• VBCT Compile Issue (func_button)
    7 replies, posted
Long story short, a map I'm working on crashes CS:S Hammer so I have to edit it in CS:GO Hammer, but I can't compile it with CS:GO Hammer because then CS:S doesn't open CS:GO-compiled maps. So I went and got VBCT and used that. Map compiled fine, I opened CS:S and the map loads and everything looked normal... Normal until I tried pressing a func_button. All func_buttons on the map appear to not work. So I tried to debug: - Checked the map in CS:GO hammer -- the entity input-outputs were not changed, all looked correct - Tried in game to see if there was a problem. Used ent_fire on the button targets, everything worked right - Used ent_fire on the buttons themselves: They had no functionality, but ent_fire "buttonname" kill would delete the button, so the button entity name is still there Have you guys seen this problem before? Any work-around ideas? *EDIT* Looks like the logic_auto entities aren't doing anything either. This might mean that all entity inputs and outputs are not working. *EDIT* Wtf all entities work in CS:GO but not in CS:S or GMod. ( didn't recompile for CS:GO, just copy-pasted, VBCT was setup for CS:S when i compiled )
Have you tried using Compile Pal v16? I stopped using VBCT half a year ago.
Okay I tried Compile Pal. It seems frozen here: Writing c:\users\ **** \rp_retribution_v2.bsp That's after VRAD was done. There was rp_retribution_v2.bsp in that location but it was 0kb.
Okay so I got it to compile with Compile Pal by choosing Normal instead of one of the Full options. But the entity outputs are still not working. Can you post your gameConfigs.json for me? I might have some different settings or something that is screwing me up. [editline]17th January 2015[/editline] [img]http://www.lady-natalya.info/images/entspy.png[/img] Take a look at that. On the left I have entspy opening up the faulty .bsp where the entity outputs don't do anything. On the right I have opened an older version of the map where everything was fine. There are no commas in the entity outputs on the new version of the map. I bet that's fucking everything up. But why would it compile without commas? [b]*EDIT*[/b] Answering my own question once again... It looks like the .vmf had all commas in entity outputs replaced with ESC. [img]http://www.lady-natalya.info/images/esc-no-commas.png[/img] This might be because I had to edit the .vmf in the CS:GO Hammer at one point, and may explain why the CS:S hammer wouldn't load the .vmf anymore.
So you corrupted the vmf. Did removing the commas work?
They're not corrupt, newer versions of Source have a different way of representing IO data in the VMF files. Here's a thing from 2011 when I first figured this out: [t]http://i.imgur.com/fjjZIbY.png[/t]
TO the source 2007 compiler, it's corrupt. To the newer compiler, it's not. One question though. On Natalya's new data, the parameters are all -1 (indicating that there are no parameters) whereas Moazrt's are all just 1. Is there a difference in the CS:GO data or am I missing something here?
Pretty sure the ESC characters just swallow up the minuses. It's got to do with the file's encoding and how the text editor reads it. [editline]20th January 2015[/editline] Either that or the outputs in that map on that particular entity are intended to only fire once.
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