Source SDK Bugs

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For basic information and installation of the Source SDK Beta, read this page first!

See SDK Beta Changelist for a current list of changes and known issues.

To report bugs happening in-game, see Source Bug Reports.

Note: Be sure to run the game you wish to edit before running the SDK, to make sure you have the latest updates.


SDK General Issues/Bugs

Issues with the Source SDK launcher or items that don't fit under other categories.

  • If you are receiving the "Unable to load C:\<SteamFolder>\counter-strike souce\bin\filesystem_steam.dll" run the game you are trying to play so its content can be refreshed. This will normally fix the problem.--Skidz 15:57, 23 Nov 2005 (PST)
  • Since the beta started, Steam forgets the last tab I had open on the main screen, and defaults to Store.
  • If Source can't find the textures used in a map, it will apparently halt the loading and display a dialog box. The only trouble is that it doesn't switch out of the HL2 loading screen, and you can't Alt+Tab out either, so all you hear is an error sound and the loading freezes, and if you don't press Return then, trying to Alt+Tab, it will look like your entire computer has frozen. I think it's the textures, but it might be the example itself. ( http://twhl.co.za/mapvault_map.php?id=1857 ) The error went away when I fixed the textures. Still, it would be nice to at least be able to Alt+Tab at the loading screen, or have the program do that automatically if it creates some kind of error dialog box. --Andreasen 19:11, 31 Jan 2006 (PST)
I have been recieving more of these errors, and can now say that they are indeed texture related. Textures that may start causing this bug are "lights/white", "lights/white001", but not "lights/white001_nochop", so that "_nochop" might be a key to understanding what causes this bug. I've caught a few glimpses of the dialog box as HL2 closes, and it sais something about "memory cannot be "read".", which I believe is a common error today. Once these errors start to occur, they will continue to occur until you use other textures, and restarting Steam will not help. --Andreasen 17:37, 8 Feb 2006 (PST)

"Steam Validation Rejected"

NOTE: Please see Current Known Issues for a temporary workaround for this issue. --JeffLane 13:14, 11 Jan 2006 (PST)

  • Steam validation rejected error message when trying to launch maps from console in main menu, I think there was a betasdk update today causing this. [Bluestrike 24 dec]
    • I also have this error. I have tried 3 of my own mods and i couldnt make a server. The only mod i could make a server on was sourceforts, but i couldnt see any servers available to connect to. I also tried to go back to the non beta sdk and it didnt solve anything. Bob 14:28, 26 Dec 2005 (PST)
    • I have this error as well, only occurs on load of a map in any Steam run game. I moved the posted fix here to the point above as it was not a fix for this issue, but for the appID thing. Hopefully there is a fix for this soon as it's put a halt on any in-game testing.
    • That's weird my maps only crash if launched from hammer i get "Steam validation rejected" then it returns to console, type in map <mapname> and it loads. - Pir4t
    • I can confirm this, maps will not launch by either console or by creating a server. Despite sugestions of setting sv_lan to 1 and sv_secure to 0 neither work or are practical solutions. -Brisck1
    • I have this problem but only if I load the map dirrectly from the SDK or if I type "map <mapname>" into console. When i create my own server it works though - GNXDan

