I Compile Then...

Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
<div class="IPBDescription">Poop!</div> I compile my map ns_congo and I get no errors in the compiling process. But when HL starts and the map starts like any other map. Then HL just POOPS! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> Any hoo here is my log so if anyone sees anything weird tell me.

** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\Sierra\Half-Life\valve\hallway.map" "C:\Sierra\Half-Life\ns\maps\hallway.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zoners\hlcsg.exe
** Parameters: "C:\Sierra\Half-Life\ns\maps\hallway"

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\tools\zoners\hlcsg.exe C:\Sierra\Half-Life\ns\maps\hallway
Entering C:\Sierra\Half-Life\ns\maps\hallway.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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SetModelCenters:
20%...50%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.69 seconds)

Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 51 used textures, 92.73 percent of map (578 textures in wad)
Using Wadfile: \sierra\half-life\ns\hallwall_1.wad
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 4 used textures, 7.27 percent of map (3116 textures in wad)

Texture usage is at 2.09 mb (of 4.00 mb MAX)
0.91 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zoners\hlbsp.exe
** Parameters: "C:\Sierra\Half-Life\ns\maps\hallway"

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\tools\zoners\hlbsp.exe C:\Sierra\Half-Life\ns\maps\hallway

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 'C:\Sierra\Half-Life\ns\maps\hallway.prt'
1.00 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zoners\hlvis.exe
** Parameters: "C:\Sierra\Half-Life\ns\maps\hallway"

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\tools\zoners\hlvis.exe C:\Sierra\Half-Life\ns\maps\hallway
164 portalleafs
425 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%... (0.05 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.20 seconds)
average leafs visible: 70
g_visdatasize:2451 compressed from 3444
1.27 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\zoners\hlrad.exe
** Parameters: -extra "C:\Sierra\Half-Life\ns\maps\hallway"

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\tools\zoners\hlrad.exe -extra C:\Sierra\Half-Life\ns\maps\hallway

-= 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)[ on ] [ 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 ]


986 faces
Create Patches : 4925 base patches
0 opaque faces
42449 square feet [6112764.00 square inches]
13 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.66 seconds)
visibility matrix : 1.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.77 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.59 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.56 seconds)
Transfer Lists : 3604158 : 3.60M transfers
Indices : 1213172 : 1.16M bytes
Data : 14416632 : 13.75M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.31 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds)
39.64 seconds elapsed

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

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    I see no error but the sun is blinding me so that I hardly can see stuff allthough increased my overall gamma to 4 !!!! so....

    Is it copiing the compiled map in the right directories or are you playing a buggier version over and over again?

    Try "-dev warning" or "-dev error" in every compile step for showing minor errors that noone but coders may understand and tell your Halflife to eat less beans.
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