VHE for steam
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Re: VHE for steam
Posted by wacokid on Sun Sep 5th at 4:43am 2004


i followed all of the "steam" setup tutorials for VHE but when i successfully compile a map, it says map not found on server D:



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Re: VHE for steam
Posted by Crono on Sun Sep 5th at 5:09am 2004


then it can't find the map in your "maps" folder.

Post your log and I'll/whoever will sift through it to find the 'error' [addsig]




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Re: VHE for steam
Posted by wacokid on Sun Sep 5th at 5:29am 2004


** Executing...
** Command: C:PROGRA~1VALVEH~1ZHLThlcsg.exe
** Parameters: c:sierraHALF-L~1valvecevolved

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1ZHLThlcsg.exe c:sierraHALF-L~1valvecevolved
Entering c:sierraHALF-L~1valvecevolved.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
(0.02 seconds)

Using Wadfile: sierrahalf-lifevalvede_morningstar.wad
- Contains 0 used textures, 0.00 percent of map (198 textures in wad)
Using Wadfile: sierrahalf-lifevalvecm_organicwad.wad
- Contains 1 used texture, 20.00 percent of map (63 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
- Contains 4 used textures, 80.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveblaz_dodwad.wad
- Contains 0 used textures, 0.00 percent of map (167 textures in wad)
Using Wadfile: sierrahalf-lifevalvecevolved.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)

Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.06 seconds elapsed

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


** Executing...
** Command: C:PROGRA~1VALVEH~1ZHLThlbsp.exe
** Parameters: c:sierraHALF-L~1valvecevolved

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1ZHLThlbsp.exe c:sierraHALF-L~1valvecevolved

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:sierraHALF-L~1valvecevolved.prt'
0.05 seconds elapsed

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


** Executing...
** Command: C:PROGRA~1VALVEH~1ZHLThlvis.exe
** Parameters: c:sierraHALF-L~1valvecevolved

hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1ZHLThlvis.exe c:sierraHALF-L~1valvecevolved
2 portalleafs
0 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:6 compressed from 2
0.02 seconds elapsed

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


** Executing...
** Command: C:PROGRA~1VALVEH~1ZHLThlrad.exe
** Parameters: c:sierraHALF-L~1valvecevolved

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1ZHLThlrad.exe c:sierraHALF-L~1valvecevolved

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ 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 ]


[Reading texlights from 'C:PROGRA~1VALVEH~1ZHLTlights.rad']
[49 texlights parsed from 'C:PROGRA~1VALVEH~1ZHLTlights.rad']

19 faces
Create Patches : 120 base patches
0 opaque faces
2133 square feet [307200.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


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


** Executing...
** Command: Copy File
** Parameters: c:sierraHALF-L~1valvecevolved.bsp C:Program FilesSteamSteamAppscsmith8586@aol.comhalf-lifevalvemapscevolved.bsp

* Could not execute the command:
Copy File c:sierraHALF-L~1valvecevolved.bsp C:Program FilesSteamSteamAppscsmith8586@aol.comhalf-lifevalvemapscevolved.bsp
* Windows gave the error message:
"Access is denied."

** Executing...
** Command: C:PROGRA~1Steamsteam.exe
** Parameters: -applaunch 70 -dev +map cevolved.bsp





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Re: VHE for steam
Posted by Crono on Sun Sep 5th at 5:53am 2004


Yeah, Windows isn't letting Hammer copy the file over.

I saw some other people have this error. I honestly don't know what causes it past you having your steam folder at read only or something as such.

For right now, you can manually copy your map over to your maps directory to test and such.

To be honest a real easy way to avoid this is to use HLCC or something as such. You can write a batch file and have hammer execute it so HLCC runs and hammer closes. From there compile with HLCC.
The only problem (I've noticed) is you're not able to transfer the map name through a command line to HLCC, so theres some minimalistic typing.

I'll try to find a link, anyone else feel free to post one if you have it. (And don't post a link to the SDK and say, "its in there") [addsig]




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Re: VHE for steam
Posted by Spartan on Sun Sep 5th at 2:14pm 2004


Click on the little button in the compile dialogue box that says do not run map after compiling. When your map gets compiled copy the BSP and place it in the Program files/Valve/Steam/Steamapps/useraccount/Day of Defeat/DoD/maps folder. Then go and play DoD on Steam and start a new game and it will be there.