SDK Launcher

  • Day of Defeat: Source game configuration lost when refreshing SDK content.
    • Is this solved with the latest DoD:S Update? If not, run DoD:S and then try again. --King2500 14:05, 22 Nov 2005 (PST)
  • No Configuration appears after running DoD:S.
    • This can be fixed by extracting a new GameInfo.txt from the DOD:S GCF file using nems GCFScape tool. --Skidz 15:50, 23 Nov 2005 (PST)
      • You should never have to manually extract files to fix a problem. Simply clicking "Reset Game Configuration" should fix this issue. If it doesn't, make sure you're actually running the SDK Beta instead of the standard SDK. You can check this by running Hammer and choosing About from the help menu. The version should be "4.1 SDK", and "4.0" is the non-Beta SDK. --JeffLane 10:12, 31 Dec 2005 (PST)
  • When I try to open Hammer in the sdk launcher after downloading the beta It wont open and it tells me "The system cannot find the file specified" - X23
    • Please look above for a fix.
  • I get the 'copying files' dialog briefly everytime I launch the SDK
Fixed with today's update. --David Speyrer 19:42, 16 Jan 2006 (PST)
  • It still uses the old Steam skin!
    • The Beta doesn't use the new Steam skin, maybe Valve will give the SDK the new skin but i think as long as the SDK works it isn't really necessary to have a new skin, indead it's looking better with it.
  • delay in changing "current game" of 6 seconds
  • Clicking on close while copying source code will crash the launcher, but the copy will complete even once the launcher has been cleared from the applaction list in task manager
  • It is possible to launch the Source SDK several times. In addition you can start hammer several times too.
  • After launching beta SDK no game confugirations appear at all. Refreshing Content and fallback to non-beta SDK doesn't work.

Hammer Editor

Put bugs having to do with the Hammer level editor under one of these categories.

  • On map load, or new map start, hammer shuts down automatically; there is no warning or error notice.
Does this happen with the Beta SDK, or when running the non-Beta version of Hammer? --JeffLane 14:15, 9 Jan 2006 (PST)
  • I tried loading a large vmf file (5.51 mb) onto Hammer, which loaded quite well in versions before this beta, and the program crashed with a non-specific windows error saying "hammer.exe has generated errors and will be closed by Windows." --Jojoboy
  • When you enter an invalid wall width (ie 0.5) in the arch creation dialog, you get into an infinite series of "please enter an integer value" dialogs.

