• Custom map- outdated save in Left-4-Dead
    3 replies, posted
Hi, I have a problem with Left-4-Dead, the custom map that I've been creating in Hammer- it launches an outdated save in Left-4-Dead. Left-4-Dead appears not to be recognizing that Hammer has updated the map.
Post the compile log, chances are that Hammer isn't able to finish compiling the map and copying it over.
Here is the compile log: ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Users\Default.default-setting\Desktop\testie map\testie_map" Valve Software - vbsp.exe (Oct 6 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Users\Default.default-setting\Desktop\testie map\testie_map.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity trigger_teleport (1104.00 -270.00 99.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: invalid neighbor connection on displacement near (512.00 -72.00 -64.00) Warning: invalid neighbor connection on displacement near (320.00 -72.00 -64.00) Warning: invalid neighbor connection on displacement near (512.00 -560.00 0.00) Warning: invalid neighbor connection on displacement near (-512.00 -72.00 0.00) Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... Displacement 27 has bad geometry near 0.00 34.50 85.19 Can't compile displacement physics, exiting. Texture is RUBBLE/K_GRAVEL4 ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Users\Default.default-setting\Desktop\testie map\testie_map" Valve Software - vvis.exe (Oct 6 2011) 4 threads reading c:\users\default.default-setting\desktop\testie map\testie_map.bsp reading c:\users\default.default-setting\desktop\testie map\testie_map.prt LoadPortals: couldn't read c:\users\default.default-setting\desktop\testie map\testie_map.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Users\Default.default-setting\Desktop\testie map\testie_map" Valve Software - vrad.exe SSE (Oct 6 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\default.default-setting\desktop\testie map\testie_map.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (1.89 seconds) 366 faces 403486 square feet [58102068.00 square inches] 114 Displacements 173102 Square Feet [24926804.00 Square Inches] 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) Build Patch/Sample Hash Table(s).....Done<0.0098 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 29/8192 348/98304 ( 0.4%) brushsides 192/65536 1536/524288 ( 0.3%) planes 482/65536 9640/1310720 ( 0.7%) vertexes 671/65536 8052/786432 ( 1.0%) nodes 341/65536 10912/2097152 ( 0.5%) texinfos 126/12288 9072/884736 ( 1.0%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 114/0 20064/0 ( 0.0%) disp_verts 9234/0 184680/0 ( 0.0%) disp_tris 14592/0 29184/0 ( 0.0%) disp_lmsamples 323056/0 323056/0 ( 0.0%) faces 366/65536 20496/3670016 ( 0.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 212/65536 11872/3670016 ( 0.3%) leaves 350/65536 11200/2097152 ( 0.5%) leaffaces 296/65536 592/131072 ( 0.5%) leafbrushes 127/65536 254/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 2474/512000 9896/2048000 ( 0.5%) edges 1325/256000 5300/1024000 ( 0.5%) LDR worldlights 6/8192 600/819200 ( 0.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 29/32768 290/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 453/65536 906/131072 ( 0.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 419796/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 8280/393216 ( 2.1%) LDR ambient table 350/65536 1400/262144 ( 0.5%) HDR ambient table 350/65536 1400/262144 ( 0.5%) LDR leaf ambient 1858/65536 52024/1835008 ( 2.8%) HDR leaf ambient 350/65536 9800/1835008 ( 0.5%) 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] 1/438 ( 0.2%) pakfile [variable] 86762/0 ( 0.0%) physics [variable] 12500/4194304 ( 0.3%) physics terrain [variable] 19708/1048576 ( 1.9%) Level flags = 0 Total triangle count: 894 Writing c:\users\default.default-setting\desktop\testie map\testie_map.bsp 7 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Default.default-setting\Desktop\testie map\testie_map.bsp" "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\maps\testie_map.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" -toconsole -dev -console +sv_lan 1 +map "testie_map"
Leak. [url]https://developer.valvesoftware.com/wiki/Leak[/url] Map > Load Pointfile - Find the red line and follow it, see where it breaks out into the void and seal the leak. Your map should compile then, with a current version.
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