Beta SDK: Working Fine Yesterday, now it doesn't compile

DEATH eVADER

Space Core
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[Ignore]SDK reset itself after TF2 update

[edit]SOLVED PROBLEM, the TF2 update caused my SDK to reset itself, loading up Ep2 fixed the problem, thank you anyway


Title explains it all, I managed to fire off my custom made map yesterday on several occasions. Today I came to making a new map from scratch, but I couldn't compile.

I tried compiling my other map, and that is not running anymore.

On top of that I tried the example maps shipped with the SDK, and they are not running. I have checked the compiler and it doesn't detect any leaks.

What else could be the problem.
 
uhm settings maybe ?
maybe if you post your compile log we might see it
 
Here is the one made from scratch
** Executing...
** Command: "c:\program files\steam\steamapps\delahuntycarl\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment"
Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.vmf
Patching WVT material: maps/abandonment/nature/blendgrassgrass001a_wvt_patch
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\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.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_09*.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) (38037 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 49 texinfos to 33
Reduced 13 texdatas to 11 (340 bytes to 270)
Writing C:\Program Files\Steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\delahuntycarl\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment"
Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.bsp
reading c:\program files\steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.prt
110 portalclusters
348 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 (1)
Optimized: 10 visible clusters (0.00%)
Total clusters visible: 11714
Average clusters visible: 106
Building PAS...
Average clusters audible: 110
visdatasize:3964 compressed from 3520
writing c:\program files\steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\delahuntycarl\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.bsp
Setting up ray-trace acceleration structure... Done (0.07 seconds)
397 faces
105011 square feet [15121587.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
397 patches before subdivision
6093 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 307468, max 304
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(11631, 11532, 9040)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(634, 625, 391)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(54, 51, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(5, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0039 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 1/1024 48/49152 ( 0.1%)
brushes 115/8192 1380/98304 ( 1.4%)
brushsides 870/65536 6960/524288 ( 1.3%)
planes 284/65536 5680/1310720 ( 0.4%)
vertexes 588/65536 7056/786432 ( 0.9%)
nodes 217/65536 6944/2097152 ( 0.3%)
texinfos 33/12288 2376/884736 ( 0.3%)
texdata 11/2048 352/65536 ( 0.5%)
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 397/65536 22232/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 224/65536 12544/3670016 ( 0.3%)
leaves 219/65536 7008/2097152 ( 0.3%)
leaffaces 470/65536 940/131072 ( 0.7%)
leafbrushes 271/65536 542/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2738/512000 10952/2048000 ( 0.5%)
edges 1574/256000 6296/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 20/32768 200/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 420/65536 840/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 205520/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3964/16777216 ( 0.0%)
entdata [variable] 611/393216 ( 0.2%)
LDR ambient table 219/65536 876/262144 ( 0.3%)
HDR ambient table 219/65536 876/262144 ( 0.3%)
LDR leaf ambient 781/65536 21868/1835008 ( 1.2%)
HDR leaf ambient 219/65536 6132/1835008 ( 0.3%)
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] 211942/0 ( 0.0%)
physics [variable] 38037/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1055
Writing c:\program files\steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\delahuntycarl\sourcesdk_content\hl2\mapsrc\Abandonment.bsp" "c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\ep2\maps\Abandonment.bsp"

** Executing...
** Command: "c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\delahuntycarl\half-life 2 episode two\ep2" +map "Abandonment"
 
looks like everything is fine

your getting any errors in console?
 
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