HL2 isn't running!
Post Reply
Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 6:59pm 2004


I followed the tuts etc. Long Filenames checked. This is what I get:


** Executing...
** Command: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvbsp.exe"
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_cominebase"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmaterials
Loading c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_cominebase.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_cominebase.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (8279 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_cominebase.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvvis.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1SOURCE~1HL2MP_~1mapsDM_COM~1

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
reading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.prt
12 portalclusters
24 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 122
Average clusters visible: 10
Building PAS...
Average clusters audible: 12
visdatasize:148 compressed from 192
writing c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
0 seconds elapsed

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvrad.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1SOURCE~1HL2MP_~1mapsDM_COM~1

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
52 faces
2308 square feet [332383.78 square inches]
0 displacements
0 square feet [0.00 square inches]
52 patches before subdivision
310 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 10982, max 96
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 143/65536 1144/524288 ( 0.2%)
planes 168/65536 3360/1310720 ( 0.3%)
vertexes 117/65536 1404/786432 ( 0.2%)
nodes 47/65536 1504/2097152 ( 0.1%)
texinfos 21/12288 1512/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 52/65536 2912/3670016 ( 0.1%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 51/65536 2856/3670016 ( 0.1%)
leaffaces 58/65536 116/131072 ( 0.1%)
leafbrushes 29/65536 58/131072 ( 0.0%)
surfedges 418/512000 1672/2048000 ( 0.1%)
edges 259/256000 1036/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1/32768 10/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 16072/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 856/393216 ( 0.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 8279/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 55887 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 47608 bytes ====

Total triangle count: 142
Writing c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_cominebase.bsp" "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_cominebase.bsp"


** Executing...
** Command:
** Parameters: -applaunch 320 -developer 1 -console 1 -map DM_COM~1

* Could not execute the command:
-applaunch 320 -developer 1 -console 1 -map DM_COM~1
* Windows gave the error message:
"Access is denied."





Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 7:07pm 2004


HL2 SP + DM work fine when I run them normally through steam



Quote
Re: HL2 isn't running!
Posted by Crono on Thu Dec 9th at 7:10pm 2004


You need to copy your map to "c:program filesvalvesteamsteamappsjoinee_rjhalf-life 2 deathmatchhl2mpmaps"

Not the source SDK directory.

Other then that, everything seems fine. [addsig]




Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 7:22pm 2004


That might be it. It also thinks GameInfo.txt is here:

c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_content

Is that the right place?

Note: I can run maps through Hammer when its set to HL2 single player.





Quote
Re: HL2 isn't running!
Posted by Crono on Thu Dec 9th at 7:25pm 2004


... That means that it's in the HL2 single player maps folder (which is odd).


Are you trying to make this for SP or DM?

If you're doing it for DM, change the copy to what I said in the last post. If you want it to be for SP, change the applaunch number to 220.
[addsig] [addsig]




Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 7:31pm 2004


Still doesn't work:

** Executing...
** Command: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvbsp.exe"
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmaterials
Loading c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (9913 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.bsp
0 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvvis.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1SOURCE~1HL2MP_~1mapsDM_COM~1

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
reading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.prt
12 portalclusters
24 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 122
Average clusters visible: 10
Building PAS...
Average clusters audible: 12
visdatasize:148 compressed from 192
writing c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
0 seconds elapsed

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvrad.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1SOURCE~1HL2MP_~1mapsDM_COM~1

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
52 faces
2308 square feet [332383.78 square inches]
0 displacements
0 square feet [0.00 square inches]
52 patches before subdivision
310 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 10982, max 96
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 143/65536 1144/524288 ( 0.2%)
planes 168/65536 3360/1310720 ( 0.3%)
vertexes 117/65536 1404/786432 ( 0.2%)
nodes 47/65536 1504/2097152 ( 0.1%)
texinfos 21/12288 1512/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 52/65536 2912/3670016 ( 0.1%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 51/65536 2856/3670016 ( 0.1%)
leaffaces 58/65536 116/131072 ( 0.1%)
leafbrushes 29/65536 58/131072 ( 0.0%)
surfedges 418/512000 1672/2048000 ( 0.1%)
edges 259/256000 1036/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1/32768 10/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 16072/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 856/393216 ( 0.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 8279/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 55887 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 47608 bytes ====

Total triangle count: 142
Writing c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.bsp" "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.bsp"


** Executing...
** Command:
** Parameters: -applaunch 320 -developer 1 -console 1 -map DM_COM~1

* Could not execute the command:
-applaunch 320 -developer 1 -console 1 -map DM_COM~1
* Windows gave the error message:
"Access is denied."

I set the maps thing in the Configure Hammer bit. Doesn't seem to have done anything...

