Проблема с картой(л4д), поможайте =(

Помогаем новичкам в создании своего мира
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FiRagoN
Нович0к
Нович0к
Сообщения: 5
Зарегистрирован: 28.11.2008

#1 Сообщение 09.08.2009, 18:55

собсоно только начал делать карту и разбираться с редактором, так что многого ещё не знаю =) возникла следующая проблема: сделал неровный асфальт, воткнул в стену автобус, сохранил, запускаю карту чтобы проверить, компилицо без ошибок, но в игре открывается карта с ровным асфальтом и без автобуса.. сначала думал что карта не сохранилась или ещо чо, сохранил под другим именем, в другой директории, та же проблема. хамер же без всяких проблем открывает карту такой, какой она и должна быть.. помогите плз =(

в хамере:
Изображение

в игре:
Изображение

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#2 Сообщение 09.08.2009, 19:22

Лог консольки кинь что-ли...

FiRagoN
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Нович0к
Сообщения: 5
Зарегистрирован: 28.11.2008

#3 Сообщение 09.08.2009, 19:37

[spoiler=""Компиляция""]** Executing...
** Command: "C:Left4Deadinvbsp.exe"
** Parameters: -game "C:Left4Deadleft4dead" "C:Left4Deadleft4deadmapssochimap2"

Valve Software - vbsp.exe (May 6 2009)
2 threads
materialPath: C:Left4Deadleft4deadmaterials
Loading C:Left4Deadleft4deadmapssochimap2.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 prop_dynamic (630.00 355.00 2.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 2 has bad geometry near 1008.00 -230.00 -58.78
Can't compile displacement physics, exiting. Texture is CONCRETE/MAINSTREET_ROAD01C


** Executing...
** Command: "C:Left4Deadinvvis.exe"
** Parameters: -game "C:Left4Deadleft4dead" "C:Left4Deadleft4deadmapssochimap2"

Valve Software - vvis.exe (May 6 2009)
2 threads
reading c:left4deadleft4deadmapssochimap2.bsp
reading c:left4deadleft4deadmapssochimap2.prt
LoadPortals: couldn't read c:left4deadleft4deadmapssochimap2.prt


** Executing...
** Command: "C:Left4Deadinvrad.exe"
** Parameters: -both -game "C:Left4Deadleft4dead" "C:Left4Deadleft4deadmapssochimap2"

Valve Software - vrad.exe SSE (May 6 2009)

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

Loading c:left4deadleft4deadmapssochimap2.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
547 faces
103712 square feet [14934664.00 square inches]
12 Displacements
128 Square Feet [18432.00 Square Inches]
547 patches before subdivision
6737 patches after subdivision
19 direct lights
BuildFacelights: 0..
WARNING: Too many light styles on a face at (8.000000, 1108.000000, 123.000000)
.
WARNING: Too many light styles on a face at (8.000000, 1106.500000, 31.000000)
1
WARNING: Too many light styles on a face at (-233.000000, 1032.000000, 123.000000)

WARNING: Too many light styles on a face at (-136.000000, 1106.500000, 170.000000)

WARNING: Too many light styles on a face at (-229.000000, 1108.000000, 123.000000)

WARNING: Too many light styles on a face at (-229.000000, 1108.000000, 165.500000)

WARNING: Too many light styles on a face at (-229.000000, 1106.500000, 31.000000)
...2...3.
WARNING: Too many light styles on a face at (664.000000, 616.000000, 31.000000)
..4
WARNING: Too many light styles on a face at (583.375000, 606.000000, 100.000000)
..
WARNING: Too many light styles on a face at (582.000000, 599.500000, 31.000000)
.5
WARNING: Too many light styles on a face at (570.500000, 632.000000, 31.000000)
.
WARNING: Too many light styles on a face at (237.446732, 889.332886, 44.000000)

WARNING: Too many light styles on a face at (307.549316, 795.271423, 37.500000)

WARNING: Too many light styles on a face at (298.514496, 789.142517, 37.500000)
.
WARNING: Too many light styles on a face at (283.060425, 783.252686, 37.500000)

WARNING: Too many light styles on a face at (271.033722, 782.082703, 37.500000)

WARNING: Too many light styles on a face at (263.916962, 782.503479, 37.500000)

WARNING: Too many light styles on a face at (247.111389, 785.933105, 37.500000)

WARNING: Too many light styles on a face at (241.511765, 789.126770, 37.500000)
.
WARNING: Too many light styles on a face at (8.000000, 1016.000000, 31.000000)

