Steam compiling

Steam compiling

Re: Steam compiling Posted by AngilasGuy on Fri Apr 9th 2004 at 7:52pm
AngilasGuy
10 posts
Posted 2004-04-09 7:52pm
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
I did fine on the configure hammer for steam tutorial, but this is the part that screws me.

Create a New Dialog:

Click Edit ? New then click ok. Add the following commands:
Command: $csg_exe
Parameter: $path\$file

Command: $bsp_exe
Parameter: $path\$file

Command: $vis_exe
Parameter: $path\$file

Command: $light_exe
Parameter: $path\$file

Command: Copy File
Parameter: $path\$file.bsp $bspdir\$file.bsp

Command: $game_exe
Parameter: -applaunch 70 -dev +map $file.bsp
Notice the -applaunch parameter- its value will depend on what mod you're loading:

Cstrike: 10
TFC: 20
DOD: 30
DMC: 40
OP4: 50
RIC: 60
HL: 70

If you?re using a 3rd party mod you still use 70, but remember to add a -game modname parameter, e.g. -applaunch 70 ?game svencoop ?dev +map $file.bsp for Sven Co-op.

There is no Edit>New in it, I can't continue, I can't add parameters, I dunno. In the run menu parameters i just have -applaunch 70, though, and i'm not exactly sure what else I could add. The map is just simply called test.rmf
Re: Steam compiling Posted by Myrk- on Fri Apr 9th 2004 at 9:03pm
Myrk-
2299 posts
Posted 2004-04-09 9:03pm
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And hence concludes that steamingpileofs**t is annoying.
Re: Steam compiling Posted by 7dk2h4md720ih on Fri Apr 9th 2004 at 9:15pm
7dk2h4md720ih
1976 posts
Posted 2004-04-09 9:15pm
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Careful now Myrk, with all this reckless posting you might accidently answer someones question. :rolleyes:
Re: Steam compiling Posted by AngilasGuy on Fri Apr 9th 2004 at 9:54pm
AngilasGuy
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Posted 2004-04-09 9:54pm
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
I can't keep both steam and my sierra/half-life folder, it takes up too much space, and steam is going to be required soon anyway, I know steam is terrible, I just want to get by and at least compile.

I need to know how to continue, I don't need opinions on steam.
Re: Steam compiling Posted by Yak_Fighter on Fri Apr 9th 2004 at 10:08pm
Yak_Fighter
1832 posts
Posted 2004-04-09 10:08pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
I don't see what the problem is. Are you sure you have WC correctly configured? I have had no problems running and compiling maps to work with steam except a known bug that won't allow WC to find directories with @ in them, which is where the maps are supposed to be moved to after compiling. It still compiles, but I have to manually move the bsp from the VHE Maps folder to the Steam Maps folder.

A truly horrible bug that adds an additional minute to my testing time. Time to throw out Steam! :rolleyes:
Re: Steam compiling Posted by AngilasGuy on Fri Apr 9th 2004 at 10:14pm
AngilasGuy
10 posts
Posted 2004-04-09 10:14pm
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
The configure tutorial was for 3.4, maybe thats my problem.
Re: Steam compiling Posted by JFry on Fri Apr 9th 2004 at 10:59pm
JFry
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Posted 2004-04-09 10:59pm
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Just my opinion but I think you will save yourself alot of headaches if you keep the old hl on there for your editing purposes. I dunno just how packed your hd is tho.
Re: Steam compiling Posted by Gorbachev on Sat Apr 10th 2004 at 12:05am
Gorbachev
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Posted 2004-04-10 12:05am
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"Steam is going to be required soon."

I seriously think this is just junk. I haven't seen any VALVe posting on this. And I've seen this phrase come up since last summer. WON still works, and you can still map even if you aren't connected to the internet with WON. So why not go with something that works?
Re: Steam compiling Posted by omegaslayer on Sat Apr 10th 2004 at 12:57am
omegaslayer
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Posted 2004-04-10 12:57am
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Gorbachev said:
"Steam is going to be required soon."
Yup it will, so all of you who think its annoying, you need it to play HL2.

