Error message: «Class name missing from entity!»
Error message: «Class name missing from entity!»
hey.
Im running a Dedicated server with some homemade maps.
I recently finished a new map and added it to server.
The map works fine when i run it on my laptop with a LAN server…
But when i attempt to switch maps on my dedicated server to the new one i get this error.
classname missing from entity!
classname missing from entity!
it is printed out twice and then the server restarts.
Anyone got a good solution / cause?
Server is running
Linux — Suse 10.1
1Gb ram
3Ghz Processor
Thanks
//Charlie2999
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by slayera on Fri Jan 19, 2007 9:07 pm
Where is the error coming from, console, Linux, or what?
The only I can think of off hand is replace your gameinfo.txt. Doubt it will fix anything, but that would be my first thing to try.
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by charlie2999 on Fri Jan 19, 2007 10:22 pm
the error message is comming from the hl2 console, that is the console in which i see the output from server.
The only I can think of off hand is replace your gameinfo.txt
how do you mean, replace it with what?
havent changed it any from the default
//Charlie2999
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by slayera on Fri Jan 19, 2007 10:55 pm
Use gfcscape and extract a new one and replace. I don’t think it will do much.
Also you might try recompiling your map. Double check your log.
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by charlie2999 on Fri Jan 19, 2007 11:01 pm
Ill try that program you mentioned tomorrow.
Also you might try recompiling your map. Double check your log.
have recompiled it 3 times now, no errors..
it is however now also giving me problems on my LAN mode local server.
Same map without recompiling it will randomly crash at startup…
Either hl2 crashs when loading or all goes well and it works perfectly.
Evil error….
//Charlie2999
Edit.
Mind explaining what ‘gfcscape’ is / does, tried some googling on it and i dident get any real good answers on what i would use it for…. Only interesting thing was some funky russian site.. but that was interesting for a whole nother bunch of reasons , no idea what it had to do with ‘gfcscape’ but google is always right
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by slayera on Sat Jan 20, 2007 12:09 am
It’s a pack extractor to get at the stock content.
http://nemesis.thewavelength.net/index.php?p=25
Even if replacing the gameinfo.txt does not work, you should still have this app handy.
In Hammer have you tried doing an Alt-p to check for problems?
Are you using an fgd file that is not stock? If you don’t know if you are then no reason to worry about.
Here is some info though if you want to know more.
http://developer.valvesoftware.com/wiki/Fgd
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by charlie2999 on Sat Jan 20, 2007 11:03 am
It’s a pack extractor to get at the stock content.
Do i still need to do that if i never edited it?
only thing i changed was server.cfg, mapcycle and maplist and some variables in Manimod (andoffcourse which maps are in map folder )
In Hammer have you tried doing an Alt-p to check for problems?
nope i dident know about that, promply got to it though and only error is ‘There is no player start’.
But i do have ‘info_player_combine’ (and only those ) reason is i want it to be a co-op multiplayer map and everyone to be on same team.I know this crashed hl2 if its not set to mp_teamplay 1. but that is actually being set.
I did have another error before though
‘Entity (info_node) has unused keyvalues «angles»‘
but i clicked Fix all ( of type ) and they went away, couldent find a value ‘angles’ on them anyways.
Btw there are like 200 of these in the map for the antlions which people are upagainst to navigate with
Are you using an fgd file that is not stock? If you don’t know if you are then no reason to worry about.
no, everything is stock
Thanks for help =)
//Charlie2999
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by slayera on Sat Jan 20, 2007 11:53 am
Probably not. Like I said it may not help a damn bit. Just something to try. When I looked around that was about the only I could see that might be related to your error.
Unless your mapping for HL you will always get that player start error, ignore it. And angles are a common one too, but as far as I know no one has ever had a problem from it. Sounds like you did everything ok so far. Fix if the angles if you like, but they will more than likely come back.
You may want to post over at steampowered.com about your error.
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by charlie2999 on Sun Jan 21, 2007 10:57 am
signed up for forum and awaiting admin confirmation to let me join..
Hope they can give me a solution
Thanks for help
- charlie2999
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by charlie2999 on Wed Jan 24, 2007 5:37 pm
they seem really slow over there.
its gotten 14 views from the 22 till now..
http://forums.steampowered.com/forums/s … p?t=529621
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by zombie@computer on Wed Jan 24, 2007 6:02 pm
Apparently one of your entities doesnt have a classname specified in the bspfile. Its mentioned twice in the server dll, once while extracting the data from the bsp, and once when trying to precache the entitiy. I dont know why valve made the entities extract twice from bare bsp info, probably because one is for linux and teh other for windows, or perhaps valve is in some sort of alliance with cpu and overclocking equipment manufacturers.
I cant really explain why this doesnt happen on your laptop, i suppose its got windows? Apparently somethings different in handling the data from your map on both systems, so im just going to shoot a few things in the dark
-any entity in your map which doesnt have a classname?
