complie problem i think. Created 20 years ago2004-10-22 06:19:36 UTC by killer487554 killer487554

Created 20 years ago2004-10-22 06:19:36 UTC by killer487554 killer487554

Posted 20 years ago2004-10-22 06:19:36 UTC Post #68260
When I comple my map I get no erros but the game doesn`t start.I have checked the options and all the targets are corect(G/Half life......).
here is my complie screen.
** Executing...
** Command: Change Directory
** Parameters: G:Half-Life

** Executing...
** Command: Copy File
** Parameters: "G:Half-LifevalvemapsgraphsL1P2.map" "G:Half-LifevalvemapsL1P2.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSQCSG.EXE
** Parameters: "G:Half-LifevalvemapsL1P2"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering G:Half-LifevalvemapsL1P2.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: half-lifevalvexeno.wad
Using WAD File: half-lifevalveliquids.wad
Using WAD File: half-lifevalvedecals.wad
Using WAD File: half-lifevalvehalflife.wad
added 2 additional animating textures.
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSQBSP2.EXE
** Parameters: "G:Half-LifevalvemapsL1P2"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing G:Half-LifevalvemapsL1P2.prt
0 seconds elapsed
** Executing...
** Command: G:HALF-L~1HL.EXE
** Parameters: +map "L1P2"
Posted 20 years ago2004-10-22 06:45:45 UTC Post #68264
That is very odd. I would try waiting longer and if that does not work check out our Tutorial on compiling.
Posted 20 years ago2004-10-22 06:52:05 UTC Post #68266
GRRR.now none of my maps work but hl does!!!!!!!!!!!!!!
I waited 30 min before i posted while is was getting some food.I will try reinstalling HL.That shouldn`t take long.
Posted 20 years ago2004-10-22 06:52:46 UTC Post #68267
30 min before I posted the topic.
Posted 20 years ago2004-10-22 06:55:28 UTC Post #68268
C:PROGRA~1VALVEH~1TOOLSQBSP2.EXE
What's with the capital letters? You haven't run VIS and RAD by the way...
AJ AJGlorious Overlord
Posted 20 years ago2004-10-22 06:57:55 UTC Post #68269
why should that change things.I have not got lightts and stuff and I am not sure wich one I need off if i don`t want the map to be dark and the CAP.Well that I don`t know.
Posted 20 years ago2004-10-22 06:59:33 UTC Post #68270
this is with VIS and RAD.
** Executing...
** Command: Change Directory
** Parameters: G:Half-Life

** Executing...
** Command: Copy File
** Parameters: "G:Half-LifevalvemapsgraphsL1P2.map" "G:Half-LifevalvemapsL1P2.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSQCSG.EXE
** Parameters: "G:Half-LifevalvemapsL1P2"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering G:Half-LifevalvemapsL1P2.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: half-lifevalvexeno.wad
Using WAD File: half-lifevalveliquids.wad
Using WAD File: half-lifevalvedecals.wad
Using WAD File: half-lifevalvehalflife.wad
added 2 additional animating textures.
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSQBSP2.EXE
** Parameters: "G:Half-LifevalvemapsL1P2"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing G:Half-LifevalvemapsL1P2.prt
0 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSVIS.EXE
** Parameters: -fast "G:Half-LifevalvemapsL1P2"

vis.exe v1.3 (Dec 30 1998)
-- vis --
fastvis = true
1 thread(s)
93 portalleafs
174 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
average leafs visible: 43
visdatasize:1067 compressed from 1116
0.0 seconds elapsed

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSQRAD.EXE
** Parameters: -extra "G:Half-LifevalvemapsL1P2"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']
[1 texlights parsed from 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']

760 faces
22960 square feet [3306358.50 square inches]
2441 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (4)
visibility matrix: 0.4 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (1)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 1.9 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(98465, 98465, 95411)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 33/400 2112/25600 ( 8.3%)
planes 1532/32767 30640/655340 ( 4.7%)
vertexes 1048/65535 12576/786420 ( 1.6%)
nodes 473/32767 11352/786408 ( 1.4%)
texinfos 69/8192 2760/327680 ( 0.8%)
faces 760/65535 15200/1310700 ( 1.2%)
clipnodes 1236/32767 9888/262136 ( 3.8%)
leaves 332/8192 9296/229376 ( 4.1%)
marksurfaces 929/65535 1858/131070 ( 1.4%)
surfedges 3488/512000 13952/2048000 ( 0.7%)
edges 1809/256000 7236/1024000 ( 0.7%)
texdata [variable] 752/2097152 ( 0.0%)
lightdata [variable] 68751/2097152 ( 3.3%)
visdata [variable] 1067/2097152 ( 0.1%)
entdata [variable] 6693/131072 ( 5.1%)

