Recieving Entity Baselines Forever...

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LightspeedLife
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Recieving Entity Baselines Forever...

Post by LightspeedLife » 2017-04-18, 11:10

I'm excited to find an engine with lofty goals such as yours--and on an MIT license, too!--still under active development. I hope you guys enjoy what you're doing and are able to keep going for a long while, and may Cafu never gather dust!

I was able to figure out how to build binaries on Windows and things seem to be going well now, however when I compile a map and load it in Cafu, it just sits on a black screen that says "Recieving Entity Baselines." Also, none of the Deathmatch maps (from Worlds.zip) will load. They seem to try to; Cafu flashes some text up on the screen, but goes back to the map select screen too fast for me to read it.

I had one problem when compiling on windows: VS 2017 doesn't put nmake in the path, so scons can't find it and fails. Really, this is a Winblows problem, but I figured I should point it out anyway 2015 built without issues, but it's 10 Gigs, so I hoped there might be a simple fix for the build problem.

Cafu looks really fantastic though. I'm still fan-girling a little over it.

edit: recompiling the worldmaps from Worlds.zip with CaWE allows me to play them in Cafu. The tutorial map I made following https://www.cafu.de/flash/Your_First_Map.htm still gives me recieving entity baselines, however.
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Carsten
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Re: Recieving Entity Baselines Forever...

Post by Carsten » 2017-04-18, 22:56

Hi LightspeedLife,
welcome to the Cafu forums and many thanks for your kind words! :welcome:

I think that SCons just doesn't support VS 2017 yet. Microsoft changes the details for discovering the compiler and linker executables with every release, so all that the SCons developers can do it try and catch up. I use VS 2015 as well, and I guess that we still for a while have to.

If you can recompile the maps from Worlds.zip, compiling a self-made map should work as well. If you cannot make your own map work (are there any error messages at the CaWE console?), can you please post or send it so that I can have a look?
Best regards,
Carsten
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arfur9
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Re: Recieving Entity Baselines Forever...

Post by arfur9 » 2017-04-19, 10:52

Isn't the creating the player slightly different in the tutorial compared to what we have now? I seem to remember following the tutorial and having issues...

I'll check.. I maybe talking rubbish :/
LightspeedLife
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Re: Recieving Entity Baselines Forever...

Post by LightspeedLife » 2017-04-19, 19:45

I don't see any error messages, but maybe there's something that I'm missing?

Code: Select all

Console initialized.

> compile (quick) C:\Users\DELL\AppData\Local\cafu\Games\DeathMatch\Maps\imamap.cmap

Map compilation: Running command 'build/win32/vc14/x86/release/CaBSP/CaBSP.exe "Games\DeathMatch\Maps\imamap.cmap" "Games\DeathMatch\Worlds\imamap.cw"'

*** Cafu Binary Space Partitioning Utility, Version 12 (Apr 18 2017) ***


*** Load World Games\DeathMatch\Maps\imamap.cmap ***
All game entities done, processing the worldspawn entity now.
Face Children  :         36    Draw World Outer Point Samples:     6
PlayerStarts   :          1
Other Children :          0
Entities       :          3

*** Binary Space Partitioning ***                   0: 0: 0
Nodes  created      :         30
Leaves created      :         31
Faces               :         42

*** Portalization ***                               0: 0: 0
Portalization       :       done
Portals             :        104

*** Fill Inside ***                                 0: 0: 1
Inner Leaves        :          1
Faces               :          6

*** Chop Up Interpenetrations ***                   0: 0: 1
Faces               :          6

*** Binary Space Partitioning ***                   0: 0: 1
Nodes  created      :         12
Leaves created      :         13
Faces               :         12

*** Portalization ***                               0: 0: 1
Portalization       :       done
Portals             :         48

*** Fill Inside ***                                 0: 0: 1
Inner Leaves        :          1
Faces               :          6

*** Merge Faces ***                                 0: 0: 1
Faces               :          6

*** Chop up for max LightMap size ***               0: 0: 1
Faces               :          6

*** Chop up for max SHLMap size ***                 0: 0: 1
Faces               :          6

*** Binary Space Partitioning ***                   0: 0: 1
Nodes  created      :          6
Leaves created      :          7
Faces               :          6

