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		<title>TF2Maps.net</title>
		<link>http://forums.tf2maps.net/</link>
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		<lastBuildDate>Sun, 26 May 2013 03:11:34 GMT</lastBuildDate>
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			<title><![CDATA[hammer's jokes]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=21179&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 18:38:30 GMT</pubDate>
			<description>So hammer was joking with me again. 
Image: http://cloud-2.steampowered.com/ugc/1081140820751056016/0267809CCA6B72C79CD22D5D7C79CE0E5D998D5D/ ...</description>
			<content:encoded><![CDATA[<div>So hammer was joking with me again.<br />
<img src="http://cloud-2.steampowered.com/ugc/1081140820751056016/0267809CCA6B72C79CD22D5D7C79CE0E5D998D5D/" border="0" alt="" /><br />
<img src="http://cloud-2.steampowered.com/ugc/1081140820751050448/3B275A3CA69B0EE1FB92DD07A5AED267EF339D79/" border="0" alt="" /><br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">** Executing...<br />
** Command: &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\bin\vbsp.exe&quot;<br />
** Parameters: -game &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\tf&quot; &quot;D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.vmf&quot;<br />
<br />
Valve Software - vbsp.exe (May&nbsp; 1 2013)<br />
8 threads<br />
materialPath: D:\game content\Steamp\steamapps\common\Team Fortress 2\tf\materials<br />
Loading D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.vmf<br />
Material not found!: DEV/REFLECTIVITY_10<br />
ConVarRef mat_reduceparticles doesn't point to an existing ConVar<br />
Material not found!: DEV/REFLECTIVITY_30<br />
Material not found!: CUSTOMDEV/DEV_MEASUREWALL01RED<br />
Material not found!: NATURE/BLENDGRASSGROUND002<br />
Material not found!: NATURE/DIRTGROUND008<br />
Material not found!: PROPS/METALDOOR01_192<br />
Material not found!: DEV/REFLECTIVITY_20<br />
Material not found!: GLASS/GLASSWINDOW002C<br />
Material not found!: CUSTOMDEV/DEV_MEASUREWALL01BLU<br />
Material not found!: NATURE/BLENDGROUNDTOGRAVEL006<br />
Material not found!: TOOLS/TOOLSSKIP<br />
Material not found!: TOOLS/TOOLSPLAYERCLIP<br />
Material not found!: TOOLS/TOOLSSKYBOX<br />
Material not found!: TEST/COLOR003<br />
Material not found!: METAL/FLOORPLATE01<br />
Material not found!: TOOLS/TOOLSTRIGGER<br />
Material not found!: METAL/IBEAM001B<br />
Material not found!: OVERLAYS/NO_ENTRY<br />
Material not found!: TOOLS/TOOLSNODRAW<br />
fixing up env_cubemap materials on brush sides...<br />
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br />
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br />
Processing areas...done (0)<br />
Building Faces...done (0)<br />
Chop Details...done (0)<br />
Find Visible Detail Sides...done (0)<br />
Merging details...done (0)<br />
FixTjuncs...<br />
PruneNodes...<br />
WriteBSP...<br />
done (0)<br />
writing D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.prt...Building visibility clusters...<br />
done (0)<br />
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!<br />
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!<br />
Finding displacement neighbors...<br />
Finding lightmap sample positions...<br />
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br />
Building Physics collision data...<br />
done (0) (189291 bytes)<br />
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br />
Compacting texture/material tables...<br />
Reduced 254 texinfos to 185<br />
Reduced 27 texdatas to 26 (570 bytes to 543)<br />
Writing D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
0 seconds elapsed<br />
<br />
** Executing...<br />
** Command: &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\bin\vvis.exe&quot;<br />
** Parameters: -game &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\tf&quot; &quot;D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1&quot;<br />
<br />
Valve Software - vvis.exe (May&nbsp; 1 2013)<br />
8 threads<br />
reading d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
reading d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.prt<br />
&nbsp;385 portalclusters<br />
&nbsp;819 numportals<br />
BasePortalVis:&nbsp; &nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (0)<br />
PortalFlow:&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0...1...2...3...4...5...6...7...8...9...10 (0)<br />
Optimized: 386 visible clusters (1.39%)<br />
Total clusters visible: 27849<br />