General Hammer issues

  • Sometimes (This has randomly happened three times this week.) Hammer will be unable to find a normally available .mdl file (like for a camera-window preview of a shotgun). When it doesn't find the .mdl file, it will display a dialog box about not being able to, and then simply quit. To start Hammer again, you must restart Steam. --Andreasen 05:10, 2 Feb 2006 (PST)
  • I had set up a closed path_track circuit, marked one path_track entity, brought up its property box, opened the Orientation Type dropdown list, held down the Ctrl key and clicked on another path_track to try to see if you could select several path_tracks simultaneously, and at that point Windows explained to me that Hammer had crashed and shut it down. --Andreasen 14:25, 31 Jan 2006 (PST)
I tried to reproduce this bug with the same track, but couldn't, so it's probably random. --Andreasen 05:30, 2 Feb 2006 (PST)
  • Width length height values in the status bar are weird in vertex tool when there is no selection box—ts2do
  • Clip mode acts funky when a grip for the clip line is held down with the mouse button while enter is pushed—ts2do
  • Windows Error reporter whining about hammer when closing hammer (this happened after the "cursor lost in model browser"-bug, not sure about this two bugs may be in conjunction?).
  • When you have a group selected, and you try to carve, Hammer freezes.
Workaround: Don't carve.
  • Displacement Alphas in hammer when compiled appear inverted in-game. Such as using sand with sand/rocks as the alpha. If you have it setup in hammer one way when you compile and play it will invert the alpha. Additional notes are that this bug occurred even without the new sdk beta and therefore is a bug that I hope is fixed soon. Thanks --RomeoGuy 16:57, 23 Nov 2005 (PST)
Workaround: Invert Alpha before compile, but is tedious.
Request: I have the same problem, how about a command line argument for the compiler to do it for me? Angry Beaver 20:20, 10 Feb 2006 (PST)
Request...it should work like it's supposed to!!!—ts2do 21:13, 10 Feb 2006 (PST)
  • Selection of a Displacement only considers the original box it was made from
  • Cursors don't always do what they're representing i.e. a drag cursor appears over a button or a text box.
    • Cursors appear to not update properly when they're hovered from one object type to another. i.e., When a brush is selected, and the Object Properties dialog overlaps the selected brush; if the user moves the icon over the Object Properties dialog, the cursor is still a 4-way arrow.
Should be fixed by today's update. --David Speyrer 19:48, 16 Jan 2006 (PST)
  • Brush creation manipulation box isn't cleared after a new brush has been creation, yet the handles aren't usable. If you try to use them, it starts drawing a new brush.
  • When vertices are coincident, Hammer is no longer prompting to combine the vertices. When left coincident and brush is put in Vertex edit mode again, this error displays: "Edge with both face id's already filled, skipping..." --Spektre1 10:42, 25 Nov 2005 (PST)
    • Note: This occurred on a brush that was 1 unit wide. It seems to function normally on wider brushes. --Spektre1 10:46, 25 Nov 2005 (PST)
  • if u change the name of the file, the search path is changed, but not the place where they are
Please clarify. --JeffLane 14:15, 9 Jan 2006 (PST)
  • Creating an arch (mine was size 704x356, 180 degrees, wall thickness was 400 (full)) causes invalid solids when you save and reload the map. Also, the front faces of the solids are not drawn (probably due to the invalid solid part) even before saving. I tried this with 32, 64, and 128 face arches, all had the error. Also happened on a 3072x2048 arch, 180 degrees, 3072 wall thickness. Also, vertices end up half-way across the map when an arch is Clipped. --Beans-v6 15:06, 7 Dec 2005 (PST)
Not an SDK Beta bug.
  • When scaling objects the texture is not scaled along anymore (ie creating 3d skyboxes)
Was this with Scaling Texture Lock enabled? --JeffLane 14:59, 9 Jan 2006 (PST)
  • Moving a vertex with the vertex tool while holding Control or Shift will constrain the vertex along an axis of the Origin, rather than along an axis based on the vertex's original location, making this feature very unresponsive.
  • Something scary about the animations of props.. try this manipulation : Create a prop_x and select a model that is animated (like 'models/Combine_Dropship_Container.mdl') then make a copy (shift+drag & drop) of this prop_x next to the first one.. (in order to see the problem) Now open up the properties of one of the two props and try to change it's default animation to something else than 'idle'.. And yes, this is magic, the second prop_x just beside appear to follow the other one.. it's animation changes too. You can't create an opened Dropship Container and a closed one in the meantime.. (and it happens with all the models) --NykO18 11:06, 29 Dec 2005 (PST)
    • Not a bug. The model tab is only for preview, it does not change the entity itself. We should change the name of the tab and/or add some help text. --JeffLane 14:59, 9 Jan 2006 (PST)
      • Ok, thanks for clarifying.. because as far as I can remember (Worldcraft 2.0) there was a way to change the animations in the model properties. Am I wrong ?
  • After doing some vertex manipulation, then saving and closing, Verticies on manipulated object messed up upon reload. Ex: three really closly spaced verticies (less than one unit) now where before there was one. Also, the "check for errors" does not appear to working correctly: after reloading the map, some solids were not loaded due to errors, when before closing the error check said no errors were found.
Existing issue. Not a Beta SDK bug. --JeffLane 14:59, 9 Jan 2006 (PST)
  • I know we shouldn't use the Carve tool (and I'm not using it) but I was carving for a tutorial when a bug occurred. Try to carve a 128 units depth bloc with another 128 unit depth bloc and the carved bloc will be resized to several times the size of the whole grid in Hammer.. like infinite. --NykO18 09:45, 30 Dec 2005 (PST)
    • It seems to not happen anymore since the last updates. --NykO18 03:50, 20 Jan 2006 (PST)
  • In the Face Edit dialog box when applying textures, the Select option in the Mode drop-down menu behaves identically to the Lift+Select mode. Instead of just selecting the face without changing the current texture, it will select the face and lift its texture, making it the current texture. --Font38 23:58, 16 Jan 2006 (PST)
  • All ents with the same model are set to the same sequence when the sequence is changed through the Model tab of the Object Properties page.—ts2do
    • This is a duplication of the bug explained 5 paragraphs higher

