Rad Not Compiling?

LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">hmm</div> I've been working on a map and everything was working great, then one time I compiled it without the rad so it would compile faster. Since then the map won't compile the rad when I select it. I've even tried using other compilation tools. Any idea what might be happening?

Comments

  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Post the compile log.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    ** Executing...
    ** Command: Change Directory
    ** Parameters: D:\games\Half-Life


    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\games\Half-Life\ns\maps\mine\ns_icarus.map" "D:\games\Half-Life\ns\maps\ns_icarus.map"


    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\merls\hlcsg.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    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~1\VALVEH~1\merls\hlcsg.exe D:\games\Half-Life\ns\maps\ns_icarus
    Entering D:\games\Half-Life\ns\maps\ns_icarus.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]

    8 brushes (totalling 48 sides) discarded from clipping hulls
    CreateBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
    SetModelCenters:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
    CSGBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.38 seconds)

    Using Wadfile: \games\half-life\valve\liquids.wad
    - Contains 0 used textures, 0.00 percent of map (32 textures in wad)
    Using Wadfile: \games\half-life\valve\decals.wad
    - Contains 0 used textures, 0.00 percent of map (222 textures in wad)
    Using Wadfile: \games\half-life\ns\ns.wad
    - Contains 40 used textures, 80.00 percent of map (578 textures in wad)
    Using Wadfile: \games\half-life\valve\halflife.wad
    - Contains 10 used textures, 20.00 percent of map (3116 textures in wad)

    added 5 additional animating textures.
    Texture usage is at 1.72 mb (of 4.00 mb MAX)
    0.66 seconds elapsed

    ----- END hlcsg -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\merls\hlbsp.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    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~1\VALVEH~1\merls\hlbsp.exe D:\games\Half-Life\ns\maps\ns_icarus

    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)


    Warning: === LEAK in hull 0 ===
    Entity light_spot @ (-3184, 816, 264)
    Error:
    A LEAK is a hole in the map, where the inside of it is exposed to the
    (unwanted) outside region. The entity listed in the error is just a helpful
    indication of where the beginning of the leak pointfile starts, so the
    beginning of the line can be quickly found and traced to until reaching the
    outside. Unless this entity is accidentally on the outside of the map, it
    probably should not be deleted. Some complex rotating objects entities need
    their origins outside the map. To deal with these, just enclose the origin
    brush with a solid world brush

    Leak pointfile generated

    Warning: === LEAK in hull 1 ===
    Entity team_command @ (-2016,-2112, 112)
    Warning: === LEAK in hull 2 ===
    Entity team_command @ (-2016,-2112, 112)
    Warning: === LEAK in hull 3 ===
    Entity team_command @ (-2016,-2112, 112)
    0.64 seconds elapsed

    ----- END hlbsp -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\merls\hlvis.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    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~1\VALVEH~1\merls\hlvis.exe D:\games\Half-Life\ns\maps\ns_icarus
    >> There was a problem compiling the map.
    >> Check the file D:\games\Half-Life\ns\maps\ns_icarus.log for the cause.

    ----- END hlvis -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\merls\hlrad.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    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~1\VALVEH~1\merls\hlrad.exe D:\games\Half-Life\ns\maps\ns_icarus
    >> There was a problem compiling the map.
    >> Check the file D:\games\Half-Life\ns\maps\ns_icarus.log for the cause.

    ----- END hlrad -----




    ** Executing...
    ** Command: D:\games\HALF-L~1\hl.exe
    ** Parameters: -console -game ns +map "ns_icarus"
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--Lazer+Apr 17 2003, 11:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Apr 17 2003, 11:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Warning: === LEAK in hull 0 ===
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There's your problem. Check for any gaps in walls that may have been created or for entities that have been accidentally placed or moved outside of the map. RAD won't run if there's a leak in your map.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Thats not the problem though, it was compiling fine before... I tried compiling it with default tools and this is what I started getting:


    ** Executing...
    ** Command: Change Directory
    ** Parameters: D:\games\Half-Life


    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\games\Half-Life\ns\maps\mine\ns_icarus.map" "D:\games\Half-Life\ns\maps\ns_icarus.map"


    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    * Could not execute the command:
    Copy File "D:\games\Half-Life\ns\maps\ns_icarus"
    * Windows gave the error message:
    "Access is denied."

