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Seamoose

Maps made via sdk or hammer dont launch ingame

12 posts in this topic

I've been trying for a while to load a map i'm currently working on, after compiling it without running the game, when i hop into NMRIH via Steam [the physical game] and open the console, type my map's name and hit enter, all of NMRIH closes, just closes.

Then I tried loading it under create a game or host a game, my map appears on the list,

After loading resources for 10 seconds the game completely closes too.

I did a test map, two spawns and a skybox with an env_light and that was it, it loaded fine.

This map I'm working on currently wont.

Please help if possible, I'm still looking for a solution, oh and when I play any other map not made by me in SDK they load fine in game.

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does it has nms_ prefix?

Yes I named the map nms_outskirt_v1

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Here's the log, I don't suppose the errors with the props have anything todo with my issue?

** Executing...
** Command: ".\vbsp.exe"
** Parameters: -game "..\..\nmrih" "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.vmf"
Valve Software - vbsp.exe (Sep 7 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\nmrih\nmrih\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.vmf
Can't find surfaceprop tiles for material NMRIH/FLOORS/NG_TOXTETHSTORETILE001A, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt
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 (x86)\Steam\steamapps\common\nmrih\nms_outskirts.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (17949 bytes)
Error! To use model "models/static/nmrih_office_chair_02_rag.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/static/nmrih_office_chair_02_rag.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 76 texinfos to 60
Reduced 15 texdatas to 15 (362 bytes to 362)
Writing C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.bsp
1 second elapsed
** Executing...
** Command: ".\vvis.exe"
** Parameters: -game "..\..\nmrih" -fast "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts"
Valve Software - vvis.exe (Sep 7 2015)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp
reading c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.prt
71 portalclusters
186 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 100 visible clusters (3.32%)
Total clusters visible: 3011
Average clusters visible: 42
Building PAS...
Average clusters audible: 71
visdatasize:1913 compressed from 2272
writing c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp
0 seconds elapsed
** Executing...
** Command: ".\vrad.exe"
** Parameters: -game "..\..\nmrih" -noextra "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts"
Valve Software - vrad.exe SSE (Sep 7 2015)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
[52 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp
Setting up ray-trace acceleration structure... Done (0.24 seconds)
215 faces
9726 square feet [1400606.38 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
215 patches before subdivision
901 patches after subdivision
2 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 (1)
transfers 11578, max 121
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7855, 6100, 4523)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2377, 1474, 820)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(820, 418, 196)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(283, 120, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(101, 36, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 11, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(13, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 51/8192 612/98304 ( 0.6%)
brushsides 306/65536 2448/524288 ( 0.5%)
planes 126/65536 2520/1310720 ( 0.2%)
vertexes 320/65536 3840/786432 ( 0.5%)
nodes 151/65536 4832/2097152 ( 0.2%)
texinfos 60/12288 4320/884736 ( 0.5%)
texdata 15/2048 480/65536 ( 0.7%)
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 215/65536 12040/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 158/65536 8848/3670016 ( 0.2%)
leaves 153/65536 4896/2097152 ( 0.2%)
leaffaces 260/65536 520/131072 ( 0.4%)
leafbrushes 91/65536 182/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1664/512000 6656/2048000 ( 0.3%)
edges 1005/256000 4020/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 261/65536 522/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 31204/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1913/16777216 ( 0.0%)
entdata [variable] 1695/393216 ( 0.4%)
LDR ambient table 153/65536 612/262144 ( 0.2%)
HDR ambient table 153/65536 612/262144 ( 0.2%)
LDR leaf ambient 357/65536 9996/1835008 ( 0.5%)
HDR leaf ambient 153/65536 4284/1835008 ( 0.2%)
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] 1/3546 ( 0.0%)
pakfile [variable] 105683/0 ( 0.0%)
physics [variable] 17949/4194304 ( 0.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 602
Writing c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.bsp" "..\..\nmrih\maps\nms_outskirts.bsp"

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Changed the prop, did nothing.

Help if possible!

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Ok so all I did was take out the nms_ in the map's name

and it loaded fine, really quick too.

I guess I'll just leave it as is now then worry about the naming later.

If you guys can find a fix though, that'd be coolio

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have you got all survival related entities in the map when its named nms_? cant see any problems in your log and i presume its a small map thats in very early stages judging by the compile log

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So you have to have all the entities that make a survival map work in order for the map to work when you name it?

No, I had no entities but now it makes sense to me.

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Probably, Map have prefix "nms", It must have overload_wave_controller. Otherwise it will be crash.

By the way, You tried ALT+P(check problem)?

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