*** Portalization ***                               0: 0: 1
Portalization       :       done
Portals             :         24

*** Fill Inside ***                                 0: 0: 1
Inner Leaves        :          1
Inner Leaves        :          1
Outer Leaves        :          6

*** Sort Faces ***                                  0: 0: 1
done

*** Create Default LightMaps ***                    0: 0: 1
done

*** Create zero-band SHL maps ***                   0: 0: 1
done

*** Compute Draw Structures ***                     0: 0: 1
T-Junction removal  :       done
Draw structures     :       done

*** Save World ***                                  0: 0: 1
Games\DeathMatch\Worlds\imamap.cw

COMPLETED.                                          0: 0: 1

Map compilation: Running command 'build/win32/vc14/x86/release/CaPVS/CaPVS.exe "Games\DeathMatch\Worlds\imamap.cw" -maxRecDepthSL 15'

*** Cafu Potentially Visibility Set Utility, Version 05 (Apr 18 2017) ***


maxRecDepthSL == 15
*** Load World Games\DeathMatch\Worlds\imamap.cw ***

*** Create SuperLeaves ***
    7 SuperLeaves created from
    7 world leaves in CW file.

*** Initialize ***                                  0: 0: 0
SLs Adjacency Graph :       done
SLs Bounding Boxes  :       done
Trivial Visibility  :    1.00000
Estimated PVS       :    1.00000

*** Potentially Visibility Set ***                  0: 0: 0
Final Avg Visibility:    1.00000

*** Statistics ***
Size (bytes)        :          8
CheckSum            :          1

*** Save World ***                                  0: 0: 0
Games\DeathMatch\Worlds\imamap.cw

COMPLETED.                                          0: 0: 0

Map compilation: Running command 'build/win32/vc14/x86/release/Ca3DE/Cafu.exe --sv-game "DeathMatch" --sv-world "imamap"'
Available OpenAL output devices:
	1. Generic Software [default]
Available OpenAL capture devices:
	1. Microphone Array (IDT High Defi [default]
	2. Rec. Playback (IDT High Definit
Available OpenAL output devices with the ALC_ENUMERATE_ALL_EXT extension:
	1. Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC) [default]

Map compilation ended successfully.
LightspeedLife
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[SOLVED] Recieving Entity Baselines Forever...

Post by LightspeedLife » 2017-04-19, 23:42

After some fiddling, I was able to get an error message which told me what to do. The new method is "Prefabs"-->"PlayerPrototype". That simple. Thanks guys!

Code: Select all

There is no entity in this map that can act as a player prototype.
Technically, a player prototype is an entity with a HumanPlayer component.
The server refers to this prototype whenever a new player joins a game.

You can fix this problem by inserting a PlayerPrototype prefab into the map
(in the Map Editor, use menu "Prefabs > PlayerPrototype").

FATAL ERROR: There is no player prototype entity in this map.
Program aborted.


Error: Map compilation process 5036 exited with code 1.
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Carsten
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Re: Recieving Entity Baselines Forever...

Post by Carsten » 2017-04-20, 00:36

Hi LightspeedLife,

it's good to hear that you made progress!
Does this mean that things work now for you?

arfur9 is right: the tutorial is outdated. I wonder though why you didn't get the message about the player prototype at an earlier time. It was deliberately made to trigger early in order to help in situations like this...
Best regards,
Carsten
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arfur9
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Re: Recieving Entity Baselines Forever...

Post by arfur9 » 2017-04-20, 08:30

Carsten I probably did, but I believe I copied and pasted the player from one of the tech previews and worked out what I was missing.. then notice the prefab lol
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Carsten
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Re: Recieving Entity Baselines Forever...

Post by Carsten » 2017-04-20, 14:53

Yes, copy and paste is a very useful approach! :up:

(The CaWE editor spends quite some effort to get this right even across map documents. You can even paste into a programmer's text editor to see what has been copied. ;-) You may even try editing in the text editor, copy again in the text editor, then paste in CaWE, but that is really not recommended. :cheesy: )
Best regards,
Carsten
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arfur9
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Re: Recieving Entity Baselines Forever...

Post by arfur9 » 2017-04-20, 16:48

that's good to know :)
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