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Post by Clamping Erroe on Aug 10, 2009 2:37:36 GMT
I get this error spamming console during a large empty drop that lands safely onto water. Of course the bracketed number changes.
DataTable warning: (class player): Out-of-range value (-3500.000000) in SendPropFloat 'm_vecVelocity[2]', clamping.
Compiled on fast VIS. (In case that may be the cause)
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Post by BuLl3t on Aug 10, 2009 13:01:14 GMT
Back on my problem, the navigation mesh error and invalid ct/t spawns, it doesn't say that in compile log only in console, and alt+p only has one error "there is no player start" idk what that means because i have spawns, must have to do with hl2. So here is my compile and console. And YES, for the invalid spawns, i went "view, go to coordinates," and nothing was there
** Executing... ** Command: "c:\program files\steam\steamapps\bulletmagnet1234\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.vmf Can't find surfaceprop panel for material METAL/PRODVENTA, using default fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) WARNING: node without a volume **** leaked **** Entity light (9557.00 -1108.55 377.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 4 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/hav*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/havrt" Can't load skybox file skybox/hav 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) (194743 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 657 texinfos to 525 Reduced 52 texdatas to 47 (1412 bytes to 1209) Writing C:\Program Files\Steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.bsp 6 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\bulletmagnet1234\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.bsp reading c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.prt LoadPortals: couldn't read c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.prt
** Executing... ** Command: "c:\program files\steam\steamapps\bulletmagnet1234\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.bsp No vis information, direct lighting only. 3702 faces 1 degenerate faces 1349642 square feet [194348544.00 square inches] 0 displacements 0 square feet [0.00 square inches] 175 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (314) Build Patch/Sample Hash Table(s).....Done<0.0277 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 59/1024 2832/49152 ( 5.8%) brushes 490/8192 5880/98304 ( 6.0%) brushsides 3677/65536 29416/524288 ( 5.6%) planes 4052/65536 81040/1310720 ( 6.2%) vertexes 6241/65536 74892/786432 ( 9.5%) nodes 2656/65536 84992/2097152 ( 4.1%) texinfos 525/12288 37800/884736 ( 4.3%) texdata 47/2048 1504/65536 ( 2.3%) 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 3702/65536 207312/3670016 ( 5.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1799/65536 100744/3670016 ( 2.7%) leaves 2716/65536 86912/2097152 ( 4.1%) leaffaces 4521/65536 9042/131072 ( 6.9%) leafbrushes 1363/65536 2726/131072 ( 2.1%) areas 3/256 24/2048 ( 1.2%) surfedges 25466/512000 101864/2048000 ( 5.0%) edges 14155/256000 56620/1024000 ( 5.5%) LDR worldlights 173/8192 15224/720896 ( 2.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 378/32768 3780/327680 ( 1.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6342/65536 12684/131072 ( 9.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1105912/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 97605/393216 (24.8%) LDR leaf ambient 2716/65536 65184/1572864 ( 4.1%) 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] 1/5696 ( 0.0%) pakfile [variable] 21095/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 194743/4194304 ( 4.6%) ==== Total Win32 BSP file data space used: 2399829 bytes ====
Total triangle count: 10800 Writing c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.bsp 5 minutes, 16 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.bsp" "c:\program files\steam\steamapps\bulletmagnet1234\counter-strike source\cstrike\maps\cs_crackhouse_xz_6fix.bsp"
**************************************************************************** *************************************CONSOLE******************************* **************************************************************************** Begin loading faces (loads materials) End loading faces (loads materials) execing skill1.cfg Executing listen server config file Incorrect price blob version! Update your server! ERROR: mp_dynamicpricing set to 1 but couldn't download the price list! env_soundscape_proxy can't find target soundscape: '' Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB) The Navigation Mesh was built using a different version of this map. 64 player server started couldn't exec listenserver.cfg Adding master server *CENSORED* Adding master server *CENSORED* Invalid terrorist spawnpoint at (10181.0,233.0,233.0) Invalid counterterrorist spawnpoint at (11030.0,65.0,65.0) Client "[SKC]BuLl3t" connected (127.0.0.1:27005). Connected to *CENSORED*
Counter-Strike: Source Map: cs_crackhouse_xz_6fix Players: 1 / 64 Build 3846 Server Number 1 No pure server whitelist. sv_pure = 0 CAsyncWavDataCache: 2 .wavs total 0 bytes, 0.00 % of capacity Initializing renderer... [SKC]BuLl3t connected Game will not start until both teams have players. Scoring will not start until both teams have players
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Post by john88z on Aug 10, 2009 16:15:30 GMT
Bullet you have a leak. Go to map, load point file and fix where the entity can reach the void with a skybox texture.
