[moved] I Need Help Playing My New Map...
I'm new to the VHE and am trying to make my first kz map. I have made a simple room using several different tutorials. I run the map (F9) and everything works great (no errors at all). However, when I open CS and choose New Game and my map it ALWAYS freezes at the "Starting Local Game Server" or whatever (the first stage in the map loading process I guess). No one I have asked seems to know why but maybe someone on here can help. It's getting very frustrating. Thx to anyone who replies.
I really don't have idea, but I suggest you use Batch Compiler to compile your maps.
Maybe it can help and maybe be the solution !!
sup timmycakes! are you sure that its only your map, or are you able to start the "new game" on other maps?
Do you use ZHLT tools? Read up some more on mapping, you might have made some major mistake making your map unplayable. (Speaking of experience I think)
What tutorials did you follow?
Stupid question: Did you remember a info_player_start
If you still have problems after getting help here, I strongly suggest you to visit #Mappers at Quakenet, where you will find people to help you. One of them being Clair up here, who has helped me more than he should :D
Maybe you can even upload the .rmf and send it to someone at #Mappers, to let them have a look.
To Clair: Yeah the other maps work its just my map :( *cry*
To wRath^: i used ZHLT yeah, (batch was a lil confusing cuz im nubby) and yeah i had lights and info_player_start and all that. no leaks. i sent it to gangien and i THINK he got it to work but didnt work on mine for some reason. i used a tutorial found here:
http://www.cs-maps.jolt.co.uk/index.php?page=packs.html
and also another found in the forums here and the normal VHE help. its gotta be somethin on my end cuz the map seems fine. GRR @ this!
without more advance problem descripted or even compiler logs or console logs, there wont be really help.
ye, post the log
(usually in the folder where you keep your *.map, mapname.log)
back when i didnt do sound files properly, i had problems with "verifying resources". is it possible that youre using other files similar to this?
Ok heres the log, srry about it being so long i dunno any other way to post it:
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 ([email protected])
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures Room
Entering Room.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ 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 [ off ] [ 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]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\as_tundra.wad
- Contains 0 used textures, 0.00 percent of map (18 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\awp_rooftops.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\bikini.wad
- Contains 0 used textures, 0.00 percent of map (108 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\blazurban.wad
- Contains 0 used textures, 0.00 percent of map (72 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\cm_organicwad.wad
- Contains 0 used textures, 0.00 percent of map (63 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\ramassis2.wad
- Contains 0 used textures, 0.00 percent of map (740 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\ramassis.wad
- Warning: Larger than expected texture (235412 bytes): '{TREE010'
- Contains 1 used texture, 25.00 percent of map (901 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\slac_gran_marble.wad
- Contains 0 used textures, 0.00 percent of map (58 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\timecounter.wad
- Contains 0 used textures, 0.00 percent of map (17 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\usa.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\zeditor.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\czde_dust.wad
- Contains 0 used textures, 0.00 percent of map (90 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\joesmoe_cm.wad
- Contains 3 used textures, 75.00 percent of map (87 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\nrron.wad
- Contains 0 used textures, 0.00 percent of map (44 textures in wad)
Using Wadfile: \program files\steam\steamapps\eventfulhoryzon1\counter-strike\cstrike\null.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Warning: More than 8 wadfiles are in use. (18)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
Texture usage is at 0.26 mb (of 4.00 mb MAX)
0.09 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 ([email protected])
----- BEGIN hlbsp -----
Command line: hlbsp Room
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 'Room.prt'
0.02 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 ([email protected])
----- BEGIN hlvis -----
Command line: hlvis Room
1 portalleafs
0 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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 [ off ] [ off ]
BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.02 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 ([email protected])
----- BEGIN hlrad -----
Command line: hlrad Room
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ 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)[ off ] [ 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 ]
17 faces
Create Patches : 280 base patches
0 opaque faces
19797 square feet [2850816.00 square inches]
4 direct lights
BuildFacelights:
(0.00 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.00 seconds)
MakeScales:
(0.02 seconds)
SwapTransfers:
(0.00 seconds)
Transfer Lists : 54784 : 54.78k transfers
Indices : 1600 : 1.56k bytes
Data : 219136 : 214.00k bytes
GatherLight:
(0.02 seconds)
FinalLightFace:
(0.00 seconds)
0.05 seconds elapsed
----- END hlrad -----
Remember next to read the logfile carefully before making a thread can solve a problem faster :)
[blockquote]Warning: More than 8 wadfiles are in use. (18)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.[/blockquote]
Thats why cstrike is stucking. The old goldsrc engine can't handel so many wadfiles....
Remove the wadfiles where is standing:
Contains 0 used textures, 0.00 percent of map
In your logfile and all will be good.
Warning: More than 8 wadfiles are in use. (18)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
ok thanks Demo! i know what ur saying but i dont really know how to delete them. if someone can tell me how to do that i would GREATLY appreciate it!!
Nevermind! sorry for double post but i got it thank you ALLLL <33 expect greatness soon ;)
Since no1 said it im pretty sure the max wad files you want to have is 8. I might be wrong, but dont go over 8 if im right.
You can use more than 8 wads if you use the correct settings in batch :P
use "No Wad Textures" and "Wad Auto Detect"
-nowadtextures includes the textures in the bsp so you dont need the wads
-wadautodetect sort out the textures so only the used textures are included instead of the whole wad
that should fix the max 8 wad problem
or that would also solve that problem ^^
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