    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    qbsp2.exe v2.2 (Dec 28 1998)
    ---- qbsp2 ----
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK

    ************ ERROR ************
    RankForContents: bad contents -17

    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    qbsp2.exe v2.2 (Dec 28 1998)
    ---- qbsp2 ----
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK

    ************ ERROR ************
    RankForContents: bad contents -17

    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
    ** Parameters: "D:\games\Half-Life\ns\maps\ns_icarus"

    qbsp2.exe v2.2 (Dec 28 1998)
    ---- qbsp2 ----
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK

    ************ ERROR ************
    RankForContents: bad contents -17

    ** Executing...
    ** Command: D:\games\HALF-L~1\hl.exe
    ** Parameters: -console -game ns +map "ns_icarus"
  • StevenTheGreatStevenTheGreat Join Date: 2003-04-13 Member: 15464Members
    I think its still leaking, maybee you unintentionally broke it somewhere along the line
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    The old version of RAD would still run even if there was a leak in the map, the newer versions do not. Your map still leaks though, and you need to fix it.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--Darkhound+Apr 17 2003, 07:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkhound @ Apr 17 2003, 07:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The old version of RAD would still run even if there was a leak in the map, the newer versions do not. Your map still leaks though, and you need to fix it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Don't have much to say, just supporting that opinion. It is the correct one! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The old compiler programs let you make HUGE mistakes in level building (which isn't really good), like leaks. My first levels were FULL of holes, yet they were compiled.

    Find the leak - a hole in level looking into the "void", the uncharted territory of space... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Seal it and try to compile, if it runs, OK. If it doesn't, light up your welder.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    My map doesn't have leaks, its giving me problems with some of the entities. It says they are out in space when they really aren't...
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    edited April 2003
    The compiler has no choice but to say that you have entities out in space because ther is no 'inside' space due to the leak. When there is a leak, the compiler can't determine what is supposed to be inside and what is supposed to be outside, in terms of the void. Trust us. We're not making this up to give you a hard time. There is a leak, and it will need to be sealed before the map will successfully compile using the new compile tools.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I think its saying there is a leak because of the func_seethroughs I use for my ceilings. How would I get around this?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--QuoteBegin--Lazer+Apr 17 2003, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Apr 17 2003, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think its saying there is a leak because of the func_seethroughs I use for my ceilings. How would I get around this? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    get a brain and make them solid.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Then how does the commander see down through?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Lazer+Apr 17 2003, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Apr 17 2003, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think its saying there is a leak because of the func_seethroughs I use for my ceilings. How would I get around this? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ceilings that are part of the worldspawn (not entities) will have their tops removed by the FillOutside step of BSP so that commanders can see into the rooms and place items into the rooms through the ceiling -- it's only "solid" when you're underneath it looking up. The same thing happens with walls, which have their outer surfaces removed, allowing the commander to see sideways into rooms.

    And when the new tools say
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Warning: === LEAK in hull 0 ===<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    and the old tools say
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->qbsp2.exe v2.2 (Dec 28 1998)
    ---- qbsp2 ----
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK
    LEAK LEAK LEAK<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    they're trying to more than subtly hint you have a leak. If you're going to ask for free advice and plan on using it, you shouldn't argue with the experts (which is what Relic25 is) who give it to you.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    The compiler automatically removes faces that are facing the void, so since there isn't a face that the commander can see on top of the ceiling, he sees straight through.

    Brushes are made of faces, and faces can only be viewed from one side (the back is invisible).
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