Map has no vertices error

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Sephiron
Posts: 300
Joined: Mon Jun 28, 2010 1:56 pm
Location: Michigun, pew pew!

Map has no vertices error

Post by Sephiron »

My map has a kind of "random generation" thing going on. When started, it has random building wall textures, and it randomly decides whether it's day or night. I was just adding a lamp post with a 3d sector as the light, and now that It's finished it only lets me start the map once. After that, I try starting the map again (New game, easy difficulty) and it comes up with a "Map has no vertices" error. Does this have anything to do with my node builder, and if so, how should I go about fixing it?

Here's the script for the first and currently only area. The final product will be a close copy of a japanese game called LSD.

Code: Select all

#include "zcommon.acs"
int dice = 0;
int rdice = 0;

//Apartment complex script
SCRIPT 1 OPEN 
{
//day/night randomizer
    dice = random(1,2);
    if(dice == 1)
        {//night
            ChangeSky("night",""); 
            Sector_SetFade (1, 0, 0, 10);
            Sector_SetFade (2, 0, 0, 10);
            Sector_SetFade (3, 0, 0, 10);
            dice = 0;
            
        }
        else
        {//day
            ChangeSky("skyfog",""); 
            Sector_SetFade (1, 150, 150, 150);
            Sector_SetFade (2, 150, 150, 150);
            Sector_SetFade (3, 150, 150, 150);
            dice = 0;
            
        }
//Texture randomizer
    dice = random(1,4);
    rdice = random(1,2);
    if(dice == 1)
        {//White window/building walls
            SetLineTexture(0, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding1");
            SetLineTexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding1");
             SetLineTexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding1");
            SetLineTexture(3, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding1");           
            dice = 0;
            rdice = 0;
            }
            else
            {
                if(dice == 2)
                {//Dark building/window walls
                SetLineTexture(0, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding2");
                SetLineTexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding2");
                SetLineTexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding2");
                SetLineTexture(3, SIDE_FRONT, TEXTURE_MIDDLE, "Bilding2");           
                dice = 0;
                rdice = 0;
                }
                else
                {
                    if(dice == 3)
                    if(rdice == 1)
                    {//Solid brick walls
                    SetLineTexture(0, SIDE_FRONT, TEXTURE_MIDDLE, "Awall48");
                    SetLineTexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "Awall48");
                    SetLineTexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "Awall48");
                    SetLineTexture(3, SIDE_FRONT, TEXTURE_MIDDLE, "Awall48");
                    dice = 0;
                    rdice = 0;
                    }            
                    else
                    {
                        if(dice == 4)
                        if(rdice == 2)
                        {//Asian text on walls
                        SetLineTexture(0, SIDE_FRONT, TEXTURE_MIDDLE, "CHINA4");
                        SetLineTexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "CHINA4");
                        SetLineTexture(2, SIDE_FRONT, TEXTURE_MIDDLE, "CHINA4");
                        SetLineTexture(3, SIDE_FRONT, TEXTURE_MIDDLE, "CHINA4"); 
                        dice = 0;
                        rdice = 0;
                }
            }
        }
    }
}
That's in case it has anything to do with the script, which I doubt because it was working fine before I added in the 3d sector.




EDIT:

I fixed it by renaming the map to MAP01. If you were using the normal Doom 1 format (E1M1) and switched to a Doom 2 IWAD format (MAP01), then just remember to rename your maps.
Locked

Return to “Editing (Archive)”