getting my map from LAN to internet tab Created 19 years ago2005-02-05 23:37:01 UTC by trepidation trepidation

Created 19 years ago2005-02-05 23:37:01 UTC by trepidation trepidation

Posted 19 years ago2005-02-05 23:37:01 UTC Post #88482
this is so frustrating. i have my map saved to the correct file, i compile my map, ran it to play in cs:source, and i can't get it to show in the internet tab. i've tried sv_lan command in console, ive tried map (mapname), and still doesn't show in internet. here's my compile log...see anything strange that would prevent it from loading....and....do i actally have to put a cubemap entity in my map, or is running buildcubemaps in console enough? anyway...here's my compile log......

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkbinvbsp.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-strike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:program filessteamsteamappssethdixcounter-strike sourcecstrikematerials
Loading E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (179167 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (179167 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkbinvvis.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-strike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
reading e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.prt
797 portalclusters
2483 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (134)
Optimized: 1183 visible clusters (0.00%)
Total clusters visible: 192882
Average clusters visible: 242
Building PAS...
Average clusters audible: 714
visdatasize:140688 compressed from 165776
writing e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkbinvrad.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-strike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
2703 faces
245746 square feet [35387432.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2703 patches before subdivision
26701 patches after subdivision
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 1474846, max 237
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1613, 5641, 7191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(196, 613, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25, 70, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0580 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 85/1024 4080/49152 ( 8.3%)
brushes 457/8192 5484/98304 ( 5.6%)
brushsides 2936/65536 23488/524288 ( 4.5%)
planes 1276/65536 25520/1310720 ( 1.9%)
vertexes 4935/65536 59220/786432 ( 7.5%)
nodes 1937/65536 61984/2097152 ( 3.0%)
texinfos 103/12288 7416/884736 ( 0.8%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2703/65536 151368/3670016 ( 4.1%)
origfaces 1806/65536 101136/3670016 ( 2.8%)
leaves 2023/65536 113288/3670016 ( 3.1%)
leaffaces 3123/65536 6246/131072 ( 4.8%)
leafbrushes 765/65536 1530/131072 ( 1.2%)
surfedges 19447/512000 77788/2048000 ( 3.8%)
edges 10767/256000 43068/1024000 ( 4.2%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 183/32768 1830/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3054/65536 6108/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2305412/0 ( 0.0%)
visdata [variable] 140688/16777216 ( 0.8%)
entdata [variable] 65281/393216 (16.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 179167/4194304 ( 4.3%)

Total Win32 BSP file data space used: 3392930 bytes

Linux Specific Data:
physicssurface [variable] 179167/6291456 ( 2.8%)

Total Linux BSP file data space used: 3392930 bytes

Total triangle count: 6872
Writing e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp" "e:program filessteamsteamappssethdixcounter-strike sourcecstrikemapsde_vex.bsp"

HELP!....btw that's not actually the directory i was loading my game from....it's just the location i use for quicksaving. thanks...Trepidation
Posted 19 years ago2005-02-06 00:44:36 UTC Post #88491
wait, wait, wait, why did you post this in both catagories of forum. and why in maps and mods did you press the button 3 times without letting your browser load+refresh, hence the three entrys there. and you don't have to say plz, or please, or any other term for plese, were here to answer your questions anyway.

now to solve the problem.

it seems as if its writing to the wrong directory. the e:/ thing threw me off at first since most harddrives use C. then i noticed that everything was in e:, so you must have multiple HDs or somthing. but anyway, it also looked as if it was saving the BSP to the SDK folder and not the CS:S maps folder, you might want to check your complie settings. and theres also the isuee of the 2 errors at the end of the bsp compile log, you might want to find out whats causing those.
Posted 19 years ago2005-02-06 00:47:29 UTC Post #88494
oh and for the cubemaps issue, you need to have cubemaps in your map, buildcubemaps jsut looks at the cubemaps in your level that you put them and does all the calculations for them
Posted 19 years ago2005-02-06 00:56:03 UTC Post #88495
ok i changed the map directory to the cs maps folder....two questions though
im not sure what the 2 errors near the end are...the mem pool errors...and how to fix them?
also, i've read quite a few forums on cubemaps..but still a little confused because they all say the same thing. do i need to add a env_cubemap outside my block map away from everything else?....like you see on some maps in source...the small version of the map? thanks....trepidation
Posted 19 years ago2005-02-06 00:59:56 UTC Post #88496
also....the entity info_player_deathmatch
to play this map in cs:source, do i need that entity or is info_player_start enough?
Posted 19 years ago2005-02-06 01:04:49 UTC Post #88497
the mem pool i dont really know what it is, i meant you should look into it. but im guessing that it has something to do with your ram.

and if CS:S is anything like normal CS then info_player_deathmatch are Terrorist spawns, and info_player_start are the CTs spawns.

and you only need cubemaps in detailed areas usually, but it is usually a good idea to have one in your map anyway.
Posted 19 years ago2005-02-06 01:11:51 UTC Post #88498
any other reasons my map might not be showing up in the internet tab that you can think of? maybe a command when i run map...-dev -console
+sv_lan 0???
Posted 19 years ago2005-02-06 11:59:45 UTC Post #88533
i guess i can't host my own game...so, I need to request my map uploaded on someone elses server to run. I've posted the map with 4 screenshots at
http://csm2.net, but that was 2 or 3 days ago, haven't gotten an email reply. anyone reading this have a server, or know someone that may be interested in running any custom maps? would like to know. have been so excited to get this map on-line. thanks....trepidation
Posted 19 years ago2005-02-06 13:41:15 UTC Post #88544
I think it has nothing to do with the map. You're probably on a router, so you need to port forward. Go search Google for it, because I have no idea how to port forward.
Posted 19 years ago2005-02-06 14:00:56 UTC Post #88548
i think instead of dealing with that,...i can't find the ports closed off in firewall for my server, so I'm just going to try and get someone with a server to download this map to post. hopefully there's someone out there. hehe. I jump around maps too much on cs:source to know anyone really, especially admins/hosts. thanks....trepidation
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