Average clusters visible: 72<br />
Building PAS...<br />
Average clusters audible: 231<br />
visdatasize:29589&nbsp; compressed from 43120<br />
writing d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
0 seconds elapsed<br />
<br />
** Executing...<br />
** Command: &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\bin\vrad.exe&quot;<br />
** Parameters: -both -game &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\tf&quot; &quot;D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1&quot;<br />
<br />
Valve Software - vrad.exe SSE (May&nbsp; 1 2013)<br />
<br />
&nbsp; &nbsp; &nbsp; Valve Radiosity Simulator&nbsp; &nbsp;  <br />
8 threads<br />
[Reading texlights from 'lights.rad']<br />
[34 texlights parsed from 'lights.rad']<br />
<br />
Loading d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
Setting up ray-trace acceleration structure... Done (0.36 seconds)<br />
1732 faces<br />
464570 square feet [66898184.00 square inches]<br />
2 Displacements<br />
820 Square Feet [118206.54 Square Inches]<br />
1732 patches before subdivision<br />
1732 patches after subdivision<br />
sun extent from map=0.173648<br />
42 direct lights<br />
BuildFacelights:&nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (0)<br />
BuildVisLeafs:&nbsp; &nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (1)<br />
transfers 66440, max 156<br />
transfer lists:&nbsp;  0.5 megs<br />
GatherLight:&nbsp; &nbsp; &nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Bounce #1 added RGB(0, 0, 0)<br />
Build Patch/Sample Hash Table(s).....Done&lt;0.0000 sec&gt;<br />
FinalLightFace:&nbsp; &nbsp; &nbsp; 0...1...2...3...4...5...6...7...8...9...10 (0)<br />
FinalLightFace Done<br />
0 of 0 (0% of) surface lights went in leaf ambient cubes.<br />
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)<br />
Writing leaf ambient...done<br />
Ready to Finish<br />
<br />
Object names&nbsp; &nbsp; &nbsp;  Objects/Maxobjs&nbsp; Memory / Maxmem&nbsp; Fullness <br />
------------&nbsp; &nbsp; &nbsp;  ---------------&nbsp; ---------------&nbsp; -------- <br />
models&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 21/1024&nbsp; &nbsp; &nbsp; &nbsp;  1008/49152&nbsp; &nbsp; ( 2.1%) <br />
brushes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 524/8192&nbsp; &nbsp; &nbsp; &nbsp;  6288/98304&nbsp; &nbsp; ( 6.4%) <br />
brushsides&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3872/65536&nbsp; &nbsp; &nbsp;  30976/524288&nbsp;  ( 5.9%) <br />
planes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1794/65536&nbsp; &nbsp; &nbsp;  35880/1310720&nbsp; ( 2.7%) <br />
vertexes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2998/65536&nbsp; &nbsp; &nbsp;  35976/786432&nbsp;  ( 4.6%) <br />
nodes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1120/65536&nbsp; &nbsp; &nbsp;  35840/2097152&nbsp; ( 1.7%) <br />
texinfos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  185/12288&nbsp; &nbsp; &nbsp;  13320/884736&nbsp;  ( 1.5%) <br />
texdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  26/2048&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 832/65536&nbsp; &nbsp; ( 1.3%) <br />
dispinfos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  352/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_verts&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  162/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3240/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_tris&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 256/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  512/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_lmsamples&nbsp; &nbsp; &nbsp; &nbsp; 2288/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2288/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
faces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1732/65536&nbsp; &nbsp; &nbsp;  96992/3670016&nbsp; ( 2.6%) <br />
hdr faces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/65536&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/3670016&nbsp; ( 0.0%) <br />
origfaces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1225/65536&nbsp; &nbsp; &nbsp;  68600/3670016&nbsp; ( 1.9%) <br />
leaves&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1142/65536&nbsp; &nbsp; &nbsp;  36544/2097152&nbsp; ( 1.7%) <br />
leaffaces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  2014/65536&nbsp; &nbsp; &nbsp; &nbsp; 4028/131072&nbsp;  ( 3.1%) <br />
leafbrushes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1210/65536&nbsp; &nbsp; &nbsp; &nbsp; 2420/131072&nbsp;  ( 1.8%) <br />
