Problems compiling

Problems compiling

Re: Problems compiling Posted by Jokkocze on Sat Jan 13th 2007 at 11:12pm
Jokkocze
3 posts
Posted 2007-01-13 11:12pm
Jokkocze
member
3 posts 0 snarkmarks Registered: Jan 13th 2007 Location: Sweden
Hi.<br style="color: white;">I just started playing with Hammer, and after doing some stuff, I decided that I wanted to try it out, so I tried to compile.
After getting through the compiling process, I got an error saying "MountAppFilesystem() failed:
SteamMountAppFilesystem(215,22,0x12dfd74) failed with error 21: A
different version of this FS is already in use"
Searched some, and found this http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#Physics_Objects_Clip_Through_Displacement_Surfaces_.28Since_8.2F4.2F2006.29

Followed the instructions, and I got the rid of the message, but now there were a new problem. As I got into the game, I cant run the map! All i got was this error message:
CModelLoader::Map_IsValid: No such map 'testar'
map load failed: testar not found or invalid

Been looking around some, but havent been able to solve it, so now im asking you pros. Do you know what to do?
Re: Problems compiling Posted by Captain P on Sat Jan 13th 2007 at 11:47pm
Captain P
1370 posts
Posted 2007-01-13 11:47pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Have you checked if your testar.bsp file actually exists in the appropriate maps\ folder? Also, what does your compile log say? The map might have some problems so it fails to compile, or something along those lines.
Create-ivity - a game development blog
Re: Problems compiling Posted by reaper47 on Sat Jan 13th 2007 at 11:56pm
reaper47
2827 posts
Posted 2007-01-13 11:56pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
The MountAppFilesystem error has to do with Steam (i.e. steam's copy-protection routines) and not so much with Hammer itself. This specific error also seems to be only about auto-loading the map in game. Activating the console in game and typing "map yourmapsname" allows you to load the map yourself after compiling has finished.

What I think is that the compile programs didn't even run. When they do run (error free) they'll optimize and finalize your "mapname.VMF" map-file (the Hammer editor-file) and write a finished and optimized "mapname.BSP" map-file which is then copied to your "Steam\SteamApps\[steamprofile-name]\gamename\maps" directory. The game can only load compiled BSP files.

In your case the compile didn't even run and did not place a finished BSP file in the gamename\maps directory. Thus the "not found" error.

