missing dll file?

mabufo

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Mar 9, 2005
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I have a new problem... my compiler is saying that I failed to load the launcher DLL... what does that mean? When I go into the half life 2 map folder and try to run the map - it says tier0.dll was not found! What the hell? How would my .dll just disapear? this is the first time this has happened, and I am quite ticked off about it. So any help at all would be apprechiated.

here is my compile log:
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\[email protected]\half-life 2\hl2" "C:\Documents and Settings\Owner\My Documents\beachHead"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\steam\steamapps\[email protected]\half-life 2\hl2\materials
Loading C:\Documents and Settings\Owner\My Documents\beachHead.vmf
material "default" not found
Material not found!: DEFAULT
material "sky" not found
Material not found!: SKY
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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:\Documents and Settings\Owner\My Documents\beachHead.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_07...
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) (321371 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (1023015 bytes)
Error! prop_static using model "models/props_debris/wood_board01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/wood_board01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Documents and Settings\Owner\My Documents\beachHead.bsp

4 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "c:\program files\steam\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\[email protected]\half-life 2\hl2" "C:\Documents and Settings\Owner\My Documents\beachHead"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\documents and settings\owner\my documents\beachHead.bsp
reading c:\documents and settings\owner\my documents\beachHead.prt
 286 portalclusters
 770 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 (26)
Optimized: 54 visible clusters (0.00%)
Total clusters visible: 75752
Average clusters visible: 264
Building PAS...
Average clusters audible: 286
visdatasize:22847  compressed from 22880
writing c:\documents and settings\owner\my documents\beachHead.bsp
26 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\[email protected]\half-life 2\hl2" "C:\Documents and Settings\Owner\My Documents\beachHead"

Valve Software - vrad.exe (Mar  8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\owner\my documents\beachHead.bsp
1569 faces
4 degenerate faces
2064403 square feet [297274112.00 square inches]
36 displacements
531415 square feet [76523776.00 square inches]
1565 patches before subdivision
96150 patches after subdivision
0 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 (100)
transfers 3073087, max 227
transfer lists:  23.4 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<0.2681 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (20)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                 64/8192          768/98304    ( 0.8%) 
brushsides             394/65536        3152/524288   ( 0.6%) 
planes                 262/65536        5240/1310720  ( 0.4%) 
vertexes              1615/65536       19380/786432   ( 2.5%) 
nodes                  675/65536       21600/2097152  ( 1.0%) 
texinfos                90/12288        6480/884736   ( 0.7%) 
texdata                 17/2048          544/65536    ( 0.8%) 
dispinfos               36/0            6336/0        ( 0.0%) 
disp_verts            2916/0           58320/0        ( 0.0%) 
disp_tris             4608/0            9216/0        ( 0.0%) 
disp_lmsamples      944784/0          944784/0        ( 0.0%) 
faces                 1569/65536       87864/3670016  ( 2.4%) 
origfaces              113/65536        6328/3670016  ( 0.2%) 
leaves                 678/65536       37968/3670016  ( 1.0%) 
leaffaces             2143/65536        4286/131072   ( 3.3%) 
leafbrushes            641/65536        1282/131072   ( 1.0%) 
surfedges             7130/512000      28520/2048000  ( 1.4%) 
edges                 3795/256000      15180/1024000  ( 1.5%) 
worldlights              0/8192            0/720896   ( 0.0%) 
waterstrips             48/32768         480/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           765/65536        1530/131072   ( 1.2%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]     3682432/0        ( 0.0%) 
visdata               [variable]       22847/16777216 ( 0.1%) 
entdata               [variable]        2521/393216   ( 0.6%) 
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]           1/1994     ( 0.1%) 
pakfile               [variable]       20440/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]      321371/4194304  ( 7.7%) 
==== Total Win32 BSP file data space used: 5308983 bytes ====

Linux Specific Data:
physicssurface        [variable]     1023015/6291456  (16.3%) 
==== Total Linux BSP file data space used: 6010627 bytes ====

Total triangle count: 3532
Writing c:\documents and settings\owner\my documents\beachHead.bsp
2 minutes, 2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Owner\My Documents\beachHead.bsp" "c:\program files\steam\steamapps\[email protected]\half-life 2\hl2\maps\beachHead.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\[email protected]\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\[email protected]\half-life 2\hl2"  +map "beachHead"
 
They updated the games tonight. Did you run the game at least once before trying to map for it again?
 
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