areas&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4/256&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 32/2048&nbsp; &nbsp;  ( 1.6%) <br />
surfedges&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 13102/512000&nbsp; &nbsp; &nbsp; 52408/2048000&nbsp; ( 2.6%) <br />
edges&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  7908/256000&nbsp; &nbsp; &nbsp; 31632/1024000&nbsp; ( 3.1%) <br />
LDR worldlights&nbsp; &nbsp; &nbsp; &nbsp;  42/8192&nbsp; &nbsp; &nbsp; &nbsp;  3696/720896&nbsp;  ( 0.5%) <br />
HDR worldlights&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/8192&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/720896&nbsp;  ( 0.0%) <br />
leafwaterdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/32768&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/393216&nbsp;  ( 0.0%) <br />
waterstrips&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 130/32768&nbsp; &nbsp; &nbsp; &nbsp; 1300/327680&nbsp;  ( 0.4%) <br />
waterverts&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/65536&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/786432&nbsp;  ( 0.0%) <br />
waterindices&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2091/65536&nbsp; &nbsp; &nbsp; &nbsp; 4182/131072&nbsp;  ( 3.2%) <br />
cubemapsamples&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/1024&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/16384&nbsp; &nbsp; ( 0.0%) <br />
overlays&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18/512&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6336/180224&nbsp;  ( 3.5%) <br />
LDR lightdata&nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
HDR lightdata&nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
visdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp;  29589/16777216 ( 0.2%) <br />
entdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp;  49073/393216&nbsp;  (12.5%) <br />
LDR ambient table&nbsp; &nbsp;  1142/65536&nbsp; &nbsp; &nbsp; &nbsp; 4568/262144&nbsp;  ( 1.7%) <br />
HDR ambient table&nbsp; &nbsp;  1142/65536&nbsp; &nbsp; &nbsp; &nbsp; 4568/262144&nbsp;  ( 1.7%) <br />
LDR leaf ambient&nbsp; &nbsp; &nbsp;  505/65536&nbsp; &nbsp; &nbsp;  14140/1835008&nbsp; ( 0.8%) <br />
HDR leaf ambient&nbsp; &nbsp; &nbsp; 1142/65536&nbsp; &nbsp; &nbsp;  31976/1835008&nbsp; ( 1.7%) <br />
occluders&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
occluder polygons&nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
occluder vert ind&nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
detail props&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1/12&nbsp; &nbsp; &nbsp;  ( 8.3%) <br />
static props&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1/5652&nbsp; &nbsp;  ( 0.0%) <br />
pakfile&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 54/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
physics&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; 189291/4194304&nbsp; ( 4.5%) <br />
physics terrain&nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp;  892/1048576&nbsp; ( 0.1%) <br />
<br />
Level flags = 0<br />
<br />
Total triangle count: 4734<br />
Writing d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
2 seconds elapsed<br />
Valve Software - vrad.exe SSE (May&nbsp; 1 2013)<br />
<br />
&nbsp; &nbsp; &nbsp; Valve Radiosity Simulator&nbsp; &nbsp;  <br />
8 threads<br />
[Reading texlights from 'lights.rad']<br />
[34 texlights parsed from 'lights.rad']<br />
<br />
Loading d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
Setting up ray-trace acceleration structure... Done (0.36 seconds)<br />
1732 faces<br />
464570 square feet [66898184.00 square inches]<br />
2 Displacements<br />
820 Square Feet [118206.54 Square Inches]<br />
1732 patches before subdivision<br />
1732 patches after subdivision<br />
sun extent from map=0.173648<br />
42 direct lights<br />
BuildFacelights:&nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (0)<br />
BuildVisLeafs:&nbsp; &nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (1)<br />
transfers 66440, max 156<br />
transfer lists:&nbsp;  0.5 megs<br />
GatherLight:&nbsp; &nbsp; &nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; Bounce #1 added RGB(0, 0, 0)<br />
Build Patch/Sample Hash Table(s).....Done&lt;0.0000 sec&gt;<br />
FinalLightFace:&nbsp; &nbsp; &nbsp; 0...1...2...3...4...5...6...7...8...9...10 (0)<br />
FinalLightFace Done<br />
0 of 0 (0% of) surface lights went in leaf ambient cubes.<br />
