Forum posts

Posted 20 years ago2004-03-14 02:56:01 UTC
in Swap file...? Post #19289
sigh I understand now, i made it to big, I'm apologize for wasted your time, I'll do more research before i post next time. =/
Posted 20 years ago2004-03-14 02:37:56 UTC
in Swap file...? Post #19287
** Executing...
** Command: Change Directory
** Parameters: C:sierrahalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsWrathMy DocumentsGamesmappingmymapsalpha-betabeachparty.map" "C:sierrahalf-lifevalvemapsbeachparty.map"

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlcsg.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlcsg.exe C:sierrahalf-lifevalvemapsbeachparty
Entering C:sierrahalf-lifevalvemapsbeachparty.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%... (0.17 seconds)
SetModelCenters:
40%...50%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.59 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 26 used textures, 89.66 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 2 used textures, 6.90 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: documents and settingswrathmy documentsgamesmyspraysmelody.wad
  • Contains 1 used texture, 3.45 percent of map (1 textures in wad)
added 7 additional animating textures.
Texture usage is at 0.46 mb (of 4.00 mb MAX)
0.88 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlbsp.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlbsp.exe C:sierrahalf-lifevalvemapsbeachparty

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 'C:sierrahalf-lifevalvemapsbeachparty.prt'
1.56 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlvis.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlvis.exe C:sierrahalf-lifevalvemapsbeachparty
381 portalleafs
1214 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%... (1.02 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.83 seconds)
average leafs visible: 94
g_visdatasize:14707 compressed from 18288
31.94 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlrad.exe
** Parameters: "C:sierrahalf-lifevalvemapsbeachparty"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlrad.exe C:sierrahalf-lifevalvemapsbeachparty

= 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 ]

4955 faces
Create Patches : 59287 base patches
0 opaque faces
1128899 square feet [162561472.00 square inches]
2 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (175.59 seconds)
visibility matrix : 209.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (566.89 seconds)
MakeScales:
10%...20%...30%...Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

--- END hlrad ---

what does it all mean? :zonked:
Posted 20 years ago2004-03-10 21:30:08 UTC
in Is it supposed to take this long? Post #19016
OMG, i finally got a map up and running, guys thx for all your help i greatly appreciate it! :D
Posted 20 years ago2004-03-10 21:10:04 UTC
in Is it supposed to take this long? Post #19013
sigh well now i got a new prob:

** Executing...
** Command: Change Directory
** Parameters: C:sierrahalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsWrathMy DocumentsGamesmappingmymapsalpha-betachatroom.map" "C:sierrahalf-lifevalvemapschatroom.map"

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlcsg.exe
** Parameters: "C:sierrahalf-lifevalvemapschatroom"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlcsg.exe C:sierrahalf-lifevalvemapschatroom
Entering C:sierrahalf-lifevalvemapschatroom.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%... (0.06 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...30%...50%...60%...80%... (0.23 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 25 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.19 mb (of 4.00 mb MAX)
0.33 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlbsp.exe
** Parameters: "C:sierrahalf-lifevalvemapschatroom"

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: C:DOCUME~1WrathMYDOCU~1GamesmappingZHLT25~1hlbsp.exe C:sierrahalf-lifevalvemapschatroom

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)

Warning: === LEAK in hull 0 ===
Entity info_player_deathmatch @ ( 320,-128, 64)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_player_start @ ( 368,-256,-176)
Warning: === LEAK in hull 2 ===
Entity info_player_start @ ( 368,-256,-176)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ ( 368,-256,-176)
0.34 seconds elapsed

--- END hlbsp ---
-_-'
Posted 20 years ago2004-03-10 10:31:47 UTC
in Is it supposed to take this long? Post #18953
New to mapping i was just curous, is the compiling supposed to take this long? about 3 hours ago i started compiling my map and it still aint done, i got 256 ram petium 3 processer, did it freeze? :o
Posted 20 years ago2004-03-10 06:28:24 UTC
in very strange prob Post #18935
Omg, I'm such an idiot, i just saw Tommy's guide and I made a HUGE mistake, when its compiling the map and it just seems to stop(loading looking like its not responding)i think its done and i close it out, no wonder my maps not running right, i appologize for wasting yalls time. :zonked:
Posted 20 years ago2004-03-10 06:20:49 UTC
in very strange prob Post #18932
Didn't work it gave me the same error msg, "Host_error no precache" im upload my map whenever yall got the time look at it and tell me what im doing wrong, thanks agian. :D
Posted 20 years ago2004-03-10 06:16:38 UTC
in very strange prob Post #18930
that post was me btw, it logged me out for some reason =/
Posted 20 years ago2004-03-10 06:07:06 UTC
in very strange prob Post #18926
Ok, thx anyways
Posted 20 years ago2004-03-10 06:03:54 UTC
in very strange prob Post #18924
I'm using it for nomal HL (not for a mod) i shoulda mentioned this, i checked for problems it didnt give any, and like i said above it gave me no error messeges, well right before it crashed i think i saw it say "Host_error no precaches *1" what does that mean though?
Posted 20 years ago2004-03-10 05:43:04 UTC
in very strange prob Post #18918
Ok before i posted this i looked at other posts, and strangly no one has had this problem, I made a map(as a test) did everything i was supposed to do, i put multiple info_p;layer_deathmatches in a info_player_start i made a light in too, i compiled it and it had absolutly no errors and i installed the map, but whenever i make HL run the map it crashes i dont know wtf is going on, plz help :zonked: (btw sry i acedintlly posted this on suggestions forum)