Trouble with CompilePal

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
that program is amazing in somehow not lagging my PC while compiling. Seems all great, but I can't really get to use it. This is my opening screen, once launching it:
13681311b765613feff103c97ff5a9cd.png

I select tf_dev, but this already doesn't look right. I have all my custom content and maps there.

On the second or first compile (usually second) it gives me this error
fa8d22495b9972954714fc8d88f29199.png

and then I find the CFG, maps, and materials folder in tf_dev for some reason.
It then tells me my content has been packed, which it has not. It compiles a broken map.

Any help with setting this up?
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
There is probably something missing from the \tf_dev location that CompilePal needs. if you rename the \tf_dev to \tf, can you run the game with it?
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
There is probably something missing from the \tf_dev location that CompilePal needs. if you rename the \tf_dev to \tf, can you run the game with it?
No. tf_dev was created in order to have custom content without contamination.
945e8976016fbb2e5926bed519bf3bfb.png

  • content_packs contains assets from other users. Maps_dev contains maps I've made, as well as custom assets I've also created.
  • misc contains custom assets I've made that I have not used yet.
  • old_unused_projects is filled with large mapping projects that I haven't been able to use.
  • programs includes things like pakrat, VIDE, bspsource, and compilepal
don't know why compilepal gave me that as a game selector. That's what confused me.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
too tired to looked into it atm but post your gameinfo.txt and I'll have a look at it tomorrow.
"GameInfo"
{
game "Team Fortress 2"
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
hidden_maps
{
"test_speakers" 1
"test_hardware" 1
}
nodegraph 0
GameData "tf.fgd"
InstancePath "maps/instances/"
advcrosshair 1
supportsvr 1


FileSystem
{
SteamAppId 440

//
// Setup engine search paths.
//
// If a search path contains "_english", and the current language is not english, then
// another search path will be inserted above the english one by replacing "_english" with
// the appropriate language.
//
// To debug how the engine has parsed this file, type "path" at the console.
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// |all_source_engine_paths| points at the directory cintaining HL2 shared content.
//
SearchPaths
{

// First, mount all user customizations. This will search for VPKs and subfolders
// and mount them in alphabetical order. The easiest way to distribute a mod is to
// pack up the custom content into a VPK. To "install" a mod, just drop it in this
// folder.
//
// Note that this folder is scanned only when the game is booted.
game+mod+custom_mod tf/custom/*

//This is tf_dev and all of its sub-folders
game+mod tf_dev/*
game+mod tf_dev/content_packs/*
game+mod tf_dev/misc/*
game+mod tf_dev/maps_dev/*
game+mod tf_dev/old_unused_projects/*

// We search VPK files before ordinary folders, because most files will be found in
// VPK and we can avoid making thousands of file system calls to attempt to open files
// in folders where they don't exist. (Searching a VPK is much faster than making an operating
// system call.)
game_lv tf/tf2_lv.vpk
game+mod tf/tf2_textures.vpk
game+mod tf/tf2_sound_vo_english.vpk
game+mod tf/tf2_sound_misc.vpk
game+mod+vgui tf/tf2_misc.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game+vgui |all_source_engine_paths|hl2/hl2_misc.vpk
platform+vgui |all_source_engine_paths|platform/platform_misc.vpk

// Now search loose files. We'll set the directory containing the gameinfo.txt file
// as the first "mod" search path (after any user customizations). This is also the one
// that's used when writing to the "mod" path.
mod+mod_write+default_write_path |gameinfo_path|.

// Add the TF directory as a game search path. This is also where where writes
// to the "game" path go.
game+game_write tf

// Where the game's binaries are
gamebin tf/bin

// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform

// Random files downloaded from gameservers go into a seperate directory, so
// that it's easy to keep those files segregated from the official game files
// or customizations intentially installed by the user.
//
// This directory is searched LAST. If you visit a server and download
// a custom model, etc, we don't want that file to override the default
// game file indefinitely (after you have left the server). Servers CAN have
// custom content that overrides the default game files, it just needs to be
// packed up in the .bsp file so that it will be mounted as a map search pack.
// The map search pack is mounted at the top of the search path list,
// but only while you are connected that server and on that map.
game+download tf/download

