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<h1 id="head-d44bf1a5baef306a229db812d76578aea4ea817a">Editor Troubleshooting</h1>
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line874">As much as we all love making maps, the process is not without its fair share of pain. Here's a list of some known issues and how to fix, work around, or just plain deal with them. <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line874">This list will grow and change over time as additional issues are reported and/or fixed. <span class="anchor" id="line-6"></span><hr /><p class="line874"> <span class="anchor" id="line-7"></span><strong>Why isn't my map saving my changes?</strong> <span class="anchor" id="line-8"></span><span class="anchor" id="line-9"></span><p class="line862">(<em>This issue has been addressed in the 1.0.4 patch, please patch to this version or newer to fix.</em>) <span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line874">If unpatched, testing a multiplayer map with the "spawnserver" console command will flag your .map file as read-only. We recommend that you avoid running additional copies of the game or using "spawnserver" from F2 instances when developing multiplayer levels. If you absolutely must keep two copies running at once, keep your working file in another path (e.g. maps/mp/work/ instead of just maps/mp/) and copy your compiles into the desired location for testing (this is usually how we arranged our map files during development and why the issue was not caught sooner) <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line874">If you do load your map and discover you've lost work, immediately quit the editor without saving and locate the [mapname].tmp file in your maps folder. This .tmp file is a backup of the map file written when you save the map. You can change the extension back to .map and recover your changes up to the most recent save. <span class="anchor" id="line-14"></span><hr /><p class="line874"> <span class="anchor" id="line-15"></span><strong>When I load the editor, my grid and camera views are solid white and don't show anything!</strong> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><p class="line874">Try restarting the editor once for good measure; this is sometimes a random occurrence. If that doesn't work, odds are anti-aliasing settings in the game are interfering with the editor. Add +set r_multisamples 0 to your editor command line. You can keep it enabled in the game by adding the r_multisamples command set to your preferred level of AA on your game shortcut. <span class="anchor" id="line-18"></span><hr /><p class="line874"> <span class="anchor" id="line-19"></span><strong>My editor runs really really slow and crashes sometimes. The game runs fine. Is there anything I can do?</strong> <span class="anchor" id="line-20"></span><span class="anchor" id="line-21"></span><p class="line874">Even on high-end machines, the editor can be far more of a performance hog than in the game. Here's a few points to look at. Most of these apply to single player, as multiplayer levels are much simpler, but your milage will vary based on system spec. <span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span><p class="line862">Keep in mind that the elements of the game that make things run well, such as backface culling on compile and VIS calculations (portals) are <em>not</em> calculated in the editor. Rendered previews in particular can bring your system to its knees if you're not careful. A single brush could cast up to 6x the shadow triangles it would normally <em>per light</em>! <span class="anchor" id="line-24"></span><span class="anchor" id="line-25"></span><ul><li><p class="line891"><span class="u">Cubic Clipping</span>: Enable cubic clipping by pressing Ctrl+\. This will cut off rendering at a finite distance in the camera and rendered views. You can adjust the clip distance by pressing Ctrl+] and Ctrl+[. Rendering the camera view on a typical single player level with no cubic clipping will often cra
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