help me DoD mappers.....your my only hope.


06-23-2003, 02:14 AM
im having trouble trying to get my map to run. during the compile thing, it freezes twice(i put things to show you where it freezes) i have no freakin clue to whats going on? please help!



** Executing...
** Command: Change Directory
** Parameters: "C:\Sierra\Counter-Strike"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\VHLT\HLCSG.EXE
** Parameters: "c:\sierra\counter-strike\dod\larue"

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\VHLT\HLCSG.EXE c:\sierra\counter-strike\dod\larue
Entering c:\sierra\counter-strike\dod\larue.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ 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]

9 brushes (totalling 54 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.38 seconds)
SetModelCenters:
30%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (1.98 seconds)

Using Wadfile: \sierra\counter-strike\dod\dod_glider.wad
- Contains 5 used textures, 23.81 percent of map (362 textures in wad)
Using Wadfile: \sierra\counter-strike\dod\dod_forest.wad
- Contains 3 used textures, 14.29 percent of map (71 textures in wad)
Using Wadfile: \sierra\counter-strike\dod\hlbasics.wad
- Contains 2 used textures, 9.52 percent of map (21 textures in wad)
Using Wadfile: \sierra\counter-strike\dod\dod_anzio.wad
- Contains 3 used textures, 14.29 percent of map (133 textures in wad)
Using Wadfile: \sierra\counter-strike\dod\hk_rbl_2.wad
- Contains 0 used textures, 0.00 percent of map (31 textures in wad)
Using Wadfile: \sierra\counter-strike\dod\classic_kleineh_dod.wad
- Contains 8 used textures, 38.10 percent of map (156 textures in wad)
Using Wadfile: \sierra\counter-strike\dod\xerent.wad
- Warning: Larger than expected texture (218412 bytes): '{X_TREE12A'
- Contains 0 used textures, 0.00 percent of map (170 textures in wad)

Texture usage is at 1.04 mb (of 4.00 mb MAX)
2.92 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\VHLT\HLBSP.EXE
** Parameters: "c:\sierra\counter-strike\dod\larue"

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\VHLT\HLBSP.EXE c:\sierra\counter-strike\dod\larue

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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:\sierra\counter-strike\dod\larue.prt'
2.91 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\VHLT\HLVIS.EXE
** Parameters: "c:\sierra\counter-strike\dod\larue" -full

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\VHLT\HLVIS.EXE c:\sierra\counter-strike\dod\larue -full
370 portalleafs
1119 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ 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 [ on ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (2.31 seconds)
LeafThread:


^^^^^^^^^^^^
FREEZES HERE
************
************
************





** Executing...
** Command: C:\PROGRA~1\VALVEH~1\VHLT\HLRAD.EXE
** Parameters: "c:\sierra\counter-strike\dod\larue" -extra

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\VHLT\HLRAD.EXE c:\sierra\counter-strike\dod\larue -extra

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ 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)[ on ] [ 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 ]



^^^^^^^^^^^^
FREEZES HERE
************
************
************





Warning: No vis information, direct lighting only.
1837 faces
Create Patches : 12255 base patches
0 opaque faces
140872 square feet [20285686.00 square inches]
1 direct lights

BuildFacelights:

** Executing...
** Command: Copy File
** Parameters: "c:\sierra\counter-strike\dod\larue.bsp" "C:\Sierra\Counter-Strike\dod\maps\larue.bsp"


** Executing...
** Command: C:\SIERRA\COUNTE~1\CSTRIKE.EXE
** Parameters: +map "larue" -game dod -console

Quakah
06-23-2003, 02:27 AM
It isn't freezing, it's working just fine, only takes long to compile that's why hammer doesn't react, I suggest you'd compile with batch compiler. It keeps you up2date and doesn't freeze

06-23-2003, 02:52 AM
Warning: No vis information, direct lighting only.
1837 faces
Create Patches : 12255 base patches
0 opaque faces
140872 square feet [20285686.00 square inches]
1 direct lights


I dont know what that is, but hes right, its not freezing. Just compiling. Those are the things that take the longest. Nothing is wrong...

06-23-2003, 03:02 AM
no it actually freezes,, i go Ctrl+Alt+Del and it says hammer not responding.

Craftos
06-23-2003, 03:27 AM
CS mappers seeking help on Dod forums? World is finally on right track :):p.

Quakah
06-23-2003, 03:36 AM
that's normal murphy, like i said, get batch compiler, compiles way better and keeps you up2date, it's not responding because it's compiling.

06-23-2003, 03:40 AM
Originally posted by Craftos
CS mappers seeking help on Dod forums? World is finally on right track :):p.

What the hell are you talking about? me? a CS mapper, i freaking hate CS. I hope to hell you have me mixed up with someone else!
well thanks anyways Quakah

06-23-2003, 04:53 AM
He was referring to these lines inyour config:

"c:\sierra\counter-strike\dod\larue.bsp"

The compile tools chew up memory like crazy and give every appearance of making your PC freeze. But they don't.

