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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: compile log location
SkyDog
General Member
Since: Aug 26, 2013
Posts: 14
Last: Sep 10, 2013
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Sunday, Sep. 8, 2013 11:20 pm
I need to view the cod4map compile log but dont know where to find it. It closes immediately after running a compile so I can't do anything in real time.

Please tell how to work around.

Thanks
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, Sep. 9, 2013 09:20 am
This might help, its from braxy.org.

It happens, when the BSP compiler finds an error in your map, and (logically) it quits immediately after it has printed the error message. You can try load the errlog file in Radiant in the file menu, and step through the buggy elements with a button in the edit menu. Then at least you know, what you should fix. You can do the same with pointfile.
Or, you can modify the map compiler batch file in the bin folder to print the log into a file instead of the standard input with a " > log.txt" prefix, so you can read the exact problem.
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SkyDog
General Member
Since: Aug 26, 2013
Posts: 14
Last: Sep 10, 2013
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Monday, Sep. 9, 2013 11:26 am
Johnno writes...
Quote:
This might help, its from braxy.org.

It happens, when the BSP compiler finds an error in your map, and (logically) it quits immediately after it has printed the error message. You can try load the errlog file in Radiant in the file menu, and step through the buggy elements with a button in the edit menu. Then at least you know, what you should fix. You can do the same with pointfile.
Or, you can modify the map compiler batch file in the bin folder to print the log into a file instead of the standard input with a " > log.txt" prefix, so you can read the exact problem.


ok found the batch file, but what and where to change, here is the command line within the file:

sp_tool.exe +set r_fullscreen 0 +set logfile 2 +set monkeytoy 0 +set com_introplayed 1 +set usefastfile 0 +set g_connectpaths 2 +devmap %mapname%

I see the logfile toggle, will read about that later maybe thats it.. Thx
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Sep. 9, 2013 10:30 pm
The original compiletools_compilebsp.bat looks like this:

Code:
@ECHO OFF

:: ###########################################

:: 		SET UP VARIABLES
:: ###########################################


set bsppath=%~1
set mapsourcepath=%~2
set treepath=%~3
set mapname=%4
set parmBSPOptions=%~5
set parmLightOptions=%~6
set compileBSP=%7
set compileLight=%8
set compilePaths=%9
shift
set compileVIS=%9
shift
set mpmap=%9

if "%parmBSPoptions%" == "-" (
	set parmBSPoptions=
)

if "%parmLightOptions%" == "-" (
	set parmLightOptions=
)

mkdir "%bsppath%

if "%compileBSP%" == "1" (

	echo .
	echo .
	echo ###########################################

	echo 		COMPILE BSP
	echo ###########################################

	echo .
	echo .
	
	copy "%mapsourcepath%%mapname%.map" "%bsppath%%mapname%.map"
	"%treepath%bin\cod4map" -platform pc -loadFrom "%mapsourcepath%%mapname%.map" %parmBSPOptions% "%bsppath%%mapname%"
)

if "%compileLight%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		COMPILE LIGHT
	echo ###########################################

	echo .
	echo .

	IF EXIST "%mapsourcepath%%mapname%.grid"	copy "%mapsourcepath%%mapname%.grid" "%bsppath%%mapname%.grid"
	"%treepath%bin\cod4rad" -platform pc %parmLightOptions% "%bsppath%%mapname%"
)

IF EXIST "%bsppath%%mapname%.map"	del "%bsppath%%mapname%.map"
IF EXIST "%bsppath%%mapname%.d3dprt"	del "%bsppath%%mapname%.d3dprt"
IF EXIST "%bsppath%%mapname%.d3dpoly"	del "%bsppath%%mapname%.d3dpoly"
IF EXIST "%bsppath%%mapname%.vclog"	del "%bsppath%%mapname%.vclog"
IF EXIST "%bsppath%%mapname%.grid"	del "%bsppath%%mapname%.grid"

IF EXIST "%bsppath%%mapname%.lin"	move "%bsppath%%mapname%.lin" "%mapsourcepath%%mapname%.lin"

if "%compilePaths%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		CONNECTING PATHS
	echo ###########################################

	echo .
	echo .

	cd %treepath%
	sp_tool.exe +set r_fullscreen 0 +set logfile 2 +set monkeytoy 0 +set com_introplayed 1 +set usefastfile 0 +set g_connectpaths 2 +devmap %mapname%

)

echo .
echo .
echo ###########################################

echo 		       DONE
echo ###########################################

echo .
echo .
PAUSE


The code needs a tweak with Windows 7, even perhaps Vista, but before the CONNECTING PATHS section, there is a check to see if compliePaths equals 1, it needs to say CALL IF compilePaths = 1.

