Decompile error in gravelpit

Mould

L2: Junior Member
Apr 9, 2010
52
3
I have a problem. I'm trying to make a few edits to gravelpit for a friend, just timer changes some health pack/ammo pack changes, nothing hyper special.

However, when I decompiled it, (used both the one on tf2maps and one vmexed myself) it opens with 4 invalid brushes. Hammer then crashes. Resaving it also causes a crash. If I reopen it again after saving, it has 1 invalid brush and the crash occurs again.

I can then open it after the 2nd resave, however, all of the entities are gone. There are stll brush entities (triggers areaportals etc) but no lights, models, logic or anything.

Opening the entity report gallery has a lot of 'missed' blank spaces. When scrolled down, some of the trigger entities are visible.

Does anyone know of a way to fix this, or a ready decompiled working version?

PS. This map was previously working before the MvM update, as was the vmf I was using I believe.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
I just have my Source 2009 SDK set up to accept Team Fortress 2 as an option, although I haven't tried compiling with it and the entities don't show the right icons. I assume compiling would be fine and installing the Resource Pack would fix the entities issue, yes?
 

Mould

L2: Junior Member
Apr 9, 2010
52
3
Thanks guys, opening it in 2009 worked. However, a couple of entities were removved, such as the tf_gamerules. Think that can be redone though.

Cheers
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
tf_gamerules aren't really important. They're created automatically. People just like to have the entity there so that the I/O's appear "working" in the I/O window. It's completely aesthetical.
 
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Mould

L2: Junior Member
Apr 9, 2010
52
3
tf_gamerules aren't really important. They're created automatically. People just like to have the entity there so that the I/O's appear "working" in the I/O window. It's completely aesthetical.

How do you set respawn times without tf_gamerules? I never knew.
 

tyler

aa
Sep 11, 2013
5,102
4,621
A logic_auto with OnMapSpawn > rules > SetRedTeamRespawnWaveTime > 10 and a similar output for Blu. Believe by default it's 2/10 blu/red for a/d maps.