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Re: VHE for steam
Posted by wacokid on Sun Sep 5th at 9:35pm 2004


? posted by Spartan 34
Click on the little button in the compile dialogue box that says do not run map after compiling. When your map gets compiled copy the BSP and place it in the Program files/Valve/Steam/Steamapps/useraccount/Day of Defeat/DoD/maps folder. Then go and play DoD on Steam and start a new game and it will be there.

but its not for day of defeat , its regular halflife (Steam version)





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Re: VHE for steam
Posted by fraggard on Mon Sep 6th at 2:05am 2004


? posted by wacokid
? posted by Spartan 34
Click on the little button in the compile dialogue box that says do not run map after compiling. When your map gets compiled copy the BSP and place it in the Program files/Valve/Steam/Steamapps/useraccount/Day of Defeat/DoD/maps folder. Then go and play DoD on Steam and start a new game and it will be there.

but its not for day of defeat , its regular halflife (Steam version)

Just put it in your regular half-life/valve/maps folder then.

And maybe you should try to enable support for long filenams as well. (VHE > Compile > Expert Mode > "Use Long Filenames" )





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Re: VHE for steam
Posted by wacokid on Mon Sep 6th at 4:36am 2004


? posted by fraggard
? posted by wacokid
? posted by Spartan 34
Click on the little button in the compile dialogue box that says do not run map after compiling. When your map gets compiled copy the BSP and place it in the Program files/Valve/Steam/Steamapps/useraccount/Day of Defeat/DoD/maps folder. Then go and play DoD on Steam and start a new game and it will be there.

but its not for day of defeat , its regular halflife (Steam version)

Just put it in your regular half-life/valve/maps folder then.

And maybe you should try to enable support for long filenams as well. (VHE > Compile > Expert Mode > "Use Long Filenames" )

I tried checking the long file names, it actually worked, but when it got ingame, i got another error talking about lightmapping, bla bla. i unno





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Re: VHE for steam
Posted by fraggard on Mon Sep 6th at 7:39am 2004


Fix the lighting error (add some lights). And we'll need more info about the error than "lightmapping , bla bla"



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Re: VHE for steam
Posted by SWATSiLeNt on Tue Sep 28th at 1:36am 2004


Well Ill thrown in my 2 cents try going to extra parms and adding -game (game name)
without the ( and )





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Re: VHE for steam
Posted by Crono on Tue Sep 28th at 1:47am 2004


that wont do anything unless he's compiling for a 3rd party mod ... he's compiling for HL or at least thats how it appears.

Secondly it doesn't matter. Its not copying the map over. and that can be caused by many things, including Hammer being tempermental. [addsig]




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Re: VHE for steam
Posted by Yak_Fighter on Tue Sep 28th at 11:45am 2004


Look here people, this is a known problem with Hammer that they have yet to fix. Hammer cannot recognize @, and the steam directory has one of those in it. Hence, Hammer won't properly copy a map over to the right steam directory. Just disable copying over before compile and do it yourself by hand. It's not that hard.



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Re: VHE for steam
Posted by fraggard on Tue Sep 28th at 11:51am 2004


I thought a lot of people have had it working properly? I remember a tutorial on VHE+Steam too... It can't be a known problem if not everyone has had it

Edit: Tutorial: http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=59
It seems to have worked well enough for Crono.





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Re: VHE for steam
Posted by Yak_Fighter on Tue Sep 28th at 12:32pm 2004






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Re: VHE for steam
Posted by fishy on Tue Sep 28th at 1:23pm 2004


i was too lazy/dimwitted to try to setup all my mapping resources in steam, so i left the old sierra directory alone, and still use it.

when i started making masked models though, i found that the old hl didn't render them correctly, and i had to start copying the maps into steam. i soon got annoyed at doing it manually, so i changed where hammer was to put the maps......a directory with the @ symbol, and it didn't give me any problems.

so could the problem with @ be more of a conflict with how the OS or some other prog is setup to read email addresses, than being a problem with how hammer deals with it?





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Re: VHE for steam
Posted by Crono on Tue Sep 28th at 3:44pm 2004


no it isn't. there is absolutly NO issue with the at sign. It has to to with permissions and such in Windows.

And, Hammer will do this for no obvious reason.
I'm not sure why, but I think it has something to do with: Hammer permissions, it has the same "windows error" if you try placing normal commands on the compile dialog or if there was an error with the maps compilation.

I've gotten compiling with steam to work on everyones version of Hammer I've configured. I just can't remember what some of the issues were before they were fixed. [addsig]




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Re: VHE for steam
Posted by fishy on Tue Sep 28th at 4:50pm 2004


? posted by Crono
no it isn't. there is absolutly NO issue with the at sign. It has to to with permissions and such in Windows.

Crono, try reading my post again, slowly.





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Re: VHE for steam
Posted by Crono on Tue Sep 28th at 8:45pm 2004


Fishy, I was responding to what Yak said ... not you.

Would you like me to edit in a quote? [addsig]




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Re: VHE for steam
Posted by fishy on Wed Sep 29th at 2:12pm 2004


nah, nm. it just looked like you were responding to my post saying i was wrong, then argeeing with what i said.




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