Hammer 2D and 3D Views

  • Using ctrl+shift+f to do a target name search while the cursor is over the 3d window will result in an inability to move in 3d view using the WASD keys next time the user attempts to do so. This happens regardless of whether the 3d window is maximised or not. Also happens when opening texture browser with shift+a, but in this instance the problem only occurs when the 3d window is maximised. In the target name case, workaround is to move the cursor into a 2d window. In the texture browser case, workaround is to minimize the 3d window. 14 February 2006
  • Using Shift+Z to maximize the main camera window while the Z key is enabled (mouse rotating the view in camera window), will make the cursor and the view get stuck. --Olavenspire 18 Jan 2006
  • There is no special mouse cursor for creating brushes until you start dragging
  • There is no special mouse cursor for applying overlays
  • 'Textures' screen element does not close after use, even if it was closed beforehand. Would be a useful fix for people who use only hotkeys and don't have any buttons on-screen unless needed.
Please clarify how you expect this to function. --JeffLane 14:59, 9 Jan 2006 (PST)
The window would only be open while the tool was in use, unless it was open before. A little like it comes out of the sidebar when used and pops back again when you exit texture mode. --TomEdwards 01:19, 18 Jan 2006 (PST)
  • move_rope is created with a bad Position Interpolator setting (0 should be 2), and setting it to anything higher than 2 causes Hammer to crash.
  • Pasting or manipulating light_spot entities turns the light cones green. properties remain the same.
workaround: restart hammer.
  • Rotating models does not go smoothly anymore, it now is like having shift pressed when rotation. The old way allowed for much more freedom.
Workaround: Hold ALT while rotating.
Or hold SHIFT :D
  • The rotation handles on brushes are open circles instead of solid.
  • The camera handles when using the camera tool are open circles instead of solid.
  • Overlays are not rendering correctly in the 3D views.
  • Textures are stretched in 3d view when scaling an object, and then retain original scales when brush is set to desired size.
    • It would make a lot more sense if the 3D scaling preview only happened if <tl> is on. Otherwise it's showing a change that won't actually occur.
This is a new feature, it will appear like that when the texture scaling lock is off, it's the button with <tl> on it. When on, it will not retain the original scales.
It would be handy if the texture showed actual results instead of stretching, speeding things up.
  • 3D Textured Shaded view doesn't always shade, client dependent.
Could be GFX related, my card is a 9100 and only PS 1.4 (DX81) compatible.
  • You can't select wireframe'd props/actors in 2D views by clicking. You've got to drag a selection box or select the ent's bbox (which isn't drawn!).
    • workaround: you can do it by clicking the centre handle
  • When the texture applicaton tool is open, when you use the right click method to apply textures, it seems to break movement in the 3D view with ASDW. ASDW movement functions again once you click back in a 2D view.
    • It fixes for me when I undo as well.
    • Happens for me when I have the window open at all. No clicking required!
Not a Beta SDK bug. This occurs when the Texture Application window is over the center of the 3D view. Workaround: Move the Texture Application view to the side before applying any textures. --JeffLane 14:59, 9 Jan 2006 (PST)
  • While drawing a brush in the 2D-View, and clicking accidentally outside the brush, the whole former brush disappears.
Could be fixed through decreasing sensivity of new brush drawing.
Fixed by today's update. --David Speyrer 19:44, 16 Jan 2006 (PST)
  • In morph mode I can't use directional arrows to move in 2d wievports. It's a bit annoying to use sliders every time when I want to carefully manipulate bigger brushes.
Fixed by today's update. --David Speyrer 19:44, 16 Jan 2006 (PST)
  • Can not compile maps. A Windows error occurs stating "Microsoft Visual C++ Runtime Library Runtime Error! Program: d:\steam\steamapps\syphon@shaw.ca\sourcesdk\bin\vbsp.exe R6025 - pure virtual function call" The issue occurs with both the beta and original versions of Hammer on a FRESH install of Windows.
  • Get "Edge with both ID's already filled, skipping..." after combining vertexs and selecting another brush to vertex. Noticed that some faces were missing, too. Wasn't in a way that it was an invalid brush.
  • 2D views do not have their labels displayed unless you mouseover where the label should be. This will confuse people who don't know what orientation each port is showing.
  • Grouping Objects while 'ig' (Ignore groups) is on fails to group the selected objects.
Not reproducible. The objects are grouped, but you can't select them as a group until Ignore Groups is disabled. --JeffLane 14:59, 9 Jan 2006 (PST)
  • After not being active some time, reopening hammer made all textures purple-black checkboard and there were also no models. After trying to close and reopen map, hammer crashed.
Is this a chronic issue, or did it only occur once? --JeffLane 14:59, 9 Jan 2006 (PST)
  • IME language bar on the desktop causes each view flickering between 2D views and 3D textured view, making hammer near unusable. It doesn't happen when the language bar is minimized in the taskbar.
  • Displacement textures appear to be the exact opposite of what appears ingame—ts2do
    • Duplication of a bug explained in the previous section.
  • Skew tool (ie. when you select a brush, then click it a second time to bring up the skew handles) does not snap to grid, and instead snaps to seemingly random points.

