I WAS ALMOST DONE!! Compile log error Created 15 years ago2008-06-22 19:54:10 UTC by Rory Rory

Created 15 years ago2008-06-22 19:54:10 UTC by Rory Rory

Posted 15 years ago2008-06-22 19:54:10 UTC Post #251760
LOL I was so close to finishing.

vvis.exe took 14+ hours to complete last night so I cancelled it, thinking it crashed.

I just switched over to zoners tools and UH OH, look what happened..

** Command: "c:\games\steam\steamapps\rory84\sourcesdk_content\hlbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases"

Unknown option "-game"
hlbsp v3.4 Final (Feb 25 2006)
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)

= hlbsp Options =
-leakonly      : Run BSP only enough to check for LEAKs
-subdivide #   : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size
-notjunc       : Don't break edges on t-junctions     (not for final runs)
-noclip        : Don't process the clipping hull      (not for final runs)
-nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
 -noopt         : Don't optimize planes on BSP write   (not for final runs)
-texdata #     : Alter maximum texture memory limit (in kb)
-lightdata #   : Alter maximum lighting memory limit (in kb)
-chart         : display bsp statitics
-low | -high   : run program an altered priority level
-nolog         : don't generate the compile logfiles
-threads #     : manually specify the number of threads to run
-estimate      : display estimated time during compile
-nonulltex     : Don't strip NULL faces
-verbose       : compile with verbose messages
-noinfo        : Do not show tool configuration information
-dev #         : compile with developer message
mapfile        : The mapfile to compile
** Executing...
** Command: "c:\games\steam\steamapps\rory84\sourcesdk_content\hlvis.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases"

Unknown option "-game"hlvis v3.4 Final (Feb 25 2006)
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)

= hlvis Options =
-full           : Full vis
-fast           : Fast vis
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #      : Alter maximum texture memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : don't generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-maxdistance #  : Alter the maximum distance for visibility
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
mapfile         : The mapfile to compile
** Executing...
** Command: "c:\games\steam\steamapps\rory84\sourcesdk_content\hlrad.exe"
** Parameters: -game "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp" "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases"

Unknown option "-game"
hlrad v3.4 Final (Feb 25 2006)
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)

= hlrad Options =
-sparse         : Enable low memory vismatrix algorithm
-nomatrix       : Disable usage of vismatrix entirely
-extra          : Improve lighting quality by doing 9 point oversampling
-bounce #       : Set number of radiosity bounces
-ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
-maxlight #     : Set maximum light intensity value
-circus         : Enable 'circus' mode for locating unlit lightmaps
-nopaque        : Disable the opaque zhlt_lightflags for this compile
-smooth #       : Set smoothing threshold for blending (in degrees)
-chop #         : Set radiosity patch size for normal textures
-texchop #      : Set radiosity patch size for texture light faces
-notexscale #   : Do not scale radiosity patches with texture scale
-coring #       : Set lighting threshold before blackness
-dlight #       : Set direct lighting threshold
-nolerp         : Disable radiosity interpolation, nearest point instead
-fade #         : Set global fade (larger values = shorter lights)
-falloff #      : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale #        : Set global light scaling value
-gamma #        : Set global gamma value
-sky #          : Set ambient sunlight contribution in the shade outside
-lights file    : Manually specify a lights.rad file to use
-noskyfix       : Disable light_environment being global
-incremental    : Use or create an incremental transfer list file
-dump           : Dumps light patches to a file for hlrad debugging info
-texdata #      : Alter maximum texture memory limit (in kb)
-lightdata #    : Alter maximum lighting memory limit (in kb)
-chart          : display bsp statitics
-low | -high    : run program an altered priority level
-nolog          : Do not generate the compile logfiles
-threads #      : manually specify the number of threads to run
-estimate       : display estimated time during compile
-verbose        : compile with verbose messages
-noinfo         : Do not show tool configuration information
-dev #          : compile with developer message
-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)
mapfile         : The mapfile to compile
** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\steamapps\rory84\sourcesdk_content\hl2mp\mapsrc\antlion_bases.bsp" "c:\games\steam\steamapps\rory84\half-life 2 deathmatch\hl2mp\maps\antlion_bases.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 15 years ago2008-06-22 20:38:59 UTC Post #251761
Are Zoner's HL Tools supposed to be used in Source? I thought they were for GoldSource use only.
Posted 15 years ago2008-06-22 21:06:44 UTC Post #251762
hahaha, you should definitely not be using ZHLT with source.
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2008-06-22 21:25:46 UTC Post #251766
Oh, I heard they were both ways...

What can I use then? Crappy vbsp/vvis.exe etc?

I'm not going for 14+ hour compile times...
Posted 15 years ago2008-06-22 22:36:37 UTC Post #251769
you're assuming that the default source tools are crappy because the default HL1 tools are. this is not the case. use the default tools that come with the source SDK.
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2008-06-22 22:53:09 UTC Post #251770
Yeah, what he said.

If you're getting 14-hour-long compile times, there's an issue with the map, not the compile tools.
Posted 15 years ago2008-06-23 05:49:46 UTC Post #251776
Lol, if you are using the HL compiling tools is like if you're compiling it for HL not Source, that's why it fails.
Posted 15 years ago2008-06-23 07:30:02 UTC Post #251778
Rory, can you post a compile log of a 14+ hour compile, as well as your compile settings?

Normal compiles usually take between 15 and 60 minutes for most of my maps, final compiles can take up to a few hours. Then again, I'm making sure my maps are fairly optimized. This guide might be useful - although it mainly deals with run-time performance, several things also affect compile times.
Posted 15 years ago2008-06-23 21:37:52 UTC Post #251794
I don't have a log, it never finished. I will post when I compile tonight if I have the same problem.
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