The map won't load when I test it

The map won't load when I test it

Re: The map won't load when I test it Posted by El_Bandano on Sat Oct 15th 2005 at 2:57pm
El_Bandano
3 posts
Posted 2005-10-15 2:57pm
3 posts 0 snarkmarks Registered: Oct 14th 2005
I was working on a map and everything was fine, but when I try to test
it HL2 starts and I get the menu (new game ,load, options..) but the
map doesnt load. It's really strange because it worked last week on the
same map. I'm adding a copy of the compile log in case someone needs it.

El Bandano

edit: I'm sorrry I posted this in the wrong forum, it's supposed to be in the HL2 section
** Executing...

** Command: "c:\program files\valve\steam\steamapps\el_bandano\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2" "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: c:\program files\valve\steam\steamapps\el_bandano\half-life 2\hl2\materials

Loading C:\Program Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe maps\blauwe zaal.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 (1)

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Program Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe maps\blauwe zaal.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) (72135 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (72135 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing C:\Program Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe maps\blauwe zaal.bsp

6 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 4

** Executing...

** Command: "c:\program files\valve\steam\steamapps\el_bandano\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2" "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp

reading c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.prt

146 portalclusters

508 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)

Optimized: 55 visible clusters (0.00%)

Total clusters visible: 12627

Average clusters visible: 86

Building PAS...

Average clusters audible: 144

visdatasize:6770 compressed from 7008

writing c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp

5 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\el_bandano\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2" "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp

343 faces

30076 square feet [4331014.00 square inches]

0 displacements

0 square feet [0.00 square inches]

343 patches before subdivision

3055 patches after subdivision

2 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)

transfers 163192, max 210

transfer lists: 1.2 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(12, 22, 32)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(1, 6, 13)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #3 added RGB(0, 2, 7)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #4 added RGB(0, 1, 4)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(0, 0, 2)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #6 added RGB(0, 0, 1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #7 added RGB(0, 0, 1)

Build Patch/Sample Hash Table(s).....Done<0.0035 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
5/1024
240/49152 ( 0.5%)

brushes
142/8192
1704/98304 ( 1.7%)

brushsides
1256/65536 10048/524288
( 1.9%)

planes
1156/65536 23120/1310720 (
1.8%)

vertexes
1000/65536 12000/786432
( 1.5%)

nodes
278/65536 8896/2097152
( 0.4%)

texinfos
250/12288 18000/884736
( 2.0%)

texdata
28/2048
896/65536 ( 1.4%)

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
343/65536 19208/3670016 (
0.5%)

origfaces
186/65536 10416/3670016 (
0.3%)

leaves
284/65536 15904/3670016 (
0.4%)

leaffaces
456/65536
912/131072 ( 0.7%)

leafbrushes
202/65536
404/131072 ( 0.3%)

surfedges
2441/512000 9764/2048000 (
0.5%)

edges
1449/256000 5796/1024000 (
0.6%)

worldlights
2/8192
176/720896 ( 0.0%)

waterstrips
53/32768
530/327680 ( 0.2%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
936/65536
1872/131072 ( 1.4%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
94340/0 ( 0.0%)

visdata
[variable] 6770/16777216 (
0.0%)

entdata
[variable]
4668/393216 ( 1.2%)

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]
20206/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 72135/4194304 (
1.7%)

Total Win32 BSP file data space used: 338007 bytes

Linux Specific Data:

physicssurface
[variable] 72135/6291456 (
1.1%)

Total Linux BSP file data space used: 338007 bytes

Total triangle count: 1007

Writing c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp

8 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal.bsp" "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2\maps\blauwe
zaal.bsp"

** Executing...

** Command: "c:\program files\valve\steam\steamapps\el_bandano\half-life 2\hl2.exe"

** Parameters: -game "c:\program files\valve\steam\steamapps\el_bandano\half-life 2\hl2" +map "blauwe zaal"
Re: The map won't load when I test it Posted by Andrei on Sat Oct 15th 2005 at 3:22pm
Andrei
2455 posts
Posted 2005-10-15 3:22pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
hl2\maps\blauwe
zaal.bsp"
The space in the bsp's name is the problem. Rename it blauwe_zaal or something.
Re: The map won't load when I test it Posted by El_Bandano on Sat Oct 15th 2005 at 3:46pm
El_Bandano
3 posts
Posted 2005-10-15 3:46pm
3 posts 0 snarkmarks Registered: Oct 14th 2005
That fixed it, strange cause I've been testing this map with that name for over a week. Thanks for your quick response.
Re: The map won't load when I test it Posted by Captain P on Sat Oct 15th 2005 at 4:43pm
Captain P
1370 posts
Posted 2005-10-15 4:43pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
blauwe zaal.bsp... sounds Dutch?

Anyway, you can load the map in game by putting quotes around it, like
"blauwe zaal", but Andrei's answer is a better idea anyway. :smile:
Create-ivity - a game development blog
Re: The map won't load when I test it Posted by Dark_Kilauea on Sat Oct 15th 2005 at 10:53pm
Dark_Kilauea
629 posts
Posted 2005-10-15 10:53pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
This is also a Halflife 2 question. Try next time to put it in the right forum. :smile:

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: The map won't load when I test it Posted by El_Bandano on Mon Oct 17th 2005 at 6:27pm
El_Bandano
3 posts
Posted 2005-10-17 6:27pm
3 posts 0 snarkmarks Registered: Oct 14th 2005
blauwe zaal.bsp... sounds Dutch?
There's a very good explanation for that: it is Dutch :smile:
Re: The map won't load when I test it Posted by Paladin[NL] on Thu Oct 20th 2005 at 9:31am
Paladin[NL]
157 posts
Posted 2005-10-20 9:31am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Looks like im not the only Dutch mapper :razz:
Re: The map won't load when I test it Posted by SpoolE on Sun Oct 23rd 2005 at 3:00pm
SpoolE
129 posts
Posted 2005-10-23 3:00pm
SpoolE
member
129 posts 13 snarkmarks Registered: Sep 29th 2005 Occupation: Computers 101 ! Location: South Africa
This is the Half-Life 1 editing forum! :X
I would love to change the world, But they would'nt give me the source code.
Re: The map won't load when I test it Posted by Underdog on Sun Oct 23rd 2005 at 4:50pm
Underdog
1018 posts
Posted 2005-10-23 4:50pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
SpoolE said:
This is the Half-Life 1 editing forum! :X
Seems that you cannot read any better either. This has been pointed out already in this thread. :biggrin:
There is no history until something happens, then there is.