Total BSP file data space used: 194133 bytes

6 seconds elapsed
** Executing...
** Command: G:HALF-L~1HL.EXE
** Parameters: +map "L1P2"
Posted 20 years ago2004-10-22 07:11:23 UTC Post #68273
That was a wast of time.I just reinstalled half life to the same place and checked Hammers targets and IT STILL WON`T WORK!!!!!
and untill this is fixed i can not maketest any maps!!!!!!!!
Posted 20 years ago2004-10-22 07:18:46 UTC Post #68274
Pls help.I like makeing maps and amtrying to make a long series of maps like the ones in single player but I can`t if i can`t fix this so pls help!
Posted 20 years ago2004-10-22 07:24:27 UTC Post #68275
You could start with getting Zoners Half Life tools Set up hammer with them in place of the Quake ones it came with (Qrad, etc) :)
Posted 20 years ago2004-10-22 07:25:35 UTC Post #68276
link pls
Posted 20 years ago2004-10-22 07:32:33 UTC Post #68278
pls give me a link or adrees.I do not know where to get it from.
Posted 20 years ago2004-10-22 07:35:22 UTC Post #68279
aargh, I screwed up that link, I had other things on my mind. :P Its http://collective.valve-erc.com/index.php?go=mhlt :lol:
Posted 20 years ago2004-10-22 08:09:24 UTC Post #68286
Posted 20 years ago2004-10-22 08:26:44 UTC Post #68292
done that still don`t work.Is the complie not the problem?is it something els?
heres a copy of my new complie.
** Executing...
** Command: Change Directory
** Parameters: "G:Half-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE
** Parameters: "g:half-lifevalvemapsgraphsl1p2"

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:PROGRA~1VALVEH~1TOOLSHLCSG.EXE g:half-lifevalvemapsgraphsl1p2
Entering g:half-lifevalvemapsgraphsl1p2.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]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds)
SetModelCenters:
10%...40%...50%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.22 seconds)

Using Wadfile: half-lifevalvexeno.wad
  • Contains 2 used textures, 13.33 percent of map (264 textures in wad)
Using Wadfile: half-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: half-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: half-lifevalvehalflife.wad
  • Contains 13 used textures, 86.67 percent of map (3116 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.76 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE
** Parameters: "g:half-lifevalvemapsgraphsl1p2"

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:PROGRA~1VALVEH~1TOOLSHLBSP.EXE g:half-lifevalvemapsgraphsl1p2

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 'g:half-lifevalvemapsgraphsl1p2.prt'
0.49 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLVIS.EXE
** Parameters: "g:half-lifevalvemapsgraphsl1p2"

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:PROGRA~1VALVEH~1TOOLSHLVIS.EXE g:half-lifevalvemapsgraphsl1p2
93 portalleafs
174 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%... (0.06 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
average leafs visible: 26
g_visdatasize:994 compressed from 1116
0.11 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLRAD.EXE
** Parameters: "g:half-lifevalvemapsgraphsl1p2"

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:PROGRA~1VALVEH~1TOOLSHLRAD.EXE g:half-lifevalvemapsgraphsl1p2

= 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 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']
[1 texlights parsed from 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']

760 faces
Create Patches : 3443 base patches
0 opaque faces
21750 square feet [3132018.50 square inches]
13 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.58 seconds)
visibility matrix : 0.7 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.32 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.88 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds)
Transfer Lists : 1136400 : 1.14M transfers
Indices :      663704 :  648.15k bytes
   Data :     4545600 :    4.34M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
5.66 seconds elapsed

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "g:half-lifevalvemapsgraphsl1p2.bsp" "G:Half-Lifevalvemapsl1p2.bsp"

** Executing...
** Command: Copy File
** Parameters: "g:half-lifevalvemapsgraphsl1p2.pts" "G:Half-Lifevalvemapsl1p2.pts"

** Executing...
** Command: G:HALF-L~1HL.EXE
** Parameters: +map "l1p2" -dev -console
Posted 20 years ago2004-10-22 08:32:15 UTC Post #68294
Can you be more specific about it not running? Does half-life start up at all? Does it crash, are there any errors messages?
Posted 20 years ago2004-10-22 08:43:42 UTC Post #68297
no errors. no crash.Screen goes black at end of complie for about 1 second then back to the complie screen. :(
Posted 20 years ago2004-10-22 08:49:06 UTC Post #68298
Then try to start up your level from the game itself... see if that works...
Posted 20 years ago2004-10-22 09:00:07 UTC Post #68300
how you do that?It is not muilti player as i said.
Posted 20 years ago2004-10-22 09:09:57 UTC Post #68301
Run C:progra~1halflifewhateveritishl.exe -dev -console