WARNING: Too many light styles on a face at (8.000000, 520.000000, 31.000000)

WARNING: Too many light styles on a face at (504.000000, 824.000000, 31.000000)
6
WARNING: Too many light styles on a face at (8.000000, 214.500000, 31.000000)
...7
WARNING: Too many light styles on a face at (-233.000000, 504.000000, 123.000000)

WARNING: Too many light styles on a face at (-233.000000, 1000.000000, 123.000000)

WARNING: Too many light styles on a face at (-233.000000, 136.000000, 123.000000)

WARNING: Too many light styles on a face at (-233.000000, 364.500000, 165.500000)

WARNING: Too many light styles on a face at (-233.000000, 860.500000, 165.500000)

WARNING: Too many light styles on a face at (-233.054001, 200.000015, 165.500000)

WARNING: Too many light styles on a face at (-229.000000, 1016.000000, 31.000000)

WARNING: Too many light styles on a face at (-229.000000, 520.000000, 31.000000)
.
WARNING: Too many light styles on a face at (-229.000000, 324.529999, 31.000000)

WARNING: Too many light styles on a face at (-136.000000, 520.000000, 170.000000)

WARNING: Too many light styles on a face at (-136.000000, 1016.000000, 170.000000)
..8...9
WARNING: Too many light styles on a face at (268.997009, 820.000000, 54.000000)

WARNING: Too many light styles on a face at (254.242416, 850.090881, 61.000000)
.
WARNING: Too many light styles on a face at (281.892822, 824.478638, 54.000000)

WARNING: Too many light styles on a face at (278.203247, 821.600281, 54.000000)

WARNING: Too many light styles on a face at (275.242554, 820.529907, 54.000000)

WARNING: Too many light styles on a face at (263.756317, 820.528625, 54.000000)

WARNING: Too many light styles on a face at (259.099182, 822.732056, 54.000000)

WARNING: Too many light styles on a face at (255.121536, 826.464233, 54.000000)
.
WARNING: Too many light styles on a face at (-107.000000, 467.500000, 164.625000)
.
WARNING: Too many light styles on a face at (-107.000000, 464.500000, 164.625000)
10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 454823, max 324
transfer lists: 3.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(6108, 5331, 3278)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1314, 1092, 600)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(389, 313, 153)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(170, 132, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(67, 49, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(31, 22, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(13, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(3, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0041 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 95/8192 1140/98304 ( 1.2%)
brushsides 630/65536 5040/524288 ( 1.0%)
planes 664/65536 13280/1310720 ( 1.0%)
vertexes 885/65536 10620/786432 ( 1.4%)
nodes 403/65536 12896/2097152 ( 0.6%)
texinfos 256/12288 18432/884736 ( 2.1%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 768/0 768/0 ( 0.0%)
faces 547/65536 30632/3670016 ( 0.8%)
hdr faces 547/65536 30632/3670016 ( 0.8%)
origfaces 360/65536 20160/3670016 ( 0.5%)
leaves 420/65536 13440/2097152 ( 0.6%)
leaffaces 631/65536 1262/131072 ( 1.0%)
leafbrushes 202/65536 404/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4110/512000 16440/2048000 ( 0.8%)
edges 2240/256000 8960/1024000 ( 0.9%)
LDR worldlights 19/8192 1900/819200 ( 0.2%)
HDR worldlights 19/8192 1900/819200 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 27/32768 270/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 390/65536 780/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 102/512 35904/180224 (19.9%)
LDR lightdata [variable] 914236/0 ( 0.0%)
HDR lightdata [variable] 914236/0 ( 0.0%)
visdata [variable] 5532/16777216 ( 0.0%)
entdata [variable] 50682/393216 (12.9%)
LDR ambient table 420/65536 1680/262144 ( 0.6%)
HDR ambient table 420/65536 1680/262144 ( 0.6%)
LDR leaf ambient 1043/65536 29204/1835008 ( 1.6%)
HDR leaf ambient 265/65536 7420/1835008 ( 0.4%)
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] 1/212 ( 0.5%)
pakfile [variable] 538187/0 ( 0.0%)
physics [variable] 42803/4194304 ( 1.0%)
physics terrain [variable] 792/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 1480
Writing c:left4deadleft4deadmapssochimap2.bsp
4 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: c:left4deadleft4deadmapssochimap2.rad
Valve Software - vrad.exe SSE (May 6 2009)

