I have previously made an unreleased map that is near finish that i would like to finish, but i was wondering if i should use the 1.08 RC 19 build programs and basicly map for the RC's. I was just really wondering if this would make a difference to the map/ping??? as i have been away for awile i dont know what has changed. (p.s. werent sure if this were to go in mapping or RC as it involves the RC)
Normally, a map made for 1.07 should work fine in 1.08, although more materials and models are available in 1.08. You can set up hammer for 1.08, but you can't start a server to test the map in 1.08.
well aint that a dilemma could i start it in 1.07 though, basicly would it be backwards compatible? (though i doubt it)
You could copy all the materials from 1.08 into a copy of 1.07 to use the new materials, but then the paths for all materials, models, and everything else would be screwed up when you try to play it in 1.08.
Basicly you can map for 1.07 and it will work fine for the newer RC's Allthough since you have posted about your map, there is still one thing you have to do, and thats posting piks we must see!
ive already posted pics some where before, and its my old (pretty crap to the newer maps) emp_2_hills. but the pics i have are very old and dont really show the latest versions... so ill get some to you as soon as i can
ok problem. When i try to run the map from emp 1.07 i unexpectantly crash out of emp with the message "hl2.exe has stopped working" (as you can see im one of the unfortunate ones who are using vista) But I get no information about why I have crashed so i cannot fix the problem. The only reason i can think of why it has stopped working is from my compile log which gives a few nasty errors... but I want to know why i just get a complete failure, so can anybody shed any light onto this, or at least reccommend a way of dbugging it...???
well if you would like to have a look at my horrible compile log sure, but before you say anything i have tried to find some of the problems with the cordon tool but with no avail... materialPath: e:\program files\valve\steam\SteamApps\SourceMods\Empires\materials Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 350 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 to build the default cubemap! 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 (1) (517279 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 1061 texinfos to 690 Reduced 36 texdatas to 29 (1073 bytes to 830) Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp 17 seconds elapsed 2 threads reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.prt 3454 portalclusters 9905 numportals 0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 168471 visible clusters (0.00%) Total clusters visible: 6898889 Average clusters visible: 1997 Building PAS... Average clusters audible: 3351 visdatasize:2526984 compressed from 2984256 writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp 27 seconds elapsed Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad. Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp 10408 faces 59 degenerate faces 12593084 square feet [1813404160.00 square inches] 1033 displacements 8266700 square feet [1190404864.00 square inches] 10349 patches before subdivision zero area child patch zero area child patch zero area child patch 119241 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 10998482, max 1574 transfer lists: 83.9 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(161124, 141723, 78464) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(9519, 7951, 4343) Build Patch/Sample Hash Table(s).....Done<1.0321 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 20/1024 960/49152 ( 2.0%) brushes 1374/8192 16488/98304 (16.8%) brushsides 15726/65536 125808/524288 (24.0%) planes 19926/65536 398520/1310720 (30.4%) vertexes 20226/65536 242712/786432 (30.9%) nodes 7987/65536 255584/2097152 (12.2%) texinfos 690/12288 49680/884736 ( 5.6%) texdata 29/2048 928/65536 ( 1.4%) dispinfos 1033/0 181808/0 ( 0.0%) disp_verts 293545/0 5870900/0 ( 0.0%) disp_tris 519680/0 1039360/0 ( 0.0%) disp_lmsamples 291430/0 291430/0 ( 0.0%) faces 10408/65536 582848/3670016 (15.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 5291/65536 296296/3670016 ( 8.1%) leaves 8008/65536 256256/2097152 (12.2%) leaffaces 11595/65536 23190/131072 (17.7%) leafbrushes 5453/65536 10906/131072 ( 8.3%) areas 3/256 24/2048 ( 1.2%) surfedges 72359/512000 289436/2048000 (14.1%) edges 40603/256000 162412/1024000 (15.9%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 1145/32768 11450/327680 ( 3.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 19026/65536 38052/131072 (29.0%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2914772/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 2526984/16777216 (15.1%) entdata [variable] 21775/393216 ( 5.5%) LDR leaf ambient 8008/65536 192192/1572864 (12.2%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/19202 ( 0.0%) pakfile [variable] 21690/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 517279/4194304 (12.3%) ==== Total Win32 BSP file data space used: 16339934 bytes ==== Total triangle count: 30116 Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills_enlarged.bsp 11 minutes, 46 seconds elapsed
I think this is your problem area: This doesn't sound promising either: Interlopers recommends: It sounds like you're getting happy with vertex manipulation. Check out any complex brushes you've made, and make sure that they are all neat and proper. Using alt-p can find the majority of invalid brushes.