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Post by 3kliksphilip on Aug 11, 2009 11:14:51 GMT
'DataTable warning: (class player): Out-of-range value (-3500.000000) in SendPropFloat 'm_vecVelocity[2]', clamping.'
Happens when something moves too quickly. It's not a proper error, just something to clamp the speed of falling objects / people.
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Post by BuLl3t on Aug 12, 2009 13:34:06 GMT
The leak is one of those ones that leads out of the skybox, i tried that tutorial on fixing those, but there are no objects outside of the skybox... idk what to do.
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Post by Deity Link on Aug 16, 2009 15:36:36 GMT
Hi there! Well, I used Hammer for the first time about a week ago and I have progressed really fast thanks to 3kliksphilip's youtube tutorials (thx btw). Actually, I'm working on my first map: however, for an unknow reason, teleports (trigger) doesn't works with me. I created the most basic map possible to test it again: the brush under the ark is a "trigger_teleport" named In1, and its remote location is the info-target located above named Out1. I compiled the map, runned the game, choosed a character, and when I went through the ark.......NOTHING HAPPENED!!! What am I doing wrong?
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Post by BuLl3t on Aug 16, 2009 20:14:46 GMT
make sure there are inputs and outputs on the entities.
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Post by Deity Link on Aug 17, 2009 22:27:42 GMT
Oh, that's right, there isn't any. How do you make them, it is not explained in the tutorial.
I'll try to find that out.
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Post by Deity Link on Aug 18, 2009 18:52:12 GMT
Finally, the problem wasn't because of the Inputs/Outputs, but because ot the Flags. "Clients" wasn't checked.
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Post by Oneandonly on Aug 19, 2009 10:47:52 GMT
When i start hammer it says : The configuration you are trying to edit is invalid or missing. I also reinstalled sdk and redone the game configuration , an didn't fixed. 1 day ago it worked , and i dident change a thing...
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Post by Bitz on Aug 29, 2009 19:01:35 GMT
Hey im making a map and basically i use loads of Prop_static props and some of them, when i compile, aint on the map.
anybody know why?
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Post by mmcpherson4 on Aug 30, 2009 9:38:09 GMT
Hey im making a map and basically i use loads of Prop_static props and some of them, when i compile, aint on the map. anybody know why? i know why! the ones that arent loading arent prop statics! in the model browser, look to the lower right, there should be a tab called "tabs" there it will tell you if it is even a prop static. if its a prop physics, then you want to make it a prop_physics and go to the flags tab and check "disable motion" and "disable motion enable on player bump" When i start hammer it says : The configuration you are trying to edit is invalid or missing. I also reinstalled sdk and redone the game configuration , an didn't fixed. 1 day ago it worked , and i dident change a thing... click refresh SDK content
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Post by Deity Link on Aug 30, 2009 21:58:57 GMT
Hello again! Well, this time my problem is about the point_camera entity. I watched this tutorial for learning how to use cameras, and the tuto said that it works even if it reads "obsolete". But it doesn't work with my TF2 map. Or maybe I'm not using the good texture for the func_monitor? And a last question, how do I use it for televisions like the ones in city 17? i found the model, but I don't know how to use it. Thanks
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Post by john88z on Aug 31, 2009 1:39:52 GMT
Theres one in your prefabs folder in sourcesdk/ep1/bin/prefabs. Called someting like breen monitor.
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Post by Zeph on Sept 1, 2009 13:50:22 GMT
Make sure func_monitor and cameras are in the TF2 game. I can't add them to L4D since the L4D SDK doesn't have them. Could or could not be the same for TF2.
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