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Autor Beitrag
000
27.07.2006, 16:27
Don Bilbo



hey ho,

sorry das ich das schon wieder poste aber ich hab nix zum meinen thema gefunden sorry und hier wollt ich mal mein copile log hinschreiben =)

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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: E:\ZHLT\hlcsg.exe E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach
Entering E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach.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 ]
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 [ on ] [ 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]

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

Using Wadfile: \steam\steamapps\fummelhans\counter-strike\cstrike\runtergeladen\createwad.wad
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Contains 15 used textures, 93.75 percent of map (238 textures in wad)
Using Wadfile: \steam\steamapps\fummelhans\counter-strike\cstrike\teppich\tc_teppich.wad
- Contains 0 used textures, 0.00 percent of map (50 textures in wad)

added 7 additional animating textures.
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Texture usage is at 0.69 mb (of 4.00 mb MAX)
0.91 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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: E:\ZHLT\hlbsp.exe E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach

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 ]
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] 336 (0.09 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-304,-2480,-1536)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 465 (0.11 seconds)
Warning: === LEAK in hull 1 ===
Entity light @ (-304,-2480,-1536)
SolidBSP [hull 2] 459 (0.11 seconds)
Warning: === LEAK in hull 2 ===
Entity light @ (-304,-2480,-1536)
SolidBSP [hull 3] 479 (0.11 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ (-304,-2480,-1536)
0.91 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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: E:\ZHLT\hlvis.exe E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach
>> There was a problem compiling the map.
>> Check the file E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach.log for the cause.

----- 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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: E:\ZHLT\hlrad.exe -extra E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach
>> There was a problem compiling the map.
>> Check the file E:\Steam\SteamApps\fummelhans\counter-strike\cstrike\maps\beeach.log for the cause.

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

also meine map ist immernoch hell so wie vorher

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001
27.07.2006, 16:35
Agamemnon-Hellmapper



Suche nach "LEAK", und schon wirst du finden.
Wende dich an die Tutorials hier auf Thewall.

Und nun kommt gleich wieder Close wegen 3.2 etcpp... Mods können da sehr empfindlich sein...

Oh, und besorg dir mal aus der Downloadsektion ein paar vernünftige Compiler...

--

Es gibt 2 Möglichkeiten, eine Kristallkugel zu benutzen:
a) um damit Spekulationen über ein Problem eines Users zu machen und
b) um sie einem besonders unkooperativen User über den Schädel zu ziehen.
- bloggt jetzt auch selbst auf Sclavia.de

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002
27.07.2006, 16:40
Don Bilbo



ZHLT ist doch ein vernünftiger compiler oder nicht?

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003
27.07.2006, 17:39
ScyTheMan
Moderator


Eigtl. schon. Dennoch wurde dein Problem schon oft genug durchgekaut.

Geschlossen aufgrund §3.2.1 der Forenregeln.

--

http://choerbaert.org
Ein Gespenst geht um im Netz - das Gespenst des Open Source
csndr


Dieser Beitrag wurde am 27.07.2006 um 17:42 von ScyTheMan bearbeitet.
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