But do what I do, i reinstalled regular HL separately, so I gaming mode (steam) and mapping mode (regular HL), and it does work.
Re: Steam compiling Posted by Gorbachev on Sat Apr 10th 2004 at 1:19am
Gorbachev
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Posted 2004-04-10 1:19am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
To play HL2 maybe, but not the other stuff, you can run offline just fine. You won't get the newest stuff, but it still works.
Re: Steam compiling Posted by Orpheus on Sat Apr 10th 2004 at 9:10am
Orpheus
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Posted 2004-04-10 9:10am
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just in case this wasn't mentioned yet..

the question of compiling inside or outside of steam has been asked repeatedly, you might consider using the search option.. it might not solve your issue exactly, but it would or could answer it indirectly.

compiling outside steam is as easy as creating your own folder and moving the necessary pieces there :rolleyes:
Re: Steam compiling Posted by Myrk- on Sat Apr 10th 2004 at 11:54am
Myrk-
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Posted 2004-04-10 11:54am
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Yer but he doesn't want to take up more space.... :-/

Though if I think your saying what I think you are then yer it shouldn't take up much space at all, just whats required for the map to work.
Re: Steam compiling Posted by Bruce on Sat Apr 10th 2004 at 1:10pm
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Posted 2004-04-10 1:10pm
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Gorbachev said:
"Steam is going to be required soon."

I seriously think this is just junk. I haven't seen any VALVe posting on this. And I've seen this phrase come up since last summer. WON still works, and you can still map even if you aren't connected to the internet with WON. So why not go with something that works?
Steam is going to be required.....finito. When HL2 comes Won is going doooooooown, and then you too will have to switch if you want to play games outside your LAN.

Get in line soldier, there's no space for individuality!
Re: Steam compiling Posted by Orpheus on Sat Apr 10th 2004 at 1:13pm
Orpheus
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Posted 2004-04-10 1:13pm
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Myrk- said:
Yer but he doesn't want to take up more space.... :-/

Though if I think your saying what I think you are then yer it shouldn't take up much space at all, just whats required for the map to work.
hmmm.

1)tools
2)wads
3)frontend compiler
4)hammer
5)fgd
6)wally

sounds pretty simplistic to me..
Re: Steam compiling Posted by Kage_Prototype on Sat Apr 10th 2004 at 1:18pm
Kage_Prototype
1248 posts
Posted 2004-04-10 1:18pm
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"Steam is going to be required soon."

I seriously think this is just junk. I haven't seen any VALVe posting on this. And I've seen this phrase come up since last summer. WON still works, and you can still map even if you aren't connected to the internet with WON. So why not go with something that works?
Valve have said themselves that WON will go down once Steam is working well enough to support everyone.
Re: Steam compiling Posted by Crono on Sat Apr 10th 2004 at 7:02pm
Crono
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Posted 2004-04-10 7:02pm
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A few things could happen.

Do this to check to see if the BSP is even being copied. Run HL and see if you can run the map manually. If so, then you just need to mess with the steam.exe call.

you put that text in the 'parameters' area of the last call in your compile dialog.

If it isn't, several things could be going wrong.
First off, check to see that your RMF is in your steamapps directory.

Second, make sure you don't have any compile errors.

third, if your still having problems, post your configuration (Game Config and Build Config only, please). Or pm me or something as such. Also ... since that version was a little ... edited. go here

I'm working on getting it going with HLCC, which is a joke, I could write this program ... it doesn't do much of anything. However, that also means I could do all of it by hand, so don't get your panties in a twist Orph :lol: I'm not bashing HLCC, it's just a batch file with an interface.

By the way, if you find anything confusing about that tutorial let me know, and I'll change it. :smile:

Also, the compiling works fine in 3.4 and 3.5, not sure about earlier versions, I haven't tried them, but I assume so, they're just commands ... nothing big.
Re: Steam compiling Posted by Orpheus on Sat Apr 10th 2004 at 7:22pm
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Posted 2004-04-10 7:22pm
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Crono said:
I'm working on getting it going with HLCC, which is a joke, I could write this program ... it doesn't do much of anything. However, that also means I could do all of it by hand, so don't get your panties in a twist Orph :lol: I'm not bashing HLCC, it's just a batch file with an interface.

i am not a programmer nor do i pretend to be, but i am also not stupid either.. it was and is my understanding that all frontends are just glorified batch file compilers :rolleyes: the fact that HLCC is old, and simple to use not withstanding, it is still a good program for compiling with.