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)<br />
Writing leaf ambient...done<br />
Ready to Finish<br />
<br />
Object names&nbsp; &nbsp; &nbsp;  Objects/Maxobjs&nbsp; Memory / Maxmem&nbsp; Fullness <br />
------------&nbsp; &nbsp; &nbsp;  ---------------&nbsp; ---------------&nbsp; -------- <br />
models&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 21/1024&nbsp; &nbsp; &nbsp; &nbsp;  1008/49152&nbsp; &nbsp; ( 2.1%) <br />
brushes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 524/8192&nbsp; &nbsp; &nbsp; &nbsp;  6288/98304&nbsp; &nbsp; ( 6.4%) <br />
brushsides&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3872/65536&nbsp; &nbsp; &nbsp;  30976/524288&nbsp;  ( 5.9%) <br />
planes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1794/65536&nbsp; &nbsp; &nbsp;  35880/1310720&nbsp; ( 2.7%) <br />
vertexes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2998/65536&nbsp; &nbsp; &nbsp;  35976/786432&nbsp;  ( 4.6%) <br />
nodes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1120/65536&nbsp; &nbsp; &nbsp;  35840/2097152&nbsp; ( 1.7%) <br />
texinfos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  185/12288&nbsp; &nbsp; &nbsp;  13320/884736&nbsp;  ( 1.5%) <br />
texdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  26/2048&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 832/65536&nbsp; &nbsp; ( 1.3%) <br />
dispinfos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  352/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_verts&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  162/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3240/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_tris&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 256/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  512/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_lmsamples&nbsp; &nbsp; &nbsp; &nbsp; 2288/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2288/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
faces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1732/65536&nbsp; &nbsp; &nbsp;  96992/3670016&nbsp; ( 2.6%) <br />
hdr faces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1732/65536&nbsp; &nbsp; &nbsp;  96992/3670016&nbsp; ( 2.6%) <br />
origfaces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1225/65536&nbsp; &nbsp; &nbsp;  68600/3670016&nbsp; ( 1.9%) <br />
leaves&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1142/65536&nbsp; &nbsp; &nbsp;  36544/2097152&nbsp; ( 1.7%) <br />
leaffaces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  2014/65536&nbsp; &nbsp; &nbsp; &nbsp; 4028/131072&nbsp;  ( 3.1%) <br />
leafbrushes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1210/65536&nbsp; &nbsp; &nbsp; &nbsp; 2420/131072&nbsp;  ( 1.8%) <br />
areas&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4/256&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 32/2048&nbsp; &nbsp;  ( 1.6%) <br />
surfedges&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 13102/512000&nbsp; &nbsp; &nbsp; 52408/2048000&nbsp; ( 2.6%) <br />
edges&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  7908/256000&nbsp; &nbsp; &nbsp; 31632/1024000&nbsp; ( 3.1%) <br />
LDR worldlights&nbsp; &nbsp; &nbsp; &nbsp;  42/8192&nbsp; &nbsp; &nbsp; &nbsp;  3696/720896&nbsp;  ( 0.5%) <br />
HDR worldlights&nbsp; &nbsp; &nbsp; &nbsp;  42/8192&nbsp; &nbsp; &nbsp; &nbsp;  3696/720896&nbsp;  ( 0.5%) <br />
leafwaterdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/32768&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/393216&nbsp;  ( 0.0%) <br />
waterstrips&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 130/32768&nbsp; &nbsp; &nbsp; &nbsp; 1300/327680&nbsp;  ( 0.4%) <br />
waterverts&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/65536&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/786432&nbsp;  ( 0.0%) <br />
waterindices&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2091/65536&nbsp; &nbsp; &nbsp; &nbsp; 4182/131072&nbsp;  ( 3.2%) <br />
cubemapsamples&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/1024&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/16384&nbsp; &nbsp; ( 0.0%) <br />
overlays&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18/512&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6336/180224&nbsp;  ( 3.5%) <br />
LDR lightdata&nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
HDR lightdata&nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
visdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp;  29589/16777216 ( 0.2%) <br />
entdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp;  49073/393216&nbsp;  (12.5%) <br />
LDR ambient table&nbsp; &nbsp;  1142/65536&nbsp; &nbsp; &nbsp; &nbsp; 4568/262144&nbsp;  ( 1.7%) <br />
HDR ambient table&nbsp; &nbsp;  1142/65536&nbsp; &nbsp; &nbsp; &nbsp; 4568/262144&nbsp;  ( 1.7%) <br />
LDR leaf ambient&nbsp; &nbsp; &nbsp;  505/65536&nbsp; &nbsp; &nbsp;  14140/1835008&nbsp; ( 0.8%) <br />
HDR leaf ambient&nbsp; &nbsp; &nbsp;  505/65536&nbsp; &nbsp; &nbsp;  14140/1835008&nbsp; ( 0.8%) <br />
occluders&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
occluder polygons&nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
occluder vert ind&nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
detail props&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1/12&nbsp; &nbsp; &nbsp;  ( 8.3%) <br />
static props&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1/5652&nbsp; &nbsp;  ( 0.0%) <br />
pakfile&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 54/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
physics&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; 189291/4194304&nbsp; ( 4.5%) <br />
physics terrain&nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp;  892/1048576&nbsp; ( 0.1%) <br />
<br />
Level flags = 0<br />
<br />
Total triangle count: 4734<br />
Writing d:\game content\steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp<br />
2 seconds elapsed<br />
<br />
** Executing...<br />
** Command: Copy File<br />
** Parameters: &quot;D:\game content\Steamp\steamapps\whyvqm\sourcesdk_content\tf\mapsrc\final\ctf_warm_a1.bsp&quot; &quot;D:\game content\Steamp\steamapps\common\Team Fortress 2\tf\maps\ctf_warm_a1.bsp&quot;</code><hr />
</div>Any ideas about how to solve this?</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=8">Team Fortress 2 Talk</category>
			<dc:creator>woodx</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21179</guid>
		</item>
		<item>
			<title>Steampipe and sv_pure</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21155&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 22:05:28 GMT</pubDate>
			<description>Does anyone know how custom content is handled with the new system? Is it gracefully ignored by the game or does it still cause issues? I ask because...</description>
			<content:encoded><![CDATA[<div>Does anyone know how custom content is handled with the new system? Is it gracefully ignored by the game or does it still cause issues? I ask because I avoided conflicts between my mapping pack and pure/BSP packers by putting all the content in the sdk-specific search path rather than the game directory. Can't do that anymore so...<br />
<br />
I tried briefly to test it myself but I couldn't readily find a pure server. (:confused:)</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=8">Team Fortress 2 Talk</category>
			<dc:creator>A Boojum Snark</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21155</guid>
		</item>
		<item>
			<title><![CDATA[ESEA admins mined Bitcoins on player's computers without consent, stole $3602]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=21132&amp;goto=newpost</link>
			<pubDate>Wed, 01 May 2013 12:57:44 GMT</pubDate>
			<description><![CDATA[http://www.reddit.com/r/Games/comments/1dglil/popular_competitive_gaming_league_esea_admins/ 
 
ESEA's TF2 6v6 league is one of the biggest TF2...]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.reddit.com/r/Games/comments/1dglil/popular_competitive_gaming_league_esea_admins/" target="_blank">http://www.reddit.com/r/Games/commen...e_esea_admins/</a><br />
<br />
ESEA's TF2 6v6 league is one of the biggest TF2 leagues and the one with the highest prize pools. You have to pay for an account and then use their client to play matches with (e.g. for anti-cheat reasons). By inserting a Bitcoin miner into their client without telling anyone they used players' computers for intensive calculations to generate Bitcoins they then converted into USD. Not only does this cause the players higher energy costs for ESEA's gain but due to the way it was implemented it forced GPUs to run at max capacity for long periods of time which may have been the cause of bad performance and several reported hardware failures.</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=8">Team Fortress 2 Talk</category>
			<dc:creator>Trotim</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21132</guid>
		</item>
	</channel>
</rss>