-Awkward names/characters in a classname of an entity?
note than any other non-regular characters might cause unexpected behaviour when parsing entity data. Some characters are treated different under linux than under windoz, like newline_linefeeds versus newline
I suggest you remove all entities in your map (apart from the starting locations), then compile and test. No error? add all static props. recompile. Error? yea? the error was in the props you just added. No error? add another group of entities.
Repeat till you got all entitites back in, and keep decreasing the size of the group when you encounter the error untill you got that single entitiy thats causing your problems
EDIT: I see you have game_texts in your map. The inputs in these entities are generally not well checked by hammer. Try to remove all game_texts first, then recompile. Perhaps one of the characters in your game_texts is the baddy
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by charlie2999 on Thu Feb 08, 2007 12:06 pm
I suggest you remove all entities in your map (apart from the starting locations), then compile and test. No error? add all static props. recompile. Error? yea? the error was in the props you just added. No error? add another group of entities.
been away from the mapping for a while, stupid univiveristy and their assignments .
Anyways, i was wondering if theres an easy way to do what your specifying.. If theres a way i can remove all static props from going into the builtmap but dosent involve me deleting all of em…
Thanks
//charlie2999
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by slayera on Thu Feb 08, 2007 12:10 pm
Entity report, under the Map menu IIRC.
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Classname missing from entity. Please help!
I dont know what is happening. Whenever I start a game, it goes to the loading screen, but it never goes beyond that. Then the game crashes with a dialog box saying classname missing from entity.
I tried restarting. Ive restarted my PC plenty of times now, and still.
Archived post. New comments cannot be posted and votes cannot be cast.
mostten opened this issue 9 months ago · comments
Crash on Nmrih server with Sourcemod 6922.
Report:»classname missing from entity!»
Stack Trace: https://crash.limetech.org/jvdhnt4id7u4
Function
KERNELBASE.dll!RaiseException + 0x58
engine.dll + 0x1fcc1a
engine.dll + 0x1fca91
engine.dll + 0x1fd5a5
tier0.dll + 0x52e0
server.dll + 0x1b160d
server.dll + 0x21755d
server.dll + 0x2175d3
metamod.2.sdk2013.dll!__SourceHook_MFHCls_SGD_LevelInit::Func(char const *,char const *,char const *,char const *,bool,bool) [metamod.cpp:83 + 0xe3]
sourcemod.2.sdk2013.dll!SourceModBase::LevelInit(char const *,char const *,char const *,char const *,bool,bool) [sourcemod.cpp:436 + 0x4d]
metamod.2.sdk2013.dll!__SourceHook_MFHCls_SGD_LevelInit::Func(char const *,char const *,char const *,char const *,bool,bool) [metamod.cpp:83 + 0x8c]
engine.dll + 0x14fc92
engine.dll + 0x1a21d2
engine.dll + 0x1b2cec
engine.dll + 0x1b2404
engine.dll + 0x200a77
engine.dll + 0x1ff9bd
engine.dll + 0x21f17c
dedicated.dll + 0x3e85
dedicated.dll + 0x24b6c
dedicated.dll + 0x4be8
srcds.exe + 0x158e
srcds.exe + 0x26fd
kernel32.dll!BaseThreadInitThunk + 0x12
ntdll.dll!__RtlUserThreadStart + 0x27
ntdll.dll!_RtlUserThreadStart + 0x1b
Looks like an issue introduced with the integration of entity lump handling code that I’ve contributed.
Can you provide the following additional information for me to try and reproduce this?
- Which map this crashed on (if it’s a custom map, please provide a link to download it)
- SourceMod plugins, SourceMod extensions, and Metamod:Source plugins you’ve installed
It sounds like either there’s a parse failure on the particular map you’re running, a conflict with another component that manipulates the entity lump (Stripper:Source, a copy of the Entity Lump extension), or a plugin you’re using or have created is removing entries from the entity lump that shouldn’t be removed.
Looks like an issue introduced with the integration of entity lump handling code that I’ve contributed.
Can you provide the following additional information for me to try and reproduce this?
- Which map this crashed on (if it’s a custom map, please provide a link to download it)
- SourceMod plugins, SourceMod extensions, and Metamod:Source plugins you’ve installed
It sounds like either there’s a parse failure on the particular map you’re running, a conflict with another component that manipulates the entity lump (Stripper:Source, a copy of the Entity Lump extension), or a plugin you’re using or have created is removing entries from the entity lump that shouldn’t be removed.
NMRiH has a Maphack system, the same as Stripper:Source, It has a way to remove entities.
Example: nmo_chinatown.txt
Text:
«pre_entities»
{
$remove_all{«classname» «random_spawner»}
}
@dysphie has previously tested the entity lump changes in NMRiH; I don’t believe the Maphack system would conflict in this case. Giving them a shout in the event that this case was overlooked.
I’ll try to reproduce the crash with the information and example files you’ve provided.
@dysphie has previously tested the entity lump changes in NMRiH; I don’t believe the Maphack system would conflict in this case. Giving them a shout in the event that this case was overlooked.
