Map Change Failed ?
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
Well, i'm probably gonna get flamed for this. But i really don't care. I did a search and found nothing relevant to my problem. So i'm going to risk it and ask a question because i think it may be related to the ns mod itself. I compile my map and everything goes fine. No problems with any stage of compiling. (I use zoners tools by the way). And then the game starts, and then i get this message : Map change failed : "ns_nstest" not found on server. (yep thats the map name). I'd really appreciate someone to help me or give me a link to do with this problem or anything. I probably won't appreciate the flaming <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.
Comments
Just set the compile destination to ns/maps.
Move the existing bsp to that folder to try it now and you're set. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: For your own good, disable the "run game after compile" option. Start NS on your own and start the map in the console.
Therefore VHE/compiler needs to know whats your mod directory.
playing your map with from the compiler is faster and (in the batch compiler) you can add parameters like cheats, developer mode, wireframe mode, ...
The Game Configurations options is where you tell Worldcraft which game you're making maps for and where things are stored.
<img src='http://www.valve-erc.com/gfx/setup/3x_gameconfigurations.gif' border='0' alt='user posted image'>
Configuration
The Configuration area starts empty. To add a configuration, follow these steps:
1. Click on the Edit button next to the Configuration selection box.
2. An Edit Game Configurations dialog will appear. Click on the Add button.
3. An Add a game dialog will appear. Enter "Half-Life" and press Enter.
4. You will be returned to the Edit Game Configurations dialog. Press the Close button.
Note: When you start a new map, you will be given a list of game configurations to choose from if more than one exists.
Game Data Files
The game data file contains all of the entity information that will be used to create your maps. Worldcraft's game data files have the file extension .FGD. It must be present in order for you to create levels.
Click on the Add button.
An Open dialog will appear. Browse to where you keep your game data files.
Select the Half-Life game data file (.fgd) and press the Open button.
You will be taken back to the Options dialog. You will see the Half-Life FGD file has been added to the Game Data File list.
Note: If you haven't already, you should download the latest Half-Life game data file for Worldcraft 3.3 (Hammer 3.4).
Texture Format and Map Type
As discussed previously, Worldcraft 3.3 (Hammer 3.4) is only capable of creating Half-Life and Half-Life mod maps. As such, these two options are locked on WAD3 (Half-Life) for the texture format, and Half-Life for the map format.
Default PointEntity and SolidEntity class
Select a default point and solid entity here. What you choose is not important, as long as you choose something. This controls which entity will appear selected when you go to place an entity for the first time. It is only a time-saving device. I recommend using info_player_start as the default point entity and func_door as the default solid entity.
Game Executable Directory (ex: C:\Half-Life)
The value in the text box here should be the directory your Half-Life executable is stored in - ns. Either type in its location, or click on the Browse and select your Half-Life directory from the expandable directory list. This should not be set to ns\valve.
Mod Directory (ex: C:\Half-Life\tfc)
This should be left blank.
Game Directory (ex: C:\Half-Life\valve)
This value should be the base game directory for Half-Life - ns\valve. Either type in its location, or click on the Browse and select your Half-Life's valve directory from the expandable directory list.
RMF Directory
The value here is the directory where Worldcraft will store your maps. I recommend using C:\Program Files\Worldcraft\maps.
Note: As a point of trivia, RMF stands for Rich Map Format. It is Worldcraft's proprietary map format. Before a map can be compiled, it must be converted from an RMF file to a .MAP file. Worldcraft handles this conversion automatically, but you can also do it manually by selecting Export to MAP from the Files menu.
Chapter 6: Build Programs options
The settings in the Build Programs dialog affect how Worldcraft handles things when you compile your map. If you don't plan on using Worldcraft to compile your maps, then this section is irrelevant and does not need to be filled out.
<img src='http://www.valve-erc.com/gfx/setup/3x_buildprograms.gif' border='0' alt='user posted image'>
Configuration
Choose which game configuration you are setting up the Build Programs for here. If you've only created a Half-Life game configuration, that's all you'll have access to here.