it takes a bit more to twist my panties, being over critical of HLCC won't do it i'm afraid :biggrin:

bottomline crono, i still luv it when you talk dirty :dodgy:

why don't you write your own GUI to compile with, we can call it the "cronograph"
Re: Steam compiling Posted by Crono on Sat Apr 10th 2004 at 8:11pm
Crono
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Posted 2004-04-10 8:11pm
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i am not a programmer nor do i pretend to be, but i am also not stupid either.. it was and is my understanding that all frontends are just glorified batch file compilers :rolleyes: the fact that HLCC is old, and simple to use not withstanding, it is still a good program for compiling with.
well ... not really. A batch compiler implies that the program creates a text file which is then used by Windows (batch) to run certain programs/compilers. I know for a fact that Radient couldn't possibly compile this way, since it runs on Unix and such. As for the actual specifics of all this, I really don't care, I was just pointing out what HLCC was.
bottomline crono, i still luv it when you talk dirty :dodgy:
:lol: you better be glad I'm over 18.
why don't you write your own GUI to compile with, we can call it the "cronograph"
I've actually thought about this before. However, I wouldn't call it cronograph. It wouldn't be hard at all to be honest. I'd just have to read up on all the compiler's information and documentation.

And in all actuality, I could probably write an online compiler interface as well, like if you upload your maps and the program writes them back to your computer when its done compiling.

Like I said, none of this is a big deal, it really just depends on what language you want to use (if you go the way of the batch file)

If you want to feel really smart, you'd compile everything by commands. Meaning run dos, goto the directory where the compiler and .map file are and run the compilers one by one with all the options you want. That's what you do with all other types of compiling (Unless you use some IDE)
Re: Steam compiling Posted by AngilasGuy on Mon Apr 12th 2004 at 12:14am
AngilasGuy
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Posted 2004-04-12 12:14am
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
Actually Crono, I followed your setup guide, and it worked.

One problem now.

When I run it, it starts to precatch its resources, and has an error and forces me to close it... (Before the map opens)

What can I do now? I have absolutely zero compile errors too.
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 12:32am
Crono
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Posted 2004-04-12 12:32am
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That's an odd pickle indeed.

Hmm, does Windows give any errors? or does it just close giving a "send error report" message?

The only time I've experienced these personally is either when I was trying to include some external content (models, sounds, and such) or if the GCF files or steam were corrupt some how. See if other maps load properly, if so, then I think you've got some models or some sounds that aren't sitting right with Steam.

This is usually caused because steam requires 'res' files for model paths. i haven't gotten them to work most often, but I know many people here are skilled at getting them done (There's also a resgen program out there for this specific issue).

However, something else could be happening too, so ... keep updating, I suppose.

[EDIT]
I just noticed something, what game are you trying to compile for? Not sure if this is the issue, but it wont hurt checking.
[/EDIT]
Re: Steam compiling Posted by AngilasGuy on Mon Apr 12th 2004 at 12:48am
AngilasGuy
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Posted 2004-04-12 12:48am
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
Regular old half-life.

Its a windows error

"hl.exe has generated errors and will be closed by windows. You will need to restart the program.

An error log has been created"
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 12:58am
Crono
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Posted 2004-04-12 12:58am
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how about showing the log.

Also, did you try loading other stuff to see if everything works fine otherwise?
Re: Steam compiling Posted by AngilasGuy on Mon Apr 12th 2004 at 1:23am
AngilasGuy
10 posts
Posted 2004-04-12 1:23am
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
All I did was make the simplist test map out there, a hollow box with an info_Player_start and lights.

The error log, well, I'm not sure how to view it, there was only a "cancel" button, not a drop-down menu displaying the log.
Re: Steam compiling Posted by AngilasGuy on Mon Apr 12th 2004 at 1:34am
AngilasGuy
10 posts
Posted 2004-04-12 1:34am
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
I got it working, but my compile now shows a little bit of error, it still works though.

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\tools\test"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "c:\program files\valve hammer editor\tools\test"
Entering c:\program files\valve hammer editor\tools\test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.02 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \program files\steam\steamapps\angilasguy2001@yahoo.com\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.98 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\tools\test"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "c:\program files\valve hammer editor\tools\test"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:\program files\valve hammer editor\tools\test.prt'
0.03 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\tools\test"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe "c:\program files\valve hammer editor\tools\test"
1 portalleafs
0 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.02 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

----- END hlvis -----

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\tools\test"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe "c:\program files\valve hammer editor\tools\test"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'c:\program files\valve hammer editor\tools\lights.rad']
[1 texlights parsed from 'c:\program files\valve hammer editor\tools\lights.rad']

48 faces
Create Patches : 688 base patches
0 opaque faces
13141 square feet [1892352.00 square inches]
7 direct lights

BuildFacelights:
10%...20%...50%...60%...70%... (0.06 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.08 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 1:48am
Crono
6628 posts
Posted 2004-04-12 1:48am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Okay. One problem you're having is that your RMF file isn't in your SteamApps directory with all the GCF files. I've found that having it there is the only Sure fire way for it to compile properly, it's very odd, I know, but otherwise it begins naming your map the same as your email address used for steam.