Then open the map from console. +map l1p2
Posted 20 years ago2004-10-22 09:13:45 UTC Post #68302
Posted 20 years ago2004-10-22 09:14:13 UTC Post #68303
Meh, if you want it alittle easier, jsut start Half-life (make sure you have -console enabled), go into the console and type 'Map mapname'
Posted 20 years ago2004-10-22 09:15:46 UTC Post #68304
What did I say?
Posted 20 years ago2004-10-22 09:17:48 UTC Post #68306
Oh right, I thought you were saying the run ->
$path/half-life/hl.exe +map mapname -console -dev
thingy. Apologies from me.
Posted 20 years ago2004-10-22 09:58:04 UTC Post #68308
that didn`t work.
Is installing hammer and HL on an Win XP computer instead of a Win 98 computer a bit extream?
Posted 20 years ago2004-10-22 09:59:41 UTC Post #68310
Upload it to the problem mapvault in .RMF and I'll try it when I get home. :)
Posted 20 years ago2004-10-22 10:05:47 UTC Post #68312
Actually, add the BSP too. My puter isnt too fast and I don't think theres any problem with it.
Posted 20 years ago2004-10-22 10:10:42 UTC Post #68313
you started the map from the console?

have you made any maps before?

have you tested any of your other maps?

have you tested the halflife maps? (single player and multiplayer?)

have you uploaded the .rmf to the map vault (under Problem Maps)?

Start by testing out some other things, make sure you can run maps, and it's 100% not a HL problem.

Test some other maps, try making a cube with a light entity and compile it, see if that works.

When compiling with Batch make sure you have Full Vis selected, and make sure the HL box (on teh far right of the Batch Compiler screen) is not ticked.
Posted 20 years ago2004-10-22 10:46:22 UTC Post #68322
yes been makeing maps for a few weeks.However this is my 1st map that I am makeing to be a long series high detail sounds ect.
made lots of maps just for getting used to Hammer.
Only had this today.
BUT it works on my XP comp but no longer works on my Win 98 comp.
Oh well I can get back to makeing my maps after 6 hours of this problem!!!!!!!!!!!!!!!!!!!!! :)
Posted 20 years ago2004-10-22 10:48:05 UTC Post #68323
Which version of Hammer do you use?
Posted 20 years ago2004-10-22 10:49:36 UTC Post #68324
Al so about the qution "have you made any maps before?" I have made a few topics about various things like Texture names needed ect

:)
Posted 20 years ago2004-10-22 10:50:56 UTC Post #68325
Hammer 3.4
Posted 20 years ago2004-10-22 10:54:44 UTC Post #68326
And I do not make muity player maps yet.I want to make my series 1st.pls can someone fix my map L1P1 in the map vault.I have tried to fix it but failed!
Posted 20 years ago2004-10-22 11:07:56 UTC Post #68329
So, starting your map from the console didn't work? Then what happens when you try?

The information you give us is too little to even see what your problem exactly is. Let alone we can solve it. Try to be more clear.

Here, read this:
http://www.cariad.co.za/twhl/tutorial.php?id=82
Posted 20 years ago2004-10-22 11:10:31 UTC Post #68330
im not THAT experianced a mapper but I have yo say that i think its a bit silly to start on a big project... start small and make some individual and multi maps... THEN go on for a big series
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-22 11:25:24 UTC Post #68335
I agree, to go nuts and attempt to make a 'mod' of sorts is big work, and took more than one mapper to make HL, and look how crappy some of that game is..

Can you link us to teh Map from here, please.

When posting, take your time to make sure it all makes sense; and make sure you give us:

* The full compile Log
* A description of teh problem in english
* Screenshots of teh problem happening if possible ( www.imageshack.us )

I'll look at the map.
Posted 20 years ago2004-10-22 11:40:17 UTC Post #68338
How I put screen shots in posts?

Also do not like HL muilty player cause evey 5 seconds someone shoots me.Single players more fun I think.
Posted 20 years ago2004-10-22 11:41:42 UTC Post #68339
If it took more than one mapper to make HL who will help me.No one i know plays HL.
Posted 20 years ago2004-10-22 11:59:57 UTC Post #68343
You don't need to make HalfLife again, I'm just saying that a mod is a very big project, that takes a few people to finish.

The human mind can only take so much!

To put screenshots in posts, you upload the picture (must be a jpg) to www.imageshack.us and copy/paste the url of the picture (ie: http://www.imageshack.us/blah.1.jpeg=?php.id.etc.bllablah) into your post.

You can always find people to help you by talking to other mappers in IRC, look <-- there, under forums it says IRC, click on that (if you have an IRC client) and you will be taken to the channel.
Chat to mappers tehre, I don't know one person as a real friend that maps, we mappers are few and far between, as it's pretty boring really, anyone you know get excited by a door that doesn't close when you stand underneath it? Or a wall that you can walk through? No, didn't think so :D
Posted 20 years ago2004-10-22 12:10:28 UTC Post #68347
how you use IRC?
It says "The page cannot be displayed" to me.
Posted 20 years ago2004-10-22 12:26:20 UTC Post #68349
Get an IRC program like mIRC, install it, and then click the link.

http://www.mirc.com
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-10-22 12:35:21 UTC Post #68350
Posted 20 years ago2004-10-22 12:35:44 UTC Post #68351
Yeah, it's pretty tricky to set up at first, but just install it, and let the link <__ do the work
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