Note: If no Configuration is shown, click on the Ok button to return to the Worldcraft screen, then select Options from the Tools menu again and click on the Build Programs tab. The Configuration you've previously created should now be listed.
Game Executable
Specify the game executable here - ns\hl.exe. Type in the path and filename here, or click on the Browse button and browse to the Half-Life directory. Select hl.exe and click the Open button.
CSG, BSP, VIS, and RAD executable
This is where you specify the compile tools that will be used. Browse to wherever you've saved you tools and select qcsg.exe, qbsp2.exe, vis.exe, and qrad.exe.
Note: There is another file, lights.rad, in your Worldcraft directory. It contains information that controls the texture lighting when you compile a map. If you move the compile tools to a different directory, you must also move the lights.rad file. If you've got both lights.rad and valve.rad, delete lights.rad and rename valve.rad to lights.rad. For more information on the lights.rad file, go here.
Place compiled maps in this directory before running the game:
Compiled Half-Life maps must be placed in ns\valve\maps folder. If no Maps directory exists in the valve folder, you must create one.
Part IV: Compile Setup
Before you run the maps you've made in Worldcraft, you need to compile them. This turns them from a .MAP file into a .BSP file. If you don't plan on compiling them from Worldcraft, it won't be necessary to setup the compile modes. If you do plan on using Worldcraft to compile maps, it's absolutely essential that these sections are setup correctly.
Chapter 1: Normal Compile
In Worldcraft 3.3 (Hammer 3.4), you can use either the Normal compile mode or the Advanced compile mode. With a map loaded, press F9 to bring up the compile dialog. If the compile dialog starts up in Advanced mode, click on the Normal button in the lower left corner of the dialog to switch to Normal mode.
Normal Compile
The normal compile mode gives you a number of simple options for each compile tool, along with the options of compiling only visible objects (those objects not hidden by VisGroups), and of not running the game after the compile is done. There is also a space for additional game parameters. Some useful parameters to specify here include:
+deathmatch 1 - This starts the game in deathmatch mode.
-dev - This puts Half-Life into developers mode.
-console - This enables the console in Half-Life (which is then accessible by pressing the tilde key (~) once in the game.
-toconsole - This makes Half-Life start directly in the console rather than at the menu.
Now that this is setup, click on the Expert button in the lower left of the Normal compile dialog and continue on to the next section to learn how to setup the Advanced compile mode.
You better have a -game ns in your parameters...like this
/me tries to add an image
/me prays it works *
[edit]
Well, of course it doesnt...great.
and whats vannila halflife?
I don't know how the term vanilla came to be but it usually means 'regular' or similar.
Someone slap me in the face with a fish if I am wrong.
[edit] ah just read that about vannila hl. that analogy is quite apt. apt!
Glad I could help. Usually I do the opposite.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Go gorgerush!!
I don't know how the term vanilla came to be but it usually means 'regular' or similar.
Someone slap me in the face with a fish if I am wrong. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's because vanilla is the most neutral ice-cream. It's always added as a "amplifier" to other tastes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I don't know how the term vanilla came to be but it usually means 'regular' or similar.
Someone slap me in the face with a fish if I am wrong. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's because vanilla is the most neutral ice-cream. It's always added as a "amplifier" to other tastes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Righto, Vanilla is as basic as it gets in the ice cream realm.
~ DarkATi
I don't know how the term vanilla came to be but it usually means 'regular' or similar.
Someone slap me in the face with a fish if I am wrong. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's because vanilla is the most neutral ice-cream. It's always added as a "amplifier" to other tastes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Righto, Vanilla is as basic as it gets in the ice cream realm.
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Aww, I should have figured that one out...
Oh, and Edgecrusher, now that your editor works great (i presume),
don't do the newb thing and release your first working map, under the name funmap.
We have enough of those. Really, we do. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Cheers.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Go gorgerush!!