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Infinite Error message (in dev mode)

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Created 11 years ago
by torox850
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So i spent days trying to fix this and searched on the forum and never found a way to fix it.
Those infinite error are the folowing :

Code Snippet
Plaintext
******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 3086)
 hud_title.fontscale = 1.2;
 *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object

******* script runtime error *******
undefined is not an entity: (file 'maps/_debug.gsc', line 3087)
 hud_title SetText( &"DEBUG_POSITION" );
 *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not an entity

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 3089)
 x_pos = hud_title.x + 50;
         *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object

******* script runtime error *******
pair 'undefined' and '50' has unmatching types 'undefined' and 'int': (file 'maps/_debug.gsc', line 3089)
 x_pos = hud_title.x + 50;
                     *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
pair 'undefined' and '50' has unmatching types 'undefined' and 'int'

******* script runtime error *******
Debug hudelems are not built into this exe: (file 'maps/_debug.gsc', line 3091)
 hud_x = NewDebugHudElem();
         *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************

Even when i tryed with a fresh new W@W and Modtool install those error where still there :/
I already dealed with a F-ing load of error (some of them forced me to abandon other projects) and it's the first time i get this one
Also when i compile the map i'm spammed by thousand of alias error

Code Snippet
Plaintext
ERROR: alias 'zombie_dog_death' already added - ignoring
ERROR: alias 'zombie_dog_death' already added - ignoring
ERROR: alias 'zombie_dog_death' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_head_gib' already added - ignoring
ERROR: alias 'zombie_head_gib' already added - ignoring
ERROR: alias 'zombie_head_gib' already added - ignoring
ERROR: alias 'zombie_loop_end' already added - ignoring

(btw if i can't figure out how to fix it i might share some of the abandonned map i made)
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For the first one, i'm not sure how it's caused. But this line make's me think it's version related??
Code Snippet
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Debug hudelems are not built into this exe: (file 'maps/_debug.gsc', line 3091)

But you can simply remove the call to that function, since it's only a function that prints the players view-pos.. Copy the _debug.gsc to your mod folder and comment out this line:

Code Snippet
Plaintext
	level thread debug_show_viewpos();




The alias errors simply mean you hav multiple aliasses loaded with the same sound-alias in them, so find those and remove the duplicate's from the csv's..
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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The _debug.gsc that comes with the game uses development exe functions. Include the version in raw maps to fix this.
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Ok thank you guys for replying this quickly :)
So commenting out what BluntStuffy said did the trick for the infinite error, Thanks.
I don't know why i've never had this bug before.

Double Post Merge: October 22, 2015, 07:30:55 pm
Ok sorry for double posting but can't find any edit message and i though the problem was completly fixed, unfortunatly i still have error
Code Snippet
Plaintext
******* script runtime error *******
Illegal localized string reference: nazi zombie tes must contain only alpha-numeric characters and underscores: (file 'maps/dlc3_code.gsc', line 227)
 level.intro_hud[0] settext(level.DLC3.introString);
                                       *
Error: started from:
(file 'maps/dlc3_code.gsc', line 197)
 wait(2);
 *
Error: ************************************
and
Code Snippet
Plaintext
******* script runtime error *******
undefined is not a field object: (file 'maps/_zombiemode_zone_manager.gsc', line 96)
 if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
                                                 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 162)
 zone_init( zone_name_a );
 *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 128)
 add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 368)
  [[ level.zone_manager_init_func ]]();
           *
Error: called from:
(file 'maps/dlc3_code.gsc', line 115)
  level thread maps\_zombiemode_zone_manager::manage_zones( level.DLC3.initialZones );
               *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 122)
 level thread DLC3_threadCalls2();
              *
Error: started from:
(file 'common_scripts/utility.gsc', line 464)
  level waittill( msg );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_zombiemode_zone_manager.gsc', line 96)
 if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
                                                 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 163)
 zone_init( zone_name_b );
 *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 128)
 add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 368)
  [[ level.zone_manager_init_func ]]();
           *
Error: called from:
(file 'maps/dlc3_code.gsc', line 115)
  level thread maps\_zombiemode_zone_manager::manage_zones( level.DLC3.initialZones );
               *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 122)
 level thread DLC3_threadCalls2();
              *
Error: started from:
(file 'common_scripts/utility.gsc', line 464)
  level waittill( msg );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_zombiemode_zone_manager.gsc', line 96)
 if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
                                                 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 163)
 zone_init( zone_name_b );
 *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 129)
 add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 368)
  [[ level.zone_manager_init_func ]]();
           *
Error: called from:
(file 'maps/dlc3_code.gsc', line 115)
  level thread maps\_zombiemode_zone_manager::manage_zones( level.DLC3.initialZones );
               *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 122)
 level thread DLC3_threadCalls2();
              *
Error: started from:
(file 'common_scripts/utility.gsc', line 464)
  level waittill( msg );
        *
Error: ************************************
Last Edit: October 22, 2015, 07:30:55 pm by torox850
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those are completely different error's and have a different cause.

the first one is because the intro-text in your mapname.gsc Open it and look for:

Code Snippet
Plaintext
	level.DLC3.introString = &"nazi zombie tes";

Or something like that, and change the text to your liking and remove the & in front of it.



