Posted by wacokid on Sun Sep 5th at 4:43am 2004
Posted by Crono on Sun Sep 5th at 5:09am 2004
Post your log and I'll/whoever will sift through it to find the 'error' [addsig]
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
Posted by Crono on Sun Sep 5th at 5:53am 2004
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]
Posted by Spartan on Sun Sep 5th at 2:14pm 2004
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)
Posted by fraggard on Mon Sep 6th at 2:05am 2004
| ? posted by wacokid | ||
but its not for day of defeat |
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" )
fraggard
member
1110 posts
201 snarkmarks
Registered: Jul 8th 2002
Location: Bangalore, India

Occupation: Student
Posted by wacokid on Mon Sep 6th at 4:36am 2004
| ? posted by fraggard | ||||
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
Posted by fraggard on Mon Sep 6th at 7:39am 2004
fraggard
member
1110 posts
201 snarkmarks
Registered: Jul 8th 2002
Location: Bangalore, India

Occupation: Student
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 )
Posted by Crono on Tue Sep 28th at 1:47am 2004
Secondly it doesn't matter. Its not copying the map over. and that can be caused by many things, including Hammer being tempermental. [addsig]
Posted by Yak_Fighter on Tue Sep 28th at 11:45am 2004
Yak_Fighter
member
1832 posts
406 snarkmarks
Registered: Dec 30th 2001
Location: Indianapolis, IN

Occupation: College Student/Slacker
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.
fraggard
member
1110 posts
201 snarkmarks
Registered: Jul 8th 2002
Location: Bangalore, India

Occupation: Student
Posted by Yak_Fighter on Tue Sep 28th at 12:32pm 2004

Yak_Fighter
member
1832 posts
406 snarkmarks
Registered: Dec 30th 2001
Location: Indianapolis, IN

Occupation: College Student/Slacker
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?
Posted by Crono on Tue Sep 28th at 3:44pm 2004
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]
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.
Posted by Crono on Tue Sep 28th at 8:45pm 2004
Would you like me to edit in a quote? [addsig]
Posted by fishy on Wed Sep 29th at 2:12pm 2004

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