Probably some of the compile parameters, game directories in the Hammer preferences or compile settings are messed up so the map never really gets compiled into a BSP file. If you post the compile log (I hope there actually is a compile log now?) it should be easy to track the error down. Also tell us the game you map for to make sure the paths go to the correct folder.
Why snark works.
Re: Problems compiling Posted by Jokkocze on Sun Jan 14th 2007 at 1:00am
Jokkocze
3 posts
Posted 2007-01-14 1:00am
Jokkocze
member
3 posts 0 snarkmarks Registered: Jan 13th 2007 Location: Sweden
I hope that you dont me mind posting this here.. not sure where I can upload .txt files..<br style="color: white;">Anyway, here it is<br style="color: white;"><br style="color: white;">
** Executing...<br style="color: white;">
** Command: "d:\games\steam\steamapps\jokkocze\sourcesdk\bin\vbsp.exe"<br style="color: white;">
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Fallout" "D:\FalloutMod\mapsrc\Testar"<br style="color: white;">
<br style="color: white;">
Valve Software - vbsp.exe (Aug 4 2006)<br style="color: white;">
1 threads<br style="color: white;">
materialPath: d:\games\steam\steamapps\SourceMods\Fallout\materials<br style="color: white;">
Loading D:\FalloutMod\mapsrc\Testar.vmf<br style="color: white;">
fixing up env_cubemap materials on brush sides...<br style="color: white;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Processing areas...done (0)<br style="color: white;">
Building Faces...done (0)<br style="color: white;">
FixTjuncs...<br style="color: white;">
PruneNodes...<br style="color: white;">
WriteBSP...<br style="color: white;">
done (0)<br style="color: white;">
writing D:\FalloutMod\mapsrc\Testar.prt...done (0)<br style="color: white;">
Creating default cubemaps for env_cubemap using skybox materials:<br style="color: white;">
skybox/sky_day01_01*.vmt<br style="color: white;">
Run buildcubemaps in the engine to get the correct cube maps.<br style="color: white;">
<br style="color: white;">
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"<br style="color: white;">
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!<br style="color: white;">
Finding displacement neighbors...<br style="color: white;">
Finding lightmap sample positions...<br style="color: white;">
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br style="color: white;">
Building Physics collision data...<br style="color: white;">
done (0) (3862 bytes)<br style="color: white;">
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br style="color: white;">
Compacting texture/material tables...<br style="color: white;">
Reduced 14 texinfos to 6<br style="color: white;">
Reduced 3 texdatas to 3 (76 bytes to 76)<br style="color: white;">
Writing D:\FalloutMod\mapsrc\Testar.bsp<br style="color: white;">
0 seconds elapsed<br style="color: white;">
<br style="color: white;">
** Executing...<br style="color: white;">
** Command: "d:\games\steam\steamapps\jokkocze\sourcesdk\bin\vvis.exe"<br style="color: white;">
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Fallout" "D:\FalloutMod\mapsrc\Testar"<br style="color: white;">
<br style="color: white;">
Valve Software - vvis.exe (May 22 2006)<br style="color: white;">
1 threads<br style="color: white;">
reading d:\falloutmod\mapsrc\Testar.bsp<br style="color: white;">
reading d:\falloutmod\mapsrc\Testar.prt<br style="color: white;">
16 portalclusters<br style="color: white;">
26 numportals<br style="color: white;">
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Optimized: 0 visible clusters (0.00%)<br style="color: white;">
Total clusters visible: 246<br style="color: white;">
Average clusters visible: 15<br style="color: white;">
Building PAS...<br style="color: white;">
Average clusters audible: 16<br style="color: white;">
visdatasize:196 compressed from 256<br style="color: white;">
writing d:\falloutmod\mapsrc\Testar.bsp<br style="color: white;">
0 seconds elapsed<br style="color: white;">
<br style="color: white;">
** Executing...<br style="color: white;">
** Command: "d:\games\steam\steamapps\jokkocze\sourcesdk\bin\vrad.exe"<br style="color: white;">
** Parameters: -game "d:\games\steam\steamapps\SourceMods\Fallout" "D:\FalloutMod\mapsrc\Testar"<br style="color: white;">
<br style="color: white;">
Valve Software - vrad.exe SSE (May 22 2006)<br style="color: white;">
----- Radiosity Simulator ----<br style="color: white;">
1 threads<br style="color: white;">
[Reading texlights from 'lights.rad']<br style="color: white;">
[45 texlights parsed from 'lights.rad']<br style="color: white;">
<br style="color: white;">
Loading d:\falloutmod\mapsrc\Testar.bsp<br style="color: white;">
72 faces<br style="color: white;">
41756 square feet [6012928.00 square inches]<br style="color: white;">
0 displacements<br style="color: white;">
0 square feet [0.00 square inches]<br style="color: white;">
72 patches before subdivision<br style="color: white;">
6920 patches after subdivision<br style="color: white;">
1 direct lights<br style="color: white;">
