Map Compiler Problems (Goldsource)
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Re: Map Compiler Problems (Goldsource)
Posted by l0l1324 on Tue Oct 6th at 1:04am 2015


I've never had this problem before when making maps, but I get this strange compiler error. I tried compiling a map with ZHLT and the stock Hammer 3.4 compiler tools, but both get errors. Is it because I upgraded to Windows 10 lately? I really don't know. Compiler output is below:

Show spoiler




Quote
Re: Map Compiler Problems (Goldsource)
Posted by l0l1324 on Tue Oct 6th at 1:06am 2015


Here's the ZHLT compiler output as well:

Code

** Executing...
** Command: Change Directory
** Parameters: E:SteamsteamappssteamappscommonHalf-Life


** Executing...
** Command: Copy File
** Parameters: "C:Program Files (x86)SteamsteamappscommonHalf-Lifemod_basemapstestmap.map" "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap.map"


** Executing...
** Command: E:SteamsteamappssteamappscommonHalf-Life SDKhlcsg.exe
** Parameters: "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap"

Unknown option "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap"
hlcsg 3.4 SSE 2 V2.0 (Mar 29 2009)
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 (amckern@yahoo.com)

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile


** Executing...
** Command: E:SteamsteamappssteamappscommonHalf-Life SDKhlbsp.exe
** Parameters: "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap"

Unknown option "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap"
hlbsp 3.4 SSE 2 V2.0 (Mar 29 2009)
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 (amckern@yahoo.com)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noopt : Don't optimize planes on BSP write (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: E:SteamsteamappssteamappscommonHalf-Life SDKhlvis.exe
** Parameters: "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap"

Unknown option "E:SteamsteamappssteamappscommonHalf-Lifemod_basemapstestmap"
hlvis 3.4 SSE 2 V2.0 (Mar 29 2009)
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 (amckern@yahoo.com)

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile





Quote
Re: Map Compiler Problems (Goldsource)
Posted by l0l1324 on Tue Oct 6th at 1:39am 2015


Nevermind, I didn't pay attention and realized it was a leak. Problem solved. delete this post adminz pl0x



Quote
Re: Map Compiler Problems (Goldsource)
Posted by l0l1324 on Tue Oct 6th at 4:50am 2015


Okay, it isn't a leak. Don't delete this thread
There is a serious issue.




Quote
Re: Map Compiler Problems (Goldsource)
Posted by Riven on Wed Oct 7th at 2:14am 2015


Heh. hmm.... Ok. Consider it saved :P

Sorry, I can't help you though.

Not sure what's going on in gldsource compilers. Though I will say, our spoiler tag is bugged in newer threads. The second spoiler post you made is unopenable. I have used my admin powers to edited it to be plain text now.



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Quote
Re: Map Compiler Problems (Goldsource)
Posted by FurnicK on Mon Oct 26th at 9:41am 2015


Do you get any output files in you map directory?




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