Hammer VGUI Model Browser

  • Suggestion: Model Browser already loads the current model when you launch it more then once. It should also select the folder, scroll to the currently displayed file string in the "filter" tab and select/highlight it. This will make navigation through the browser easier and more consistent. — Matveims 18:31, 2 Feb 2006 (PST)
  • Model viewer currently loads it's GUI incorrectly the first time; on close and re-open, it functions as expected.
    • Resizing the window also fixes this.
  • Choppy performance.
    • using the search, results in a hangup for short time and it takes long to see what you wrote
  • Rotating the model will reset view translations.
  • Filter text input slow.
    • Suggestion: Put a .1-.3 second delay on filtering, before the program parses the text, so the user can finish inputing a string before it searches. (Or a search button that also is pressed when Enter is hit.)
    • Yes because in fact, if you type 'rock' in the filter, it will first search all models containing the letter 'r', and sometimes it takes a really.. really long time...
  • The model browser should remember the state it was previously in when reopened; i.e., remember what folder was previously selected.
    • It should also FORGET the text filter last used.
  • The 3D crosshair model, for things like the move_ropes, is so tiny it's really difficult to select in the 3D view. It would be a good idea to fatten the model up a bit, so it's easier to select.
  • Suggestion: Add a field that indicates if model is a static prop or a physics model or a detail model.
  • Suggestion: Allow user to toggle model skin in viewer.
  • Suggestion: Allow switching between old model browser and new model browser.
  • The model browser isn't loading. Don't know if it's related to the "SteamAppID 211" problem that has been report by others.
Please clarify. Does Hammer crash, or does the model broswer actually just take a long time to appear? --JeffLane 15:26, 9 Jan 2006 (PST)
  • All model folders are empty except for the starting folder.
Was the filter control empty? --JeffLane 15:26, 9 Jan 2006 (PST)
  • We cannot browse models located directly in the "models" folder anymore. The 'root' directory isn't accessible (got All .MDLs instead of the root where all the NPCs are located) --NykO18 09:48, 29 Dec 2005 (PST)
    • This is a feature request, not a bug. --JeffLane 15:26, 9 Jan 2006 (PST)
      • Hum.. this is more like a needed feature that was present in the non-beta sdk and which was deleted.
  • When it can't find a model, it doesn't even bother to load an error model or something else. But it just crashes.
  • 3d and 2d views begin to flicker black and flicker graphics messups (like polygons stretching to edges of screens, or certain wall s becoming invisible. this gets gradually worse as time goes on, restarting hammer fixes temporarily. I think this isn't only a beta thing, it may just be me, but hammer worked fine for 6 or 7 months before doing this.

