IneptGuard
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Source engine water problems
IneptGuard replied to Ryanstraub's topic in Technical Source Engine Stuff
To load the point file, click on the "Map" drop down menu and select "Load Pointfile". The point file will draw a big red line from the middle of your map to the leak or the entity that's causing the leak. In this case it looks to be a light entity that's causing the leak. Look at the area I highlighted. //----------------------------------------------------------------------------------------------------| ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\jediryan209\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2" "C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.vmf" Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\materials Loading C:\my maps\gm_flatgrass_caves_beta5\gm_flatgrass_caves_beta5.vmf ***need to set $abovewater for material dev/dev_water2_cheap ***need to set $abovewater for material dev/dev_water2_cheap Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jediryan209\half-life 2 episode two\ep2\gameinfo.txt fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (1024, 1024, 32) env_cubemap pointing at deleted brushside near (1024, 1024, 32) env_cubemap pointing at deleted brushside near (1024, 1024, 32) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity light (640.00 -4992.00 -1801.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) //----------------------------------------------------------------------------------------------------| Gaps in level geometry aren't always the culprit when it comes to leaks. I had a similar issue in which every time I compiled a map the water wouldn't be created. turns out that a decal was to close the "void" and was leaking. had to use the point file to find it. As far as a security risk is concerned, no one can make heads or tails of your map from your compile log. All it does is display information about successful actions or errors during the compiling process. The .vmf file is what you need to open a map up in Hammer. That is the main security risk aside from .bsp decompilers but that's not really something I would concerned myself with if I where you. Also here is more information on leaks: http://developer.valvesoftware.com/wiki/Leak -
Source engine water problems
IneptGuard replied to Ryanstraub's topic in Technical Source Engine Stuff
Looks like you've got a leak. Post your compile log if your still having this issue and I'll look it over or you can try Interlopers error checker: http://www.interlopers.net/errors/ -
Really nice setup, anyone check out the PM system yet? Fancy.
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Granted it's been a while since I've been in the Source engine modding scene but I can offer my Opinion based on my limited knowledge and experience. To me at least Macs using steam games still feels new, that being said a lot of serious modders (at least the ones I've met) prefer to use PCs for there work. I'm not trying to start the whole Mac vs PC crap but rather all I'm saying is that unless the developers specifically stated that they intend to port the mod to the Mac then I wouldn't get my hopes up. As far as time is concerned, I don't know. All I can do is offer a guess. I'm not familiar with C++ (the language HL2 source code is written in) however if all it would take is recompiling on a different intermediary language (if that's how steam runs games, I don't actually know) then it should only take a few months to work out the bugs provided it goes smoothly. Sorry I can't give you a better answer, my area of expertise in source was level design. Now a days, I'm getting into C# and .NET programing, haven't touched the source engine in a long time.