Forum posts

Posted 20 years ago2003-10-09 10:26:09 UTC
in HELP ME HELP ME HELP ME...sorry. Post #2398
Careful with dx 9. It still needs work, i found that out the hard way.
-panda
Posted 20 years ago2003-10-09 10:24:30 UTC
in Can't find my map Post #2397
I figured it out, guys. Following a suggestion that someone gave me in one of the forums that I post on, I changed the location where the map is created. (The person suggested this as a note with a nother problem I had a while ago, so I guessed that It could have been contributing.) Basically all I did was change the location from half-life/tfc/maps folder to hammer/maps folderr. After the compilation I just moved the bsp, but for some reason that actually caused the problem. So I just changed the settings back and now it's fine.

BTW, I did go to tfcmapper to help me set up the goals, and (my map kinda being a mixture of a 2fort and a dustbowl style map) I configured my map as a mixture of the two.
Was there anything that you noticed that stuck out when you looked at the map, Andy?
Because when I play the map the points and flag system work the way I want them to, but considering how complicated the entities, especially goal entities, can get, I'm sure I missed something.
-panda
Posted 20 years ago2003-10-08 11:01:16 UTC
in Can't find my map Post #2367
they should be, what should i be looking for, exactly? I'm pretty sure that everything is the way it should be. I'm going to upload the map into the problem maps section. (there have been others previously). For anyone who has the chance to take a look.
-panda
Posted 20 years ago2003-10-07 18:33:06 UTC
in Can't find my map Post #2345
I have an info_player_start and an info_tfdetect but for some reason tfc doesn't see my map anywhere. My map worked fine but i added two objects and didn't touch either the info_player_start nor the info_tfdetect. Whats wrong here?
-panda
Posted 20 years ago2003-10-07 01:15:38 UTC
in Time for TFC crashing round 2!! Post #2277
okokok. Another question to throw into the mix. I want the team point system for my map to work like this. Every 120 seconds, the red team gains 20 points. Every flag cap, the blue team gains 50 points and the red team loses 10 points. For some reason, i think it adds 30 points to one of the players and screws everything up. Where should i look for this problem?
And to anyone who has downloaded my map, do you have this problem?
-panda
Posted 20 years ago2003-10-06 13:09:50 UTC
in Time for TFC crashing round 2!! Post #2251
Thank you much. I did make SEVERAL changes. I'm using foxbot and one of the linked tutorials said to make a cfg file in notepad that would bind some keys to some commands for waypointing.
My cfg looks like this:
bind "INS" "waypoint add"
bind "DEL" "waypoint delete"
bind "END" "waypoint save"
bind "HOME" "waypoint load"
bind "i" "waypoint info"
bind "m" "waypoint menu"
bind "PGUP" "pathwaypoint_connect on"
bind "PGDN" "pathwaypoint_connect off"
bind "," "pathwaypoint create1"
bind "." "pathwaypoint create2"
bind "[" "pathwaypoint remove1"
bind "]" "pathwaypoint remove2"

pathwaypoint_connect off
waypoint on
pathwaypoint on

bot_debug on

This has worked before with no problem, for some reason it just recently decided to take forever and cause problems.
-panda
Posted 20 years ago2003-10-05 23:56:59 UTC
in Time for TFC crashing round 2!! Post #2229
Yeah, i changed it. and now it works again!!! yay!! thanks all. BTW. I just got it to work and started waypointing, but when i type in exec waypoints.cfg (to load waypoint commands, the game semi/freezes and then closes the map. So i restart it and now it works again, is there a way to get around this?
-panda
Posted 20 years ago2003-10-05 12:03:07 UTC
in Time for TFC crashing round 2!! Post #2210
Okay, here's the Compilation report. Tommy Escondido's error page reports that the "Load Portals:Not a portal file" error is usually located between csg and bsp. Instead for my map it lies between bsp and vis. Could this be a clue to the problem?

** Executing...
** Command: Change Directory
** Parameters: ...Half-Life

** Executing...
** Command: Copy File
** Parameters: "...Hammermapstraincomplex2.map" "...Half-Lifetfcmapstraincomplex2.map"

** Executing...
** Command: ...Hammertoolshlcsg.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: ...Hammertoolshlcsg.exe ...gamesHalf-Lifetfcmapstraincomplex2
Entering ...gamesHalf-Lifetfcmapstraincomplex2.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 ]
priority [ Normal ] [ Normal ]

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

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

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.05 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.50 seconds)

Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 4 used textures, 9.52 percent of map (264 textures in wad)
Using Wadfile: gameshalf-lifetfctfc.wad
  • Contains 30 used textures, 71.43 percent of map (279 textures in wad)
Using Wadfile: gameshalf-lifetfctfc2.wad
  • Contains 8 used textures, 19.05 percent of map (395 textures in wad)
added 3 additional animating textures.
Texture usage is at 1.22 mb (of 4.00 mb MAX)
27.17 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: ...Hammertoolshlbsp.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: ...Hammertoolshlbsp.exe ...gamesHalf-Lifetfcmapstraincomplex2