I think I've gotten it to compile like twice ever with it being on the desktop, for example, while using a steam configuration, it's rather bizaar.

This, if I can remember properly, will make HL close, since it can't find the map, because its not with the right name.

Look in your SteamApps directory you'll see a bunch of files that are things like youremail.map, youremail.bsp, youremail.max so on so forth, where youremail is your email address of course.
Re: Steam compiling Posted by fishy on Mon Apr 12th 2004 at 2:15am
fishy
2623 posts
Posted 2004-04-12 2:15am
fishy
member
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AngilasGuy said:
Click Edit ? New then click ok. Add the following commands:
There is no Edit>New in it, I can't continue, I can't add parameters, I dunno.
Do you mean there is no edit>new on the hammer toolbar?

If so, you can find it in the expert compile dialogue box. When your map is loaded in hammer, hit F9. The dialogue box will open. If it is the 'normal' box, hit the 'expert' button. You will see it has the edit button you were looking for.

[edit] you haven't by any chance copied some of your work from one comp to another on CD, have you? and maybe forgot to uncheck the 'read only' flags? [/edit]
Re: Steam compiling Posted by Yak_Fighter on Mon Apr 12th 2004 at 2:19am
Yak_Fighter
1832 posts
Posted 2004-04-12 2:19am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
I do know that you don't need all of those wads included in WC when you map. I've heard that you can get errors by having too many wads, and these wads are unusable in a map anyway, so you should remove them from WC:

gfx.wad

cached.wad

fonts.wad

spraypaint.wad

decals.wad -- this one has uses, but it's probably better to not have it in unless you know exactly what you want from it and how to use it
Re: Steam compiling Posted by AngilasGuy on Mon Apr 12th 2004 at 2:36am
AngilasGuy
10 posts
Posted 2004-04-12 2:36am
10 posts 1 snarkmarks Registered: May 6th 2002 Occupation: Gamer Location: Green Bay WI
Crono: So I do not put my RMFS in C:\Program Files\Steam\SteamApps ?

Do I put them in, say, C:\Program Files\Steam\SteamApps\angilasguy2001@yahoo.com\RMFs ?

Fishy: Yea there was no edit>new in the hammer toolbar, so later I figured out to go into expert mode on run.

Yak: Ok, I'll get rid of those.
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 3:19am
Crono
6628 posts
Posted 2004-04-12 3:19am
Crono
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Crono: So I do not put my RMFS in C:Program FilesSteamSteamApps ?
No, that's exactly where you need to put them.

It seems that you're changing the wrong things in your compile dialog maybe?

Such as here:
** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editortoolstest.bsp" "C:Program FilesSteamSteamAppsangilasguy2001@yahoo.comhalf-lifevalveMapstest.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editortoolstest.pts" "C:Program FilesSteamSteamAppsangilasguy2001@yahoo.comhalf-lifevalveMapstest.pts"

** Executing...
** Command: C:PROGRA~1Steamsteam.exe
** Parameters:
It is running fine, but you're missing "-applaunch 70 +map $file.bsp" with the last command. All that last command will do is open the steam default window.

However, then the second part of your log (it looks like you compiled twice without closing the window or something as such)

Here:
** Executing...
** Command: Copy File
** Parameters: c:PROGRA~1VALVEH~1toolstest.bsp C:Program FilesSteamSteamAppsangilasguy2001@yahoo.comhalf-lifevalveMapstest.bsp
  • Could not execute the command:
Copy File c:PROGRA~1VALVEH~1toolstest.bsp C:Program FilesSteamSteamAppsangilasguy2001@yahoo.comhalf-lifevalveMapstest.bsp
  • Windows gave the error message:
"Access is denied."
It looks like the paths you gave were typed in improperly, since there are no quotes around the paths. I'm not sure what exactly is going on with this, but, I'd suggest A) Move the RMF to SteamApps and B) Recheck all your compile settings carfully to see everything in inputted properly.

