Source SDK

Source SDK

toilet 19 Jan, 2018 @ 8:08am
hammer not running map.
so im making my map then i want to test it i save it then run it but its not running. Help internet!!

(This is no longer an issue, please disregard)
Last edited by toilet; 7 Jul @ 7:13pm
< >
Showing 1-12 of 12 comments
bundestrojaner 19 Jan, 2018 @ 8:11am 
Post your compile log please.
toilet 19 Jan, 2018 @ 9:01am 
Originally posted by Robust:
Post your compile log please.
what do ya mean?
It's hard to make a working map if you don't know what the compile log is. Mapping is not an app for smartphones, download, install, click and play. I think you need some basic learning. The compile log is the text file created when you compile a map, it says if there are errors. There's a "copy" button at the bottom of its window, click it and paste here. Also should be useful to know, at least, which game are you mapping for, and to have a more clear description of your problem.
Last edited by [B.n.B] AlcyToronto; 19 Jan, 2018 @ 9:31am
toilet 19 Jan, 2018 @ 9:37am 
Originally posted by B.n.B AlcyToronto:
It's hard to make a working map if you don't know what the compile log is. Mapping is not an app for smartphones, download, install, click and play. I think you need some basic learning. The compile log is the text file created when you compile a map, it says if there are errors. There's a "copy" button at the bottom of its window, click it and paste here. Also should be useful to know, at least, which game are you mapping for, and to have a more clear description of your problem.
well thanks and im making the map for a mod.
toilet 1 Feb, 2018 @ 8:59am 
Originally posted by Robust:
Post your compile log please.

** Executing...
** Command: "C:\Program Files (x86)\New folder\steamapps\common\SourceSDK\bin\ep1\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid" "C:\hilr glid\mapsrc\how can i use dis"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid\materials
Loading C:\hilr glid\mapsrc\how can i use dis.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_start (-93.69 308.85 65.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (575 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\hilr glid\mapsrc\how can i use dis.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\New folder\steamapps\common\SourceSDK\bin\ep1\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid" "C:\hilr glid\mapsrc\how can i use dis"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\hilr glid\mapsrc\how can i use dis.bsp
reading c:\hilr glid\mapsrc\how can i use dis.prt
LoadPortals: couldn't read c:\hilr glid\mapsrc\how can i use dis.prt


** Executing...
** Command: "C:\Program Files (x86)\New folder\steamapps\common\SourceSDK\bin\ep1\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid" "C:\hilr glid\mapsrc\how can i use dis"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\hilr glid\mapsrc\how can i use dis.bsp
No vis information, direct lighting only.
22 faces
8647 square feet [1245183.88 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1/1024 48/49152 ( 0.1%)
brushes 1/8192 12/98304 ( 0.0%)
brushsides 6/65536 48/524288 ( 0.0%)
planes 28/65536 560/1310720 ( 0.0%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 31/65536 992/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 33/65536 1056/2097152 ( 0.1%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 4/65536 8/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 112/512000 448/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 22664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 410/393216 ( 0.1%)
LDR leaf ambient 33/65536 792/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 10028/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 575/4194304 ( 0.0%)
==== Total Win32 BSP file data space used: 40047 bytes ====

Total triangle count: 44
Writing c:\hilr glid\mapsrc\how can i use dis.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\hilr glid\mapsrc\how can i use dis.bsp" "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid\maps\how can i use dis.bsp"

whole thing
toilet 1 Feb, 2018 @ 9:05am 
Originally posted by B.n.B AlcyToronto:
It's hard to make a working map if you don't know what the compile log is. Mapping is not an app for smartphones, download, install, click and play. I think you need some basic learning. The compile log is the text file created when you compile a map, it says if there are errors. There's a "copy" button at the bottom of its window, click it and paste here. Also should be useful to know, at least, which game are you mapping for, and to have a more clear description of your problem.
half-life 2
bundestrojaner 1 Feb, 2018 @ 10:03am 
Originally posted by TRUE:
Originally posted by Robust:
Post your compile log please.

