dont you love compiling? (help)


05-24-2003, 01:48 AM
Im still new too mapping, so cna some1 tell me what this is about? After I compile it and all, I go into dod, and create a server. But the server never gets started. Heres my compil.






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:\Program Files\Day of Defeat\dod\complie\hlcsg.exe"-wadinclude xerent.wad -wadinclude hlbasics.wad -wadinclude classic_kleineh_dod.wad -wadinclude dodforum.wad -wadinclude ZillaFinal.wad -wadinclude raate.wad -wadinclude Kami-platinum.wad -wadinclude "C:\Program Files\Valve Hammer Editor\fgd\day of defeat"-wadinclude "C:\Program Files\Day of Defeat\dod""C:\Program Files\Valve Hammer Editor\maps\mfm3.map"
Entering C:\Program Files\Valve Hammer Editor\maps\mfm3.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]
[xerent.wad]
[hlbasics.wad]
[classic_kleineh_dod.wad]
[dodforum.wad]
[ZillaFinal.wad]
[raate.wad]
[Kami-platinum.wad]
[C:\Program Files\Valve Hammer Editor\fgd\day of defeat]
[C:\Program Files\Day of Defeat\dod]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.17 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.89 seconds)

Including Wadfile: \program files\valve hammer editor\fgd\day of defeat\xerent.wad
- Warning: Larger than expected texture (218412 bytes): '{X_TREE12A'
- Contains 14 used textures, 45.16 percent of map (170 textures in wad)
Including Wadfile: \program files\valve hammer editor\fgd\day of defeat\classic_kleineh_dod.wad
- Contains 5 used textures, 16.13 percent of map (156 textures in wad)
Using Wadfile: \program files\valve hammer editor\fgd\day of defeat\hk_rbl_2.wad
- Contains 0 used textures, 0.00 percent of map (31 textures in wad)
Including Wadfile: \program files\valve hammer editor\fgd\day of defeat\raate.wad
- Contains 1 used texture, 3.23 percent of map (9 textures in wad)
Using Wadfile: \program files\day of defeat\valve\halflife.wad
- Contains 4 used textures, 12.90 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve hammer editor\fgd\day of defeat\frk_dod_moulins2.wad
- Contains 1 used texture, 3.23 percent of map (58 textures in wad)
Including Wadfile: \program files\valve hammer editor\fgd\day of defeat\zillafinal.wad
- Warning: Larger than expected texture (348972 bytes): 'MZ_5BUILD_1'
- Warning: Larger than expected texture (348972 bytes): 'MZ_5BUILD_2'
- Contains 2 used textures, 6.45 percent of map (268 textures in wad)
Including Wadfile: \program files\valve hammer editor\fgd\day of defeat\kami-platinum.wad
- Warning: Larger than expected texture (348972 bytes): '{K_TREE4'
- Contains 3 used textures, 9.68 percent of map (774 textures in wad)

Warning: ::FindTexture() texture P_WALOW not found!
Warning: ::LoadLump() texture P_WALOW not found!
Texture usage is at 1.55 mb (of 4.00 mb MAX)
1.19 seconds elapsed

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



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:\Program Files\Day of Defeat\dod\complie\hlbsp.exe"-maxnodesize 1024 "C:\Program Files\Valve Hammer Editor\maps\mfm3.map"

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:\Program Files\Valve Hammer Editor\maps\mfm3.prt'
1.36 seconds elapsed

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



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:\Program Files\Day of Defeat\dod\complie\hlvis.exe"-fast "C:\Program Files\Valve Hammer Editor\maps\mfm3.map"
395 portalleafs
1084 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 [ on ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(0.45 seconds)
average leafs visible: 174
g_visdatasize:18282 compressed from 19750
0.61 seconds elapsed

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



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:\Program Files\Day of Defeat\dod\complie\hlrad.exe"-extra -sparse -nopaque -bounce 1 -maxlight 35 -dscale 1 -lights "C:\Program Files\Valve Hammer Editor\tools\lights.rad""C:\Program Files\Valve Hammer Editor\maps\mfm3.map"

-= 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 [ Sparse ] [ 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 [ 1.000 ] [ 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 [ off ] [ 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']

2229 faces
Create Patches : 16274 base patches
0 opaque faces
158762 square feet [22861848.00 square inches]
1 direct lights

BuildFacelights:
(230.75 seconds)
BuildVisLeafs:
(41.84 seconds)
visibility matrix : 4.8 megs
MakeScales:
(48.83 seconds)
SwapTransfers:
(9.17 seconds)
Transfer Lists : 13670570 : 13.67M transfers
Indices : 5650788 : 5.39M bytes
Data : 54682280 : 52.15M bytes
GatherLight:
(3.56 seconds)
FinalLightFace:
(3.70 seconds)
339.77 seconds elapsed [5m 39s]

----- END hlrad -----

Craftos
05-24-2003, 02:12 AM
Compile log doesn't have too much with spawning a HL server. You should describe what is happening and in what way you start server.
For quick help I highly recommend Batch Compiler 2.0, which automatically start server and has default set of right parameters for developer map testing.
If you are using it already post info, like described above.

05-24-2003, 12:19 PM
I cant run it straight with batch because I have retail, and batch is only setup for hl.exe and cstrike.exe. In retail, the server starts to load, but it only starts up 2 bars, then stopps. It dosent freeze, so I can hit cancle. It worked with the exact same settings before, but It didnt have the 2 new wads that I added, they were just the default wads. I looked at my .log and it said that I have to many wads (9) and I should only have 8. So, I deleated a wad that I wasnt using, and tried it again. That time it was the .log that I showed in my 1st post. Ne ideas?
EDIT: server runs for older versions of same map.

05-24-2003, 12:28 PM
ok, this is like what happened the 1st time. I just tried it again, with the same resault as #1 this in console

05-24-2003, 12:49 PM
Warning: ::FindTexture() texture P_WALOW not found!
Warning: ::LoadLump() texture P_WALOW not found!

Try giving those textures that are pink(in-game), different textures, then run it and see if its the same.

05-24-2003, 04:20 PM
ok, that fixed it, but I wana use the other textures lol, so... now what?

05-24-2003, 04:44 PM
In your 3d view in hammer, do the textures show up(the ones that dissapear)? If it does, then i dont know what it means, except that something really messed on your comp (probably has got to do with either compiling or the wad.

05-24-2003, 04:55 PM
yup. But its the two wads that I added yesterday, I probally messed up :(

tommy14
05-24-2003, 05:30 PM
Larger than exepected texture (http://www.slackiller.com/tommy14/errors.htm#bigtexture) means that the texture is too big for software mode or some early/old video cards.

perhaps that is why they are showing up badly for you - ARE you in software video mod, or have an old video card?
then maybe you shouldn't use those textures......

05-24-2003, 05:32 PM
nope, i have a very good video card (gf3 ti 200) so, i dont think that would be the problem. any1, any other ideas?

El Capitan
05-24-2003, 05:34 PM
try putting those wads in a directory without spaces.

I know it may sound a bit bizarre but sometimes compilers can mess up when pointing to a directory with spaces in the folder names....just an idea, im probabaly completely wrong but its worth a shot ;P

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