The other error is related to your zone's. They are not setup right or you have a typo in a KVP, prob something like that
Last Edit: October 22, 2015, 07:52:14 pm by BluntStuffy
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Ok, sorry for the newbie bug (intro-text one) but i'm getting a bit tired of all those error.
So the "Debug hudelems are not built into this exe" error are still here but this time they are called by debug_character_count()

Code Snippet
Plaintext
******* script runtime error *******
Debug hudelems are not built into this exe: (file 'maps/_debug.gsc', line 1107)
 drones = NewDebugHudElem();
          *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
Debug hudelems are not built into this exe
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 1108)
 drones.alignX = "left";
 *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 1109)
 drones.alignY = "middle";
 *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************

I don't understand why this is happening now. At first i though i messed up something in the raw files so reinstalling everything should've fix it but here i am ...
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(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();

Remove this line or //comment it out
debug gsc has 2 threads that cause spamming errors about debug huds if using developer 1 and developer script

I always wonder why more people haven't posted about this before.
Marked as best answer by torox850 11 years ago
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Ok, sorry for the newbie bug (intro-text one) but i'm getting a bit tired of all those error.
So the "Debug hudelems are not built into this exe" error are still here but this time they are called by debug_character_count()

Code Snippet
Plaintext
******* script runtime error *******
Debug hudelems are not built into this exe: (file 'maps/_debug.gsc', line 1107)
 drones = NewDebugHudElem();
          *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
Debug hudelems are not built into this exe
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 1108)
 drones.alignX = "left";
 *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 1109)
 drones.alignY = "middle";
 *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************

I don't understand why this is happening now. At first i though i messed up something in the raw files so reinstalling everything should've fix it but here i am ...

This is why i told you to copy the _debug.gsc file from root/raw/maps into root/mods/*mapname*/maps. The _debug.gsc your map is currently using is the same that Treyarch used to develop the game with which uses functions the commercial version doesn't support.

(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();

Remove this line or //comment it out
debug gsc has 2 threads that cause spamming errors about debug huds if using developer 1 and developer script

I always wonder why more people haven't posted about this before.

because people don't use developer and developer_script. They script something, jump into the game for a quick test, and assume everything is working correctly.

Edit: Just want to point out that these errors are a good thing and you should be doing it. I know its frustrating, but it really does help in making sure everything is working smoothly.
Last Edit: October 22, 2015, 09:07:16 pm by daedra descent
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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This is why i told you to copy the _debug.gsc file from root/raw/maps into root/mods/*mapname*/maps. The _debug.gsc your map is currently using is the same that Treyarch used to develop the game with which uses functions the commercial version doesn't support.

because people don't use developer and developer_script. They script something, jump into the game for a quick test, and assume everything is working correctly.

Edit: Just want to point out that these errors are a good thing and you should be doing it. I know its frustrating, but it really does help in making sure everything is working smoothly.
^ This - and because eve nwhen written in clear english a lot of people dont understand

I mean I saw someone reporting a problem with assman converting, the error said "could not find file :XXXX"

same as a ludicrous amount of people cant tell the difference between a script error and just a syntax error, which 90% of the time is just a missing ";"

 :D
Last Edit: October 22, 2015, 09:18:10 pm by Harry Bo21
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This is why i told you to copy the _debug.gsc file from root/raw/maps into root/mods/*mapname*/maps. The _debug.gsc your map is currently using is the same that Treyarch used to develop the game with which uses functions the commercial version doesn't support.

Yeah i tried it first but i don't have any other _debug.gsc (that i'm aware of) so i copied it and commented out the two thread and now it works thanks


because people don't use developer and developer_script. They script something, jump into the game for a quick test, and assume everything is working correctly.

Edit: Just want to point out that these errors are a good thing and you should be doing it. I know its frustrating, but it really does help in making sure everything is working smoothly.

All of those error started popping out of nowhere when i was doing some scripting test so i just undone the last change and those error where still there (that's why i though i might of changed something else in the raw files) and now that i think about it i might just used developer_script to check my own script and that's why it started occuring ... well now it's finally fixed thanks all

Sorry if i made some typo.

 
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