[Help] Map compiling in "dev mode"

Snowshoe

L2: Junior Member
May 16, 2012
53
125
I'm in the process of doing an art pass on my first map, and I read about a neat thing called developer mode, so the next time I compiled I added -dev and -console to my additional game parameters, and it worked.

Well, that's not the problem, but now my map is permanently stuck in this mode. Even when I remove the -dev launch option and set developer to 0 in the console. When I give this map to other people they see the same things I see on my end, so it has to be something in Hammer doing this, and not my TF2 settings.

What it's supposed to look like: http://puu.sh/2TFIB/469624793d.jpg

What it ends up actually looking like: http://puu.sh/2TFGx.jpg

Anyone know how I can revert this back to the way it was? I didn't see any errors in the compile log either.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
did you make all your playerclips entities or something, because iirc that's the only way it'll make them render.

All developer mode does is print console feedback to the screen afaik.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
That is not dev mode. If I remember correctly all -dev mode is is a combination of -console (enable console) and -novid (skip intro videos) along with a couple other miscellaneous things. It is not permanent as it is a launch flag, it doesn't change anything it just tells the program do something different when it starts. Nor does it have any bearing on the map itself.

The fact that playerclip is showing up as the actual material tells me something is severely wrong with the compile process and VBSP cannot correctly find/read/understand materials. Even when you use a console command to visually render clips, they merely show up as solid colors irrelevant of the material appearance.

Check your compile log. Or pop it in here. Or post it for us.

edit because sel posted while I was typing: Making them entities wouldn't cause it, since there are legitimate reasons for that, like including clips in trains.
 

Snowshoe

L2: Junior Member
May 16, 2012
53
125
I'm opted in to the SDK tools beta and I'm using the .bat files in the common\Team Fortress 2\bin folders to run Hammer... It worked fine until yesterday.

Edit: I compiled ctf_2fort and it seems this is happening with all maps now. I don't think it's a problem with my map.

2fort picture

Another 2fort picture, brushes are solid
 
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Toxindude

L3: Member
Aug 2, 2012
103
4
So we can edit all we want but we can't test our maps thanks Valve :D Now quit tryin to make a Harlem Skake video and fix our SDK LOL!!!

Is anyone else missing there prefabs as well ?
 
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hooky

L2: Junior Member
Aug 1, 2012
68
27
It worked for me.

So yeah, don't use the beta SDK as it seems to be broken. Use the separate SDK with the modifications in that thread or here: http://forums.tf2maps.net/showthread.php?t=21166 (same thing, just this one is on tf2maps). This may not work for much longer though, as Valve could easily break something else that affects the separate SDK.

The only problem is that it's very laggy. Seems like it stops using more RAM at 100,000 KB.
 
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Toxindude

L3: Member
Aug 2, 2012
103
4
Follow this link http://forums.tf2maps.net/showthread.php?t=21166

Do exactly as he says. When your done only use hammer.bat to do your editing save your map there. Then open up SDK in steam run hammer but don't edit the map only use this to compile the map, it works perfectly I have done it.

Just an fyi incase your worried. Changing Game Config under Steam SDK does not affect the Hammer.bat editor they are both separate