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Autor Beitrag
000
22.06.2007, 12:07
Murdocx



Hi Leute,

hab mal eure Forensuche durchgeführt, doch leider hierzu mal noch nichts gefunden.
Also bei mir wirkt sich das Startproblem bei CSS aus. Im Hammereditor unter "Run Map" führe ich den compile durch und das Spiel versucht zu starten. Alles läuft ganz normal bis ich dann in der Map sein sollte, doch dann kommt das Hauptmenü mit der Option "Spiel fortsetzen" die dann auch wieder gleich verschwindet. Somit lande ich im Hauptmenü wie als hätte ich CSS ganz normal gestartet.Dies tritt auch bei sauber Gemappten Maps auf wenn ich versuche diese so zu starten.
Das Kuriose ist das, wenn ich einen Server manuell erstelle, funktioniert die Map ohne Probleme.

Folgende Map funktioniert auch irgendwie nicht. Hat wohl was mit den Compilern zu tun. Da hab ich aber keine Ahnung..

Hab hier mal den Log einer aktuellen Testmap:

** Executing...
** Command: "c:\programme\steam\steamapps\murdocx\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.vmf
Brush 126: FloatPlane: bad normal
Side 0
Texture: BUILDING_TEMPLATE/BUILDING_TEMPLATE013A

** Executing...
** Command: "c:\programme\steam\steamapps\murdocx\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
reading c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.prt
LoadPortals: couldn't read c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.prt

** Executing...
** Command: "c:\programme\steam\steamapps\murdocx\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
42 faces
40118 square feet [5777048.00 square inches]
0 displacements
0 square feet [0.00 square inches]
42 patches before subdivision
4990 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 530046, max 280
transfer lists: 4.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0054 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 46/65536 368/524288 ( 0.1%)
planes 58/65536 1160/1310720 ( 0.1%)
vertexes 88/65536 1056/786432 ( 0.1%)
nodes 37/65536 1184/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 42/65536 2352/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 39/65536 1248/2097152 ( 0.1%)
leaffaces 75/65536 150/131072 ( 0.1%)
leafbrushes 18/65536 36/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 230/512000 920/2048000 ( 0.0%)
edges 128/256000 512/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 3/32768 30/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36/65536 72/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 102416/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 889/393216 ( 0.2%)
LDR leaf ambient 39/65536 936/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10010/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2709/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 127578 bytes ====

Total triangle count: 98
Writing c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp" "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike\maps\Testmap2.bsp"

Ich hoffe ihr könnt mir helfen.
Gruß

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001
22.06.2007, 12:42
McScore



"Brush 126: FloatPlane: bad normal"
Fehler nachschlagen, finden, beseitigen, neu kompilieren.

--

... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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002
22.06.2007, 13:12
Murdocx



So behoben. Danke. Jetzt bräuchten wir nur noch für das andere Problem ne Lösung ;)

** Executing...
** Command: "c:\programme\steam\steamapps\murdocx\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike\materials
Loading C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (0) (10310 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 7
Reduced 4 texdatas to 4 (97 bytes to 97)
Writing C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
1 second elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\murdocx\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
reading c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.prt
95 portalclusters
346 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (23)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 3 visible clusters (0.00%)
Total clusters visible: 8701
Average clusters visible: 91
Building PAS...
Average clusters audible: 95
visdatasize:3046 compressed from 3040
writing c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
23 seconds elapsed

** Executing...
** Command: "c:\programme\steam\steamapps\murdocx\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike" "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
200 faces
37321 square feet [5374289.50 square inches]
0 displacements
0 square feet [0.00 square inches]
200 patches before subdivision
5468 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 703592, max 347
transfer lists: 5.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0056 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 15/8192 180/98304 ( 0.2%)
brushsides 238/65536 1904/524288 ( 0.4%)
planes 426/65536 8520/1310720 ( 0.7%)
vertexes 494/65536 5928/786432 ( 0.8%)
nodes 178/65536 5696/2097152 ( 0.3%)
texinfos 7/12288 504/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 200/65536 11200/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 105/65536 5880/3670016 ( 0.2%)
leaves 180/65536 5760/2097152 ( 0.3%)
leaffaces 285/65536 570/131072 ( 0.4%)
leafbrushes 77/65536 154/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1532/512000 6128/2048000 ( 0.3%)
edges 801/256000 3204/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 11/32768 110/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 162/65536 324/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 110852/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3046/16777216 ( 0.0%)
entdata [variable] 819/393216 ( 0.2%)
LDR leaf ambient 180/65536 4320/1572864 ( 0.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10010/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 10310/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 195613 bytes ====

Total triangle count: 634
Writing c:\programme\steam\steamapps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Programme\Steam\SteamApps\murdocx\sourcesdk_content\cstrike\mapsrc\Testmap2.bsp" "c:\programme\steam\steamapps\murdocx\counter-strike source\cstrike\maps\Testmap2.bsp"

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003
22.06.2007, 15:41
Sir_Killalot



Du darfst deine Maps NICHT über den Hammer Editor starten! Immer über Console mit map mapname oder halt über Spiel erstellen, bzw Create Game. Der Start über Hammer ist schon lange verbugt.

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004
23.06.2007, 15:56
Murdocx



Oh man bekommen die das denn nicht in Griff? Kein bock für jede Veränderung das spiel wegen den tests zu starten. Kann ich denn auch anderst kompilen?

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005
23.06.2007, 16:46
McScore



Da gibt es so einen hübschen Haken im Kompilierdialog...

--

... und der große böse Wolf bootete und bootete und bootete ...
Optimiere deine Map, sieh dir alle Compile-Errors an, frage den Hersteller und beschwer dich über nichts!
http://www.mcscore.de.vu
13+3+7=23, 133/7+23=42

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006
24.06.2007, 14:35
Murdocx



Den Haken benutze ich schon....... Kompiliere jetzt manuell über die Batch. Danke für eure Hilfe

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