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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: "parsed 1.#IND" HUH??
void269
General Member
Since: Sep 16, 2004
Posts: 38
Last: Apr 1, 2006
[view latest posts]
Level 2
Category: DOOM III Mapping
Posted: Sunday, Jun. 5, 2005 12:00 am
I just got done working ALL day on my map when I started compiling it ( which I have done many other times with no problems) it came up with an error ( the one below) and now everytime I try to load a map into the editor it gives me the same error and crashes the editor.

file C:\Program Files\Doom 3\base\maps\game\mp\mp1.map, line 45794: parsed 1.#IND

does anyone know what this means? Google was no help! LOL
Thanks for your info![thumbs_up]
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
[view latest posts]
Level 5
Category: DOOM III Mapping
Posted: Sunday, Jun. 5, 2005 05:59 am
I think you have a brush that is unbound.

I believe this is what I did to fix it when it happened to me.

First make a backup of your map. Open up the .map in a notepad and do a search for #IND - when you find the brush, you will find something similar to this, but with #ind in the numbers

// primitive 5
{
brushDef3
{
( 0 0 -1 8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -114 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -364 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -260 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 280 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 254 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
}
}
// primitive 6
{
brushDef3
{
( 0 0 -1 8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -114 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -364 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -260 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 280 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 254 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
}
}
// primitive 7
{
brushDef3
{
( 0 0 -1 8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -114 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -364 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -260 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 280 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 254 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
}
}


what you need to do is delete the brush, starting at the //primitive and up until the next //primitive - so - if say in this case primitave 6 was our bad brush, we would delete from where it says //primitave 6 - up until right before //primitive 7 and it would look like this:

// primitive 5
{
brushDef3
{
( 0 0 -1 8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -114 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -364 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -260 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 280 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 254 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
}
}
// primitive 7
{
brushDef3
{
( 0 0 -1 8 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -114 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -364 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -260 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 280 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 254 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/common/caulk" 0 0 0
}
}

Also be careful not to disturb the { and } patterns for the bruches you are not trying to delete cause that can cause a crash on load.

Once you have that, save as a different name, and try to open it in the editor. If you still get the error, there may be more bad brushes in there.
And dont worry that it goes from 5 to seven, the editor will starighten that out after you get it back in there.

Hope it works for you. Good luck.
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
[view latest posts]
Level 5
Category: DOOM III Mapping
Posted: Sunday, Jun. 5, 2005 10:56 am
Yeah

I wanted the effect of a zombie hitting a door...(I was bored one day ok!) so I created a small brush in front of the door and gave it a stupid name like....currymouse and placed a fat zombie down facing it. I gave the zombie an attck target key and the value set to the brush's name BOOM! what a glorious crash.

So watch your level event management, do doubt you did something that it really didn't like lol.

Moral of the story? be nice to currymice

Marcus
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void269
General Member
Since: Sep 16, 2004
Posts: 38
Last: Apr 1, 2006
[view latest posts]
Level 2
Category: DOOM III Mapping
Posted: Sunday, Jun. 5, 2005 10:36 pm
Worked like a charm![thumbs_up] It was primitive 2 and 3. But what changed in my map once I deleted the primitives?
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
[view latest posts]
Level 5
Category: DOOM III Mapping
Posted: Monday, Jun. 6, 2005 08:05 am
By doing that you deleted 2 brushes - you need to find which 2 now and recreate them.

Good luck.
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