How to run Goldrush?

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
I'm not very good at mapping, I've basically just messed around with maps for fun for a few years but recently I tried to actually make something.
I tried using the decompiled version of Goldrush from the Decompiled Valve Maps thread. Hammer reports that the map has reached MAX_MAP_BRUSHSIDES. How was the map compiled before if this is enabled? If I disable func_details (temporarily to try to lower the amount of brush faces), I get areaportal errors, and if I disable the areaportals, I still get areaportal errors as if they still exist. I obviously don't want them disabled, but I just want to see if this map is even able to be compiled at all.
The map also has player_clip as the floor beneath the entire map, and leaks seem to travel right through that (which I think is normal, I don't think they close the map off).

With all these problems, if I run the map the .bsp doesn't even get created.
The map is so old (and I don't know when that thread was last updated), but I can't figure out how this map ever functioned in Hammer. Can someone give me advice to get it working? Any help would be greatly appreciated.

Here's the log of the unedited version of Goldrush

Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Josiah\Desktop\pl_goldrush_d.vmf"

Valve Software - vbsp.exe (Nov 25 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Josiah\Desktop\pl_goldrush_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 39345, Side 5: duplicate plane
Brush 40600, Side 5: duplicate plane
Brush 41043, Side 5: duplicate plane
Brush 41065, Side 5: duplicate plane
Brush 41108, Side 4: duplicate plane
Brush 41158, Side 5: duplicate plane
Brush 41166, Side 5: duplicate plane
Brush 41174, Side 5: duplicate plane
Brush 41182, Side 5: duplicate plane
Brush 41211, Side 3: duplicate plane
Brush 41211, Side 6: duplicate plane
Brush 41220, Side 5: duplicate plane
Brush 41242, Side 5: duplicate plane
Brush 41250, Side 4: duplicate plane
Brush 41279, Side 5: duplicate plane
Brush 41287, Side 5: duplicate plane
Brush 65430: MAX_MAP_BRUSHSIDES
Side 2
Texture: metal/ibeam001b


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Josiah\Desktop\pl_goldrush_d"

Valve Software - vvis.exe (Nov 25 2015)
8 threads
reading c:\users\josiah\desktop\pl_goldrush_d.bsp
Error opening c:\users\josiah\desktop\pl_goldrush_d.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Josiah\Desktop\pl_goldrush_d"

Valve Software - vrad.exe SSE (Nov 25 2015)

      Valve Radiosity Simulator    
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\josiah\desktop\pl_goldrush_d.bsp
Error opening c:\users\josiah\desktop\pl_goldrush_d.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Josiah\Desktop\pl_goldrush_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_goldrush_d.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."
 

Bunbun

aa
May 18, 2014
401
782
Is the map file located in "C:\Users\Josiah\Desktop\pl_goldrush_d.bsp"? Have you moved it?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Cox the error is way before the system fails to find the file.
VBSP crashes at max_map_brushsides.

Open the SDK goldrush instead in \steamapps\common\sourcesdk_content\tf\mapsrc\
If that gives the same error then it's probably due to engine changes since goldrush was made.
.
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Out of interest, what change would necessitate a reduction in the number of brush sides the compile tools accept? What could be the reasoning behind it? Stability? Rendering performance? I can understand networked edicts, with the increase in cosmetics.
 

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
I just want to say the version YM told me about ran normally, there were no problems, also most of the random walls that were playerclips were nodraw walls again, that might have been what was causing the larger amount of brush faces. Thanks for the help.
 

Bunbun

aa
May 18, 2014
401
782
Ym: He didn't post any detailed information when I commented, so i just assumed it was that problem. (Just some misunderstanding)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
@Cox: the post has not been edited, you had the exact same info I did. Read compile logs from the top down to spot the error that's causing it to fail, not from the bottom up.
 

Bunbun

aa
May 18, 2014
401
782
I must of confused this with something else, my fault then.