How tc_hydro was compiled to .bsp? [SOLVED(kinda)]

Hyperion

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Jun 8, 2015
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When I compile it from decompiled file (downloaded or self decompiled) it has a load of errors. Too many brushfaces etc... I tried VBCT but it gives me this:

Warning, Map Folder as defined in GameConfig.txt not found:
Falling back to default.

Map File Selected: C:\Users\User\Desktop\tc_hydro_d.vmf
There is no Custom Profile to load: C:\Users\User\Downloads\vbct_10ubeta\tc_hydro_d.pro

So, how Valve did it and how I could do it?

E: I got .pro file but now it says:

Error: Unable to Start Compile: Missing GameConfig.txt file!
Expected path: H:\SteamLibrary\steamapps\common\SourceSDKGameConfig.txt
More Information: http://developer.valvesoftware.com/wiki/Category:Source_SDK_FAQ

Unknown MOD or Engine Detected, unable to compile!!
 

Muddy

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Sep 5, 2014
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Bear in mind that decompiling is an inexact science and it can have a tendency to fuck up, particularly on more complicated maps.

Also, are you trying to use the Source SDK? Only it hasn't worked at all since the SteamPipe update. You should be running Hammer from common/team fortress 2/bin
 

Hyperion

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Bear in mind that decompiling is an inexact science and it can have a tendency to fuck up, particularly on more complicated maps.

Also, are you trying to use the Source SDK? Only it hasn't worked at all since the SteamPipe update. You should be running Hammer from common/team fortress 2/bin
I use Hammer that works with all other maps. tc_hydro is just big that Hammer has problems with it
 

tyler

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Sep 11, 2013
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I guess I should say why. Too many brushes/entities. The engine limit was lowered at least 2 or 3 times (probably because of cosmetics) and large maps such as Hydro are now more difficult to compile. It's part of why YM put Strata on indefinite hold, and was a big challenge when YM and Frozen made Snowplow.
 

Hyperion

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I guess I should say why. Too many brushes/entities. The engine limit was lowered at least 2 or 3 times (probably because of cosmetics) and large maps such as Hydro are now more difficult to compile. It's part of why YM put Strata on indefinite hold, and was a big challenge when YM and Frozen made Snowplow.
I still have to ask why Valve have done that? Why we have so big grid if there is no way we could ever fill it?
 

Hyperion

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I literally just told you why.
But why engine limit was lowered? That is what I wonder. Cosmetics does not explain it even little bit.

Next question: how I can see total amount of brushes in a map?
 
Last edited:

Geit

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But why engine limit was lowered? That is what I wonder. Cosmetics does not explain it even little bit.

Next question: how I can see total amount of brushes in a map?

I believe tyler's saying that rather than the limit being lowered, there's simply less room for other things now because of Valve's other additions to the game. I'm not sure how that specifically affects compiling though, as cosmetics etc have no effect on map compilation directly.
 

tyler

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They lowered the engine limits several times due to hats. For a little while, years ago, Hydro, Steel, and some other map wasn't playable on full servers because of it. I don't know exactly why other than that's how they chose to approach game optimization.
 

hutty

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Mar 30, 2014
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I am confused.

If the entity limits were changed to accommodate each player having 4 more things to keep track of, doesn't that mean hydro was recompiled by valve in order to match the new restrictions?

Or is today's hydro a crash waiting to happen with a full server.
 
Mar 23, 2013
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I don't really get it either.

But if I would get it, would we have to assume that adding a 4th cosmetic slot would lower the entity (or other) limits again?
 

tyler

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This is the update that solved it, but it isn't the update that caused the problems nor does it say what maps were fixed. (If you go to Steel's page it says it was fixed in that update, and I remember the timeframe.) If I had a better memory, I could pinpoint it more precisely. I distinctly remember the errors being better documented either here or on the SourceMod forums.

I hope this has helped answer your question. Unfortunately, the most correct, precise answer is something time seems to have forgotten.
 

Geit

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I don't see why that'd stop Hyperion from compiling Hydro - it looks more like an error to do with his VBCT setup than an error specifically with the map. Hydro was last updated in 2013, so it has been compiled by Valve after that patch, suggesting that either the decompiled copy is broken (likely) or Valve never released the fixed compiler (unlikely, considering we've had other compiler updates since then)
 

tyler

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Sep 11, 2013
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Well, yes, I think he has set up VBCT wrong, and you're right that I completely ignored it because I forgot about it in my flurry of thinking about Hydro. However, whatever Valve did to get Hydro/Steel/etc working was essentially a special fix. If you clean up a decompiled Hydro and try to compile it again, it won't work, and you can look at Doom's Hydro 2 or whatever he called it for instances of that (a lot of detail is gone). Steel just had entity problems, but it amounted to the same limits in the engine.

To get VBCT working, you need to make sure the mod is set right.

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Vs9T3a8.png


You can tell when you've done it right when this changes:

GxUqlUa.png


After you do this you can set it as your default in Advanced Options somewhere, tbh I forget. I believe it's considered part of a "Profile," and you can make multiple profiles for each map or just 1 for all of TF2.

Should work after this. If not, make sure you have the latest version of VBCT.
 

Hyperion

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I know that there were problems with VBCT but Hammer couldnt eaither compile it.

But I succesfully compiled it when I removed few brushes. However, Hydro is definitely hitting max brushes
 

hutty

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Mar 30, 2014
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Question.

Do displacements count as brushes in this context?
Cause from what I have seen of hydro, it does some displacement sorcery.