Hello i have this problem with my zombie panic map i made everything i would do sv_testmode 1 to test out the map the weapons would show up and everything. But when i try it with a person in a real match the weapons disappear the map itself is fine. By the way i put that error prop on purpose.
I used hammer editor btw from source sdk .
Before in testmode (forgot to spawn but its the same thing):
After in a real match:
Compile Log:
I used hammer editor btw from source sdk .
Before in testmode (forgot to spawn but its the same thing):
After in a real match:
Compile Log:
PHP:
** Executing...
** Command: "c:\program files\steam\steamapps\pufss\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.vmf"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.vmf
Can't find surfaceprop concrete for material CONCRETE/CONCRETEWALL041A, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETEFLOOR001A, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETEWALL013A, using default
Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default
Can't find surfaceprop plaster for material ZPCUSTOMMATERIALS/WALLS/WALLPAPER02A, using default
Can't find surfaceprop brick for material ZPCUSTOMMATERIALS/WALLS/ZP_BRICKWALL006B_GAR, using default
Can't find surfaceprop glass for material EFFECTS/RED, using default
Can't find surfaceprop concrete for material CLUBZOMBO/WALL/CZ_WHITE_BRICK, using default
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\pufss\half-life 2 deathmatch\vmf\myzpsmap.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/grimmnight*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/grimmnightrt"
Can't load skybox file skybox/grimmnight to build the default cubemap!
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) (9623 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 40 texinfos to 32
Reduced 9 texdatas to 9 (240 bytes to 240)
Writing C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\pufss\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap"
Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
reading c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.prt
52 portalclusters
132 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1634
Average clusters visible: 31
Building PAS...
Average clusters audible: 41
visdatasize:1117 compressed from 832
writing c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\pufss\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
212 faces
110262 square feet [15877776.00 square inches]
0 displacements
0 square feet [0.00 square inches]
212 patches before subdivision
5894 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 209650, max 211
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 26/8192 312/98304 ( 0.3%)
brushsides 156/65536 1248/524288 ( 0.2%)
planes 132/65536 2640/1310720 ( 0.2%)
vertexes 358/65536 4296/786432 ( 0.5%)
nodes 151/65536 4832/2097152 ( 0.2%)
texinfos 32/12288 2304/884736 ( 0.3%)
texdata 9/2048 288/65536 ( 0.4%)
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 212/65536 11872/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 70/65536 3920/3670016 ( 0.1%)
leaves 156/65536 4992/2097152 ( 0.2%)
leaffaces 245/65536 490/131072 ( 0.4%)
leafbrushes 86/65536 172/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 1202/512000 4808/2048000 ( 0.2%)
edges 654/256000 2616/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48/65536 96/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 290872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1117/16777216 ( 0.0%)
entdata [variable] 12775/393216 ( 3.2%)
LDR leaf ambient 156/65536 3744/1572864 ( 0.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 5138/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 9623/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 368413 bytes ====
Total triangle count: 498
Writing c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp" "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp\maps\myzpsmap.bsp"