PDA

View Full Version : Compile issues - changes not updating in map


jakegainey
03-30-2008, 04:08 AM
Hi,

When making updates to my level, these changes arnt happening in game. No errors are found in map and the compile works through fine. When the game finallly loads up, any changes I've made to the level don't come through. It seems stuck at a certain point.

Here's my compile

** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.vmf
Error: displacement found on a(n) func_detail entity - not supported


** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
reading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.prt
LoadPortals: couldn't read c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.prt


** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
6891 faces
1 degenerate faces
4608160 square feet [663575168.00 square inches]
170 displacements
1116384 square feet [160759408.00 square inches]
6890 patches before subdivision
55573 patches after subdivision
70 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (171)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (113)
transfers 6087631, max 2171
transfer lists: 46.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(27114, 14760, 5936)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(1712, 700, 266)
Build Patch/Sample Hash Table(s).....Done<0.0644 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 12 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 776/8192 9312/98304 ( 9.5%)
brushsides 6583/65536 52664/524288 (10.0%)
planes 6970/65536 139400/1310720 (10.6%)
vertexes 14606/65536 175272/786432 (22.3%)
nodes 4528/65536 144896/2097152 ( 6.9%)
texinfos 570/12288 41040/884736 ( 4.6%)
texdata 117/2048 3744/65536 ( 5.7%)
dispinfos 170/0 29920/0 ( 0.0%)
disp_verts 8138/0 162760/0 ( 0.0%)
disp_tris 12160/0 24320/0 ( 0.0%)
disp_lmsamples 840597/0 840597/0 ( 0.0%)
faces 6891/65536 385896/3670016 (10.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3013/65536 168728/3670016 ( 4.6%)
leaves 4538/65536 145216/2097152 ( 6.9%)
leaffaces 7383/65536 14766/131072 (11.3%)
leafbrushes 2864/65536 5728/131072 ( 4.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 45174/512000 180696/2048000 ( 8.8%)
edges 25288/256000 101152/1024000 ( 9.9%)
LDR worldlights 70/8192 6160/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 595/32768 5950/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9792/65536 19584/131072 (14.9%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6879888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1643105/16777216 ( 9.8%)
entdata [variable] 38905/393216 ( 9.9%)
LDR leaf ambient 4538/65536 108912/1572864 ( 6.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/88016 ( 0.0%)
dtl prp lght [variable] 1/3199 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/15308 ( 0.0%)
pakfile [variable] 93767/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 292629/4194304 ( 7.0%)
==== Total Win32 BSP file data space used: 11715579 bytes ====

Total triangle count: 19380
Writing c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
5 minutes, 0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp"


** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2.exe"


Any thoughts guys?

Jake

Craziestdan
03-30-2008, 06:26 AM
try just making the update a new map, thats what most people do, thats why you see version 1, 2 beta 1 beta 2 beta 3 etc, just save the map as a new file and forget the old one, thats what i do when i update a map.

perrapaap
03-30-2008, 07:24 AM
i get this bug to, and it's annoying -.- . i just delete the current .bsp file, and recompile it.

jakegainey
03-30-2008, 07:24 AM
Sorted. I had accidently turned a displacement brush into a prop_detail, causing the paddy. Funny that it did'nt come up as an error though..

Thanks for your help.

Paria
03-30-2008, 08:02 AM
it did come up as an error you just didnt see it :D

Error: displacement found on a(n) func_detail entity - not supported

jakegainey
03-30-2008, 04:51 PM
Haha yeah, got onto that one after the post.. :D

Aandnota
03-31-2008, 04:22 AM
i get this bug to, and it's annoying -.- . i just delete the current .bsp file, and recompile it.

this didn't seem to work for me. everytime i'd try to run the map, i'd get this error:


** Executing...
** Command: "c:\program files\steam\steamapps\laughingorange\sourcesdk\bin \ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\laughingorange\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\laughingorange\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod.vmf
Brush 41880: num_entities == MAX_MAP_ENTITIES
Side 4
Texture: DE_DUST/RESIDWALL01