Hammer Autovisgroups

  • Creating a brush with the NODRAW texture selected, then changing the textures, causes the brush to still be listed in the Nodraw autovisgroup. --Beans-v6 15:06, 7 Dec 2005 (PST)

Hammer Autosave

  • Hammer tries to save to removable media, when it’s read only, same with read only folder rights. (This might not be a good idea for those working on source mods as final projects at Universities, or schools)
Fixed by today's update. Choose a different autosave directory in Options->General.--David Speyrer 19:50, 16 Jan 2006 (PST)
  • Not really a bug, but the use of autosave should be optional...
Change 'number of map iterations to save' to zero. Could certainly be a little clearer! --TomEdwards 09:50, 5 Dec 2005 (PST)

Hammer - Misc

  • A possible way to change the texture quality in the 3D view would be oh so nice.
    • Thats done by mip-maps ingame... or make the texture
      • -quality before converting it into a vtf
      • I also desperately need a way to change the texture quality in Hammer. DX7 puts normal Hammer textures to high quality, but beta Hammer textures to low quality, and that is far too low for me to align accurately, as well as making identifying entities by looks impossible.
  • Would it be possible to have the default texture (selected when Hammer is started) as nodraw? It would encourage better mapping.--DrBob 04:37, 4 Dec 2005 (PST)
  • Could you make it easier to import something from Hammer into 3DS Max? For example, the only way at the moment is to export to .DXF, and that generally loses information. Perhaps an export to .Max, or an importer plugin for Max?
    • Workaround: XSI has a great map import feature. You could base a plugin off that or possibly import to XSI then save your file and import it into MAX.--Skidz 15:55, 23 Nov 2005 (PST)
  • Nothing has yet been said for when we are going to see a lighting preview option, but could you perhaps add the option to change the lighting in the shaded 3d view? So we can change it like in the model viewer and get a general idea of how certain types of lighting will look like ingame.
  • After using Source SDK then restarting steam, DoD:Source, HL2, and HL2:Deathmatch update at 233 bytes and source sdk updates at 70% at a rate of 70 kb/s
    • You need to run Steam with the -beta sdk option every time you start it, otherwise Steam has to re-download the non-beta version. --Nailed 23:38, 24 Nov 2005 (PST)
      • I always run it with -beta sdk..but it keeps doing it
        • If you have steam to load with windows, you will also have to edit the reg key HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Run to look like "d:\program files\valve\steam\steam.exe" -silent -beta sdk
  • Suggestion: After using Maya and other 3D-applications, it would be great to see a Hotkey-feature in Hammer! For example, map the Textures-window to M , Block-tool to B instead of Shift+B, etc etc. Hotkeys gives a much better workflow.
    • The hotkeys there already are fine (Shift-A for surface props, Shift-B for brushes, Shift-C for camera and so on), and I don't see a reason to change them, especially since so many of us use them and have them engraved into our heads now! What additional hotkeys are you thinking of? --johnsto 02:02, 4 Dec 2005 (PST)
      • Thinking of being able to remap the current hotkeys for your likings, and add more hotkeys for things like the Texture Browser. Even hotkeys for Rotate 15 degrees, Scale +-0.1, etc etc. But this is just an industrial injury of me using Maya too much. --Zyndrome 18:44, 4 Dec 2005 (PST)
  • Insert original prefab button only appears after switching tools & not right away—ts2do 14:00, 6 Feb 2006 (PST)

FacePoser

  • Options -> Make Screenshot fails to create a screenshot.
  • Options -> Background Color and Options -> Ground Color are non-functional
  • Popping sounds when playing .wav files in the Phoneme Editor. (Scrubbing through audio is painful on the ears.)
  • The gesture_updown and gesture_rightleft flexes appear to do nothing.

Model Viewer

  • The gesture_updown and gesture_rightleft flexes appear to do nothing.

Compile tools and other SDK tools

Put bugs with the compile tools (vbsp.exe, vvis.exe, vrad.exe, studiomdl.exe, bspzip.exe etc.) under here.

