compile problem Created 18 years ago2005-06-19 06:05:16 UTC by 38_98 38_98

Created 18 years ago2005-06-19 06:05:16 UTC by 38_98 38_98

Posted 18 years ago2005-06-19 06:05:16 UTC Post #115291
my map (http://twhl.co.za/mapvault_map.php?id=3142) has a nasty problem, it seems that whenever i compile my map it automatically at the end of compiling goes back to hammer, quiting the program immediately :(

Does anyone know why?
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:06:46 UTC Post #115292
Post the compiling log!
Posted 18 years ago2005-06-19 06:23:48 UTC Post #115295
okay, lemme just get it...
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:25:37 UTC Post #115296
okay here it is

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-LifeValvemapsmaze.map" "D:SierraHalf-Lifevalvemapsmaze.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

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: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE D:SierraHalf-Lifevalvemapsmaze
Entering D:SierraHalf-Lifevalvemapsmaze.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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
20%...40%...60%...80%... (0.06 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
80%...90%... (0.16 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 6 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Texture usage is at 0.08 mb (of 4.00 mb MAX)
0.22 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

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: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE D:SierraHalf-Lifevalvemapsmaze

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 'D:SierraHalf-Lifevalvemapsmaze.prt'
0.16 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

hlvis 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 hlvis ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLVIS.EXE D:SierraHalf-Lifevalvemapsmaze
76 portalleafs
203 numportals

= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
average leafs visible: 29
g_visdatasize:925 compressed from 760
0.17 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

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: C:PROGRA~1VALVEH~1TOOLSHLRAD.EXE D:SierraHalf-Lifevalvemapsmaze

= 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 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']
[1 texlights parsed from 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']

428 faces
Create Patches : 2782 base patches
0 opaque faces
33361 square feet [4804064.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.34 seconds)
visibility matrix : 0.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.72 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.93 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
Transfer Lists : 753992 : 753.99k transfers
Indices :      100904 :   98.54k bytes
   Data :     3015968 :    2.88M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.99 seconds)
7.53 seconds elapsed

--- END hlrad ---

** Executing...
** Command: D:SIERRAHALF-L~1HL.EXE
** Parameters: -dev -console +map "maze"

:P
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:59:58 UTC Post #115303
does anyone actually know the awnser?
38_98 38_98Lord
Posted 18 years ago2005-06-19 07:44:14 UTC Post #115308
:/ just dont run your map from hammer... its probably too memory-needy to run 2 large programs at once....

when compiling uncheck the 'start game after compile' box and when its dont, open up HL in console mode and typ map maze.. simple
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-06-19 07:47:08 UTC Post #115309
erm, also, is it a deathmatch map? it might not run if you havent got an info_player start
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-06-19 07:57:52 UTC Post #115310
actually i just found out that the sky wasnt working and seeing that the sky is one of the first things you see it just got mucked up, so it wasnt the compiling, also there is a info_plarer_start, its in one of the corners

Ill just put a roof over it instead and take off the problem map :P
38_98 38_98Lord
Posted 18 years ago2005-06-19 08:37:36 UTC Post #115312
Stop spamming, 38.
Seventh-Monkey Seventh-MonkeyPretty nifty
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