fatal error? Created 19 years ago2005-03-09 03:12:14 UTC by SaBeRwOlF SaBeRwOlF

Created 19 years ago2005-03-09 03:12:14 UTC by SaBeRwOlF SaBeRwOlF

Posted 19 years ago2005-03-09 03:12:14 UTC Post #95979
when i go to compile i keep getting a window that pops up saying

"could not find filesystem dll to load"

ne ideas?

i'm a beginner so could you explain in detail...
thx very much
Posted 19 years ago2005-03-09 03:13:46 UTC Post #95980
You're recieving this error post-compile (once the compile has finished) or pre-compile (before any of the compile programs run?)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-09 03:36:01 UTC Post #95981
post compile
Posted 19 years ago2005-03-09 03:36:50 UTC Post #95982
Post-compile, I'm almost certain.

Simplest solution: don't tick "Run game after compile" and play your map manually after it's done (see the Running a BSP tutorial).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-09 03:45:42 UTC Post #95987
ok maybe it is pre compile because now it wont bring up the program log... when before it did
Posted 19 years ago2005-03-09 03:48:42 UTC Post #95988
** Executing...
** Command: Change Directory
** Parameters: X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strike

** Executing...
** Command: Copy File
** Parameters: "X:Program FilesValve Hammer Editortoolstest.map" "X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strikecstrikemapstest.map"

** Executing...
** Command: X:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strikecstrikemapstest"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strikecstrikemapstest.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: program filessteamsteamappssaberwolf666@hotmail.comcounter-strikecstrikemapscadaver.wad
0 seconds elapsed
** Executing...
** Command: X:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strikecstrikemapstest"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing X:Program FilesSteamSteamAppssaberwolf666@hotmail.prt
0 seconds elapsed
** Executing...
** Command: X:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strikecstrikemapstest"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
1 portalleafs
0 numportals
BasePortalVis: (0)
LeafThread: (0)
average leafs visible: 1
visdatasize:1 compressed from 1
0.0 seconds elapsed

** Executing...
** Command: X:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "X:Program FilesSteamSteamAppssaberwolf666@hotmail.comcounter-strikecstrikemapstest"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'X:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'X:PROGRA~1VALVEH~1toolslights.rad']

6 faces
1536 square feet [221184.00 square inches]
96 patches after subdivision
1 direct lights
BuildFacelights: 0...1...3...5...6...8... (0)
visibility matrix: 0.0 megs
BuildVisLeafs: 0... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.0 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(2259, 2259, 1134)
FinalLightFace: 0...1...3...5...6...8... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 92/32767 1840/655340 ( 0.3%)
vertexes 8/65535 96/786420 ( 0.0%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 3/8192 120/327680 ( 0.0%)
faces 6/65535 120/1310700 ( 0.0%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/8192 56/229376 ( 0.0%)
marksurfaces 6/65535 12/131070 ( 0.0%)
surfedges 24/512000 96/2048000 ( 0.0%)
edges 13/256000 52/1024000 ( 0.0%)
texdata [variable] 48/2097152 ( 0.0%)
lightdata [variable] 3042/2097152 ( 0.1%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 346/131072 ( 0.3%)

Total BSP file data space used: 6181 bytes

0 seconds elapsed
** Executing...
** Command: X:PROGRA~1SteamSTEAMA~1SABERW~1.COMCOUNTE~1hl.exe
** Parameters: +map "test"
Posted 19 years ago2005-03-09 03:49:09 UTC Post #95989
...then i get the error
Posted 19 years ago2005-03-09 04:42:05 UTC Post #95994
That's post-compile. Do what I said before. Also, download Zoner's tools and use those (hlcsg, hlbsp, hlvis, hlrad) instead of the Quake tools that you're using ? see the News page for the link.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-09 17:52:26 UTC Post #96057
where can i go to actually get .wads that work
now after every compile i get an error stating
still... "could not filesystem dll to load"
i can get around that by checking the "dont run game" box and go through CS manually. but then i get

"cannot open es_trinity.wad"

when i try to run the map through the console
Posted 19 years ago2005-03-10 18:38:54 UTC Post #96247
Well... remove es_trinity.wad from your texture list.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-10 21:31:23 UTC Post #96275
Or...if you have a decent version of ZHLT, you can use -wadautodetect or something to remove any un-used WADs. I think it should be on automatically.
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