So, Check out the edited code below. This should stop the batch from auto closing. The CALL would need to be added before the last "job" the code does, to stop it properly.

Code:
@ECHO OFF

:: ###########################################

:: 		SET UP VARIABLES
:: ###########################################


set bsppath=%~1
set mapsourcepath=%~2
set treepath=%~3
set mapname=%4
set parmBSPOptions=%~5
set parmLightOptions=%~6
set compileBSP=%7
set compileLight=%8
set compilePaths=%9
shift
set compileVIS=%9
shift
set mpmap=%9

if "%parmBSPoptions%" == "-" (
	set parmBSPoptions=
)

if "%parmLightOptions%" == "-" (
	set parmLightOptions=
)

mkdir "%bsppath%

if "%compileBSP%" == "1" (

	echo .
	echo .
	echo ###########################################

	echo 		COMPILE BSP
	echo ###########################################

	echo .
	echo .
	
	copy "%mapsourcepath%%mapname%.map" "%bsppath%%mapname%.map"
	"%treepath%bin\cod4map" -platform pc -loadFrom "%mapsourcepath%%mapname%.map" %parmBSPOptions% "%bsppath%%mapname%"
)

if "%compileLight%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		COMPILE LIGHT
	echo ###########################################

	echo .
	echo .

	IF EXIST "%mapsourcepath%%mapname%.grid"	copy "%mapsourcepath%%mapname%.grid" "%bsppath%%mapname%.grid"
	"%treepath%bin\cod4rad" -platform pc %parmLightOptions% "%bsppath%%mapname%"
)

IF EXIST "%bsppath%%mapname%.map"	del "%bsppath%%mapname%.map"
IF EXIST "%bsppath%%mapname%.d3dprt"	del "%bsppath%%mapname%.d3dprt"
IF EXIST "%bsppath%%mapname%.d3dpoly"	del "%bsppath%%mapname%.d3dpoly"
IF EXIST "%bsppath%%mapname%.vclog"	del "%bsppath%%mapname%.vclog"
IF EXIST "%bsppath%%mapname%.grid"	del "%bsppath%%mapname%.grid"

IF EXIST "%bsppath%%mapname%.lin"	move "%bsppath%%mapname%.lin" "%mapsourcepath%%mapname%.lin"

CALL if "%compilePaths%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		CONNECTING PATHS
	echo ###########################################

	echo .
	echo .

	cd %treepath%
	sp_tool.exe +set r_fullscreen 0 +set logfile 2 +set monkeytoy 0 +set com_introplayed 1 +set usefastfile 0 +set g_connectpaths 2 +devmap %mapname%

)

echo .
echo .
echo ###########################################

echo 		       DONE
echo ###########################################

echo .
echo .
PAUSE




Also, the logfile gets its putout location in whatever Mod folder you are running, if not a mod folder used, then it goes in the main folder. So, basically, if you aren't running a mod then it will be in the Main folder, otherwise check the mods folder you are currently running.
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SkyDog
General Member
Since: Aug 26, 2013
Posts: 14
Last: Sep 10, 2013
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Tuesday, Sep. 10, 2013 12:43 am
DeekCiti writes...
Quote:
The original compiletools_compilebsp.bat looks like this:

Code:
@ECHO OFF

:: ###########################################

:: 		SET UP VARIABLES
:: ###########################################


set bsppath=%~1
set mapsourcepath=%~2
set treepath=%~3
set mapname=%4
set parmBSPOptions=%~5
set parmLightOptions=%~6
set compileBSP=%7
set compileLight=%8
set compilePaths=%9
shift
set compileVIS=%9
shift
set mpmap=%9

if "%parmBSPoptions%" == "-" (
	set parmBSPoptions=
)

if "%parmLightOptions%" == "-" (
	set parmLightOptions=
)

mkdir "%bsppath%

if "%compileBSP%" == "1" (

	echo .
	echo .
	echo ###########################################

	echo 		COMPILE BSP
	echo ###########################################

	echo .
	echo .
	
	copy "%mapsourcepath%%mapname%.map" "%bsppath%%mapname%.map"
	"%treepath%bin\cod4map" -platform pc -loadFrom "%mapsourcepath%%mapname%.map" %parmBSPOptions% "%bsppath%%mapname%"
)

if "%compileLight%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		COMPILE LIGHT
	echo ###########################################

	echo .
	echo .