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

Loading c:left4deadleft4deadmapssochimap2.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
547 faces
103712 square feet [14934664.00 square inches]
12 Displacements
128 Square Feet [18432.00 Square Inches]
547 patches before subdivision
6737 patches after subdivision
19 direct lights
BuildFacelights: 0..
WARNING: Too many light styles on a face at (8.000000, 1108.000000, 123.000000)
.
WARNING: Too many light styles on a face at (8.000000, 1106.500000, 31.000000)
1
WARNING: Too many light styles on a face at (-233.000000, 1032.000000, 123.000000)

WARNING: Too many light styles on a face at (-136.000000, 1106.500000, 170.000000)

WARNING: Too many light styles on a face at (-229.000000, 1108.000000, 123.000000)

WARNING: Too many light styles on a face at (-229.000000, 1108.000000, 165.500000)

WARNING: Too many light styles on a face at (-229.000000, 1106.500000, 31.000000)
...2...3.
WARNING: Too many light styles on a face at (664.000000, 616.000000, 31.000000)
..4
WARNING: Too many light styles on a face at (583.375000, 606.000000, 100.000000)
..
WARNING: Too many light styles on a face at (582.000000, 599.500000, 31.000000)
.5
WARNING: Too many light styles on a face at (570.500000, 632.000000, 31.000000)
.
WARNING: Too many light styles on a face at (237.446732, 889.332886, 44.000000)

WARNING: Too many light styles on a face at (307.549316, 795.271423, 37.500000)

WARNING: Too many light styles on a face at (298.514496, 789.142517, 37.500000)
.
WARNING: Too many light styles on a face at (271.033722, 782.082703, 37.500000)

WARNING: Too many light styles on a face at (283.060425, 783.252686, 37.500000)

WARNING: Too many light styles on a face at (263.916962, 782.503479, 37.500000)

WARNING: Too many light styles on a face at (247.111389, 785.933105, 37.500000)

WARNING: Too many light styles on a face at (241.511765, 789.126770, 37.500000)
.
WARNING: Too many light styles on a face at (8.000000, 520.000000, 31.000000)

WARNING: Too many light styles on a face at (8.000000, 1016.000000, 31.000000)

WARNING: Too many light styles on a face at (504.000000, 824.000000, 31.000000)
6
WARNING: Too many light styles on a face at (8.000000, 214.500000, 31.000000)
...7
WARNING: Too many light styles on a face at (-233.000000, 504.000000, 123.000000)

WARNING: Too many light styles on a face at (-233.000000, 1000.000000, 123.000000)

WARNING: Too many light styles on a face at (-233.000000, 136.000000, 123.000000)

WARNING: Too many light styles on a face at (-233.000000, 364.500000, 165.500000)

WARNING: Too many light styles on a face at (-233.000000, 860.500000, 165.500000)

WARNING: Too many light styles on a face at (-233.054001, 200.000015, 165.500000)

WARNING: Too many light styles on a face at (-229.000000, 1016.000000, 31.000000)

WARNING: Too many light styles on a face at (-229.000000, 520.000000, 31.000000)
.
WARNING: Too many light styles on a face at (-229.000000, 324.529999, 31.000000)

WARNING: Too many light styles on a face at (-136.000000, 520.000000, 170.000000)

WARNING: Too many light styles on a face at (-136.000000, 1016.000000, 170.000000)
..8...9
WARNING: Too many light styles on a face at (268.997009, 820.000000, 54.000000)

WARNING: Too many light styles on a face at (254.242416, 850.090881, 61.000000)
.
WARNING: Too many light styles on a face at (281.892822, 824.478638, 54.000000)

WARNING: Too many light styles on a face at (278.203247, 821.600281, 54.000000)

WARNING: Too many light styles on a face at (275.242554, 820.529907, 54.000000)

WARNING: Too many light styles on a face at (263.756317, 820.528625, 54.000000)

WARNING: Too many light styles on a face at (259.099182, 822.732056, 54.000000)