  • Possible bug which I can't recreate. Sometimes when I have a map compile launch the game after it's done, it instead launches a second copy of an application. I'll notice a second copy of FacePoser for example in my toolbar. I don't know for sure it's really doing this (maybe me half asleep), but it does seem to be occurring once in a while. Anyone else? --Holtt 01:50, 20 Jan 2006 (PST)
  • Hammer compiles Xbox map information. Why? How do we disable this?
Fixed by today's update.--David Speyrer 19:56, 16 Jan 2006 (PST)
  • vvis.exe doesn't run. Getting the Sorry for the inconvenience crash message
  • vrad.exe crashes when I run it. I don't know if this is related to beta SDK or not, the map I ran it on is huge 30720 in. * 30720 in. * 20480 in. (x,y,z).
I ran vrad.exe on a smaller map 4097 in. 4097 in. 844 in. (x,y,z) and it ran perfectly (The smaller map is about 5x as complex then the bigger one).
  • The compile tools don't close when you stop the Hammer.exe process.
    • I don't think this is necessarily a bad thing. This way a crashed Hammer won't kill your map compile. Nailed 23:27, 22 Nov 2005 (PST)
  • All Expert Compile configurations are gone.
    • If you roll back from the beta they will get restored.
Workaround in Beta: Delete cmdseq.wc in sourcesdk/bin directory, then choose Refresh SDK Content to fix. See Known Issues. --JeffLane 15:33, 9 Jan 2006 (PST)
  • I have a large map with a lot of displacements, previous to the Beta SDK I managed to get my map to 16mb (down from 27Mb) by removing some, after the Beta SDK compile with no changes my Linux specific data is over 400% and my map is now 37Mb. Computer 3.2Ghz P4B, 200GB Sata, 1GB DDR-400, FX5900 128MB AGP, XP Pro SP2. Many thanks
    • If you are working on a singleplayer map then you can compile with -nolinuxdata. This stops the Compile tools from storing the needed data for linux servers. Therefore if you are making a multiplayer map you cannot omit this data as then linux servers will not be able to run your map correctly.
      • Sadly its a multiplayer map, I just thought something might be wrong as I hadn't changed the map between compiles of the old and beta Hammer and its gone up over 20Mb
        • Did you compile it with HDR support? That uses much dataspace. Right now only DoD:S and Lost Coast support HDR so for now you can deactivate the HDR option, if you activated it.
          • No it was a fast compile on VIS and RAD with no HDR option.
            • I took the map over to one of my other PC's with the custom dod FGD setup and ran the vmf and the map is 10MB big, I have put all the files here Non Beta Map, I have also put all the files from a compile on my main PC running the Beta SDK where the map is 37Mb, Beta Map, ive also put the compile txt files for the beta here and non beta here if there is anything else I can do just ask. James
  • Valve please contact me for the source to CST cstvis, I cant be assed at the moment supporting the tools any more, and would like to see my hard work put into the offical stuff - amckern@yahoo.com +61 0417-650-440 (Mobile Phone only) --Amckern 16:28, 23 Nov 2005 (PST)
  • Enable HDR support for HL2: Deathmatch and HL2 single player.
  • I had a similar problem with vrad producing illegal operations. It turned out to be some invalid solids that Hammer never catched. Oops. --Campaignjunkie (talk) 17:20, 30 Dec 2005 (PST)
    • I spoke too soon. My brushes are perfectly valid, and when exported to a test map, compile correctly. But somehow, it's the combination of all of these brushes that crash vrad. I don't know why. --Campaignjunkie (talk) 11:45, 31 Dec 2005 (PST)
  • build_sample_shaders and build_advanced_shaders are both b0rked, it throws an exception with a missing steam.dll and when you put it in with the compileshaders.exe it will complain about no steam user info.
  • When adding custom sounds to your map. they are unusable. you can add the files via bspzip or pakrat, and the map will run fine on local game, but when map is running on a server, it errors "Failed to load sound "example/example.wav", file probably missing from disk/repository" --Wickit 14:14, 1 Jan 2006 (PST)
  • The only way I could get custom sounds to work was using them with a custom env_soundscape. --User:Ultranewb 19:04, 16 Jan 2006 (EST)
  • Not directly a compile issue with hammer. Using the impulse 81 command to check the cubemap compiling ingame dosn't work. I get the error mesages: "Error reading weapon data file for: weapon_cubemap". If i drop the gun i get infinite errors of: "Bad pstudiohdr in GetSequenceLinearMotion()!" --Olavenspire 20 Jan 2006