walls to block the 'path line' connecting particular nodes. Rebuild only the geometry, then define the paths. The 'walls' will decrease the number of spider webs in the map. Lastly, just delete all the 'walls' and rebuild only the geometry. All the collision hulls should disappear, but the nodes won't reestablish the previous connections. Using this idea can get some interesting results. Like bots walking the plank off a cliff, just as the path tells it, but the plank isn't there.
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GreatEmerald
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Re: Crash when saving after rebuilding paths
Reply #19 -
02/20/12 at 21:11:00
Buster wrote
on 02/20/12 at 15:30:09:
I'm still trying to wrap my head around your need for that many nodes to begin with. I've seen very huge maps with lots of intricate use of pathing, but not one of them required even close to the number of nodes you're using. Maybe cut down on the number of nodes that connect to each other. Get rid of the larger 'nexus' points. place thin 'cullision hull' walls to block the 'path line' connecting particular nodes. Rebuild only the geometry, then define the paths. The 'walls' will decrease the number of spider webs in the map. Lastly, just delete all the 'walls' and rebuild only the geometry. All the collision hulls should disappear, but the nodes won't reestablish the previous connections. Using this idea can get some interesting results. Like bots walking the plank off a cliff, just as the path tells it, but the plank isn't there.
With 227, you can simply use restricted paths for that (although it still leaves the view rather cluttered).
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