"WARNING: Cluster portals saw into cluster basically means that VIS is freaking out over your leaves. Turning some angled geometry in my map into func_brushes made the message go away. Run GLview and if you see a lot of white lines really close together or at a bunch of angles, you've found your problem." As that person said, you have angled brushes in your map that are causing vis to go nuts over your visleafs, find them, and either change them, or turn them into func_detail, but make sure not to create a leak.
yeah i did some very strange brushes in a few areas... SO if i group some brushes and than func_brushes than that sld fix it??? or do i have to do it to the individual brushes???
yay i now have only 4 cluster portals saw into cluster!!! tbh im so happy cos ive had this error for about a year!!!!
Do a Ctrl + P and see if you get anny errors there if you have indeed done some "wierd brushes", then chances are that those are causing the crashes
check this out!!! Code: ** Executing... ** Command: "e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\vbsp.exe" ** Parameters: -game "e:\program files\valve\steam\SteamApps\SourceMods\Empires" "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: e:\program files\valve\steam\SteamApps\SourceMods\Empires\materials Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.vmf 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 (1) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 422 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 to build the default cubemap! 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 (1) (421604 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 909 texinfos to 555 Reduced 34 texdatas to 28 (986 bytes to 779) Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp 17 seconds elapsed ** Executing... ** Command: "e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\vvis.exe" ** Parameters: -fast -game "e:\program files\valve\steam\SteamApps\SourceMods\Empires" "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills" Valve Software - vvis.exe (May 22 2006) fastvis = true 2 threads reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp reading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.prt 2431 portalclusters 6415 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (12) Optimized: 67100 visible clusters (0.00%) Total clusters visible: 5037883 Average clusters visible: 2072 Building PAS... Average clusters audible: 2332 visdatasize:1454289 compressed from 1478048 writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp 15 seconds elapsed ** Executing... ** Command: "e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\vrad.exe" ** Parameters: -bounce 2 -noextra -game "e:\program files\valve\steam\SteamApps\SourceMods\Empires" "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills" Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad. Loading e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp 7369 faces 19 degenerate faces 12589089 square feet [1812828928.00 square inches] 1033 displacements 8266700 square feet [1190404864.00 square inches] 7350 patches before subdivision zero area child patch zero area child patch 115806 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (202) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (479) transfers 9189166, max 1335 transfer lists: 70.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(145125, 126784, 69206) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(8227, 6811, 3680) Build Patch/Sample Hash Table(s).....Done<2.8640 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 19/1024 912/49152 ( 1.9%) brushes 1167/8192 14004/98304 (14.2%) brushsides 12104/65536 96832/524288 (18.5%) planes 12036/65536 240720/1310720 (18.4%) vertexes 14018/65536 168216/786432 (21.4%) nodes 6250/65536 200000/2097152 ( 9.5%) texinfos 555/12288 39960/884736 ( 4.5%) texdata 28/2048 896/65536 ( 1.4%) dispinfos 1033/0 181808/0 ( 0.0%) disp_verts 293545/0 5870900/0 ( 0.0%) disp_tris 519680/0 1039360/0 ( 0.0%) disp_lmsamples 291430/0 291430/0 ( 0.0%) faces 7369/65536 412664/3670016 (11.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4502/65536 252112/3670016 ( 6.9%) leaves 6270/65536 200640/2097152 ( 9.6%) leaffaces 7413/65536 14826/131072 (11.3%) leafbrushes 4397/65536 8794/131072 ( 6.7%) areas 3/256 24/2048 ( 1.2%) surfedges 53450/512000 213800/2048000 (10.4%) edges 30443/256000 121772/1024000 (11.9%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 793/32768 7930/327680 ( 2.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 13602/65536 27204/131072 (20.8%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2689940/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1454289/16777216 ( 8.7%) entdata [variable] 21709/393216 ( 5.5%) LDR leaf ambient 6270/65536 150480/1572864 ( 9.6%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/19190 ( 0.0%) pakfile [variable] 21528/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 421604/4194304 (10.1%) ==== Total Win32 BSP file data space used: 14164548 bytes ==== Total triangle count: 20632 Writing e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp 11 minutes, 54 seconds elapsed ** Executing... ** Command: E:\Program Files\Valve\Steam\SteamApps\devilnevercare\sourcesdk\bin\error_checker.exe ** Parameters: "e:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.log" Interlopers software --- Error_checker.exe v1.00(Aug 11 2006) Idea by Jest@, coding by Ralph van Hoorn Loaded error-list format-version v1.00 (2007-7-31) containing 68 entries
