I changed all that and had a look at the comments on the Expert Compile tut:
"The last line should read;
-applaunch #appid -developer 1 -console 1 -map $file.bsp"
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vbsp.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\maps\dm_combinebase"
Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\materials
Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\maps\dm_combinebase.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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\maps\dm_combinebase.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 (1) (10681 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\maps\dm_combinebase.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vvis.exe
** Parameters: c:\PROGRA~1\valve\steam\STEAMA~1\JOINEE~1\SOURCE~1\HL2MP_~1\maps\DM_COM~1
Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:\progra~1\valve\steam\steama~1\joinee~1\source~1\hl2mp_~1\maps\DM_COM~1.bsp
reading c:\progra~1\valve\steam\steama~1\joinee~1\source~1\hl2mp_~1\maps\DM_COM~1.prt
12 portalclusters
24 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 122
Average clusters visible: 10
Building PAS...
Average clusters audible: 12
visdatasize:148 compressed from 192
writing c:\progra~1\valve\steam\steama~1\joinee~1\source~1\hl2mp_~1\maps\DM_COM~1.bsp
0 seconds elapsed
** Executing...
** Command: c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vrad.exe
** Parameters: c:\PROGRA~1\valve\steam\STEAMA~1\JOINEE~1\SOURCE~1\HL2MP_~1\maps\DM_COM~1
Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\progra~1\valve\steam\steama~1\joinee~1\source~1\hl2mp_~1\maps\DM_COM~1.bsp
52 faces
2308 square feet [332383.78 square inches]
0 displacements
0 square feet [0.00 square inches]
52 patches before subdivision
310 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 10982, max 96
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 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 3/1024 144/49152 ( 0.3%)
brushes 20/8192 240/98304 ( 0.2%)
brushsides 143/65536 1144/524288 ( 0.2%)
planes 168/65536 3360/1310720 ( 0.3%)
vertexes 117/65536 1404/786432 ( 0.2%)
nodes 47/65536 1504/2097152 ( 0.1%)
texinfos 21/12288 1512/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
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 52/65536 2912/3670016 ( 0.1%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 51/65536 2856/3670016 ( 0.1%)
leaffaces 58/65536 116/131072 ( 0.1%)
leafbrushes 29/65536 58/131072 ( 0.0%)
surfedges 418/512000 1672/2048000 ( 0.1%)
edges 259/256000 1036/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1/32768 10/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 16072/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 856/393216 ( 0.2%)
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] 9906/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 8279/4194304 ( 0.2%)
Total Win32 BSP file data space used: 55887 bytes
Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
Total Linux BSP file data space used: 47608 bytes
Total triangle count: 142
Writing c:\progra~1\valve\steam\steama~1\joinee~1\source~1\hl2mp_~1\maps\DM_COM~1.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\hl2mp_sample_content\mapsdm_combinebase.vmf\dm_combinebase.bsp"
[It would seem its still copying to the wrong place for some unkown reason)
** Executing...
** Command:
** Parameters: -applaunch 320 -developer 1 -console 1 -map DM_COM~1.bsp
- Could not execute the command:
-applaunch 320 -developer 1 -console 1 -map DM_COM~1.bsp
- Windows gave the error message:
"Access is denied."
Why in
hell won't it work?