Need help with running my map Created 17 years ago2007-07-01 11:38:10 UTC by moozak moozak

Created 17 years ago2007-07-01 11:38:10 UTC by moozak moozak

Posted 17 years ago2007-07-01 11:38:10 UTC Post #227006
Hi, i'm pretty new to mapping, and I was wondering if anyone can help me.
So here's the prob, I just compiled my map, and it ran every other time I ran it. But this time, it just closed CS altogether.
What I did earlier was delete a few mines (a chain of triggers, explo entities, env render, etc2) but I have no idea what went wrong >_>.
Anyone got a clue?
Thanks in advance =)
Posted 17 years ago2007-07-01 11:47:52 UTC Post #227007
First of all, welcome to the community, second of all, its the wrong section of the forum (maps and mods is for new maps and mods in creation), but whatever.

Are you getting any errors when you go to run CS?
Does anything really stand out to you in the compile log?
Read through the log, and anything that looks.. wierd, go here and search for any problems.

If you cant find anything, post the compile log here.
And if that fails, you can upload the map to the problem vault.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 11:49:58 UTC Post #227008
Ah ic, thanks for the help...I better move this now>_>
Posted 17 years ago2007-07-01 11:51:04 UTC Post #227010
Dont create a new topic, let a mod do it.

muzz?? seventh? u guys there
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 12:02:19 UTC Post #227013
Posted 17 years ago2007-07-01 12:35:34 UTC Post #227020
Well, I guess i'm gonna post compile log here =P. I read through it, and no errors stood out to me >_>, I still can't see why deleting a chain of entities and stuff could cause this error =.
Posted 17 years ago2007-07-01 12:38:27 UTC Post #227022
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrike

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsJourdanMy DocumentsMy Received Fileses_prisonyard.map" "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"
Entering C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

6 brushes (totalling 36 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.75 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.89 seconds)

Using Wadfile: documents and settingsjourdanmy documentshalflife.wad
  • Contains 107 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: documents and settingsjourdanmy documentsliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: documents and settingsjourdanmy documentszhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: documents and settingsjourdanmy documentsxeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 25 additional animating textures.
Texture usage is at 1.63 mb (of 4.00 mb MAX)
2.19 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1254 (0.13 seconds)
BSP generation successful, writing portal file 'C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard.prt'
SolidBSP [hull 1] 500...1000...1036 (0.06 seconds)
SolidBSP [hull 2] 500...982 (0.08 seconds)
SolidBSP [hull 3] 500...1000...1248 (0.09 seconds)
2.03 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"
603 portalleafs
1728 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.73 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (62.16 seconds)
average leafs visible: 208
g_visdatasize:33030 compressed from 45828
62.92 seconds elapsed [1m 2s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Program FilesSteamsteamappsmanusia_adonancounter-strikecstrikeMapses_prisonyard"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

[Reading texlights from info_texlights map entity]
[0 texlights parsed from info_texlights map entity]

3575 faces
Create Patches : 14298 base patches
0 opaque faces
204199 square feet [29404742.00 square inches]
8 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (34.80 seconds)
visibility matrix : 12.2 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (25.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (16.36 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.08 seconds)
Transfer Lists : 11724362 : 11.72M transfers
Indices :     6850044 :    6.53M bytes
   Data :    46897448 :   44.72M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.22 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.14 seconds)
85.91 seconds elapsed [1m 25s]

--- END hlrad ---

Well here it is, sorry if it's in incorrect format or something.
Posted 17 years ago2007-07-01 12:38:40 UTC Post #227023
Hit Alt+P to check for errors before you compile. Maybe something is in there?
EDIT - Your compile log looks fine to me.

Now you can compile properly.. But when you go to run the map with CS, it just... craps out on you?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 12:46:11 UTC Post #227024
Hmm, checked all, all there is (is) empty func_walls, fixed those and some unused values. But it never affected CS earlier before I deleted the mines. Im guessing it wouldn't now -_+
Edit: yeap, it just closes, I asked a friend to try opening it, still same thing x_X
Posted 17 years ago2007-07-01 12:54:38 UTC Post #227025
Did you try a restart?
Or... copy+paste everything in your map into a new one and compile the new map like that. (works sometimes with odd problems.. couldn't hurt to try)

There's no leak, so says the compile log. There's no other errors that you're receiving.

Did you make suer all the entities you wanted to get rid of are actually gone?
Go to Map >> Entity report, and sort through those. Check them out see if anything is conflicting with another entity.

CS needs info_player_starts and info_player_deathmatch entities. Make sure those are in there.. looks like an escape map from the compile log. So you're going to need the escape area (not familiar with making es maps but i think its almost the same as a hostage rescue map)

I'm trying to think of everything that could've gone wrong, but this has me stumped for now. :|
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 13:01:11 UTC Post #227026
Copy and pasting? That might be crazy enough to work 8D.
Well, i haven't restarted, might try later, but having the error on my friend's comp proves it to be futile~
I added all enities necesary, it's playable in a sense, and I check all enitities in enitity report, none of them conflict, as they all worked earlier on before the prob. And i check for any entities i forgot to delete, but none of them are there.
I guess copy and pasting will work the best ~_~. Wish me luck =P
Posted 17 years ago2007-07-01 13:02:05 UTC Post #227027
Good luck.
As a last resort... post it to the problem vault. I have a party to attend so i'll have a look-see back in a few hours. Good luck.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 13:02:59 UTC Post #227028
Thanks again Testu0 XD.
And o yes, the problem might be because of an invalid texture, i ran an older version with the old mines, and an error occured, CS closed yet again. Im guessing its because of textures. But the error message "invalid texutre" didn't come =P, well, any reason why to that
?_?
Posted 17 years ago2007-07-01 18:28:15 UTC Post #227057
If it is an invalid texture, the check for problems thing should get it.
Unless the wads arent in the CS folder, and its just not telling you

when you compile, go to expert mode (check the tab) and in the $csg part put in

"-wadinclude wadname"

where wadname is the name of the wad you're using and leave out the quotes.
Do this for all your wads, and the compiler will include all the textures used from the wads (not the entire wad).

If it's a texture error, that might solve it.
Are you using any custom textures? Did you try to validate the game cache on steam?
RE-install CS? (shouuldnt have to if other maps work)

are you using the right .fgd?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-02 09:52:31 UTC Post #227136
Yeap, I check and tried replacing most textures ~_~
I think i'm using the right fgd, I should have =.
Sigh looks like i'm gonna be working from quite an old version...
Well,looks like the map vault is last resort....>__>, now how do I place an rmf file in a ZIP file...
Posted 17 years ago2007-07-02 11:26:40 UTC Post #227154
just go to the folder where your maps are stored. (usually the Valve Hammer editor >> maps folder) right click the rmf, then hit send to compressed (zipped) folder.
Tetsu0 Tetsu0Positive Chaos
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