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Autor Beitrag
000
11.07.2010, 14:34
Hightower



Hallo,

kurz vor Fertigstellung meines aktuellen Projekts hat Valve für CSS das neue Update veröffentlicht. Nachdem ich dann geschlagene 2 Wochen kein einziges Programm zum laufen bekam und es dann doch noch klappte, musste ich feststellen dass beim compilieren mit der 2009er Engineversion zahlreiche neue Fehler sich eingeschlichen haben und ich keine Ahnung hab, wie ich die wegbekomme geschweige denn was sie mir sagen wollen. Was mir im Hammer auch noch aufgefallen ist, die gesamten Toolstexturen werden nur noch verschwommen dargestellt. Man kann also den Text z.B. "Sky" gar nicht mehr lesen.

Was mich besonders ärgert, mit der neuen Version ist meine Map mittlerweile unspielbar, zumindest auf meinem Rechner. Vorher war es zwar nicht optimal aber es ging.

Hier mal eine Auflistung der einzelnen neuen Einträge/Fehler und im Anschluss der gesamte Compilelog.

1. ***need to set $abovewater for material dev/dev_water2_cheap
2. ConVarRef mat_reduceparticles doesn't point to an existing ConVar
3. Could not locate 'GameData' key in c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\gameinfo.txt
4. Patching WVT material: maps/cs_cliffhouse/nature/blendmilground012_conflr18a_wvt_patch
5. Patch Sample Radius Clamped!
6. warning - face vectors parallel to face normal. bad lighting will be produced

Compilelog:

materialPath: c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\materials
Loading C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\spiele\half-life 2\steamapps\bodobomber\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/cs_cliffhouse/nature/blendmilground012_conflr18a_wvt_patch
Patching WVT material: maps/cs_cliffhouse/nature/blendmilground008_2_plants_wvt_patch
Patching WVT material: maps/cs_cliffhouse/nature/blenddirtgrass008b_wvt_patch
Patching WVT material: maps/cs_cliffhouse/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/cs_cliffhouse/nature/blendmilground008_4_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1168 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1186636 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3974 texinfos to 2085
Reduced 367 texdatas to 287 (12419 bytes to 9300)
Writing C:\Spiele\Half-Life 2\SteamApps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.bsp
32 seconds elapsed

2 threads
reading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.bsp
reading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.prt
1912 portalclusters
5097 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 8298 visible clusters (0.00%)
Total clusters visible: 1663228
Average clusters visible: 869
Building PAS...
Average clusters audible: 1730
visdatasize:825206 compressed from 917760
writing c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.bsp
4 hours, 16 minutes, 28 seconds elapsed

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
12059 faces
9 degenerate faces
2389346 square feet [344065824.00 square inches]
316 Displacements
517254 Square Feet [74484576.00 Square Inches]
12050 patches before subdivision
132708 patches after subdivision
69 direct lights
0...1...2...3...4...5.. warning - face vectors parallel to face normal. bad lighting will be produced
.6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 11782720, max 2109
transfer lists: 89.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(232195, 188587, 92499)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(55066, 43241, 19008)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(7183, 5243, 2193)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1964, 1357, 521)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(467, 299, 110)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(136, 81, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(40, 22, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(13, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(4, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3126 sec>
0...1...2...3...4...5.. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
.6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 140/1024 6720/49152 (13.7%)
brushes 3293/8192 39516/98304 (40.2%)
brushsides 25310/65536 202480/524288 (38.6%)
planes 9610/65536 192200/1310720 (14.7%)
vertexes 18674/65536 224088/786432 (28.5%)
nodes 3745/65536 119840/2097152 ( 5.7%)
texinfos 2085/12288 150120/884736 (17.0%)
texdata 287/2048 9184/65536 (14.0%)
dispinfos 316/0 55616/0 ( 0.0%)
disp_verts 8572/0 171440/0 ( 0.0%)
disp_tris 11264/0 22528/0 ( 0.0%)
disp_lmsamples 1143896/0 1143896/0 ( 0.0%)
faces 12059/65536 675304/3670016 (18.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9592/65536 537152/3670016 (14.6%)
leaves 3886/65536 124352/2097152 ( 5.9%)
leaffaces 17190/65536 34380/131072 (26.2%)
leafbrushes 10578/65536 21156/131072 (16.1%)
areas 20/256 160/2048 ( 7.8%)
surfedges 97386/512000 389544/2048000 (19.0%)
edges 59536/256000 238144/1024000 (23.3%)
LDR worldlights 68/8192 5984/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 1176/32768 11760/327680 ( 3.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27477/65536 54954/131072 (41.9%)
cubemapsamples 63/1024 1008/16384 ( 6.2%)
overlays 303/512 106656/180224 (59.2%)
LDR lightdata [variable] 7086748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 825206/16777216 ( 4.9%)
entdata [variable] 455052/393216 (115.7%) VERY FULL!
LDR ambient table 3886/65536 15544/262144 ( 5.9%)
HDR ambient table 3886/65536 15544/262144 ( 5.9%)
LDR leaf ambient 22015/65536 616420/1835008 (33.6%)
HDR leaf ambient 3886/65536 108808/1835008 ( 5.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/788704 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/56316 ( 0.0%)
pakfile [variable] 6814207/0 ( 0.0%)
physics [variable] 1186636/4194304 (28.3%)
physics terrain [variable] 61494/1048576 ( 5.9%)

Level flags = 0

Total triangle count: 34911
Writing c:\spiele\half-life 2\steamapps\bodobomber\sourcesdk_content\cstrike\mapsrc\cs_cliffhouse.bsp
6 minutes, 52 seconds elapsed

Ich hoffe jemand kann mir helfen.
Wäre sonst schade für die Arbeit von einem guten Jahr.

MFG

Hightower

:-(

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Dieser Beitrag wurde am 11.07.2010 um 14:35 von Hightower bearbeitet.
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001
11.07.2010, 17:56
pennerlord



Zu 1: Fix die Textur, oder nimm ein anderes Wasser.
Zu 6: Wenn du weißt um welchen Brush es sich handelt, kannst du versuchen ihn um 180° zu drehen oder ihn zu einen "func_detail" zu machen.

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002
11.07.2010, 23:05
sync



Wie äußern sich die Probleme denn im Spiel? Fehler 1-5 sollten keine Auswirkungen haben, Fehler 6 sollte nicht besonders auffällig sein, und wenn musst du eh nur den Brush neu erstellen.

Benutzt du eine Highfps-config? Das könnte die Performance wieder verbessern.

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[CS:S-, CSP- und TF2-Maps ]


Dieser Beitrag wurde am 11.07.2010 um 23:06 von sync bearbeitet.
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003
12.07.2010, 12:40
Night Wolf



Fehler Nummer 3 wurmt besonders. Innerhalb von 6 Jahren hat Valve kein Update herausgegeben, dass das SDK so dermaßen zerschießt wie jetzt.

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Muh sag ich da!
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All das ist thewall: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |

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