WARNING: Too many light styles on a face at (255.121536, 826.464233, 54.000000)
.
WARNING: Too many light styles on a face at (-107.000000, 467.500000, 164.625000)
.
WARNING: Too many light styles on a face at (-107.000000, 464.500000, 164.625000)
10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 454823, max 324
transfer lists: 3.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0041 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 16/1024 768/49152 ( 1.6%)
brushes 95/8192 1140/98304 ( 1.2%)
brushsides 630/65536 5040/524288 ( 1.0%)
planes 664/65536 13280/1310720 ( 1.0%)
vertexes 885/65536 10620/786432 ( 1.4%)
nodes 403/65536 12896/2097152 ( 0.6%)
texinfos 256/12288 18432/884736 ( 2.1%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 768/0 768/0 ( 0.0%)
faces 547/65536 30632/3670016 ( 0.8%)
hdr faces 547/65536 30632/3670016 ( 0.8%)
origfaces 360/65536 20160/3670016 ( 0.5%)
leaves 420/65536 13440/2097152 ( 0.6%)
leaffaces 631/65536 1262/131072 ( 1.0%)
leafbrushes 202/65536 404/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4110/512000 16440/2048000 ( 0.8%)
edges 2240/256000 8960/1024000 ( 0.9%)
LDR worldlights 19/8192 1900/819200 ( 0.2%)
HDR worldlights 19/8192 1900/819200 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 27/32768 270/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 390/65536 780/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 102/512 35904/180224 (19.9%)
LDR lightdata [variable] 914236/0 ( 0.0%)
HDR lightdata [variable] 914236/0 ( 0.0%)
visdata [variable] 5532/16777216 ( 0.0%)
entdata [variable] 50682/393216 (12.9%)
LDR ambient table 420/65536 1680/262144 ( 0.6%)
HDR ambient table 420/65536 1680/262144 ( 0.6%)
LDR leaf ambient 1043/65536 29204/1835008 ( 1.6%)
HDR leaf ambient 265/65536 7420/1835008 ( 0.4%)
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] 1/212 ( 0.5%)
pakfile [variable] 538187/0 ( 0.0%)
physics [variable] 42803/4194304 ( 1.0%)
physics terrain [variable] 792/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 1480
Writing c:left4deadleft4deadmapssochimap2.bsp
4 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: c:left4deadleft4deadmapssochimap2.rad

** Executing...
** Command: Copy File
** Parameters: "C:Left4Deadleft4deadmapssochimap2.bsp" "C:Left4Deadleft4deadmapssochimap2.bsp"


