Error in my compile

Error in my compile

Re: Error in my compile Posted by Scrash on Fri Mar 11th 2005 at 4:48pm
Scrash
2 posts
Posted 2005-03-11 4:48pm
Scrash
member
2 posts 0 snarkmarks Registered: Mar 11th 2005
When I compile a bsp-file is created but when start a game with the map it just quits to desktop...

Can you see any errors in this compile-log? What shall I do to fix it?

** Executing...
** Command: "c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\valve\steam\steamapps\andreas@nesg.dk\half-life 2 deathmatch\hl2mp" "C:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\valve\steam\steamapps\andreas@nesg.dk\half-life 2 deathmatch\hl2mp\materials
Loading C:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.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:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.prt...done (1)
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) (19849 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (19849 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\valve\steam\steamapps\andreas@nesg.dk\half-life 2 deathmatch\hl2mp" "C:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.bsp
reading c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.prt
159 portalclusters
493 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 (
Optimized: 35 visible clusters (0.00%)
Total clusters visible: 12282
Average clusters visible: 77
Building PAS...
Average clusters audible: 157
visdatasize:7684 compressed from 7632
writing c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.bsp
10 seconds elapsed

** Executing...
** Command: "c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\valve\steam\steamapps\andreas@nesg.dk\half-life 2 deathmatch\hl2mp" "C:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.bsp
417 faces
133604 square feet [19239020.00 square inches]
0 displacements
0 square feet [0.00 square inches]
417 patches before subdivision
4917 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 138708, max 148
transfer lists: 1.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(4127, 1615, 580)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1019, 305, 95)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(272, 67, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(69, 13, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(18, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0181 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1/1024 48/49152 ( 0.1%)
brushes 52/8192 624/98304 ( 0.6%)
brushsides 465/65536 3720/524288 ( 0.7%)
planes 466/65536 9320/1310720 ( 0.7%)
vertexes 789/65536 9468/786432 ( 1.2%)
nodes 321/65536 10272/2097152 ( 0.5%)
texinfos 91/12288 6552/884736 ( 0.7%)
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 417/65536 23352/3670016 ( 0.6%)
origfaces 169/65536 9464/3670016 ( 0.3%)
leaves 323/65536 18088/3670016 ( 0.5%)
leaffaces 496/65536 992/131072 ( 0.8%)
leafbrushes 207/65536 414/131072 ( 0.3%)
surfedges 2625/512000 10500/2048000 ( 0.5%)
edges 1404/256000 5616/1024000 ( 0.5%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 11/32768 110/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 159/65536 318/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 148784/0 ( 0.0%)
visdata [variable] 7684/16777216 ( 0.0%)
entdata [variable] 1053/393216 ( 0.3%)
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] 1/266 ( 0.4%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 19849/4194304 ( 0.5%)

Total Win32 BSP file data space used: 296568 bytes

Linux Specific Data:
physicssurface [variable] 19849/6291456 ( 0.3%)

Total Linux BSP file data space used: 296568 bytes

Total triangle count: 1098
Writing c:\valve\steam\steamapps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.bsp
26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Valve\Steam\SteamApps\andreas@nesg.dk\sourcesdk_content\hl2mp\mapsrc\zp_farm.bsp" "c:\valve\steam\steamapps\andreas@nesg.dk\half-life 2 deathmatch\hl2mp\maps\zp_farm.bsp"
Re: Error in my compile Posted by French Toast on Fri Mar 11th 2005 at 5:06pm
French Toast
3043 posts
Posted 2005-03-11 5:06pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
I don't think anything is wrong. Does it work if you use a different map? As far as I can tell there isn't anything wrong with it. Try making a box with spawns and a light and see if that runs. Otherwise I think it's a hardware issue perhaps. No ideas really.
Re: Error in my compile Posted by Dash on Fri Mar 11th 2005 at 5:41pm
Dash
34 posts
Posted 2005-03-11 5:41pm
Dash
member
34 posts 913 snarkmarks Registered: Mar 10th 2005
Maybe you forgot to put either a
info_player_start/terrorist/counterterrorist... That's what usually
happens when you forget putting spawns in a map!
Re: Error in my compile Posted by Orpheus on Fri Mar 11th 2005 at 6:13pm
Orpheus
13860 posts
Posted 2005-03-11 6:13pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
verify visually that the bsp is in the folder needed for this mod.
Re: Error in my compile Posted by omegaslayer on Fri Mar 11th 2005 at 6:37pm
omegaslayer
2481 posts
Posted 2005-03-11 6:37pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
edit select all->copy->new .vmf->paste, Ive found that if a
map that doenst have anything worng with it, but still crashes source
to the desktop, then this solution solves the problem for some reason,
due note that you will have to redo any sky boxes you have though
Re: Error in my compile Posted by French Toast on Fri Mar 11th 2005 at 7:13pm
French Toast
3043 posts
Posted 2005-03-11 7:13pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Try ALT+P in the editor, it doesn't usually work, but if you're missing some kind of spawn point, then it usually gets it.
Re: Error in my compile Posted by iceman on Fri Mar 11th 2005 at 11:52pm
iceman
31 posts
Posted 2005-03-11 11:52pm
iceman
member
31 posts 3 snarkmarks Registered: Jan 26th 2005
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 ( (not cut off)

it seems to me like the numbers at the end should be bigger "(0)" and "("

Is there anything in the map or is it a box so far?
Re: Error in my compile Posted by Scrash on Sat Mar 12th 2005 at 11:16am
Scrash
2 posts
Posted 2005-03-12 11:16am
Scrash
member
2 posts 0 snarkmarks Registered: Mar 11th 2005
After I deleted my ladder that was made the new way which was shaking there was no problems... Now I just need to figure out how to make a working laddder...
Re: Error in my compile Posted by Gwil on Sat Mar 12th 2005 at 11:20am
Gwil
2864 posts
Posted 2005-03-12 11:20am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
I think the ladder question has been done to death, but try this

http://www.valve-erc.com/srcsdk/Levels/ladders.html

As for your original problem, very odd. Invalid entity setups/use of props can cause problems though.