Download Batch Compiler here:

http://countermap.counter-strike.net/Nemesis/index.php?p=3

and use it to do your compiling rather than compiling out of Hammer (which still only acts as a front end to the separate compile tools anyhow).

Craftos
06-23-2003, 06:04 AM
Cheer up, you have converted yourself to right religion, even if you have first bought bought CS. :)

NC17
06-23-2003, 07:56 AM
Yea dude it is normal for it to say not responding

Normal compiles of large maps usually take around an hour oto 2 hours on some systems so just let it do its thing

Leave it overnight or something and see how long the whole process took

Vandal
06-23-2003, 09:36 AM
He runs DoD off CS retail. And easy does it, CS is still a decent game.

[R5]Rainbow_Phive
06-23-2003, 09:42 AM
Originally posted by Murphy
What the hell are you talking about? me? a CS mapper, i freaking hate CS. I hope to hell you have me mixed up with someone else!


** Command: C:\SIERRA\COUNTE~1\CSTRIKE.EXE



Oh that's right, you DON'T have CS installed. I don't mind that you have CS installed, it's just your denial.

Guerilla
06-23-2003, 09:56 AM
Just batch compile and use -estimate so you can be updated on the vis and rad compiling process, and btw stop the CS bashing, if you find a good solid server its fun....

TheNomad
06-23-2003, 11:30 AM
hey all, Murphy was asking help on compileing a map, thats nothing to do with cs

06-23-2003, 11:39 AM
just a fyi murphy, when a program in windows says it's not responding in the task manager, it doesn't mean that it's locked up. Windows can't tell the difference between a locked program and a program that's working it's butt off and can't answer a request from the OS :) When your compiling it will usually show as not responding cause it's working too hard on the compile to bother with anything else.

06-23-2003, 11:43 AM
Originally posted by Murphy

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (2.31 seconds)
LeafThread:



On another note, when it gets here do you end the process? If you do, how long do you wait? If I'm not mistaken, if you have complex brushes or bad brushes this is where it will take forever to compile or die with an error

TheNomad
06-23-2003, 12:36 PM
on one of my maps the leaf thread took 40 mins, and there was no problems

i suggest u leave it over night, then u can see exactly how long each process takes.

06-23-2003, 02:04 PM
ok thanks for all the responces.
on a side note, yes i bought CS thinking it would be half decent, after about 3 days it ended up as a drink coaster untill my brother enlightened my to the wonders of DoD 3.0, ive been hooked since.




LOCK THE THREAD!!!!!!!!!!!!!!!!!!!!!

FuzzDad
06-23-2003, 03:11 PM
The mapper is stopped in a crowded mappers forum by several DoD-hardend forum police who look over the CS code statement...An Emperial StarShip Trooper...ermmm...DoD Forum Police questions Luke...ermm Murphy



Forum Police: How long have you had these CS statements in your compile string?
Murphy: About three or four seasons.
FuzzDad: They're for sale if you want them.
Forum Police: Let me see your forum identification.


Murphy becomes very nervous as he fumbles to find his ID while FuzzDad speaks to the Forum Police in a very controlled voice.



FuzzDad: You don't need to see his forum identification.
Forum Police: We don't need to see his forum identification.
FuzzDad: These are not the CS Statements your looking for.
Forum Police: These are not the CS Statements we're looking for.
FuzzDad: He can go about his business.
Forum Police: You can go about your business.
FuzzDad: (to Murphy) Continue asking questions in the forum and move along.
Forum Police: Move along. Move along.

TheNomad
06-23-2003, 03:20 PM
LMAO, nice 1 fuzz. good it was.

btw I am ur father

Mexikilla
06-23-2003, 03:27 PM
Originally posted by Skullz_Vandal
He runs DoD off CS retail.

That's what I do. I kind of wish I had gotten half life though because I have only played like the first couple levels and its supposed to be the greatest game of all time and I think I am going to be a little lost in the story when I buy HL2. Oh well I still got time:rolleyes: .

Gorbachev
06-23-2003, 03:38 PM
please use the batch compiler.

Wittman80
06-23-2003, 10:26 PM
"You must go to the Dagobah System..."

06-23-2003, 10:54 PM
That's what I do. I kind of wish I had gotten half life though because I have only played like the first couple levels and its supposed to be the greatest game of all time and I think I am going to be a little lost in the story when I buy HL2. Oh well I still got time

Might fire it back up myself. Heck, I was running it on a Voodoo2 or something like that in glorious 640 x 480! No doubt it'll look a bit dated now after all the post-HL development of HL but playing it through will be a fun way to lead up to HL2.

Valve reckon you won't need to have played HL to understand what's going on in HL2, but you owe it to youself to play the original. Just keep in mind is was ground breaking 5 years ago and there's been a lot of water under the first-person shooter bridge since then . . .

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.