Compiling And Running On Lan

Taz-Taz- Australia Join Date: 2003-11-26 Member: 23597Members, Constellation, Squad Five Blue
<div class="IPBDescription"><- Nub</div> When i compile my map without running then open NS and run the map as a 2 player LAN server, none of my lighting works and the map reverts back to generic lighting. Is there soemthing else that should be in the steam folder to allow the lights to run or am i not compiling properly?

Comments

  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Shouldn't be. You sure you didn't have a leak or that rad run?
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    post your .log file so we can see whats going wrong
  • Taz-Taz- Australia Join Date: 2003-11-26 Member: 23597Members, Constellation, Squad Five Blue
    Thanks, here's the .log when i compile and run -

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\ZHLT\hlcsg.exe
    ** Parameters: "g:\maps\ns_kinkajou"

    hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlcsg -----
    Command line: C:\PROGRA~1\VALVEH~1\ZHLT\hlcsg.exe g:\maps\ns_kinkajou
    Entering g:\maps\ns_kinkajou.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]

    3 brushes (totalling 18 sides) discarded from clipping hulls
    CreateBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)
    SetModelCenters:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
    CSGBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (31.94 seconds)

    Using Wadfile: \program files\steam\steamapps\m_man123@hotmail.com\half-life\ns\ns.wad
    - Contains 41 used textures, 87.23 percent of map (578 textures in wad)
    Using Wadfile: \program files\steam\steamapps\m_man123@hotmail.com\half-life\ns\ns2.wad
    - Contains 6 used textures, 12.77 percent of map (296 textures in wad)

    added 13 additional animating textures.
    Texture usage is at 2.13 mb (of 4.00 mb MAX)
    38.95 seconds elapsed

    -----  END  hlcsg -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\ZHLT\hlbsp.exe
    ** Parameters: "g:\maps\ns_kinkajou"

    hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlbsp -----
    Command line: C:\PROGRA~1\VALVEH~1\ZHLT\hlbsp.exe g:\maps\ns_kinkajou

    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] 500...657 (0.08 seconds)
    BSP generation successful, writing portal file 'g:\maps\ns_kinkajou.prt'
    SolidBSP [hull 1] 500...577 (0.05 seconds)
    SolidBSP [hull 2] 500...537 (0.05 seconds)
    SolidBSP [hull 3] 500...602 (0.05 seconds)
    7.06 seconds elapsed

    -----  END  hlbsp -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\ZHLT\hlvis.exe
    ** Parameters: "g:\maps\ns_kinkajou"

    hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlvis -----
    Command line: C:\PROGRA~1\VALVEH~1\ZHLT\hlvis.exe g:\maps\ns_kinkajou
    174 portalleafs
    410 numportals

    -= Current hlvis 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 vis distance    [      0 ] [      0 ]
    priority            [  Normal ] [  Normal ]

    fast vis            [    off ] [    off ]
    full vis            [    off ] [    off ]


    BasePortalVis:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
    LeafThread:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)
    average leafs visible: 41
    g_visdatasize:2640  compressed from 3828
    3.42 seconds elapsed

    -----  END  hlvis -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\ZHLT\hlrad.exe
    ** Parameters: "g:\maps\ns_kinkajou"

    hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
    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 (webmaster@xp-cagey.com)
    -----  BEGIN  hlrad -----
    Command line: C:\PROGRA~1\VALVEH~1\ZHLT\hlrad.exe g:\maps\ns_kinkajou

    -= Current hlrad 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 ]

    vismatrix algorithm  [          Original ] [          Original ]
    oversampling (-extra)[              off ] [              off ]
    bounces              [                1 ] [                1 ]
    bounce dynamic light [                on ] [                on ]
    ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    maximum light        [          255.000 ] [          256.000 ]
    circus mode          [              off ] [              off ]

    smoothing threshold  [            50.000 ] [            50.000 ]
    direct threshold    [            25.000 ] [            25.000 ]
    direct light scale  [            2.000 ] [            2.000 ]
    coring threshold    [            1.000 ] [            1.000 ]
    patch interpolation  [                on ] [                on ]

    texscale            [                on ] [                on ]
    patch subdividing    [                on ] [                on ]
    chop value          [            64.000 ] [            64.000 ]
    texchop value        [            32.000 ] [            32.000 ]

    global fade          [            1.000 ] [            1.000 ]
    global falloff      [                2 ] [                2 ]
    global light scale  [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
    global gamma        [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
    global light scale  [            1.000 ] [            1.000 ]
    global sky diffusion [            1.000 ] [            1.000 ]

    opaque entities      [                on ] [                on ]
    sky lighting fix    [                on ] [                on ]
    incremental          [              off ] [              off ]
    dump                [              off ] [              off ]

    colour jitter        [      0.0 0.0 0.0 ] [      0.0 0.0 0.0 ]
    monochromatic jitter [      0.0 0.0 0.0 ] [      0.0 0.0 0.0 ]
    softlight hack      [  0.0 0.0 0.0 0.0 ] [  0.0 0.0 0.0 0.0 ]
    diffuse hack        [                on ] [                on ]
    spotlight points    [                on ] [                on ]

    custom shadows with bounce light
                        [              off ] [              off ]
    rgb transfers        [              off ] [              off ]


    1441 faces
    Create Patches : 12957 base patches
    0 opaque faces
    157881 square feet [22734948.00 square inches]
    22 direct lights

    BuildFacelights:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.98 seconds)
    visibility matrix  :  10.0 megs
    BuildVisLeafs:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (14.86 seconds)
    MakeScales:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (14.39 seconds)
    SwapTransfers:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.91 seconds)
    Transfer Lists :    9943184 :    9.94M transfers
          Indices :    2625040 :    2.50M bytes
              Data :    39772736 :  37.93M bytes
    Bounce 1 GatherLight:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.09 seconds)
    FinalLightFace:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.05 seconds)
    56.30 seconds elapsed

    -----  END  hlrad -----




    ** Executing...
    ** Command: Copy File
    ** Parameters: "g:\maps\ns_kinkajou.bsp" "C:\Program Files\Steam\SteamApps\m_man123@hotmail.com\half-life\ns\maps\ns_kinkajou.bsp"


    ** Executing...
    ** Command: C:\PROGRA~1\Steam\steam.exe
    ** Parameters: -applaunch 70 -game ns -console -dev +map NS_KIN~1

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    well the compile looks ok. perhaps you would like to post your .bsp so we can download it and see if we get any lights.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Agreed, the compile looks fine, one thing though is this line

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->CSGBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (31.94 seconds)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Seems a little long compared to the other times for csg.
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