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« Reply #15 on: July 30, 2008, 10:00:58 PM » |
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have no idea whats wrong "GameInfo" { game "Exterminatus Map Development Kit" title "" type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon "ex_installed" hidden_maps { "test_speakers" 1 "test_hardware" 1 }
FileSystem { SteamAppId 215 // This will mount all the GCFs we need (215=Source Base SDK, 240=CS:S, 220=HL2, 320=HL2DM). //Was 320 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AppId 211 // Un-borking valves fuckup 24/12/05 // // The code that loads this file automatically does a few things here: // // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. // 3. For the first "Game" search path, it adds a search path called "MOD". // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH". //
// // Search paths are relative to the base directory, which is where hl2.exe is found. // // |gameinfo_path| points at the directory where gameinfo.txt is. // We always want to mount that directory relative to gameinfo.txt, so // people can mount stuff in c:\mymod, and the main game resources are in // someplace like c:\program files\valve\steam\steamapps\half-life 2. // SearchPaths { Game |gameinfo_path|. Game sourcetest Game hl2mp Game hl2 } } }
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I bring HIS will.....into this modification =)
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« Reply #17 on: July 30, 2008, 11:27:07 PM » |
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uh my bad i didnt pay attantion to ConfigSorry by the way now happing this map didn't compiled ** Executing... ** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1"
Valve Software - vbsp.exe (Dec 11 2006) Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"
usage : vbsp [options...] mapfile example: vbsp -onlyents c:\hl2\hl2\maps\test
Common options (use -v to see all options):
-v (or -verbose): Turn on verbose output (also shows more command line options).
-onlyents : This option causes vbsp only import the entities from the .vmf file. -onlyents won't reimport brush models. -onlyprops : Only update the static props and detail props. -glview : Writes .gl files in the current directory that can be viewed with glview.exe. If you use -tmpout, it will write the files into the \tmp folder. -nodetail : Get rid of all detail geometry. The geometry left over is what affects visibility. -nowater : Get rid of water brushes. -low : Run as an idle-priority process.
-vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
** Executing... ** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1"
Valve Software - vvis.exe (Nov 8 2007) Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"
usage : vvis [options...] bspfile example: vvis -fast c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command -fast : Only do first quick pass on vis calculations. -mpi : Use VMPI to distribute computations. -low : Run as an idle-priority process. env_fog_controller specifies one.
-vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
Other options: -novconfig : Don't bring up graphical UI on vproject errors. -radius_override: Force a vis radius, regardless of whether an -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -nosort : Don't sort portals (sorting is an optimization). -tmpin : Make portals come from \tmp\<mapname>. -tmpout : Make portals come from \tmp\<mapname>. -FullMinidumps : Write large minidumps on crash.
VMPI-specific options:
[mpi] Enable VMPI.
[-mpi_Worker] Workers use this to connect to a VMPI job. Specify the IP address of the master. Example: -mpi_worker 1.2.3.4 or -mpi_worker 1.2.3.4:242
[-mpi_Port] Use this on the master to force it to bind to a specified port. Otherwise it binds to 23311 (and ascending port numbers if 23311 doesn't work).
[-mpi_Graphics] Show a graphical representation of work units [grey=work unit not sent yet, red=sent, green=completed, blue=in-process]
[-mpi_Retry] Use this on the worker to have it retry connecting to the master forever. Otherwise it will exit if it can't connect to the master immediately.
[-mpi_AutoRestart] Use this on the worker to have it restart with the same command line parameters after completing a job. Useful in conjunction with -mpi_Retry to have an always-on worker ready to do work.
[-mpi_TrackEvents] Enables a debug menu during jobs (press D to access). Note: -mpi_Graphics automatically enables -mpi_TrackEvents.
[-mpi_ShowDistributeWorkStats] After finishing a stage in the work unit processing, shows statistics.
[-mpi_TimingWait] Causes the master to wait for a keypress to start so workers can connect before it starts. Used for performance measurements.
[-mpi_WorkerCount] Set the maximum number of workers allowed in the job.
[-mpi_AutoLocalWorker] Used on the master's machine. Automatically spawn a worker on the local machine. Used for testing.
[-mpi_FileTransmitRate] VMPI file transmission rate in kB/sec.
[-mpi_Verbose] Set to 0, 1, or 2 to control verbosity of debug output.
[-mpi_NoMasterWorkerThreads] Don't process work units locally (in the master). Only used by the SDK work unit distributor.
** Executing... ** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"
usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command -bounce # : Set max number of bounces (default: 100). -fast : Quick and dirty lighting. -final : High quality processing. -low : Run as an idle-priority process. -mpi : Use VMPI to distribute computations. -rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
Other options: -novconfig : Don't bring up graphical UI on vproject errors. -dump : Write debugging .txt files. -dumpnormals : Write normals to debug files. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -lights <file> : Load a lights file in addition to lights.rad and the level lights file. -noextra : Disable supersampling. -debugextra : Places debugging data in lightmaps to visualize supersampling. -smooth # : Set the threshold for smoothing groups, in degrees (default 45). -dlightmap : Force direct lighting into different lightmap than radiosity. -stoponexit : Wait for a keypress on exit. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -nodetaillight : Don't light detail props. -centersamples : Move sample centers. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0). The number specified must be less than 1.0 or it will be ignored. -loghash : Log the sample hash table to samplehash.txt. -onlydetail : Only light detail props and per-leaf lighting. -maxdispsamplesize #: Set max displacement sample size (default: 512). -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows. Recommended values are between 0 and 5. Default is 0. -FullMinidumps : Write large minidumps on crash. -chop : Smallest number of luxel widths for a bounce patch, used on edges -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area. -compressconstant <n> : compress lightmaps whose color variation is less than n units. -StaticPropLighting : generate backed static prop vertex lighting -StaticPropPolys : Perform shadow tests of static props at polygon precision -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option) -StaticPropNormals : when lighting static props, just show their normal vector
VMPI-specific options:
[mpi] Enable VMPI.
