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Author Topic: ERROR: Bad s_blocklights size  (Read 3872 times)


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ERROR: Bad s_blocklights size
« on: January 04, 2007, 04:41:19 pm »
I get this when I try to run my testmap, in conjunction with a black screen with an enlarged green crossair that does not move. I cannot see a hud and must blindly open the console to quit the game ( I cannot see the console or what i am typing either)

here's a 400x300 cut down screen shot:

I probably just did something really boneheaded but right now i'm not sure how to fix it...

Offline Mattn

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ERROR: Bad s_blocklights size
« Reply #1 on: January 04, 2007, 06:54:02 pm »
which mapeditor are you using? if you are using the gtkradiant ufo:ai package with ufo:ai plugin, please hit
Plugins->UFO:AI->Worldspawn (day|night)

which version are you using (of UFO:AI)

can you submit that testmap to our bugtracker at
then i can have a look


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ERROR: Bad s_blocklights size
« Reply #2 on: January 05, 2007, 11:47:26 am »
I'm using the radiant version that came with RC6, I assume its gtk radiant, but the "about" page calls it both "DOOM radiant 1.0" and "Q3radiant"

whatever version it was installed along with the ufoai-2.0-RC6-win32.exe install file that was online on December 23rd. Anyway there is nothing under plugin other than "refresh".

Though I've had a feeling it was the worldspawn. I first made the worldspawn manually, then when it produced the error, copied the worldspawn from the dam map, but to no avail.


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ERROR: Bad s_blocklights size
« Reply #3 on: January 05, 2007, 12:57:31 pm »
I tested a current game map. I saved harbor07d under a different name, recompiled it using ufo2map and ran it, same error.

Were any of the current maps written under windows? if so, what set up was used? in fact if anyone is able to make maps under windows, then please point me to the setup you used (which GTKradiant version, plugins etc...) and I'll just use that. I don't care if its an old version.