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: white;">
transfers 897894, max 372<br style="color: white;">
transfer lists: 6.9 megs<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #1 added RGB(8859, 18, 18)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #2 added RGB(1518, 3, 3)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: white;">
Bounce #3 added RGB(269, 1, 1)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #4 added RGB(48, 0, 0)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #5 added RGB(9, 0, 0)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #6 added RGB(2, 0, 0)<br style="color: white;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: white;">
Bounce #7 added RGB(0, 0, 0)<br style="color: white;">
Build Patch/Sample Hash Table(s).....Done<0.0040 sec><br style="color: white;">
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: white;">
FinalLightFace Done<br style="color: white;">
0 of 0 (0% of) surface lights went in leaf ambient cubes.<br style="color: white;">
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10<br style="color: white;">
Ready to Finish<br style="color: white;">
<br style="color: white;">
Object names Objects/Maxobjs Memory / Maxmem Fullness <br style="color: white;">
------------ --------------- --------------- -------- <br style="color: white;">
models 1/1024 48/49152 ( 0.1%) <br style="color: white;">
brushes 10/8192 120/98304 ( 0.1%) <br style="color: white;">
brushsides 60/65536 480/524288 ( 0.1%) <br style="color: white;">
planes 60/65536 1200/1310720 ( 0.1%) <br style="color: white;">
vertexes 159/65536 1908/786432 ( 0.2%) <br style="color: white;">
nodes 43/65536 1376/2097152 ( 0.1%) <br style="color: white;">
texinfos 6/12288 432/884736 ( 0.0%) <br style="color: white;">
texdata 3/2048 96/65536 ( 0.1%) <br style="color: white;">
dispinfos 0/0 0/0 ( 0.0%) <br style="color: white;">
disp_verts 0/0 0/0 ( 0.0%) <br style="color: white;">
disp_tris 0/0 0/0 ( 0.0%) <br style="color: white;">
disp_lmsamples 0/0 0/0 ( 0.0%) <br style="color: white;">
faces 72/65536 4032/3670016 ( 0.1%) <br style="color: white;">
hdr faces 0/65536 0/3670016 ( 0.0%) <br style="color: white;">
origfaces 22/65536 1232/3670016 ( 0.0%) <br style="color: white;">
leaves 45/65536 1440/2097152 ( 0.1%) <br style="color: white;">
leaffaces 87/65536 174/131072 ( 0.1%) <br style="color: white;">
leafbrushes 20/65536 40/131072 ( 0.0%) <br style="color: white;">
areas 2/256 16/2048 ( 0.8%) <br style="color: white;">
surfedges 448/512000 1792/2048000 ( 0.1%) <br style="color: white;">
edges 253/256000 1012/1024000 ( 0.1%) <br style="color: white;">
LDR worldlights 1/8192 88/720896 ( 0.0%) <br style="color: white;">
HDR worldlights 0/8192 0/720896 ( 0.0%) <br style="color: white;">
waterstrips 21/32768 210/327680 ( 0.1%) <br style="color: white;">
waterverts 0/65536 0/786432 ( 0.0%) <br style="color: white;">
waterindices 282/65536 564/131072 ( 0.4%) <br style="color: white;">
cubemapsamples 0/1024 0/16384 ( 0.0%) <br style="color: white;">
overlays 0/512 0/180224 ( 0.0%) <br style="color: white;">
LDR lightdata [variable] 362512/0 ( 0.0%) <br style="color: white;">
HDR lightdata [variable] 0/0 ( 0.0%) <br style="color: white;">
visdata [variable] 196/16777216 ( 0.0%) <br style="color: white;">
entdata [variable] 1758/393216 ( 0.4%) <br style="color: white;">
LDR leaf ambient 45/65536 1080/1572864 ( 0.1%) <br style="color: white;">
HDR leaf ambient 0/65536 0/1572864 ( 0.0%) <br style="color: white;">
occluders 0/0 0/0 ( 0.0%) <br style="color: white;">
occluder polygons 0
Re: Problems compiling Posted by Orpheus on Sun Jan 14th 2007 at 1:26am
Orpheus
13860 posts
Posted 2007-01-14 1:26am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Jokkocze</DIV>
<DIV class=quotetext>I hope that you dont me mind posting this here.. not sure where I can upload .txt files..</DIV></DIV>

This my good Sir, is the very best of places to put it. Saves us the troubles of requesting you to.

/me pats on back for a job well done.
Jokkocze said:
Not sure where the .bsp file should be, but it created, I tnow this because I've searched for it, and found it. But as I said, im not sure.
Hmm, The bsp goes into the maps folder, or should have. Where did you locate it and if its not in maps, fix the path so it will in Hammer.

If the map is in maps already, make sure you added a playerstart, or the game won't be able to locate it.

The best things in life, aren't things.
Re: Problems compiling Posted by Jokkocze on Sun Jan 14th 2007 at 1:46am
Jokkocze
3 posts
Posted 2007-01-14 1:46am
Jokkocze
member
3 posts 0 snarkmarks Registered: Jan 13th 2007 Location: Sweden
<span style="color: white;"><html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I think that I might've figured it out. I should probably compile the files in the new mods folder. Im gonna run over to one of my classmates tomorrow (its 3am here right now) and borrow his Visual C++ .Net 2003 cd, and follow valves guide to compiling the mod. <br style="color: white;"></span>