Mod Compiling Created 20 years ago2004-07-30 11:17:33 UTC by Mr Jelly Mr Jelly

Created 20 years ago2004-07-30 11:17:33 UTC by Mr Jelly Mr Jelly

Posted 20 years ago2004-07-30 11:17:33 UTC Post #46736
I was wondering if anyone else has experienced this problem:
When mapping for normal Half-Life and Counter-Strike, it compiles
fine, with the appropriate entities.
However, when mapping for a mod which sits in the Half-Life directory, such as Spirit Of Half-Life or third-party mods, it doesn't seem to like maps compiled in the sub-directory (i.e., Half-Life/Spirit/maps) - it comes up with a 'map change failed, 'X' not found on server' error.
I'm using v2.4 Hammer, and it doesn't seem to matter whether I use the qtools or Zoner's tools. If an older version of the map exists under the Half-Life/valve/maps, it loads that instead, leading me to suspect something fishy's going on.
I've looked at the Spirit tutorial on this site, and my set-up is identical to theirs. Anyone know what might be causing this?
Posted 20 years ago2004-07-30 11:30:06 UTC Post #46737
Firstly, get the newest tools.
I assume that you intended to write 3.4 instead of 2.4, anyway get 3.5!
Here: http://collective.valve-erc.com/index.php?go=hammer_beta
The latest compile tools can be downloaded here: http://geocities.com/sparkybluefang/halflife/files/zhlt_1.7p15_RADp13.zip

Usually you set up a game and a mod directory. You could try to use the mod's folder for the 'game folder' text field, too. I'm not sure if this can cause trouble.
Or you use advanced, or even better: batch compiling.
There you can control in which directories all the actions are done.
Posted 20 years ago2004-07-30 12:02:48 UTC Post #46749
Thank you! I used advanced and that seems to have cleared the problem up, since I was able to specify '-game modname', which didn't seem to register in 'normal' mode. Everything appears to be working now!
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