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error when compiling #110756
02/05/07 04:19
02/05/07 04:19
Joined: Jan 2007
Posts: 38
N
nOOBaCLe Offline OP
Newbie
nOOBaCLe  Offline OP
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Joined: Jan 2007
Posts: 38
im a begginer and i was building my first level for an RPG in WED and when i compiled it i got an error at the very end saying-

CRITICAL ERROR

Error E111- Visibility overrun

or a message along those lines....

any help please?!?!?!


Gamestudio A6 commercial Beginners Luck Dev.
Re: error when compiling [Re: nOOBaCLe] #110757
02/05/07 05:38
02/05/07 05:38
Joined: Aug 2003
Posts: 902
Van Buren, Ar
Gordon Offline
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Gordon  Offline
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Posts: 902
Van Buren, Ar
ok tell me about your level. also what version of GS you have.


Our new web site:Westmarch Studios
Re: error when compiling [Re: Gordon] #110758
02/06/07 04:26
02/06/07 04:26
Joined: Jan 2007
Posts: 38
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nOOBaCLe Offline OP
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nOOBaCLe  Offline OP
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Joined: Jan 2007
Posts: 38
well i have version A6.5 - commercial edition

well my level is not very big at all but i do have a lot of lighting. it starts out in a cave and then moves on into a large, greek style room and then out onto a walkway and from the walkway you can see water which i gt from teh standard.wad collection, but there is a lot of it.

The weirdest thing though is that it gives me that error and tells me to press any key to abort, then wen i run the level everything is there except the lights. everything had been updated except the lights, so i just updated the lights by themselves and it worked. i just am wondering what that message meant.

i hope thats everything u wanted 2hear!

-noobacle a.k.a-scott
BeGGiners LUCK


Gamestudio A6 commercial Beginners Luck Dev.
Re: error when compiling [Re: nOOBaCLe] #110759
02/06/07 08:15
02/06/07 08:15
Joined: Aug 2003
Posts: 7,440
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,440
Red Dwarf
normally this means that the level is too complex for the visibility to be calculated. That means that you actually did bad level design and you should fix that. Removing way too complex blocks and replacing them by models, for instance.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: error when compiling [Re: Michael_Schwarz] #110760
02/07/07 04:01
02/07/07 04:01
Joined: Jan 2007
Posts: 38
N
nOOBaCLe Offline OP
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nOOBaCLe  Offline OP
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Joined: Jan 2007
Posts: 38
okay ill try that, but there rnt 2 many complex blocks. i have used a lot of prefabs and stuff,

like what blocks should i take out??

thanx a ton tho!!! u guys help so much!


Gamestudio A6 commercial Beginners Luck Dev.
Re: error when compiling [Re: nOOBaCLe] #110761
02/07/07 08:17
02/07/07 08:17
Joined: Aug 2003
Posts: 7,440
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,440
Red Dwarf
The prefabs, they are crap, and they use way too much performance and anything.. they are framerate and build-time killers.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: error when compiling [Re: Michael_Schwarz] #110762
02/08/07 01:26
02/08/07 01:26
Joined: Jan 2007
Posts: 38
N
nOOBaCLe Offline OP
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nOOBaCLe  Offline OP
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Joined: Jan 2007
Posts: 38
so just make my own models of the things i have used prefabs for?


Gamestudio A6 commercial Beginners Luck Dev.
Re: error when compiling [Re: nOOBaCLe] #110763
02/08/07 10:45
02/08/07 10:45
Joined: Aug 2003
Posts: 7,440
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,440
Red Dwarf
yes


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: error when compiling [Re: nOOBaCLe] #110764
02/08/07 10:58
02/08/07 10:58
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
You could import the wmp inside MED and save it as mdl instead of making them from scratch, if that was what you meant with "so just make my own models of the things i have used prefabs for.." Don't know if it will be efficient though.


smile

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