I’ll try to reproduce the crash with the information and example files you’ve provided.
There’s another possibility, Use the hammer we can insert classname «npc_national_guard» into the map. but the nmrih engine does not have this entity.
I am not experiencing crashes with my setup
- SourceMod Version: 1.12.0.6922
- Map
nmo_cabin
andnmo_chinatown
maps/maphacks/nmo_cabin.txt
ormaps/maphacks/nmo_chinatown.txt
:
"Maphack" { "pre_entities" { $remove_all { "classname" "random_spawner" } } }
- The entlump test plugin (https://gist.github.com/nosoop/66b818407a1e1231808ede949e668ba6) with just 3 minor modifications:
trigger_once
instead oftrigger_capture_area
OnTrigger
instead ofOnCapTeam2
targetname
instead ofarea_time_to_cap
My pre-merge tests didn’t include maphacks, though (they require a .txt to exist), so it’s possible there’s some weird interaction between the two that slipped thru the cracks.
I can’t reproduce it with the official latest development build of SourceMod on Windows and the information provided (with dysphie’s corrected file).
The crash mostten is getting happens within MapEntity_ParseAllEntities()
, which calls IVEngineServer::GetMapEntitiesString()
. Specifically, it crashes in MapEntity_PrecacheEntity()
. So I suspect that the string it received from GetMapEntitiesString()
(which was processed by the new entity lump code) wasn’t correct in some way.
By any chance, you weren’t testing Stripper:Source(pawn) or some other new plugin that uses the built-in entity lump stuff, were you? It looks like that plugin added safeguards to prevent additions of entities without classnames. The only safeguards in place in the lump serialization code in SourceMod is that empty entries are skipped; it’s possible for a plugin to get the entity string into a state that doesn’t parse correctly (removing required keys, inserting double quotes in the middle of keys / values), but that was also almost certainly possible with SDKHooks’ OnLevelInit
and Stripper:Source as well.
I’m able to reproduce this in SM 1.12.6940 and this custom map
- Place the following in
maps/maphacks/nmo_tenkinoko_welkin_t1_3.txt
"Maphack" { "pre_entities" { $remove { "targetname" "st4_fall_music2" } // ambient_generic } }
map nmo_tenkinoko_welkin_t1_3
You should crash with «classname missing from entity!».
Accelerator report: https://crash.limetech.org/t6mqyiyuhbfv
Thanks for reproducing consistently; I’ve confirmed the issue and am looking into it.
At first glance it looks like the game doesn’t like it when SourceMod passes control back with RETURN_META_VALUE_NEWPARAMS
with the new string; not sure why that is at the moment.
I think in the worst case I’ll have to put the writing capabilities behind a feature flag and disable it for games that ship with Maphack, but it should be fine for read-only purposes (aside from differences between what Entity Lump Manager receives and the post-processed string).
On further testing, it looks like the bug is something really dumb.
… The game just doesn’t like tabs as key / value delimiters. Replacing it with a space allows the map to load (on Windows at least; haven’t spun up a Linux instance to confirm there). Maybe it’s a specific quirk depending on if an entity string contains spaces — I haven’t dug deep into the PrecachePointTemplates()
function that it’s actually failing on yet.
Can you test these builds to confirm if it resolves the issue without introducing any other regressions?
- package.tar.gz (this build is likely broken due to missing symbols, but that’s a problem on my toolchain)
- package.zip
The build corresponds with https://github.com/nosoop/sourcemod/commits/entlump-fix, which are patched on top of 1.12.0.6923. They only contain binaries for SDK2013.
I’ll still look into setting up some feature flagging via core.games
as well if that fails, and I’ll confirm that it doesn’t now crash in TF2 at least.
Hey there, I’m the maintainer for NMRiH. Maphack rewrites the entire entdata buffer from scratch, it skips the t
characters to fix an issue with KeyValues::RecursiveSaveToFile()
not respecting the ident level and including tabs anyway (IIRC this may have been the case, change was committed long time ago with vague description), it’s a problem since entities are written one by one and then merged into final result. The system is jank and we didn’t expect it would interfere with plugins this way — especially when it doesn’t stomp the actual entity lump, my apologies for that!
Maphack is available on «No More Room in Hell» and «Pirates, Vikings, and Knights II», so these two games were the only ones affected.
All good Felis; just found it amusing how some arbitrary decision I made on the separator had these sorts of effects.
Thanks for explaining the reasoning!
Hello !
Can your plugin handle this
{
«origin» «-249 -455 35»
«angles» «0 60 -90»
«ammo» «90» «classname» «weapon_m4a1»
}
{
«origin» «-311 -454 35»
«angles» «0 120 -90»
«ammo» «90» «classname» «weapon_aug»
}
{
«origin» «-383 -441 33»
«angles» «0 240 -90»
«ammo» «90» «classname» «weapon_scout»
}
as you can see ammo and classname are in the same line.
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