Posted by Goat64 on Sun Feb 27th at 11:23am 2005
i have made a map called Climb (Not its final name but woteva) whenever i try and load it to test it it freezies while doing that mat_fullbriight thing
er.. if u want me to post my map so you can help me because your a nice person just say
oh and the onlky entities in the map are info_player_rebels and info_player_combine and a few guns and ammo
thanks for any help
P.S FIRST POST!
*EDIT* I have put light entities so that it does not have to do mat_fulbright in and it still crashes *EDIT*
*EDIT* Problem bigger then previously thought. NONE OF THE MAPS I MAKE WILL RUN! i even tried making a hollow box and it does not run. me in deep crap pls help *EDIT*
[addsig]
Posted by thesilence on Sun Feb 27th at 12:57pm 2005
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Posted by Orpheus on Sun Feb 27th at 1:36pm 2005
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Posted by Goat64 on Sun Feb 27th at 2:03pm 2005
heres my compile log
** Executing...
** Command: "c:valvesteamsteamappswil64sourcesdkbinvbsp.exe"
** Parameters: -game "c:valvesteamsteamappswil64half-life 2 deathmatchhl2mp" "C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsClimb"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmaterials
Loading C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsClimb.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (616.0, 304.0, 840.3)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE
Candidate brush IDs: Brush 14834:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-664.0, 291.9, 721.1)
Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE
Candidate brush IDs: Brush 14926:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-636.0, 293.8, 736.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE
Candidate brush IDs: Brush 14926:
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsClimb.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (74667 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (74667 bytes)
Error! prop_static using model "models/props_c17/oildrum001_explosive.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/oildrum001_explosive.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsClimb.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: Copy File
** Parameters: "C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsClimb.bsp" "c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmapsClimb.bsp"
happy now?
[addsig]
Posted by Orpheus on Sun Feb 27th at 2:13pm 2005
happy now?
honestly? no. i detect a bit of ungratefulness. :/
the log has an error. i am unsure if it is an error great enough to crash your maps. but the point remains, you have an error. fix it.
get back to us when you have a compile log that has no errors and your maps still crash!
[addsig]Orpheus
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Posted by Goat64 on Sun Feb 27th at 2:29pm 2005
[addsig]
Posted by Natus on Sun Feb 27th at 4:03pm 2005
[addsig]
Posted by ReNo on Sun Feb 27th at 4:07pm 2005
Search the forums for the error given (there is a search link at the bottom of every page, click it and check all the forum options). In this case, that would be "findportalside". I've a feeling it will be down to awkward brushwork - overlapping brushes, lack of use of func_detail brushes, etc...
[addsig]
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Posted by fishy on Sun Feb 27th at 5:12pm 2005
*EDIT* NONE OF THE MAPS I MAKE WILL RUN! even a hollow box does not run. *EDIT*
do none of your maps have an info_player_start then?
[addsig]
Posted by Goat64 on Sun Feb 27th at 5:52pm 2005
I changed the func_static oil drums to func_physics_respawnable but it still didnt fix it
i also searched "findportalside" in forums and found nothing my simple mind could comprehend
here is waht halflife 2 deathmatch looks like before it crashes.. as you can see there are alot of errors but i dont know what they are or what to do about them
[addsig]Posted by Guessmyname on Sun Feb 27th at 6:15pm 2005
The team specific spawns and no ordinary spawns - (Team spawns are only used in TDM - you can't spawn from these in normal DM - which is what is run from going map blahdeblah in the console)
P.S. I know CONTENTS_SOLID means a leak but what the hell is CONTENTS_GRATE? A buggered up grate texture?
[addsig]
Posted by Gwil on Sun Feb 27th at 8:10pm 2005
Its a halflife deathmatch map it doesnt need to...
Don't tell people what is right/wrong when you a) dont know b) asking for help. It will only serve to annoy them and people won't help you with your problem.
You are the newbie in the situation, act with courtesy and grace please. [addsig]
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Posted by Leperous on Sun Feb 27th at 8:38pm 2005
Good luck with your mapping career if you can't spell 'and' and 'what' properly. Put some effort into it, otherwise you'll just piss people off and they won't want to help you.
There are OBVIOUS problems with your compile log (the thing you posted as your "compile porcess"); the main ones it tells you what's wrong and how to fix them, and the less obvious ones (marked with "Error!" so quite subtle) have been explained to you already. You can search this website or use Google to find the solutions.
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Posted by Goat64 on Sun Feb 27th at 8:41pm 2005
"guessmyname" i love you and want your babies. it works!!!!!
[addsig]
Posted by Orpheus on Sun Feb 27th at 9:16pm 2005
"guessmyname" i love you and want your babies. it works!!!!!
Great.. so now his map works, but i can guess from his words that he didn't "fix" anything. all he did was "add" something.
anyone else get that impression?
[addsig]
Orpheus
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Posted by fishy on Mon Feb 28th at 4:08am 2005
Posted by Orpheus on Mon Feb 28th at 4:44am 2005
i retract the comment, it was rather.. distasteful. :/
[addsig]Orpheus
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