** Executing...
** Command: "C:Left4Deadleft4dead.exe"
** Parameters: -game "C:Left4Deadleft4dead" -toconsole -dev -console +sv_lan 1 +map "sochimap2"[/spoiler]
[spoiler=""Консоль""]MissionManager: Mission file "missions/airport_vs.txt" is missing name and version
MissionManager: Mission file "missions/deadcity.txt" is missing name and version
MissionManager: Mission file "missions/deadcity_vs.txt" is missing name and version
MissionManager: Mission file "missions/deathaboard.txt" is missing name and version
MissionManager: Mission file "missions/deathaboard_vs.txt" is missing name and version
MissionManager: Mission file "missions/farm_vs.txt" is missing name and version
MissionManager: Mission file "missions/graveyard.txt" is missing name and version
MissionManager: Mission file "missions/hospital_demo.txt" is missing name and version
MissionManager: Mission file "missions/hospital_vs.txt" is missing name and version
MissionManager: Mission file "missions/mission_manifest.txt" is missing name and version
MissionManager: Mission file "missions/redsea.txt" is missing name and version
MissionManager: Mission file "missions/redsea_vs.txt" is missing name and version
MissionManager: Mission file "missions/smalltown_vs.txt" is missing name and version
CSoundEmitterSystem: Registered 6135 sounds
CResponseSystem: scripts alker
esponse_rules.txt (0 rules, 57 criteria, and 1 responses)
[INTROS] Team is frozen
Game supporting (2) split screen players
maxplayers set to 18
Heap: 256.00 Mb
Steam config directory: C:Left4Deadplatformconfig
Parsed 372 text messages
ConVarRef cl_forwardspeed doesn't point to an existing ConVar
debugfov: CSplitScreenLetterBox::Init
debugfov: splitscreen type 0
debugfov: m_flAspectRatio: 2.666667
debugfov: m_bInsetHud: false
debugfov: m_flFOV: 80.000000
debugfov: m_flViewModelFOVSurvivor: 46.000000
debugfov: m_flViewModelFOVHunter: 38.000000
debugfov: m_flViewModelFOVTank: 40.000000
debugfov: m_flViewModelFOVBoomer: 46.000000
debugfov: m_flViewModelFOVSmoker: 46.000000
debugfov: splitscreen type 1
debugfov: m_flAspectRatio: 3.555556
debugfov: m_bInsetHud: false
debugfov: m_flFOV: 75.000000
debugfov: m_flViewModelFOVSurvivor: 35.000000
debugfov: m_flViewModelFOVHunter: 30.000000
debugfov: m_flViewModelFOVTank: 35.000000
debugfov: m_flViewModelFOVBoomer: 45.000000
debugfov: m_flViewModelFOVSmoker: 50.000000
debugfov: splitscreen type 2
debugfov: m_flAspectRatio: 0.888889
debugfov: m_bInsetHud: false
debugfov: m_flFOV: 110.000000
debugfov: m_flViewModelFOVSurvivor: 58.000000
debugfov: m_flViewModelFOVHunter: 75.000000
debugfov: m_flViewModelFOVTank: 75.000000
debugfov: m_flViewModelFOVBoomer: 50.000000
debugfov: m_flViewModelFOVSmoker: 62.000000
debugfov: using non-splitscreen defaults: m_bValid: true m_nSplitScreenPlayers: 1
debugfov: Changing cl_viewmodelfovsurvivor from 51.000000 to 50.000000
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file scripts/RadialMenu.txt
RadialMenu, ^^, (*Lol3,Survivor,Alive*), (*NorthWest*),
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file scripts/RadialMenu.txt
RadialMenu, ^^, (*Lol3,Survivor,Alive*), (*NorthWest*),
CGameEventManager::AddListener: event 'player_stats_updated' unknown.
execing config.cfg
cc_lang =
Sound Initialization: Start
DS:headphone configuration detected
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
44100 samples/sec
DirectSound initialized
Stopping All Sounds...
Audio Caches using '_russian' as suffix
Trying cache : 'maps/soundcache/_master_russian.cache'
Sound Initialization: Finish, Sampling Rate: 44100
2 CPUs, Frequency: 3.3 Ghz, Features: GenuineIntel SSE SSE2 MMX RDTSC CMOV FCMOV
[L4DMM] Loading initial match system settings (ver. 11)
execing valve.rc
Unknown command "r_decal_cullsize"
execing autoexec.cfg
execing bind
execing barracade
FCVAR_CHEAT cvars reverted to defaults.
Stopping All Sounds...
execing modsettings.cfg
Stopping All Sounds...
[STEAM] Failed SendMessage: cannot send to host with NULL XUID: Checkpoint: 3, From: 1100001386b1c4c, Var: 0=0, Dedicated: 0=pub('Dedicated-N/A'),priv('Dedicated-N/A')
---- Host_NewGame ----
execing game.cfg
NET_GetBindAddresses found 169.254.153.76: 'Atheros AR8121/AR8113 PCI-E Ethernet Controller - '
NET_GetBindAddresses found 94.137.15.177: 'WAN (PPP/SLIP) Interface'
NET_GetBindAddresses found 5.59.164.120: 'Hamachi Network Interface'
Network: IP 169.254.153.76, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server: sochimap2
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/urban_plasterwall_05b
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/mainstreet_road01c
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/urban_plasterwall_00b
env_cubemap used on world geometry without rebuilding map. . ignoring: tile/marblefloor01
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/urban_plasterwall_03a
env_cubemap used on world geometry without rebuilding map. . ignoring: plaster/urban_plasterwall_05a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow007a
Host_NewGame on map sochimap2
execing skill1.cfg
Executing listen server config file
Set Gravity 800.0 (0.250 tolerance)
CResponseSystem: scripts alker error_player.txt (1866 rules, 1165 criteria, and 1643 responses)
PrecacheScriptSound 'npc.churchguy_zombieyell' failed, no such sound script entry
prop_physics at 598 505 30 uses model models/props_interiors/book_gib05.mdl, which has no propdata which means it must be used on a prop_static. DELETED.
prop_dynamic at 533 653 66 uses model models/props_junk/garbage_coffeemug001a.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
prop_door_rotating has Door model (models/props_doors/doormain02_small_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
Breakable door models/props_doors/doormain02_small_01.mdl has no door_options
PrecacheScriptSound 'DoorHandles.Locked2' failed, no such sound script entry
PrecacheScriptSound 'DoorHandles.Unlocked2' failed, no such sound script entry
PrecacheScriptSound 'Buttons.snd2' failed, no such sound script entry
prop_dynamic at 702 429 33 uses model models/props_plants/claypot03.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
prop_dynamic at 703 694 25 uses model models/props_plants/pottedplant_tall01.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
prop_dynamic at 285 175 59 uses model models/props/cs_office/trash_can_p.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
prop_dynamic at 297 191 60 uses model models/props_interiors/books01.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
prop_dynamic at 304 178 60 uses model models/props_interiors/books02.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
prop_dynamic at 316 175 59 uses model models/props/cs_office/fire_extinguisher.mdl, which has propdata which means that it be used on a prop_physics. DELETED.
PrecacheScriptSound 'Buttons.snd17' failed, no such sound script entry
PrecacheScriptSound 'Buttons.snd14' failed, no such sound script entry
func_breakable (func_breakable) at (591.500 559.360 84.340) using obsolete or unknown material type.
Commentary: Could not find commentary data file 'maps/sochimap2_commentary.txt'.
The Navigation Mesh was built using a different version of this map.
[INTROS] Team is frozen
Start area is 1
GetGoalArea: Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area. Using centroid of finale region...
GetGoalArea: Cannot find end area - no checkpoint or finale located.
ComputeFlowDistances: ERROR - Cannot compute flow.
[INTROS] Team is frozen
Created class baseline: 19 classes, 4841 bytes.
18 player server started
Queuing heartbeat send to steam master server updater.
Stopping All Sounds...
exec: couldn't exec listenserver.cfg
VAC secure mode is activated.
Sending UDP connect to public IP 127.0.0.1:27015
Server using lobbies #0, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address loopback
CSteam3Client::InitiateConnection: n/a
Compressing fragments for <3ou(loopback) (5160 -> 4270 bytes)

