Hi people, I don't know if this forum is dead or not, but I'll post anyways in hope to get an answer. So, I've been struggling with this for some quite time now. I made a map, tested it on my computer (through Files --> Run in VHE) and with HLDS. It worked fine. Then I tried uploading it to my game server but whenever I change to that map the server crashes and needs to be restarted.
code
** Executing...
** Command: Change Directory
** Parameters: C:\games\CS1.6v44
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Marko\Desktop\Marko\mape\deathrun_8b.map" "C:\games\CS1.6v44\cstrike\maps\deathrun_8b.map"
** Executing...
** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe
** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b"
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b
Entering C:\games\CS1.6v44\cstrike\maps\deathrun_8b.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...80%...90%... (0.06 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)
Using Wadfile: \games\cs1.6v44\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\cs_dust.wad
- Contains 1 used texture, 5.00 percent of map (28 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \games\cs1.6v44\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\cs1.6v44\valve\halflife.wad
- Contains 18 used textures, 90.00 percent of map (3116 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\liquids.wad
- Contains 1 used texture, 5.00 percent of map (32 textures in wad)
Including Wadfile: \games\cs1.6v44\cstrike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
added 1 additional animating textures.
Texture usage is at 0.23 mb (of 4.00 mb MAX)
0.34 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe
** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b"
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 500...534 (0.06 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 165,-2058, -32)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
SolidBSP [hull 1] 470 (0.09 seconds)
Warning: === LEAK in hull 1 ===
Entity env_explosion @ (1599,-1126,-192)
SolidBSP [hull 2] 454 (0.06 seconds)
Warning: === LEAK in hull 2 ===
Entity env_explosion @ (1599,-1126,-192)
SolidBSP [hull 3] 489 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ ( 165,-2058, -32)
0.75 seconds elapsed
----- END hlbsp -----
So I tried loading the .pts file, and I found a leak, so I moved the whole map to the center and patched the leaks. And now it's giving me those red scribblings in a place which doesn't have any blocks, entities or we.