[-mpi_Worker] Workers use this to connect to a VMPI job. Specify the IP address of the master. Example: -mpi_worker 1.2.3.4 or -mpi_worker 1.2.3.4:242
[-mpi_Port] Use this on the master to force it to bind to a specified port. Otherwise it binds to 23311 (and ascending port numbers if 23311 doesn't work).
[-mpi_Graphics] Show a graphical representation of work units [grey=work unit not sent yet, red=sent, green=completed, blue=in-process]
[-mpi_Retry] Use this on the worker to have it retry connecting to the master forever. Otherwise it will exit if it can't connect to the master immediately.
[-mpi_AutoRestart] Use this on the worker to have it restart with the same command line parameters after completing a job. Useful in conjunction with -mpi_Retry to have an always-on worker ready to do work.
[-mpi_TrackEvents] Enables a debug menu during jobs (press D to access). Note: -mpi_Graphics automatically enables -mpi_TrackEvents.
[-mpi_ShowDistributeWorkStats] After finishing a stage in the work unit processing, shows statistics.
[-mpi_TimingWait] Causes the master to wait for a keypress to start so workers can connect before it starts. Used for performance measurements.
[-mpi_WorkerCount] Set the maximum number of workers allowed in the job.
[-mpi_AutoLocalWorker] Used on the master's machine. Automatically spawn a worker on the local machine. Used for testing.
[-mpi_FileTransmitRate] VMPI file transmission rate in kB/sec.
[-mpi_Verbose] Set to 0, 1, or 2 to control verbosity of debug output.
[-mpi_NoMasterWorkerThreads] Don't process work units locally (in the master). Only used by the SDK work unit distributor.
** Executing... ** Command: Copy File ** Parameters: "C:\maps\ex_city1.bsp" "c:\program files\steam\steamapps\sir_halyavshik\half-life 2\hl2\maps\ex_city1.bsp"
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« Last Edit: July 30, 2008, 11:36:59 PM by SIR_halyavshik »
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I bring HIS will.....into this modification =)
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« Reply #18 on: July 31, 2008, 09:46:41 AM » |
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You seem to have some mismatched quotes there, you are using Hammer to compile? Areyou using advanced or basic compile mode?
"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"
should look more like
"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" -game "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1
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« Reply #19 on: July 31, 2008, 01:14:25 PM » |
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im using basic compile mode (all normal) and yes , im using hammer
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I bring HIS will.....into this modification =)
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« Reply #20 on: July 31, 2008, 05:04:10 PM » |
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you could try the default fast compile, i find it more stable when comileing on my home system.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #21 on: August 01, 2008, 12:11:43 PM » |
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same i cant understand why it happens
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I bring HIS will.....into this modification =)
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« Reply #22 on: August 01, 2008, 12:21:56 PM » |
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I think the answer to that one is "because Valve coded it"
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
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« Reply #23 on: August 01, 2008, 01:25:53 PM » |
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maybe some more variants?
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I bring HIS will.....into this modification =)
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« Reply #24 on: August 01, 2008, 05:58:10 PM » |
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I bring HIS will.....into this modification =)
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« Reply #25 on: August 01, 2008, 07:25:47 PM » |
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Did you make those railings in hammer? If so we should probably make a model to replace them with for efficiencies sake. FYI their are sandbag models in the MDK (or at least on the forum somewhere). ex_dropzones are designed to have their activity controlled via their ex_objective. Use the capture inputs on the objective to control who (if anyone) can spawn at it's ex_dropzones.
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« Reply #26 on: August 01, 2008, 08:01:07 PM » |
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all in hammer models from Exterminatus didnt want to work in hl2 If you ask - yes i added Exterminatus's .fgd
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I bring HIS will.....into this modification =)
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« Reply #27 on: August 01, 2008, 08:37:54 PM » |
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all in hammer models from Exterminatus didnt want to work in hl2 If you ask - yes i added Exterminatus's .fgd
Hmm... We really must get your Source SDK set up to work with Exterminatus. I suspect your compiling issues is another GameConfig.txt problem. I have been working on a utility to do that configuration automatically. You can download it from http://www.chromeangel.co.uk/Exterminatus/EX_MDK_Setup.exe if you want to give it a try. You'll probably need to restore the backup of your GameConfig.txt first, otherwise you'll end up with 2 Exterminatuses in your mod list and the SDK will get thoroughly confused. If you download that EXE and put it in your sourcemods/ex/ folder before running it the utility should do the rest.
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« Reply #28 on: August 02, 2008, 06:12:41 PM » |
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no effect
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I bring HIS will.....into this modification =)
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« Reply #29 on: August 02, 2008, 06:46:42 PM » |
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The utility didn't do anything? or the compile still fails?
I forgot to mention you'll need to restart the Source SDK after running the utility.
Comparing our logs I appear to have no backslash after SourceMods\ex in my -game path, you might want to try that.
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