Freeze Created 19 years ago2004-05-24 03:19:48 UTC by J@CK_M-N J@CK_M-N

Created 19 years ago2004-05-24 03:19:48 UTC by J@CK_M-N J@CK_M-N

Posted 19 years ago2004-05-24 03:19:48 UTC Post #28443
When i compile and play my map it freezes when you get into the game. I think it something to do with my sripts but im not sure.
Posted 19 years ago2004-05-24 05:27:34 UTC Post #28456
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:unzippedZHLT25~1hlcsg.exe C:SIERRAHalf-Lifevalvemapszmclip
Entering C:SIERRAHalf-Lifevalvemapszmclip.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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.28 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 16 used textures, 66.67 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 4.17 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvezm.wad
  • Contains 7 used textures, 29.17 percent of map (625 textures in wad)
added 8 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
1.11 seconds elapsed

--- END hlcsg ---

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:unzippedZHLT25~1hlbsp.exe C:SIERRAHalf-Lifevalvemapszmclip

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-Lifevalvemapszmclip.prt'
0.45 seconds elapsed

--- END hlbsp ---

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:unzippedZHLT25~1hlrad.exe C:SIERRAHalf-Lifevalvemapszmclip

= 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 ]

Warning: No vis information, direct lighting only.
519 faces
Create Patches : 1627 base patches
0 opaque faces
10664 square feet [1535723.63 square inches]
2 direct lights

BuildFacelights:
(1.17 seconds)
FinalLightFace:
(0.02 seconds)
1.31 seconds elapsed

--- END hlrad ---
Posted 19 years ago2004-05-24 05:54:43 UTC Post #28460
Warning: No vis information, direct lighting only.
Do you have an updated lights.rad? If not check the tutorial on Texture Lighting and grab a nice version.
AJ AJGlorious Overlord
Posted 19 years ago2004-05-24 08:17:32 UTC Post #28479
Warning: No vis information, direct lighting only.
RUN VIS
If you don't have a clue what I'm not about, read this.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-05-26 06:32:03 UTC Post #28728
So is vis the only problem, cause i dont think it is
Posted 19 years ago2004-05-26 06:59:59 UTC Post #28732
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(0.11 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.28 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 16 used textures, 66.67 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 4.17 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvezm.wad
  • Contains 7 used textures, 29.17 percent of map (625 textures in wad)
added 8 additional animating textures.
Texture usage is at 0.60 mb (of 4.00 mb MAX)
1.11 seconds elapsed
Euhh, I don't know but could it be that you wadinclude zhlt.wad only in the map and not the other wadfiles who are used in making the textures?
Posted 19 years ago2004-05-26 08:31:49 UTC Post #28740
No, it's not that. ZHLT automatically includes its WAD into all maps you make and it's not an issue, nor should you include WADs like halflife.wad.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-05-26 13:47:31 UTC Post #28778
Unless you want your bsp to be 40 meg in size. However, given the number of people who stick full size uncompressed waves in their maps, I dont see why they wouldnt do this too..
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