Dedicated server can't find my map :S
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Dedicated server can't find my map :S

#  Oct 04, 2008 at 11:01 AM
Join Date:
Jul 10, 2008
Post Count:
19
 
Gropwel 86520
Loading...
Specialty: Heavy
Steam ID: UbiQc - Gropweler
GamerTag: Gropweler
 
Hello!

I'll start by saying a huge thank you to anyone interested in helping me.

I've been stuck on this one for quite a while, i'm pretty sure my map is ready for test with other people so I started a dedicated server but I noticed nor my map or any downloaded map I have are listed in the avaiable map menu, or recognized by the changelevel command...

So I learned all Valve maps are compressed in one file somewhere. So how can I play my map on a dedicated server?

Here's a log. I know nothing about sectorization in Hammer but my map is running fine, locally anyway...



** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill49"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\gropwel\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill49.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 light (-448.00 -1104.00 64.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 4096.0 -464.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 3584.0 -464.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 2560.0 -464.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 1536.0 -464.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 -464.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3200.0 -744.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3712.0 -744.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 -112.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_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_badlands_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) (176341 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 970 texinfos to 788
Reduced 25 texdatas to 24 (587 bytes to 543)
Writing C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill49.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill49"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill49.bsp
reading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill49.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill49.prt


** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill49"

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

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

Loading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill49.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.31 seconds)
3395 faces
837666 square feet [120623920.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
21 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (12)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  15/1024          720/49152    ( 1.5%)
brushes                488/8192         5856/98304    ( 6.0%)
brushsides            3089/65536       24712/524288   ( 4.7%)
planes                1168/65536       23360/1310720  ( 1.8%)
vertexes              4774/65536       57288/786432   ( 7.3%)
nodes                 2069/65536       66208/2097152  ( 3.2%)
texinfos               788/12288       56736/884736   ( 6.4%)
texdata                 24/2048          768/65536    ( 1.2%)
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                 3395/65536      190120/3670016  ( 5.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1731/65536       96936/3670016  ( 2.6%)
leaves                2085/65536       66720/2097152  ( 3.2%)
leaffaces             4030/65536        8060/131072   ( 6.1%)
leafbrushes            911/65536        1822/131072   ( 1.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            23108/512000      92432/2048000  ( 4.5%)
edges                12743/256000      50972/1024000  ( 5.0%)
LDR worldlights         21/8192         1848/720896   ( 0.3%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            326/32768        3260/327680   ( 1.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          4863/65536        9726/131072   ( 7.4%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     4200924/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       25434/393216   ( 6.5%)
LDR ambient table     2085/65536        8340/262144   ( 3.2%)
HDR ambient table     2085/65536        8340/262144   ( 3.2%)
LDR leaf ambient     10920/65536      305760/1835008  (16.7%)
HDR leaf ambient      2085/65536       58380/1835008  ( 3.2%)
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]      211587/0        ( 0.0%)
physics               [variable]      176341/4194304  ( 4.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 9412
Writing c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill49.bsp
25 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill49.bsp" "c:\program files\steam\steamapps\gropwel\team fortress 2\tf\maps\cp_theMill49.bsp"

#  Oct 04, 2008 at 11:25 AM
Join Date:
Jun 29, 2008
Post Count:
551
 
oofy15354 86204
Loading...
Specialty: Sniper
Steam ID: oofy15354
 
try uploading ur map here

http://www.teamfortress2fort.com/forums/CustomMapDownloadsRatings-49.aspx

the map should be in my computer/(local disk- prob C:/program files/steam/steamapps/(username)/sourcesdk_content/tf/mapsrc then it should be in there.

when you run it through hammer, it should now show up in your list of maps. from the main menu, click create a server and it should be in the drop down

hope thats what u wanted
#  Oct 04, 2008 at 12:25 PM
Join Date:
Jul 10, 2008
Post Count:
19
 
Gropwel 86520
Loading...
Specialty: Heavy
Steam ID: UbiQc - Gropweler
GamerTag: Gropweler
 
Oh the map is not ready for release just yet!

Where exactelly is the main menu -> create a server option? Can't find it in hammer.

Here's a new log without the leak error.

Thanks a lot!


** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50"

Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\gropwel\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50.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 C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_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_badlands_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) (179502 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 981 texinfos to 797
Reduced 26 texdatas to 25 (605 bytes to 561)
Writing C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50"

Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.bsp
reading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.prt
1081 portalclusters
3213 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 (523)
Optimized: 2955 visible clusters (0.00%)
Total clusters visible: 410926
Average clusters visible: 380
Building PAS...
Average clusters audible: 973
visdatasize:272154  compressed from 294032
writing c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.bsp
8 minutes, 43 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50"

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

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

Loading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
3770 faces
2432707 square feet [350309856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3770 patches before subdivision
103394 patches after subdivision
21 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 8261527, max 738
transfer lists:  63.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added #a67b143aeb1b91c
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added #43337a9401b61
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added #2167a1c99246
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added #1220a50e34
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added #aabff106
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added #68d32e01
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added #42850900
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added #2b2b0200
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added #1c8f0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added #132e0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added #d0e0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added #8fb0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added #63d0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added #45e0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added #3130000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added #22e0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added #18d0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added #11b0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added #cb0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #20 added #920000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #21 added #690000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added #4c0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #23 added #370000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #24 added #280000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #25 added #1d0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #26 added #150000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #27 added #0f0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #28 added #0b0000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #29 added #080000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #30 added #060000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #31 added #040000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #32 added #030000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #33 added #020000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #34 added #020000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #35 added #010000
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #36 added #010000
Build Patch/Sample Hash Table(s).....Done<0.0633 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  17/1024          816/49152    ( 1.7%)
brushes                496/8192         5952/98304    ( 6.1%)
brushsides            3137/65536       25096/524288   ( 4.8%)
planes                1246/65536       24920/1310720  ( 1.9%)
vertexes              5259/65536       63108/786432   ( 8.0%)
nodes                 2303/65536       73696/2097152  ( 3.5%)
texinfos               797/12288       57384/884736   ( 6.5%)
texdata                 25/2048          800/65536    ( 1.2%)
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