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DragonFlame
07-03-2008, 09:07 PM
I press f9, click ok, and it does the log stuff...but tf2 never opens. here is the lof


** Executing...
** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\or angebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: d:\steam\steamapps\draconianflame\team fortress 2\tf\materials
Loading D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (8473 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 40 texinfos to 30
Reduced 3 texdatas to 3 (88 bytes to 88)
Writing D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\or angebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading d:\steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.bsp
reading d:\steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.prt
26 portalclusters
51 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 494
Average clusters visible: 19
Building PAS...
Average clusters audible: 26
visdatasize:423 compressed from 416
writing d:\steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\draconianflame\sourcesdk\bin\or angebox\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" "D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
87 faces
95464 square feet [13746884.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
87 patches before subdivision
87 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 1028, max 41
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 24/8192 288/98304 ( 0.3%)
brushsides 147/65536 1176/524288 ( 0.2%)
planes 80/65536 1600/1310720 ( 0.1%)
vertexes 131/65536 1572/786432 ( 0.2%)
nodes 67/65536 2144/2097152 ( 0.1%)
texinfos 30/12288 2160/884736 ( 0.2%)
texdata 3/2048 96/65536 ( 0.1%)
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 87/65536 4872/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 64/65536 3584/3670016 ( 0.1%)
leaves 69/65536 2208/2097152 ( 0.1%)
leaffaces 111/65536 222/131072 ( 0.2%)
leafbrushes 42/65536 84/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 650/512000 2600/2048000 ( 0.1%)
edges 388/256000 1552/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 6/32768 60/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 102/65536 204/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 423/16777216 ( 0.0%)
entdata [variable] 335/393216 ( 0.1%)
LDR ambient table 69/65536 276/262144 ( 0.1%)
HDR ambient table 69/65536 276/262144 ( 0.1%)
LDR leaf ambient 26/65536 728/1835008 ( 0.0%)
HDR leaf ambient 69/65536 1932/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105691/0 ( 0.0%)
physics [variable] 8473/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 222
Writing d:\steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\draconianflame\sourcesdk_conten t\tf\mapsrc\BuildingPrefabs.bsp" "d:\steam\steamapps\draconianflame\team fortress 2\tf\maps\BuildingPrefabs.bsp"


** Executing...
** Command: "d:\steam\steamapps\draconianflame\team fortress 2\hl2.exe"
** Parameters: -game "d:\steam\steamapps\draconianflame\team fortress 2\tf" -dev -console +sv_lan 1 +map "BuildingPrefabs"



settings are -dev -console +sv_lan 1

Help please :thumbup:

MrAlBobo
07-03-2008, 10:12 PM
2 things I could think of...
You may not have set the game to run after the compile
Or, tf2 might have been updated, in which case the update needs to run before tf2 can be opened by hammer

DragonFlame
07-03-2008, 10:39 PM
Nope to both of those, unless there have been more than one updates today.

ChronoTriggerFan
07-03-2008, 11:40 PM
just open tf2 and in the console put "map <name of map>" if the map isn't there, then there is a problem, but if it is there, you can load it.

DragonFlame
07-04-2008, 02:28 PM
that worked, thanks

grazr
07-05-2008, 12:39 AM
Next time try it without +sv_lan 1 +map.

I've had some trouble running my own maps in lan games.