** Executing...
** Command: "c:\program files\steam\steamapps\laughingorange\sourcesdk\bin \ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\laughingorange\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod.bsp
Error opening c:\program files\steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\laughingorange\sourcesdk\bin \ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\laughingorange\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod.bsp
Error opening c:\program files\steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\laughingorange\sourcesdk_con tent\cstrike\mapsrc\de_dust2mod.bsp" "c:\program files\steam\steamapps\laughingorange\counter-strike source\cstrike\maps\de_dust2mod.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

Blueberry_pie
03-31-2008, 05:28 AM
I think this is your problem:
Brush 41880: num_entities == MAX_MAP_ENTITIES
There seem to be too many entities in your map.

Also, are you trying to compile a decompiled map, by any chance? The filename seems to suggest so. Decompiled maps tend to produce a lot of errors so they should only be used as a reference.

Aandnota
03-31-2008, 05:40 AM
I think this is your problem:

There seem to be too many entities in your map.

Also, are you trying to compile a decompiled map, by any chance? The filename seems to suggest so. Decompiled maps tend to produce a lot of errors so they should only be used as a reference.

ahh, ok, that's what i was afraid of. is there a limit to the number of hostage_entities you can place in a map? i mean, according to this, yes, but does anyone know the exact number? i've had no luck googling or searching through the sdk help docs.

i'm not sure what you mean by a decompiled map. i found the dust2.vmf on the web, d/l'd it and started editing it. if that is the problem, where can i find a clean de_dust2.vmf file?

DJive
03-31-2008, 08:00 AM
i'm not sure what you mean by a decompiled map. i found the dust2.vmf on the web, d/l'd it and started editing it. if that is the problem, where can i find a clean de_dust2.vmf file?

Editing someone elses VMF and compiling can lead into a REALLLY sticky area. IE. Most vmf's are only posted so users can use them as a reference. Being you are not the creator of the original it can lead into legal issues if the author wants to get into it.

rule of thumb. Dont use someone elses work as yours.

Aandnota
03-31-2008, 09:09 AM
Editing someone elses VMF and compiling can lead into a REALLLY sticky area. IE. Most vmf's are only posted so users can use them as a reference. Being you are not the creator of the original it can lead into legal issues if the author wants to get into it.

rule of thumb. Dont use someone elses work as yours.

i completely understand. i'm not trying to use someone else's work as my own. besides, dust2 is ubiquitous and almost synonymous with counterstrike. i'm modifying the map, changing it to reflect my own sensibility.

my question still stands, does anyone know of the hostage_entity limit for a map, or what variable controls this? is it something i can change?

DJive
03-31-2008, 07:53 PM
i completely understand. i'm not trying to use someone else's work as my own. i'm modifying the map, changing it to reflect my own sensibility.


wow..

I myself, am a master of the custodial arts.

Or a janitor, if you wanna be a ** about it.


Bud, thats the same thing. IF you decompile a map and EDIT IT IN ANYWAY and recompile without authors consent you can get into a fair bit of trouble.

NocturnalGhost
03-31-2008, 08:09 PM
Bud, thats the same thing. IF you decompile a map and EDIT IT IN ANYWAY and recompile without authors consent you can get into a fair bit of trouble.

Yes, this is true. Also, on top of this, the decompiling process tends to screw up brushwork terribly. If you do manage to recompile it, chances are it will be badly optimized and full of errors. I would not want to play on a map that had been previously decompiled and recompiled.

Aandnota
04-01-2008, 04:54 AM
so who does all the modifications of existing maps? do the same firms build the maps from scratch? i'm not going to pass a modified map off as entirely my own. appropriation (with accreditation) is a completely valid and oft used method.

my main question is: what is the limit for entities for a map? specifically hostage entities? this is the question i really need answered.

Aandnota
04-05-2008, 11:53 AM
okay, so i figured out the entity limit...

thanks.