EDIT: Ah ha! It was looking for GamInfo.txt in the wrong place! I'll change that and see if works

(Its for DM by the way)





Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 7:46pm 2004


I changed all that and had a look at the comments on the Expert Compile tut:

"The last line should read;

-applaunch #appid -developer 1 -console 1 -map $file.bsp"


** Executing...
** Command: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvbsp.exe"
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmaterials
Loading c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (10681 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvvis.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1SOURCE~1HL2MP_~1mapsDM_COM~1

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
reading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.prt
12 portalclusters
24 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 122
Average clusters visible: 10
Building PAS...
Average clusters audible: 12
visdatasize:148 compressed from 192
writing c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
0 seconds elapsed

** Executing...
** Command: c:program filesvalvesteamsteamappsjoinee_rjsourcesdkbinvrad.exe
** Parameters: c:PROGRA~1valvesteamSTEAMA~1JOINEE~1SOURCE~1HL2MP_~1mapsDM_COM~1

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
52 faces
2308 square feet [332383.78 square inches]
0 displacements
0 square feet [0.00 square inches]
52 patches before subdivision
310 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 10982, max 96
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 143/65536 1144/524288 ( 0.2%)
planes 168/65536 3360/1310720 ( 0.3%)
vertexes 117/65536 1404/786432 ( 0.2%)
nodes 47/65536 1504/2097152 ( 0.1%)
texinfos 21/12288 1512/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 52/65536 2912/3670016 ( 0.1%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 51/65536 2856/3670016 ( 0.1%)
leaffaces 58/65536 116/131072 ( 0.1%)
leafbrushes 29/65536 58/131072 ( 0.0%)
surfedges 418/512000 1672/2048000 ( 0.1%)
edges 259/256000 1036/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1/32768 10/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 16072/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 856/393216 ( 0.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 8279/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 55887 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 47608 bytes ====

Total triangle count: 142
Writing c:progra~1valvesteamsteama~1joinee~1source~1hl2mp_~1mapsDM_COM~1.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalvesteamsteamappsjoinee_rjsourcesdkhl2mp_sample_contentmapsdm_combinebase.vmfdm_combinebase.bsp"

[It would seem its still copying to the wrong place for some unkown reason)


** Executing...
** Command:
** Parameters: -applaunch 320 -developer 1 -console 1 -map DM_COM~1.bsp

* Could not execute the command:
-applaunch 320 -developer 1 -console 1 -map DM_COM~1.bsp
* Windows gave the error message:
"Access is denied."

Why in hell won't it work?





Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 7:51pm 2004


I've just checked the HL2DM map folder. My map isn't even there. That is quite probably the problem



Quote
Re: HL2 isn't running!
Posted by Crono on Thu Dec 9th at 8:02pm 2004


Oh dear lord.

Press F9, click on expert compile. There should be 5 command lines in the left hand window.

They is what they should look like:

$bsp_exe $path$file.$ext
$vis_exe $path$file.$ext
$light_exe $path$file.$ext
Copy $path$file.bsp $bspdir$file.bsp <- YOUR PROBLEM IS IN THIS LINE
$game_exe -applaunch 320 +map $file.bsp

All the items with '$' infront of them are variables, they will be filled in by Hammer with the paths you gave in the Game Configuration windows.
This will compile the map and place it in the proper directory (granted you have the proper directories in the Game Configurations) and then run it.
[addsig]
[addsig] [addsig]




Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 8:04pm 2004


I'll try it





Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 8:05pm 2004


Still not working!





Quote
Re: HL2 isn't running!
Posted by Crono on Thu Dec 9th at 8:06pm 2004


To what I wrote, thus the statement "This is what they should look like:"
[EDIT]
ok.
[addsig] [addsig]




Quote
Re: HL2 isn't running!
Posted by Guessmyname on Thu Dec 9th at 8:14pm 2004


Well, its seems to be Hammer-running-DM problem because I can load and play it from my desktop shortcut with the commands lines -developer 1 -console 1 attached. Its like what I had to do with HL1 when it could still vilidate my CD!

(Note: not good thing cept for can test map bit)





Quote
Re: HL2 isn't running!
Posted by Leperous on Thu Dec 9th at 9:18pm 2004


This is a bug in Hammer. Some variables- notably $game_exe and $bspdir- don't seem to work any more. For now, you have to copy the file to your half-life 2/hl2mp/maps directory and load the game yourself with console enabled (OR simply replace the $game_exe command with c:Steamsteam.exe)



Quote
Re: HL2 isn't running!
Posted by Crono on Thu Dec 9th at 9:22pm 2004


I assumed his $game_exe path led to steam ...
[addsig] [addsig]





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