Code: Entering emp_2_hills.log... Found 7 notice(s): Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Error opening c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\emp_2_hills.bsp Description: Half-life couldn't open your map. Did you recieve any errors in the compile process? Got your paths set up right? Maybe your map is empty? Solution: Scan your compile-log for other errors and fix those See also: Logfile-checker (see search above) Found 5 error(s): HashVec: point outside valid range HashVec: point outside valid range HashVec: point outside valid range HashVec: point outside valid range HashVec: point outside valid range Description: Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes. Solution: If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them. See also: [Reference: Finding the unfindable see: http://www.interlopers.net/errors/index.php?page=reference.htm#visgroupcordon] [Reference: Invalid solids see: http://www.interlopers.net/errors/index.php?page=reference.htm#vertex] Found 6 error(s): **** leaked **** **** leaked **** **** leaked **** **** leaked **** **** leaked **** **** leaked **** Description: You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map). Solution: Fix the leak. See also: [Reference: Leaks see: http://www.interlopers.net/errors/index.php?page=reference.htm#leaks] [WIKI: leaks see: http://developer.valvesoftware.com/wiki/Leak] Found 6 error(s): Entity emp_resource_point_prop (-6624.00 -3040.00 288.00) leaked! Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked! Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked! Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked! Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked! Entity emp_building_imp_barracks (13664.00 -15296.00 1248.00) leaked! Description: You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map). Solution: Fix the leak. See also: [Reference: Leaks see: http://www.interlopers.net/errors/index.php?page=reference.htm#leaks] [WIKI: leaks see: http://developer.valvesoftware.com/wiki/Leak] Found 3 warning(s): Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Can't load skybox file skybox/sky_day01_06 to build the default cubemap! Can't load skybox file skybox/sky_day01_06 to build the default cubemap! Description: You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. This error comes up for every map since the HDR update. (you can tell if the tools start nagging about $hdrbasetexture). See below for a fix, though it is not neccesairy. It only affects the default cubemaps (the reflections that are saved to your map before you buildcubemaps your map) and HDR (may be a problem if you use it), as long as there is no problem with the name of the skybox or it's vmt files. See also: [Fix $hdrbasetexture errors first see: http://www.interlopers.net/errors/index.php?e=2-42] [WIKI: Skybox see: http://developer.valvesoftware.com/wiki/Skybox] Found 3 warning(s): No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Description: Vbsp expects you to use a HDR skybox, even though your mod likely doesn't support one. TBH it's quite awkward Valve own maps aren't HDR, while their tools expect them to be. Meh. Solution: Either make a HDR skybox, change your skybox to a HDR one or ignore this error. See below for a detailed fix. See also: [WIKI: HDR skybox see: http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation] [How to fix this error see: http://forum.interlopers.net/viewtopic.php?t=9170] Found 2 notice(s): zero area child patch zero area child patch Description: A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush? Solution: First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option. See also: [Reference: Finding the cause of unknown errors see: http://www.interlopers.net/errors/index.php?page=reference.htm#visgroupcordon] Found 2 notice(s): 19 degenerate faces 19 degenerate faces Description: A degenerate face is a face with no area. for instance, when two of its points are at the same place or three vertices on one line. Solution: Don't try to fix this error, it will take you ages to find them in your level, and it wont harm you if you leave it. Found 6 warning(s): Could not find lights.rad in lights.rad Could not find lights.rad in lights.rad Could not find lights.rad in lights.rad Could not find lights.rad in lights.rad Could not find lights.rad in lights.rad Could not find lights.rad in lights.rad Description: Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves. Solution: Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one. See also: [Lights.rad tutorial see: http://forum.interlopers.net/viewtopic.php?t=1834] Found 6 warning(s): Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad Warning: Couldn't open texlight file e:\program files\valve\steam\steamapps\devilnevercare\sourcesdk\bin\lights.rad Description: Vrad.exe couldn't find lights.rad, a file used to determine which textures can emit light by themselves. Solution: Move to/make a new lights.rad in the right directory. You should search for the file in your mod's directory, most mods have one. See also: [Lights.rad tutorial see: http://forum.interlopers.net/viewtopic.php?t=1834] Found 17 errors, 18 warnings and 11 notices -------------------- Long post, but the point is... I got rid of the 'Cluster portals saw into cluster' and one of the 'zero area child patch' things but i got so many more errors by using the interlopers error checker program. Which is far more helpfull. But what does everyone think of these errors, while I try to fix them. Oh and before anyone says alp + p does not show anything usefull as it has one error for player starts and others for emp_cap_point things... (sorry bout double post)