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file '...gamesHalf-Lifetfcmapstraincomplex2.prt'
33.38 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: ...Hammertoolsvis.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)

********** ERROR **********
LoadPortals: not a portal file

** Executing...
** Command: ...Hammertoolshlrad.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: ...Hammertoolshlrad.exe ...gamesHalf-Lifetfcmapstraincomplex2

= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 '...Hammertoolslights.rad']
[48 texlights parsed from '...Hammertoolslights.rad']

Warning: No vis information, direct lighting only.
21523 faces
Create Patches : 50882 base patches
0 opaque faces
291924 square feet [42037136.00 square inches]
134 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (117.50 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds)
118.81 seconds elapsed [1m 58s]

--- END hlrad ---

I did end up repairing hl and it is updated as far as i can get it to go without using steam (for some reason i can't find my map when i start a steam lan server) But i did try them.
-panda
Posted 20 years ago2003-10-05 03:23:12 UTC
in Time for TFC crashing round 2!! Post #2192
p.s. could this problem be related to me having downloaded steam but still using the old version of tfc?
Posted 20 years ago2003-10-05 03:20:47 UTC
in Time for TFC crashing round 2!! Post #2191
Hey, guys, remember me? Yeah, i'm panda and i had a problem a little while ago with my map that kept on crashing. Well, it has started happening again! Just my luck, isn't it. But now, for some reason, whenever i try to start up a lan game, with my map or one of the built in ones, the games crashes and goes back to the desktop! UHOH! I don't know. I did get one error when i compiled my map though. Does "LoadPortals: not a portal file" sound farmiliar to anyone? I checked out Tommy of Escondido's site for compiling errors. (Note that this site does an excelent job of two things, pointing out a problem and not telling you how to fix it!) Anyway. I'm going to upload my map file by replacing the old one in the problem maps section. I will also have a bsp, this time to make things easy. If anyone can help all will be appreciated! Thanks!
-panda
Posted 20 years ago2003-09-30 10:37:58 UTC
in Error: Bad Surface Extents Post #1898
Wow, i didn't even see that. This site has everything!
-panda
Posted 20 years ago2003-09-29 08:50:19 UTC
in Error: Bad Surface Extents Post #1836
Yeah, what is a leaf?
-panda
Posted 20 years ago2003-09-29 08:49:28 UTC
in Cluttered Maps Post #1835
If you group things together I believe there is an option in either the 'View' dropdown menu or on the top menu bar that will allow you to partially or completely hide objects.
-panda
Posted 20 years ago2003-09-28 15:15:37 UTC
in Error: Bad Surface Extents Post #1810
Ok, this is actually still the map that I had mentioned in another topic. I've since fixed that problem but I am now getting an error "Bad Surface Extents" when I compile. But Hammer doesn't see any problems with my map. What does this error mean and how can I go about fixing it?
-panda
Posted 20 years ago2003-09-28 15:14:53 UTC
in Game Crashes when I play my map Post #1811
Thank you everyone for all of your help! The problem ended up actually being Zoner's compile tools. For some reason, they just stopped working! But now I can finally compile my map! YAY!
Thanks again, everyone!
-panda
Posted 20 years ago2003-09-26 21:31:14 UTC
in Game Crashes when I play my map Post #1722
I hate to break it to you but it still doesn't work. I compiled it and it still crashes.
This is really frustrating, and I think it means that it has something to do with one of the actual brushes in the map. Could someone else please compile it and send it to alienjon@juno.com. I just want to see if maybe one of my files became corrupt for some reason.
As before, all help is welcome!
-panda :(
Posted 20 years ago2003-09-26 17:45:53 UTC
in Game Crashes when I play my map Post #1711
alienjon@juno.com
-panda's e-mail
Posted 20 years ago2003-09-26 12:13:15 UTC
in Game Crashes when I play my map Post #1697
WOW! Thats great. Thanks misty! I didn't even know that that existed!
I'll definately check that out!
-panda :)
Posted 20 years ago2003-09-26 10:29:19 UTC
in Game Crashes when I play my map Post #1691
I don't think that i mentioned it earlier, but I am very new to mapping. (I just started about two weeks ago) I just wanted to ask you guys who are helping me, how do I find and 'invalid solid' or if there are 'trigger/entity' problems? I just want to learn this for myself so I won't have the problem in the future.
Thank you all VERY much for looking at my map and considering my questions.
-panda
alienjon@juno.com
Posted 20 years ago2003-09-25 22:35:53 UTC
in Game Crashes when I play my map Post #1667
thank you!!!
I really apreciate someone looking at this. Mapping is new to me and i am finding this drawback to be very aggrivating. THANKS AGAIN!!
-panda
alienjon@juno.com
Posted 20 years ago2003-09-25 09:32:14 UTC
in Game Crashes when I play my map Post #1659
Nope, didn't work. But as a note, i have compiled, left hammer open and tried to run the map to no avail, but then (with hammer still open) go back into half-life and run another map that I know works, like avanti or 2fort, for example, and those work fine. This leads me to believe that it is specifically a problem with the map. As for the textures, i may have gotten rid of them, but i'm not positive, i'll have to re-compile and check then. But this problem is fairly recent, and I'm pretty sure (though not positive) that at least one of those texture errors were present before the map completely stopped working. Can any one look at the map (it should be in the problem maps here) and try to fix it, cause i've tried everything that I can think of and even things that i didn't think of and nothing has worked.
the name of the map again is traincomplex.bsp.
-panda
alienjon@juno.com
:(
Posted 20 years ago2003-09-25 08:43:36 UTC
in Game Crashes when I play my map Post #1652
I use normal mode, and I tried compiling with the specs that you listed, but to no avail. I'll try the expert mode and hope for the best. As for the textures, I'm not quite sure how to find them, I know that a few of my entities were simply 'white' instead of a texture, so I turned them into a aaatrigger. But I don't see any more!
-panda
Posted 20 years ago2003-09-24 14:18:06 UTC
in Game Crashes when I play my map Post #1619
This is the report, note that i changed all of the actual directories for privacy purposes but I am almost definately positive that those are correct and I don't see how they could conrtibute to crashing the game.
-panda

