I can't open the map on lan-server.
This is my export logs.
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hlcsg v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlcsg -----
Command line: D:\HKCDC\Mapping\Hammer\tools\hlcsg.exe d:\hkcdc\mapping\hammer\rmfs\map1 -nowadtextures
Entering d:\hkcdc\mapping\hammer\rmfs\map1.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
50 brushes (totalling 299 sides) discarded from clipping hulls
CreateBrush:
(2.71 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.14 seconds)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\null.wad
- Contains 1 used texture, 2.38 percent of map (1 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\timecounter.wad
- Warning: Larger than expected texture (348972 bytes): 'STARTCOUNTER2'
- Contains 0 used textures, 0.00 percent of map (17 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\halflife.wad
- Contains 10 used textures, 23.81 percent of map (3116 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\kz_signs.wad
- Contains 1 used texture, 2.38 percent of map (71 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\lightcolor.wad
- Contains 18 used textures, 42.86 percent of map (20 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\zm_abyss.wad
- Contains 7 used textures, 16.67 percent of map (48 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\cs_camouflage.wad
- Contains 4 used textures, 9.52 percent of map (61 textures in wad)
Using Wadfile: \cs 4554\xnet4554\xnet\cstrike\fof_32.wad
- Contains 1 used texture, 2.38 percent of map (69 textures in wad)
added 2 additional animating textures.
Texture usage is at 1.33 mb (of 4.00 mb MAX)
6.24 seconds elapsed
----- END hlcsg -----
hlbsp v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlbsp -----
Command line: D:\HKCDC\Mapping\Hammer\tools\hlbsp.exe d:\hkcdc\mapping\hammer\rmfs\map1
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 ]
noopt [ 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 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...3581 (0.23 seconds)
BSP generation successful, writing portal file 'd:\hkcdc\mapping\hammer\rmfs\map1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2343 (0.15 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2118 (0.11 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2575 (0.17 seconds)
4.00 seconds elapsed
----- END hlbsp -----
hlvis v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlvis -----
Command line: D:\HKCDC\Mapping\Hammer\tools\hlvis.exe d:\hkcdc\mapping\hammer\rmfs\map1 -fast
2063 portalleafs
6460 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 [ on ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(4.18 seconds)
average leafs visible: 226
g_visdatasize:115291 compressed from 532254
4.33 seconds elapsed
----- END hlvis -----
hlrad v3.4 Final (Feb 25 2006)
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 ([email protected])
----- BEGIN hlrad -----
Command line: D:\HKCDC\Mapping\Hammer\tools\hlrad.exe d:\hkcdc\mapping\hammer\rmfs\map1 -sparse
-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 'D:\HKCDC\Mapping\Hammer\tools\lights.rad']
[64 texlights parsed from 'D:\HKCDC\Mapping\Hammer\tools\lights.rad']
20391 faces
Create Patches : 72953 base patches
0 opaque faces
763579 square feet [109955376.00 square inches]
11270 direct lights
BuildFacelights:
(224.90 seconds)
BuildVisLeafs:
(232.53 seconds)
visibility matrix : 23.3 megs
MakeScales:
(281.86 seconds)
SwapTransfers:
(9.32 seconds)
Transfer Lists : 56488510 : 56.49M transfers
Indices : 36424792 : 34.74M bytes
Data : 225954040 : 215.49M bytes
GatherLight:
(2.81 seconds)
FinalLightFace:
(2.16 seconds)
757.97 seconds elapsed [12m 37s]
----- END hlrad -----
------------------------------
anyway. thats not have any errors.
When launch the game and open this map
games console written :
Usage:
Setmaster unavailable, start a server first.
NET Ports: server 27015, client 27005
Server IP address 192.168.0.111:27015
Metamod version 1.20-am Copyright (c) 2001-2006 Will Day
Metamod comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `meta gpl' for details.
AMX Mod X version 1.8.2 Copyright (c) 2004-2006 AMX Mod X Development Team
AMX Mod X comes with ABSOLUTELY NO WARRANTY; for details type `amxx gpl'.
This is free software and you are welcome to redistribute it under
certain conditions; type 'amxx gpl' for details.
L 12/13/2013 - 22:48:33: -------- Mapchange to map1 --------
Orpheu configuration started.
Parsing mods configuration started.
Parsing mods configuration ended.
Parsing libraries configuration started.
Parsing libraries configuration ended.
Parsing type aliases started.
Parsing folder "CGameRules"
Adding alias"CGameRules *"
Parsing type aliases ended.
Orpheu configuration ended.
L 12/13/2013 - 22:48:33: [AMXX] Plugin file open error (plugin "kz_record.amxx")
L 12/13/2013 - 22:48:33: [AMXX] Plugin file open error (plugin "httpdl.amxx")
Orpheu functions search started.
Parsing functions started.
Parsing file "InstallGameRules" started
Return type "CHalfLifeMultiplay *" validated
Searching for signature "[0x68]
Parsing file "InstallGameRules" ended
Parsing functions ended.
Orpheu functions search ended.
Orpheu virtual functions search started.
Parsing virtual functions started.
Parsing virtual functions ended.
Orpheu virtual functions search ended.
Orpheu memory structures search started.
Parsing memory structures started.
Parsing memory file "CGameruleOffsets"
Processing memory structure "m_fTeamCount"
Added memory search structure "m_fTeamCount"
Processing memory structure "m_bRoundTerminating"
Added memory search structure "m_bRoundTerminating"
Parsing memory structures ended.
Orpheu memory structures search ended.
Host_Error: PF_precache_model_I: Model 'sprites/rifle_smoke2.spr' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.
--------------------
Why only this map couldn't to open.
written they problems.
how to fix it?
Btw. this is my using files download link(wads rmfs bsps)
-Link-
Precache is a game memory problem. It often could be you have a bad path/name for a sprite/model/wav. But it can also be that you have too many kinds or too large sprites, models(400 obj limit?), wav sound files(limit<3min) or entitys(data limit ~0.5M) and have overfilled the space setup for them. (see also SVC bad below.) Sometimes combining entities into fewer helps, but usually you will have to simplify to fewer kinds of sprites/models, or smaller sprites/models/wavs. Occasionally this error happens when you are using a corrupted or non-standard model/sprite. Using other folk's prefabs are often hidden reasons for this problem.
Sometimes the "too many wads" problem sets this off, or having a brush textured with AAAtrigger texture visible in the map will cause this problem.
http://www.slackiller.com/tommy14/errors.htm
"Reduce the number of brush models and/or regular models in the map to correct this."
You don't need any more than this, check if you have a big amount of brush entities, this could happen in a bhop map very easily.
EDIT: I just checked your map, it looks like you could be having the brush entity limit problem, there seem to be a whole lot of them. I don't have the setup to compile and test, try removing some amount of func_doors and quickly testing to see if this is the problem.
1. You get the 512 precache error, because you went over the limits of the engine. For example: each func_wlal, func_door (and many more entities, usually called solid point entities) are counted for 1 precache, model. Reduce the amount of your entities( can't tell you with how much, but try wth 20). If it works remove even more entities else your map won't be playable on public servers.
2. Fix your addons folder. Some amxx plugins are broken and may cause problems.
3. Please include your .wad files into the bsp, not in the rar file.
Thanks for your map checking guys!
I am fixed the map!
Thanks a lot!
or edit your liblist.gam file
with this new line:
edicts "5000"
and you should be fine
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