	IF EXIST "%mapsourcepath%%mapname%.grid"	copy "%mapsourcepath%%mapname%.grid" "%bsppath%%mapname%.grid"
	"%treepath%bin\cod4rad" -platform pc %parmLightOptions% "%bsppath%%mapname%"
)

IF EXIST "%bsppath%%mapname%.map"	del "%bsppath%%mapname%.map"
IF EXIST "%bsppath%%mapname%.d3dprt"	del "%bsppath%%mapname%.d3dprt"
IF EXIST "%bsppath%%mapname%.d3dpoly"	del "%bsppath%%mapname%.d3dpoly"
IF EXIST "%bsppath%%mapname%.vclog"	del "%bsppath%%mapname%.vclog"
IF EXIST "%bsppath%%mapname%.grid"	del "%bsppath%%mapname%.grid"

IF EXIST "%bsppath%%mapname%.lin"	move "%bsppath%%mapname%.lin" "%mapsourcepath%%mapname%.lin"

if "%compilePaths%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		CONNECTING PATHS
	echo ###########################################

	echo .
	echo .

	cd %treepath%
	sp_tool.exe +set r_fullscreen 0 +set logfile 2 +set monkeytoy 0 +set com_introplayed 1 +set usefastfile 0 +set g_connectpaths 2 +devmap %mapname%

)

echo .
echo .
echo ###########################################

echo 		       DONE
echo ###########################################

echo .
echo .
PAUSE


The code needs a tweak with Windows 7, even perhaps Vista, but before the CONNECTING PATHS section, there is a check to see if compliePaths equals 1, it needs to say CALL IF compilePaths = 1.

So, Check out the edited code below. This should stop the batch from auto closing. The CALL would need to be added before the last "job" the code does, to stop it properly.

Code:
@ECHO OFF

:: ###########################################

:: 		SET UP VARIABLES
:: ###########################################


set bsppath=%~1
set mapsourcepath=%~2
set treepath=%~3
set mapname=%4
set parmBSPOptions=%~5
set parmLightOptions=%~6
set compileBSP=%7
set compileLight=%8
set compilePaths=%9
shift
set compileVIS=%9
shift
set mpmap=%9

if "%parmBSPoptions%" == "-" (
	set parmBSPoptions=
)

if "%parmLightOptions%" == "-" (
	set parmLightOptions=
)

mkdir "%bsppath%

if "%compileBSP%" == "1" (

	echo .
	echo .
	echo ###########################################

	echo 		COMPILE BSP
	echo ###########################################

	echo .
	echo .
	
	copy "%mapsourcepath%%mapname%.map" "%bsppath%%mapname%.map"
	"%treepath%bin\cod4map" -platform pc -loadFrom "%mapsourcepath%%mapname%.map" %parmBSPOptions% "%bsppath%%mapname%"
)

if "%compileLight%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		COMPILE LIGHT
	echo ###########################################

	echo .
	echo .

	IF EXIST "%mapsourcepath%%mapname%.grid"	copy "%mapsourcepath%%mapname%.grid" "%bsppath%%mapname%.grid"
	"%treepath%bin\cod4rad" -platform pc %parmLightOptions% "%bsppath%%mapname%"
)

IF EXIST "%bsppath%%mapname%.map"	del "%bsppath%%mapname%.map"
IF EXIST "%bsppath%%mapname%.d3dprt"	del "%bsppath%%mapname%.d3dprt"
IF EXIST "%bsppath%%mapname%.d3dpoly"	del "%bsppath%%mapname%.d3dpoly"
IF EXIST "%bsppath%%mapname%.vclog"	del "%bsppath%%mapname%.vclog"
IF EXIST "%bsppath%%mapname%.grid"	del "%bsppath%%mapname%.grid"

IF EXIST "%bsppath%%mapname%.lin"	move "%bsppath%%mapname%.lin" "%mapsourcepath%%mapname%.lin"

CALL if "%compilePaths%" == "1" (
	
	echo .
	echo .
	echo ###########################################

	echo 		CONNECTING PATHS
	echo ###########################################

	echo .
	echo .

	cd %treepath%
	sp_tool.exe +set r_fullscreen 0 +set logfile 2 +set monkeytoy 0 +set com_introplayed 1 +set usefastfile 0 +set g_connectpaths 2 +devmap %mapname%

)

echo .
echo .
echo ###########################################

echo 		       DONE
echo ###########################################

echo .
echo .
PAUSE




Also, the logfile gets its putout location in whatever Mod folder you are running, if not a mod folder used, then it goes in the main folder. So, basically, if you aren't running a mod then it will be in the Main folder, otherwise check the mods folder you are currently running.


I wasn't talking about the console or game logs, I was looking for a record of the last compiled log.

Anyway, I gave your modded batch file a whirl and it worked perfectly. Saw the press any key to continue after the "done" message. Hell, the game actually started as well which I have never seen since I downloaded cod4 modtools.

Kudos, excellent work. It will be easy to copy and paste now, and no need for a logfile. [thumbs_up].
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