cs:source from LAN to internet HELP plz Created 19 years ago2005-02-05 23:54:01 UTC by trepidation trepidation

Created 19 years ago2005-02-05 23:54:01 UTC by trepidation trepidation

Posted 19 years ago2005-02-05 23:54:01 UTC Post #88487
this is so frustrating. i have my map saved to the correct file, i compile my map, ran it to play in cs:source, and i can't get it to show in the internet tab. i've tried sv_lan command in console, ive tried map (mapname), and still doesn't show in internet. here's my compile log...see anything strange that would prevent it from loading....and....do i actally have to put a cubemap entity in my map, or is running buildcubemaps in console enough? anyway...here's my compile log......

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invbsp.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:program filessteamsteamappssethdixcounter-str
ike sourcecstrikematerials
Loading E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...1
0
Building Physics collision data...
done (1) (179167 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (179167 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...1
0
Writing E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invvis.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
reading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.prt
797 portalclusters
2483 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...1
0 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...1
0 (134)
Optimized: 1183 visible clusters (0.00%)
Total clusters visible: 192882
Average clusters visible: 242
Building PAS...
Average clusters audible: 714
visdatasize:140688 compressed from 165776
writing e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invrad.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
2703 faces
245746 square feet [35387432.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2703 patches before subdivision
26701 patches after subdivision
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...1
0 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...1
0 (16)
transfers 1474846, max 237
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #1 added RGB(1613, 5641, 7191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #2 added RGB(196, 613, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #3 added RGB(25, 70, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #4 added RGB(3, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #5 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0580 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...1
0 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...1
0

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 85/1024 4080/49152 ( 8.3%)
brushes 457/8192 5484/98304 ( 5.6%)
brushsides 2936/65536 23488/524288 ( 4.5%)
planes 1276/65536 25520/1310720 ( 1.9%)
vertexes 4935/65536 59220/786432 ( 7.5%)
nodes 1937/65536 61984/2097152 ( 3.0%)
texinfos 103/12288 7416/884736 ( 0.8%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2703/65536 151368/3670016 ( 4.1%)
origfaces 1806/65536 101136/3670016 ( 2.8%)
leaves 2023/65536 113288/3670016 ( 3.1%)
leaffaces 3123/65536 6246/131072 ( 4.8%)
leafbrushes 765/65536 1530/131072 ( 1.2%)
surfedges 19447/512000 77788/2048000 ( 3.8%)
edges 10767/256000 43068/1024000 ( 4.2%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 183/32768 1830/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3054/65536 6108/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2305412/0 ( 0.0%)
visdata [variable] 140688/16777216 ( 0.8%)
entdata [variable] 65281/393216 (16.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 179167/4194304 ( 4.3%)

Total Win32 BSP file data space used: 3392930 bytes

Linux Specific Data:
physicssurface [variable] 179167/6291456 ( 2.8%)

Total Linux BSP file data space used: 3392930 bytes

Total triangle count: 6872
Writing e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp" "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrikemapsde_vex.bsp"

HELP!....btw that's not actually the directory i was loading my game from....it's just the location i use for quicksaving. thanks...Trepidation
	Posted on 05 Feb 05 21:37
by trepidation
Page [1] | Replies: 0 | Reply

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 [?]
Posted 19 years ago2005-02-06 10:49:58 UTC Post #88524
Well there is nothing wrong with the compile log ;)

Have you tried getting others to host it? or does the map even work offline?

Try these first!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-02-10 02:49:59 UTC Post #89412
yes, works great offline. now im getting a message (this is for cs:source by the way), actually an email saying i uploaded the vmf but not bsp, and need to compile. well, i compiled, formatted to .zip, and posted the map. there should be no problem, unless im doing something wrong. i've tried to get admins to run the map, but some people are just, well, you know. anyway...i just wanna play this map with some people, and can't find ANYONE to play with on LAN> so...i dunno. i tried forwarding port, to no success. i have no idea.
Posted 19 years ago2005-02-10 11:28:36 UTC Post #89444
umm.. is it just that map or can u just not host an internet server? i mean people behind routers (like me) have great difficulty hosting. I finally fixed mine by opening a couple of ports that a dude at steampowered told me to open... it works fine now.
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-02-10 20:41:03 UTC Post #89567
what's the port #s, and where to open them>
Posted 19 years ago2005-02-11 08:27:32 UTC Post #89654
Look at the Steam site, long explanation.
Seventh-Monkey Seventh-MonkeyPretty nifty
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