New mod/ map problem. Created 17 years ago2006-05-19 13:48:28 UTC by Garrador Garrador

Created 17 years ago2006-05-19 13:48:28 UTC by Garrador Garrador

Posted 17 years ago2006-05-19 13:48:28 UTC Post #180964
Hi!

Im now making a new mod, not a big one, but the kind that is explained in your tutorials. It is for HL1, and i have a slight problem.

When i run the mod, the star map won't load. It's just "Loading..." all the time. Nothing shows up. Anybody know what this can be?

I followed the tutorial step by step, but it won't work.
By the way, im using VHE 3.5 Beta.

Thanks!
Posted 17 years ago2006-05-19 13:52:51 UTC Post #180965
There could be an error in your map. Check your log file and paste its contents here, so we can take a look at it.

Another cause could be a corrupt liblist.gam file. Check that one too.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-19 13:54:34 UTC Post #180967
If you're not running in Steam (I don't think you are), just add -console to the end of the path in the shortcut to your mod/to HL. That should make it clear what's messing it up.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-19 13:57:17 UTC Post #180969
** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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~1hlbsp.exe "C:SierraHalf-LifeFortune Huntermapsstart"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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] 27 (0.00 seconds)
BSP generation successful, writing portal file 'C:SierraHalf-LifeFortune Huntermapsstart.prt'
SolidBSP [hull 1] 34 (0.00 seconds)
SolidBSP [hull 2] 33 (0.00 seconds)
SolidBSP [hull 3] 34 (0.00 seconds)
0.03 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlvis.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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~1hlvis.exe "C:SierraHalf-LifeFortune Huntermapsstart"
16 portalleafs
36 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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:
20%...30%...40%...50%...70%...80%...90%... (0.00 seconds)
LeafThread:
20%...30%...40%...50%...70%...80%...90%... (0.00 seconds)
average leafs visible: 8
g_visdatasize:64 compressed from 32
0.02 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlrad.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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~1hlrad.exe "C:SierraHalf-LifeFortune Huntermapsstart"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ 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~1lights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']

36 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
30%...50%...80%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
50%... (0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
Indices :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
30%...50%...80%... (0.00 seconds)
0.02 seconds elapsed

--- END hlrad ---

----------
I didn't find anything. I just made a map to test it.
But nothing will show anyways. But how do i see if the liblist.gam file is corrupt?
Posted 17 years ago2006-05-19 13:59:16 UTC Post #180972
Paste it. It's just a text file; open it in Notepad or whatnot.

Anyway, take the space out of your mod directory's name!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-19 14:05:17 UTC Post #180973
I have founf this in the log:

Warning: Attempting to allocate 0 bytes

Im not sure what it means, i can't find a solution on Tommy14's and LeakFree.org is still buggered (update links page, 7th).
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-19 14:06:50 UTC Post #180974
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Real-Life"
startmap "start"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "dllshl.dll"
gamedll_linux "dlls/hl_i386.so"
The space is fixed.
Posted 17 years ago2006-05-19 14:08:23 UTC Post #180975
Game directory is missing.

It looks like this:

gamedir "mod_folder_name"

Add that below game "Real-Life".
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-19 14:12:33 UTC Post #180977
Thank you so much! That last one was the problem!

Thanks! :)
Posted 17 years ago2006-05-19 17:29:22 UTC Post #181009
I have a second problem here. Can i use the sound from counter strike in a regular hl mod? Mine that is.

I put out some sound effects, but the same thing that happend before, is happening again :(

Can anybody help?
Posted 17 years ago2006-05-19 17:32:49 UTC Post #181010
Post your entity setup of your sounds.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-19 18:15:59 UTC Post #181020
im not so good at this: where can i find the enity setup for sounds? :confused:
Posted 17 years ago2006-05-19 18:32:35 UTC Post #181024
Hmmzz.

Maybe its better that you tell exactly what you did it. What did you do with the CS sounds?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-19 18:46:33 UTC Post #181026
i wen't in to my CS dir (CS 1.6), copyed the whole shi*, and threw it in my mod.
Posted 17 years ago2006-05-19 19:06:47 UTC Post #181027
And what did you do in Hammer?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-19 19:22:13 UTC Post #181029
i made a ambient_generic enity, and chose a sound.
Posted 17 years ago2006-05-20 07:46:09 UTC Post #181138
What did you enter in the WAV propertie of the ambient_generic?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-20 11:22:33 UTC Post #181151
nothing?
Posted 17 years ago2006-05-20 11:24:19 UTC Post #181153
So how did you choose the sound to play?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-20 11:37:38 UTC Post #181154
If you want to play a sound in your map, you need the ambient_generic entity. If the sound you want to play is located in:
moddir/sound/ambience

you fill ambience/sound.wav in the WAV propertie of the ambient_generic.
The Mad Carrot The Mad CarrotMad Carrot
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