CMapLoaderHelper::Init Error

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I tried using GSL to add my own custom made maps, however the client has trouble loading the bsp.

Code:
--System Error--
Host_Error: CMapLoadHelper::Init, unable to open maps/Beach.bsp

In the Source SDK, this is thrown from the following code:
Code:
if ( s_MapFileHandle == FILESYSTEM_INVALID_HANDLE )
	{
		Host_Error( "CMapLoadHelper::Init, unable to open %s\n", szNameOnDisk );
		return;
}

I've tried putting the bsp (Beach.bsp) in all the following directories with no luck:
Code:
/data/maps
/data/maps/Beach
/maps
/maps/Beach

Sometimes it alternates the previous error with this following one instead:
Code:
CModelLoader::Map_IsValid:  No such map 'Beach'

In the Source SDK, this is thrown from the following code:
Code:
if ( mapfile != FILESYSTEM_INVALID_HANDLE )
	{
		...
	else
	{
		Warning( "CModelLoader::Map_IsValid:  No such map '%s'\n", mapname );
}

I've also tried packing my custom bsp into a HFS file with other maps, but that didn't seem to have any effect.

If anyone familiar with source engine can point me in the right direction, that'd be greatly appreciated.



On an unrelated note, does anyone know how to bypass the binary sync check?
 

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Newbie Spellweaver
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On an unrelated note, does anyone know how to bypass the binary sync check?

I had that same error before...

What happened was that I ran the game with Update ON and
it updated the game guard files. Reinstalling the game fixed it...

Now on how to bypass the new files, I've no idea...
 
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Joined
Jun 11, 2008
Messages
588
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I had that same error before...

What happened was that I ran the game with Update ON and
it updated the game guard files. Reinstalling the game fixed it...

Now on how to bypass the new files, I've no idea...

I've always ran with -noupdate though, but I'll give it a shot and do a fresh reinstall.
Thanks!

Edit: It didn't work =(
 
Last edited:
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