L4D - Co-op - Normal
Map: sochimap2
Players: 1 (0 bots) / 4 humans
Build: 3908
Server Number: 1

No pure server whitelist. sv_pure = 0
Binding uncached material "engine/preloadtexture", artificially incrementing refcount
Initializing renderer...
AllocateLightmapTexture(0) in released lightmap state (STATE_RELEASED), delayed till "Restore".
R_RedownloadAllLightmaps took 9.148 msec!
Compressing fragments for <3ou(loopback) (7217 -> 5594 bytes)
Sending full update to Client <3ou (<3ou can't find frame from tick -1)
Compressing fragments for <3ou(loopback) (5299 -> 3588 bytes)
<3ou подключается
Receiving uncompressed update from server
Set Gravity 800.0 (0.250 tolerance)
Signon traffic "CLIENT": incoming 14.233 KB [16 pkts], outgoing 1.477 KB [17 pkts]
Queued Material System: ENABLED!
Compact released 262144 bytes to the backing store
[INTROS] Adding <3ou to fully connected userid's. New count: 1
[INTROS] 1 fully connected players matches 1 exptected players. Unfreezing team.
WARNING: Player doesn't have a team desired - match making bug?
GetUserSetting: cvar 'hap_HasDevice' unknown.
GetUserSetting: cvar 'hap_HasDevice' unknown.
GetUserSetting: cvar 'hap_HasDevice' unknown.
Allowing spawning - "<3ou<2><STEAM_1:0:473271846><Survivor><Biker><ALIVE><100+0><setpos_exact 775.00 593.00 62.03; setang 0.00 0.00 0.00><Area 1>" left safe area
NextBot tickrate changed from 0 (0.000ms) to 3 (0.100ms)

GetUserSetting: cvar 'hap_HasDevice' unknown.
GetUserSetting: cvar 'hap_HasDevice' unknown.
GetUserSetting: cvar 'hap_HasDevice' unknown.
Start area is 1
GetGoalArea: Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area. Using centroid of finale region...
GetGoalArea: Cannot find end area - no checkpoint or finale located.
ComputeFlowDistances: ERROR - Cannot compute flow.[/spoiler]

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zerg_spb
Маппер
Маппер
Сообщения: 823
Зарегистрирован: 11.06.2006
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#4 Сообщение 09.08.2009, 19:47

Ну, во-первых, в консоли есть **** leaked ****. То есть УТЕЧКА. Если ты не знаешь, что это, топай сюда, "распространенные ошибки", пункт 5.

FiRagoN
Нович0к
Нович0к
Сообщения: 5
Зарегистрирован: 28.11.2008

#5 Сообщение 09.08.2009, 20:20

фух, с трудом но разобрался, проблема была в асфальте.. видимо в каком-то месте была дырка, восстановил дисплейсмент, теперь работает =) спасибо огромное

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