As far as I can tell, that's all that could be causing these errors.

(However, I'm pretty sure that you didn't change your compile dialog between these two compiles. So, I'm pretty sure it's just that your RMF needs some moving)
Re: Steam compiling Posted by Orpheus on Mon Apr 12th 2004 at 9:49am
Orpheus
13860 posts
Posted 2004-04-12 9:49am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you know what?, if determination were measured in brain smarts :sad:

i gotta hand it to you two (looking at crono and angilas) you're gonna solve this even if it kills us doing so.

the solution was on page #1

put everything you need into a damned folder and get back to mapping for christ sakes :rolleyes:

mumbles

sometimes, its just that simple.
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 5:42pm
Crono
6628 posts
Posted 2004-04-12 5:42pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
you know what?, if determination were measured in brain smarts :sad:

i gotta hand it to you two (looking at crono and angilas) you're gonna solve this even if it kills us doing so.

the solution was on page #1

put everything you need into a damned folder and get back to mapping for christ sakes :rolleyes:

mumbles

sometimes, its just that simple.
....Okaaaay....(I realize that moving the RMF was one of the first things I said ... Maybe he didn't see that or something?)
Re: Steam compiling Posted by Orpheus on Mon Apr 12th 2004 at 6:10pm
Orpheus
13860 posts
Posted 2004-04-12 6:10pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
believe it or not, i understand that in a perfect world, everything would be peachy keen, and if steam says its compatible with HL editing so be it, but in reality, its a pain in the ass.

solution, copy/paste the required items into a folder... 3 minutes tops and you are mapping once more.

this has stretched into days now.. give up, you will sleep better :biggrin:
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 9:30pm
Crono
6628 posts
Posted 2004-04-12 9:30pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
believe it or not, i understand that in a perfect world, everything would be peachy keen, and if steam says its compatible with HL editing so be it, but in reality, its a pain in the ass.

solution, copy/paste the required items into a folder... 3 minutes tops and you are mapping once more.

this has stretched into days now.. give up, you will sleep better :biggrin:
Actually I found that configuring Hammer for steam and compiling in this respect is not much slower. Not to mention, in my tutorial, it says where you must put what file such that it will automatically be moved to your maps folder and such.

The only difference with steam and WON in compiling and running items is that you call half life with a slightly different line of text ... thats it.

Anyway, He hasn't responded, so when he does I hope he's moved that RMF and that will most likely solve the problem. So, anyway. If you think the topic has been 'lingering' for too long Orph, why even bother to read it?
Re: Steam compiling Posted by Orpheus on Mon Apr 12th 2004 at 9:40pm
Orpheus
13860 posts
Posted 2004-04-12 9:40pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
LOL, crono, have i mentioned how freaking negative you think? reminds me of me a few years ago :lol:
If you think the topic has been 'lingering' for too long Orph, why even bother to read it?
your assumption is, i am referring to my time, when in actuality, i fear he is awaiting a solution and consequently missing some quality mapping time. the answer to his current dilemma is solved, i fear he missed it back on page 1.

lingering as in no further progress in his map.

yup, negative alright, and you do it often, not necessarily a bad thing, but easily misunderstood :biggrin:
Re: Steam compiling Posted by Crono on Mon Apr 12th 2004 at 10:07pm
Crono
6628 posts
Posted 2004-04-12 10:07pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
LOL, crono, have i mentioned how freaking negative you think?
Including this time? :lol:

In all actuality, you have no idea on how I go about my thinking process :smile:
yup, negative alright, and you do it often, not necessarily a bad thing, but easily misunderstood
I really think my comments are taken the wrong way 99% of the time, based on peoples reactions.
the answer to his current dilemma is solved, i fear he missed it back on page 1.
I know his question was answered on page one ... I answered it. But he obviously overlooked it, based on looking at his compile log and all. Anyway, I'm sure, he'll realize it when he looks at the thread later ... or at least after reading our conversation ...
Re: Steam compiling Posted by Cassius on Tue Apr 13th 2004 at 4:32am
Cassius
1989 posts
Posted 2004-04-13 4:32am
Cassius
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Dude, you guys are gay/fired.
Re: Steam compiling Posted by Dred_furst on Thu Jun 10th 2004 at 5:01pm
Dred_furst
455 posts
Posted 2004-06-10 5:01pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
use batch compiler... it works for me as wc/vhe was being stupid at compiling into steam. bcp is a lot better than the standard GUI.