** Executing...
** Command: Change Directory
** Parameters: -----gamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "-----Valve Hammer Editormapstraincomplex.map" "-----Half-Lifetfcmapstraincomplex.map"

** Executing...
** Command: -----DesktopZonerhlcsg.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: -----DesktopZonerhlcsg.exe -----Half-Lifetfcmapstraincomplex
Entering -----Half-Lifetfcmapstraincomplex.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 ]
priority [ Normal ] [ Normal ]

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

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

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.30 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.59 seconds)

Using Wadfile: gameshalf-lifetfctfc2.wad
  • Contains 10 used textures, 22.73 percent of map (395 textures in wad)
Using Wadfile: gameshalf-lifetfctfc.wad
  • Contains 28 used textures, 63.64 percent of map (279 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 1 used texture, 2.27 percent of map (264 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 2 used textures, 4.55 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 3 additional animating textures.
Warning: ::FindTexture() texture E1U1/SUPPORT1_1 not found!
Warning: ::FindTexture() texture E2U1/FMET1_2 not found!
Warning: ::FindTexture() texture E1U1/TRIGGER not found!
Warning: ::LoadLump() texture E1U1/SUPPORT1_1 not found!
Warning: ::LoadLump() texture E1U1/TRIGGER not found!
Warning: ::LoadLump() texture E2U1/FMET1_2 not found!
Texture usage is at 1.16 mb (of 4.00 mb MAX)
38.28 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: -----DesktopZonerhlbsp.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: -----DesktopZonerhlbsp.exe -----Half-Lifetfcmapstraincomplex

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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file '-----Half-Lifetfcmapstraincomplex.prt'
34.48 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: -----DesktopZonerhlvis.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: -----DesktopZonerhlvis.exe -----Half-Lifetfcmapstraincomplex
7627 portalleafs
26411 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%... (426.67 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1796.78 seconds)
average leafs visible: 324
g_visdatasize:901925 compressed from 7276158
2225.00 seconds elapsed [37m 5s]

--- END hlvis ---

** Executing...
** Command: -----DesktopZonerhlrad.exe
** Parameters: "-----Half-Lifetfcmapstraincomplex"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: -----Zonerhlrad.exe
-----Half-Lifetfcmapstraincomplex

= 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 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 ]

21827 faces
Create Patches : 53740 base patches
0 opaque faces
340192 square feet [48987772.00 square inches]
46 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (94.14 seconds)
visibility matrix : 172.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (219.33 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (337.45 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (115.73 seconds)
Transfer Lists : 68723324 : 68.72M transfers
Indices :    41310156 :   39.40M bytes
   Data :   274893296 :  262.16M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.03 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.92 seconds)
795.80 seconds elapsed [13m 15s]

--- END hlrad ---

** Executing...
** Command: -----DesktopZonerhlrad.exe
** Parameters: +map "traincomplex"
Posted 20 years ago2003-09-24 14:13:18 UTC
in Game Crashes when I play my map Post #1617
I'll try that. Also, here is my compilation report. If anyone sees anything that they think could be the problem please let me know.
-panda :
Posted 20 years ago2003-09-24 13:11:52 UTC
in Game Crashes when I play my map Post #1610
Hi, I am having a problem running my map. For some reason when ever I try to run the map, the entire game crashes. Where could I look to find the solution to this problem? I think that it is a lighting problem, but i'm not sure. Is there anything I need to know about environmental lighting?
-panda :(