** Executing...
** Command: "C:\Program Files (x86)\New folder\steamapps\common\SourceSDK\bin\ep1\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid" "C:\hilr glid\mapsrc\how can i use dis"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid\materials
Loading C:\hilr glid\mapsrc\how can i use dis.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_start (-93.69 308.85 65.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (575 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\hilr glid\mapsrc\how can i use dis.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\New folder\steamapps\common\SourceSDK\bin\ep1\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid" "C:\hilr glid\mapsrc\how can i use dis"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\hilr glid\mapsrc\how can i use dis.bsp
reading c:\hilr glid\mapsrc\how can i use dis.prt
LoadPortals: couldn't read c:\hilr glid\mapsrc\how can i use dis.prt


** Executing...
** Command: "C:\Program Files (x86)\New folder\steamapps\common\SourceSDK\bin\ep1\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid" "C:\hilr glid\mapsrc\how can i use dis"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\hilr glid\mapsrc\how can i use dis.bsp
No vis information, direct lighting only.
22 faces
8647 square feet [1245183.88 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1/1024 48/49152 ( 0.1%)
brushes 1/8192 12/98304 ( 0.0%)
brushsides 6/65536 48/524288 ( 0.0%)
planes 28/65536 560/1310720 ( 0.0%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 31/65536 992/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 33/65536 1056/2097152 ( 0.1%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 4/65536 8/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 112/512000 448/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 22664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 410/393216 ( 0.1%)
LDR leaf ambient 33/65536 792/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 10028/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 575/4194304 ( 0.0%)
==== Total Win32 BSP file data space used: 40047 bytes ====

Total triangle count: 44
Writing c:\hilr glid\mapsrc\how can i use dis.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\hilr glid\mapsrc\how can i use dis.bsp" "C:\Program Files (x86)\New folder\steamapps\SourceMods\hilrglid\maps\how can i use dis.bsp"

whole thing
Firstly, you can't use spaces in your map name, where you've got spaces swap them out for underscores or dashes etc. So, how_can_i_use_dis.bsp instead of how can i use dis.bsp.

Also, it seems like you've got a leak in your map. At the top of your hammer window press Map>Load Pointfile and then load the default poinftile. It will create a red line from where the entities are leaking so you can find it and seal it up. It might also be worth mentioning, since you seem to be new at mapping, displacements and brush entities don't count as world brushes and wont seal your map to prevent leaks. If the red line appears to be going through a solid object, check its not an entity or displacement.
XpNvH 18 Apr, 2022 @ 4:25pm 
my map wont run
toilet 19 Apr, 2022 @ 2:10pm 
Originally posted by XpNvH:
my map wont run
good ♥♥♥♥♥♥♥ luck finding it in a 4 YEAR OLD FORUM :steambored:
bdashkin 6 Jan, 2023 @ 5:18am 
Originally posted by toilet HM:
Originally posted by XpNvH:
my map wont run
good ♥♥♥♥♥♥♥ luck finding it in a 4 YEAR OLD FORUM :steambored:
shut up:steambored:
toilet 6 Jan, 2023 @ 10:10am 
Originally posted by Gerenix:
Originally posted by toilet HM:
good ♥♥♥♥♥♥♥ luck finding it in a 4 YEAR OLD FORUM :steambored:
shut up:steambored:
????
I'm having an issue compiling and running the map as well. the solutions above didn't work for me. any ideas?

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.vmf"

Valve Software - vbsp.exe (Apr 22 2024)
12 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (2325 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10 texinfos to 4
Reduced 2 texdatas to 2 (36 bytes to 36)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room"

Valve Software - vvis.exe (Apr 22 2024)
12 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room"

Valve Software - vrad.exe SSE (Apr 22 2024)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
23893 square feet [3440640.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
3056 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 322816, max 233
transfer lists: 2.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 57600/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 335/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 29/65536 812/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 2325/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\first_room.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\first_room.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "first_room" -steam
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