Time for TFC crashing round 2!! Created 20 years ago2003-10-05 03:20:47 UTC by panda panda

Created 20 years ago2003-10-05 03:20:47 UTC by panda panda

Posted 20 years ago2003-10-05 03:20:47 UTC Post #2191
Hey, guys, remember me? Yeah, i'm panda and i had a problem a little while ago with my map that kept on crashing. Well, it has started happening again! Just my luck, isn't it. But now, for some reason, whenever i try to start up a lan game, with my map or one of the built in ones, the games crashes and goes back to the desktop! UHOH! I don't know. I did get one error when i compiled my map though. Does "LoadPortals: not a portal file" sound farmiliar to anyone? I checked out Tommy of Escondido's site for compiling errors. (Note that this site does an excelent job of two things, pointing out a problem and not telling you how to fix it!) Anyway. I'm going to upload my map file by replacing the old one in the problem maps section. I will also have a bsp, this time to make things easy. If anyone can help all will be appreciated! Thanks!
-panda
Posted 20 years ago2003-10-05 03:23:12 UTC Post #2192
p.s. could this problem be related to me having downloaded steam but still using the old version of tfc?
Posted 20 years ago2003-10-05 08:07:27 UTC Post #2203
uh.. versions are sometimes the cause of some errors, never encounterd this one before... try to keep all of your mods/hl etc up to date
Posted 20 years ago2003-10-05 09:29:27 UTC Post #2209
tryed to repair hl might help i had also a problem and repaired hl maby a idea
Posted 20 years ago2003-10-05 12:03:07 UTC Post #2210
Okay, here's the Compilation report. Tommy Escondido's error page reports that the "Load Portals:Not a portal file" error is usually located between csg and bsp. Instead for my map it lies between bsp and vis. Could this be a clue to the problem?

** Executing...
** Command: Change Directory
** Parameters: ...Half-Life

** Executing...
** Command: Copy File
** Parameters: "...Hammermapstraincomplex2.map" "...Half-Lifetfcmapstraincomplex2.map"

** Executing...
** Command: ...Hammertoolshlcsg.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: ...Hammertoolshlcsg.exe ...gamesHalf-Lifetfcmapstraincomplex2
Entering ...gamesHalf-Lifetfcmapstraincomplex2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ 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 ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.05 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.50 seconds)

Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 4 used textures, 9.52 percent of map (264 textures in wad)
Using Wadfile: gameshalf-lifetfctfc.wad
  • Contains 30 used textures, 71.43 percent of map (279 textures in wad)
Using Wadfile: gameshalf-lifetfctfc2.wad
  • Contains 8 used textures, 19.05 percent of map (395 textures in wad)
added 3 additional animating textures.
Texture usage is at 1.22 mb (of 4.00 mb MAX)
27.17 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: ...Hammertoolshlbsp.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: ...Hammertoolshlbsp.exe ...gamesHalf-Lifetfcmapstraincomplex2

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ 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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file '...gamesHalf-Lifetfcmapstraincomplex2.prt'
33.38 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: ...Hammertoolsvis.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)

********** ERROR **********
LoadPortals: not a portal file

** Executing...
** Command: ...Hammertoolshlrad.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: ...Hammertoolshlrad.exe ...gamesHalf-Lifetfcmapstraincomplex2

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
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 '...Hammertoolslights.rad']
[48 texlights parsed from '...Hammertoolslights.rad']

Warning: No vis information, direct lighting only.
21523 faces
Create Patches : 50882 base patches
0 opaque faces
291924 square feet [42037136.00 square inches]
134 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (117.50 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds)
118.81 seconds elapsed [1m 58s]

--- END hlrad ---

I did end up repairing hl and it is updated as far as i can get it to go without using steam (for some reason i can't find my map when i start a steam lan server) But i did try them.
-panda
Posted 20 years ago2003-10-05 14:59:04 UTC Post #2217
It looks like you are using an older version of vis.exe. Everything else seems to be pointing to ZHLT's "v2.5.3 rel Custom Build 1.7 (Dec 9 2002)." Then your vis says "vis.exe v1.3 (Dec 30 1998)" Check your configuration in Hammer to be sure you are pointing to ZHLTs hlvis.exe.
On the menu bar go to Tools>Options>Build Programs>Vis executable to check it.
Posted 20 years ago2003-10-05 23:56:59 UTC Post #2229
Yeah, i changed it. and now it works again!!! yay!! thanks all. BTW. I just got it to work and started waypointing, but when i type in exec waypoints.cfg (to load waypoint commands, the game semi/freezes and then closes the map. So i restart it and now it works again, is there a way to get around this?
-panda
Posted 20 years ago2003-10-06 00:18:27 UTC Post #2230
Which Bot/waypointing program are you using..?

PS: I like the new map... I am compiling it now, but it looks a lot better than the old one, well done.
Posted 20 years ago2003-10-06 13:09:50 UTC Post #2251
Thank you much. I did make SEVERAL changes. I'm using foxbot and one of the linked tutorials said to make a cfg file in notepad that would bind some keys to some commands for waypointing.
My cfg looks like this:
bind "INS" "waypoint add"
bind "DEL" "waypoint delete"
bind "END" "waypoint save"
bind "HOME" "waypoint load"
bind "i" "waypoint info"
bind "m" "waypoint menu"
bind "PGUP" "pathwaypoint_connect on"
bind "PGDN" "pathwaypoint_connect off"
bind "," "pathwaypoint create1"
bind "." "pathwaypoint create2"
bind "[" "pathwaypoint remove1"
bind "]" "pathwaypoint remove2"

pathwaypoint_connect off
waypoint on
pathwaypoint on

bot_debug on

This has worked before with no problem, for some reason it just recently decided to take forever and cause problems.
-panda
Posted 20 years ago2003-10-07 01:15:38 UTC Post #2277
okokok. Another question to throw into the mix. I want the team point system for my map to work like this. Every 120 seconds, the red team gains 20 points. Every flag cap, the blue team gains 50 points and the red team loses 10 points. For some reason, i think it adds 30 points to one of the players and screws everything up. Where should i look for this problem?
And to anyone who has downloaded my map, do you have this problem?
-panda
Posted 20 years ago2003-10-07 21:53:35 UTC Post #2348
Panda,
The best place for that info is TFMapped. I don't know much about TFC mapping, so I am reluctant to guess at the problem. Thats also the reason I left the waypoint config alone... I don't use foxbat, but if it's any use the config your using looks standard and I can't see why it wouldn't run.
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