New mod/ map problem. Created 18 years ago2006-05-19 13:48:28 UTC by Garrador Garrador

Created 18 years ago2006-05-19 13:48:28 UTC by Garrador Garrador

Posted 18 years ago2006-05-19 13:48:28 UTC Post #180964
Hi!

Im now making a new mod, not a big one, but the kind that is explained in your tutorials. It is for HL1, and i have a slight problem.

When i run the mod, the star map won't load. It's just "Loading..." all the time. Nothing shows up. Anybody know what this can be?

I followed the tutorial step by step, but it won't work.
By the way, im using VHE 3.5 Beta.

Thanks!
Posted 18 years ago2006-05-19 13:52:51 UTC Post #180965
There could be an error in your map. Check your log file and paste its contents here, so we can take a look at it.

Another cause could be a corrupt liblist.gam file. Check that one too.
Posted 18 years ago2006-05-19 13:54:34 UTC Post #180967
If you're not running in Steam (I don't think you are), just add -console to the end of the path in the shortcut to your mod/to HL. That should make it clear what's messing it up.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-05-19 13:57:17 UTC Post #180969
** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe "C:SierraHalf-LifeFortune Huntermapsstart"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 27 (0.00 seconds)
BSP generation successful, writing portal file 'C:SierraHalf-LifeFortune Huntermapsstart.prt'
SolidBSP [hull 1] 34 (0.00 seconds)
SolidBSP [hull 2] 33 (0.00 seconds)
SolidBSP [hull 3] 34 (0.00 seconds)
0.03 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlvis.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1hlvis.exe "C:SierraHalf-LifeFortune Huntermapsstart"
16 portalleafs
36 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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:
20%...30%...40%...50%...70%...80%...90%... (0.00 seconds)
LeafThread:
20%...30%...40%...50%...70%...80%...90%... (0.00 seconds)
average leafs visible: 8
g_visdatasize:64 compressed from 32
0.02 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlrad.exe
** Parameters: "C:SierraHalf-LifeFortune Huntermapsstart"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1hlrad.exe "C:SierraHalf-LifeFortune Huntermapsstart"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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:PROGRA~1VALVEH~1lights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']

36 faces
Create Patches : 0 base patches
0 opaque faces
0 square feet [0.00 square inches]
1 direct lights

BuildFacelights:
30%...50%...80%... (0.00 seconds)
visibility matrix : 0.0 megs
Warning: Attempting to allocate 0 bytes
BuildVisLeafs:
50%... (0.00 seconds)
MakeScales:
(0.00 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 0 transfers
Indices :           0 bytes
Indices :           0 bytes
Bounce 1 GatherLight:
(0.00 seconds)
FinalLightFace:
30%...50%...80%... (0.00 seconds)
0.02 seconds elapsed

--- END hlrad ---

----------
I didn't find anything. I just made a map to test it.
But nothing will show anyways. But how do i see if the liblist.gam file is corrupt?
Posted 18 years ago2006-05-19 13:59:16 UTC Post #180972
Paste it. It's just a text file; open it in Notepad or whatnot.

Anyway, take the space out of your mod directory's name!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-05-19 14:05:17 UTC Post #180973
I have founf this in the log:

Warning: Attempting to allocate 0 bytes

Im not sure what it means, i can't find a solution on Tommy14's and LeakFree.org is still buggered (update links page, 7th).
Posted 18 years ago2006-05-19 14:06:50 UTC Post #180974
// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Real-Life"
startmap "start"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "dllshl.dll"
gamedll_linux "dlls/hl_i386.so"
The space is fixed.
Posted 18 years ago2006-05-19 14:08:23 UTC Post #180975
Game directory is missing.

It looks like this:

gamedir "mod_folder_name"

Add that below game "Real-Life".
Posted 18 years ago2006-05-19 14:12:33 UTC Post #180977
Thank you so much! That last one was the problem!

Thanks! :)
Posted 18 years ago2006-05-19 17:29:22 UTC Post #181009
I have a second problem here. Can i use the sound from counter strike in a regular hl mod? Mine that is.

I put out some sound effects, but the same thing that happend before, is happening again :(

Can anybody help?
Posted 18 years ago2006-05-19 17:32:49 UTC Post #181010
Post your entity setup of your sounds.
Posted 18 years ago2006-05-19 18:15:59 UTC Post #181020
im not so good at this: where can i find the enity setup for sounds? :confused:
Posted 18 years ago2006-05-19 18:32:35 UTC Post #181024
Hmmzz.

Maybe its better that you tell exactly what you did it. What did you do with the CS sounds?
Posted 18 years ago2006-05-19 18:46:33 UTC Post #181026
i wen't in to my CS dir (CS 1.6), copyed the whole shi*, and threw it in my mod.
Posted 18 years ago2006-05-19 19:06:47 UTC Post #181027
And what did you do in Hammer?
Posted 18 years ago2006-05-19 19:22:13 UTC Post #181029
i made a ambient_generic enity, and chose a sound.
Posted 18 years ago2006-05-20 07:46:09 UTC Post #181138
What did you enter in the WAV propertie of the ambient_generic?
Posted 18 years ago2006-05-20 11:22:33 UTC Post #181151
nothing?
Posted 18 years ago2006-05-20 11:24:19 UTC Post #181153
So how did you choose the sound to play?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-05-20 11:37:38 UTC Post #181154
If you want to play a sound in your map, you need the ambient_generic entity. If the sound you want to play is located in:
moddir/sound/ambience

you fill ambience/sound.wav in the WAV propertie of the ambient_generic.
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