Half-Life shuts off when I run my map! Created 19 years ago2004-11-30 16:17:47 UTC by Mercenary Mercenary

Created 19 years ago2004-11-30 16:17:47 UTC by Mercenary Mercenary

Posted 19 years ago2004-11-30 16:17:47 UTC Post #75619
Hello! I've worked on my map for a long time now and when I wanted to test it for the first time but when I try to run it Half-life turns off! I've worked on this map so much and I want to fix it :( Can some1 help, plz?
Posted 19 years ago2004-11-30 16:34:43 UTC Post #75621
That problem is fixed! But my whole map is full of light!!! It was meant to be spooky so ?my lights got 25/50 in brightness!!! What do I do wrong? :(
Posted 19 years ago2004-11-30 16:57:11 UTC Post #75625
Are there anything odd in the compiling report?
Posted 19 years ago2004-11-30 17:29:31 UTC Post #75635
Is there a leak in your map?
Are you even running RAD?
Posted 19 years ago2004-11-30 17:42:02 UTC Post #75644
yep, Im running the RAD!
Posted 19 years ago2004-11-30 17:43:34 UTC Post #75646
Post the whole compiling report.
Posted 19 years ago2004-11-30 22:54:52 UTC Post #75680
when you get in the game, in the console type pointfile, they'll lead you to a leak...If not a leak then make sure your lights are entity "light" no light_spot or light_environment
Posted 19 years ago2004-12-01 12:34:57 UTC Post #75743
I know it's supposed to be light and not light_spot/environment...! :( Here is the compile log:

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:ProgramVALVEH~1toolsqcsg.exe
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:programhalf-life och counter-strike banorthe_work_area.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: zhlt253-17zhlt.wad
Using WAD File: sierrahalf-lifevalvecached.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvefonts.wad
Using WAD File: sierrahalf-lifevalvegfx.wad
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvespraypaint.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 7 additional animating textures.
1 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsqbsp2.exe
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
1 seconds elapsed
** Executing...
** Command: C:ProgramVALVEH~1toolsvis.exe
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read c:programhalf-life och counter-strike banorthe_work_area.prt
No vising performed.

** Executing...
** Command: C:ZHLT25~1hlrad.exe
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area"

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:ZHLT25~1hlrad.exe "c:programhalf-life och counter-strike banorthe_work_area"
>> There was a problem compiling the map.
>> Check the file c:programhalf-life och counter-strike banorthe_work_area.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area.bsp" "C:ProgramValveSteamSteamAppstttchalf-lifevalvemapsthe_work_area.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area.pts" "C:ProgramValveSteamSteamAppstttchalf-lifevalvemapsthe_work_area.pts"
Posted 19 years ago2004-12-01 12:55:34 UTC Post #75750
qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
1 seconds elapsed

** Executing...
** Command: C:ProgramVALVEH~1toolsvis.exe
** Parameters: "c:programhalf-life och counter-strike banorthe_work_area"
You have a leak in your map. Enclose your map properly and try compiling again.
Posted 19 years ago2004-12-01 13:28:23 UTC Post #75757
oh thanks, I never saw that :D
Posted 19 years ago2004-12-01 13:29:41 UTC Post #75758
I've looked for leaks in my map but I cant find any :S
Posted 19 years ago2004-12-01 13:47:13 UTC Post #75761
And it's still not dark :(:(:(:(:(:(:(:(:(
Posted 19 years ago2004-12-01 14:03:43 UTC Post #75762
In hammer:
Map -> Open Pointfile -> Go to your compile directory and open mapfile.lin

Follow the red line
Posted 19 years ago2004-12-01 14:19:32 UTC Post #75763
If everything else fails, re-build the outer walls of your map. Sometimes for a simple map, it's easier than looking for leaks. :D
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 19 years ago2004-12-02 12:36:29 UTC Post #75969
I used the Zoners compile tool
I just crashes... really stupid compile tools :
Posted 19 years ago2004-12-02 12:38:48 UTC Post #75970
zombieloffe, vilken r?da linje? :zonked:
Posted 19 years ago2004-12-02 12:48:15 UTC Post #75972
Why r u useing cached.wad and gfx.wad .It says in the setup Guide that comes with hammer not to use those.
Also the compile tools you should use are hlvis hlrad hlbsp hlcsg.
you are useing qcsg qbsp vis hlrad.
Posted 19 years ago2004-12-02 13:30:58 UTC Post #75984
which file handles the lightning?
the .wic, .prt, .pts, .lin or the .bsp? Cuz I forgot to move some files and now the map is dark :) :P
Posted 19 years ago2004-12-02 13:38:01 UTC Post #75985
you have too many WAD's in use too.

read the help file in hammer to see which ones you shouldn't use.
Posted 19 years ago2004-12-02 14:34:36 UTC Post #75992
saribous... I've fixed the problem! All I WANT(!!!) to know is: What file does handle the lightning?
Posted 19 years ago2004-12-02 14:42:29 UTC Post #75994
6 Wads is the maximum.
Bara s? du vet;)

RAD handles lightning
Posted 19 years ago2004-12-02 14:44:09 UTC Post #75995
haha oops, that sounded silly.

i meant Lighting :P
Posted 19 years ago2004-12-02 16:58:26 UTC Post #76013
What sounded silly? :D
Posted 19 years ago2004-12-02 16:59:56 UTC Post #76014
I wanted to know what file (.wic, .prt, .pts, .lin or the .bsp ) That contains all the lightning data! Not which compile tool :P
Posted 19 years ago2004-12-03 10:36:42 UTC Post #76106
the BSP program, after having received a half-completed file from CSG, generates a executable .bsp file. VIS then add further data to too speed up rendering times and such. This modified .bsp is then submitted to RAD and added the visual data. The final product is still in .bsp form.
Posted 19 years ago2004-12-03 10:44:19 UTC Post #76109
so If I send ONLY the .bsp file to a friend, it will be as dark as it should be? Cuz the problem I had was that I had only placed the .bsp in the valve/maps folder...! :S
Posted 19 years ago2004-12-03 10:51:01 UTC Post #76112
Providing everything went well during compilation. :)
Posted 19 years ago2004-12-03 12:52:16 UTC Post #76133
I guess so :P Well, evrerything is in order now! Thanks :D
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