Castle 17 by Rumple

Map Rating

  • 0
  • unrated

Map Download

Map Info

Map Description

Slightly new name, completely different map.

A castle set in the style of City 17 - Eastern European with Combine trimmings.
Hopefully I can actually get a map out one day!

?Rumple 2007

Discussion

Posted by warlord on Fri May 15th 2009 at 7:02am

"""Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:program filesvalvesteamsteamappsrogergargantuasources dk_contentcstrikemapsrcze_escape_the_eye_v1.bsp """

try compiling it with fastvis turned off.
since using fast vis make sthe game draw the entire map all the time it could be causing overload. so having it turned off might make the difference here

edit: i noticed your other post about fast vis and i assume that this is the map you were mentioning crashed hammer.
but there is no way to really tell when hammer crashes sometimes.
expecially if its on portal flow.
just about everytime i compile a map during which windows reports the compile window as 'not responding" when after a few minutes that goes away and the compile finnishes.
but if you cannot get this map to full vis compile try using the cordon tool and run a full compile, after that back in hammer goto map/load portal file. and it will show you blue lines everywhere.
look for large clusters of them and change some of the shapes making them into details.
Posted by Riven on Wed Mar 11th 2009 at 6:09am

Na, It was meant to be read: 'welp' as in:
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/redneckhorseshoes.jpg[/IMG]
Red-Neck
Posted by Zein on Wed Mar 11th 2009 at 5:31am

was that supposed to be Well not welp lol
Posted by Riven on Fri Feb 13th 2009 at 11:59pm

Moved to HL2 Editing since This is for Source not Half-Life 1.

pulls up trousers Welp, another thread re-adjusted, ahh. ~o) 8-)
Posted by Le Chief on Thu Feb 12th 2009 at 10:08pm

Hmm, you could always upload the map somewhere and let us try it on our machines. If Counter-Strike crashes on our machines than there is something wrong with the map, it it doesn't than its something on your end.
Posted by RogerGargantua on Thu Feb 12th 2009 at 12:14pm

Thx 4 replying, Aaron_da_killa
I will try that later.

Well I tried to following today:
  • Removed the old BSP
  • did a new compile
  • started up CS with the +condump command
This is what condump000.txt gives me:

maxplayers set to 32
Heap: 256.00 Mb
Parsed 359 text messages
Couldn't find custom font file 'resource/HL2EP2.ttf'
Couldn't find custom font file 'materials/vgui/fonts/buttons_32.vbf'
execing config.cfg
Can't use cheat cvar cl_upspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_forwardspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_backspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_mx in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_min in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_ambientfraction in multiplayer, unless the server has sv_cheats set to 1.
2 CPUs, Frequency: 2.3 Ghz, Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
execing valve.rc

To me, I dont get these commands except I understand a bit about the font files but i dont get it why they are missing? And I didnt use a custom font file ? So whats up with that?

As for my compile log, its posted below. I marked the errors with BOLD. But according to a compile error list these are considered to be light errors and not affecting the map or gameplay.

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rogergargantua\sources dk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 250 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.prt ...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (329136 bytes)
Placing detail props : 0...1...2.Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
3Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
.4Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
...5...6...7...8.Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
9...Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
Material NATURE/ROCKS_RED_GRASS uses unknown detail object type rocks_redgrass!
10
Compacting texture/material tables...
Reduced 1687 texinfos to 1055
Reduced 141 texdatas to 117 (4755 bytes to 3732)
Writing C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rogergargantua\sources dk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike" -fast "C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
reading c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.prt
1328 portalclusters
4443 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 115428 visible clusters (0.00%)
Total clusters visible: 1123938
Average clusters visible: 846
Building PAS...
Average clusters audible: 1156
visdatasize:385473 compressed from 446208
writing c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rogergargantua\sources dk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rogergargantua\counter-strike source\cstrike" -noextra "C:\Program Files\Valve\Steam\SteamApps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\rogergargantua\sources dk_content\cstrike\mapsrc\ze_escape_the_eye_v1.bsp
5191 faces
1 degenerate faces
1863761 square feet [268381664.00 square inches]
52 displacements
316843 square feet [45625532.00 square inches]
5190 patches before subdivision
94113 patches after subdivision
33 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (134)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (95)
transfers 9625981, max 816
transfer lists: 73.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(357047, 296915, 205261)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(90548, 69895, 44442)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(8304, 5132, 2288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3223, 1966, 850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(334, 157, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(136, 65, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(16, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(6, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0747 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 887/8192 10644/98304 (10.8%)
brushsides 6683/65536 53464/524288 (10.2%)
planes 5474/65536 109480/1310720 ( 8.4%)
vertexes 9739/65536 116868/786432 (14.9%)
nodes 2549/65536 81568/2097152 ( 3.9%)
texinfos 1055/12288 75960/884736 ( 8.6%)
texdata 117/2048 3744/65536 ( 5.7%)
dispinfos 52/0 9152/0 ( 0.0%)
disp_verts 3636/0 72720/0 ( 0.0%)
disp_tris 5696/0 11392/0 ( 0.0%)
disp_lmsamples 377732/0 377732/0 ( 0.0%)
faces 5191/65536 290696/3670016 ( 7.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2885/65536 161560/3670016 ( 4.4%)
leaves 2581/65536 82592/2097152 ( 3.9%)
leaffaces 6644/65536 13288/131072 (10.1%)
leafbrushes 2091/65536 4182/131072 ( 3.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35542/512000 142168/2048000 ( 6.9%)
edges 21375/256000 85500/1024000 ( 8.3%)
LDR worldlights 33/8192 2904/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 421/32768 4210/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7011/65536 14022/131072 (10.7%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6223288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 385473/16777216 ( 2.3%)
entdata [variable] 86972/393216 (22.1%)
LDR leaf ambient 2581/65536 61944/1572864 ( 3.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/21214 ( 0.0%)
pakfile [variable] 620487/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physi
Posted by Le Chief on Thu Feb 12th 2009 at 9:03am

RogerGargantua said:
Then I tried starting up parts of my map by using the Cordon Tool to see where the problem lies.
Hmm, instead of that, try putting a huge non hollowed box over parts of the level you want to hide. Try doing that in the three proportions as you did before, compiling each time and tell us if you still get the error.
Posted by RogerGargantua on Wed Feb 11th 2009 at 6:05pm

I have the "Run game after compile" always unchecked. Good tip about Steam SDK forums, I go search for them. I really hope to find an answer there....my map is like 75% finished and it would be a waste if I cant complete it for some silly reason.
Thanks for replying!
Posted by haymaker on Wed Feb 11th 2009 at 3:14pm

first thing i would suggest is uncheck the 'run game after compile' box, that is known to cause problems. Other than that perhaps you have too much of something so that the full compile overloads a server setting?...

This seems to be an issue that's getting more common recently, there's a few threads on the steam sdk forums like it