}
}

ToolsEnvironment
{
"Engine" "Source"
"UseVPLATFORM" "1"
"PythonVersion" "2.7"
"PythonHomeDisable" "1"
}
}
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
I'll preface this by saying that I'm slightly confused, I'm not sure exactly what you're trying to do.
Your error doesn't come from compilepal, I'm pretty sure it comes from launching the game. so if it got to where it launched the game, the map was in fact compiled so you have that going for you.

as for your error, I think you're going to have to figure out your configs.
I'm going to guess that a couple paths are not setup correctly in hammer. (can also be seen\edited from common\Team Fortress 2\bin).
Going to guess your "BSPDir" is probably wrong, I don't know.

tf/custom folders are much more straightforward and I'm not sure why someone would care to make a mod to avoid contaminating their stuff but have fun with it I guess
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
I'll preface this by saying that I'm slightly confused, I'm not sure exactly what you're trying to do.
Your error doesn't come from compilepal, I'm pretty sure it comes from launching the game. so if it got to where it launched the game, the map was in fact compiled so you have that going for you.

as for your error, I think you're going to have to figure out your configs.
I'm going to guess that a couple paths are not setup correctly in hammer. (can also be seen\edited from common\Team Fortress 2\bin).
Going to guess your "BSPDir" is probably wrong, I don't know.

tf/custom folders are much more straightforward and I'm not sure why someone would care to make a mod to avoid contaminating their stuff but have fun with it I guess
No, it's not a problem with compiling. Compiling normally with hammer's compiler, packing with pakrat, and then building cubemaps with TF2 works fine.
I want to make this whole process easier and not lag my PC while compiling. Compilepal does that great.

It compiles the map the first time, not packing in any content nor building cubemaps as it's set to. I also have it set to not launch tf2 when done. I do that manually.

Also, it's not a mod and it's not complicated. http://www.tophattwaffle.com/custom-content-without-contamination/ explains how it's done.

The problem with using a normal custom folder is that when sv_pure is not set to 1, I can accidentally believe I've packed everything and then release the unpacked version. It's happened before. All these folders are, are really other custom folders. tf_dev is the new tf directory and each folder inside acts like a custom folder. Meaning only the content inside those get read by hammer.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
well, let's see your common\Team Fortress 2\bin\gameconfig.txt

And I assure you this is complicated, tf2's custom folder completely negates the use for this.
"Configs"
{
"Games"
{
"Half-Life 2"
{
"GameDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2"
"Hammer"
{
"GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\halflife2.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_start"
"BSP" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
"Vis" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
"Light" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
"GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2"
"MapDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\hl2\mapsrc"
"BSPDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
"Team Fortress 2"
{
"GameDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev"
"Hammer"
{
"GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\tf-abs.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "prop_static"
"BSP" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
"Vis" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
"Light" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
"GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2"
"MapDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc"
"BSPDir" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
}
"SDKVersion" "5"
}
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
The problem with using a normal custom folder is that when sv_pure is not set to 1, I can accidentally believe I've packed everything and then release the unpacked version. It's happened before. All these folders are, are really other custom folders. tf_dev is the new tf directory and each folder inside acts like a custom folder. Meaning only the content inside those get read by hammer.
One thing you can do is use a custom folder, not run the game with compilepal, and rename your custom folder to something else after compiling (I use mycustomstuff), so that tf2 won't pick up the content in there. After that, launch the game and run through map to check that everything is packed. Once you've checked everything, rename your custom folder back to custom. Might be a bit more work to check packed content, but it doesn't take that long.
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
yeah okay I think I see it now, this setup looks pretty dysfunctional. Are you able to launch tf2 from hammer? my hunch is that it can't, and compilepal can't either, so no cubemaps.
Yes, I can. Just did it to test.

EDIT: wait, nvm, spoke too soon:
3400a7b521a4676237a380749e13052a.png
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
yeah having the modded GameDir in your config prevents both hammer and compilepal from launching the game so there's not much I can do for ya there. I could try to add some sort of GameDir override in the future but right now it's just not going to work out