Forum posts

Posted 19 years ago2005-02-05 19:36:29 UTC
in Creating opposing forces maps Post #88415
BTW. Im using steam ;)
Posted 19 years ago2005-02-05 18:55:25 UTC
in Creating opposing forces maps Post #88403
Is this config right for compiling opposing forces maps?
(im using hammer)

pic=

http://www.danhall.co.uk/test.jpg

i get a problem when i try to compile a basic room and player start entity which says, 'could not find filesystemdll to load'

: :
Posted 20 years ago2004-05-22 03:29:17 UTC
in Favorite games (not including hl) Post #28166
Worms World Party rules
Posted 20 years ago2004-05-22 03:26:55 UTC
in Funny pics! Post #28165
That warn-a-brother pick jus made me crack up, thats brilliant!! :P
Posted 20 years ago2004-05-21 06:53:16 UTC
in Jump Pads Post #27998
Is it possible to have jump pads in Counter-Strike, like the Xen ones in Half-Life?
Posted 20 years ago2004-05-12 09:48:43 UTC
in surprised Post #26626
i dunno why your maps take like 12 hours!!!!!!!!!, has everybody got poo computers accept me, ive got 1024 ram so that might help do it faster i think! whats the specks on your computers to make it take that long :nuts:
Posted 20 years ago2004-05-06 14:55:44 UTC
in Server IP's Post #25786
How many people here have a server for cs 1.5, if ya have why dont ya post your ip here then my clan can come cane you up! :D

96
Posted 20 years ago2004-05-06 14:43:51 UTC
in What nationality are you? Post #25782
im english, from hastings (very strange a lot of people here seem to come from my town or near it ....scary :zonked: ) does anybody go to G-Spot..opps sorry ahem..WAVES
Posted 20 years ago2004-05-06 14:31:43 UTC
in My sinking vroom Post #25781
I could do the copy and paste thing vash but then the textures will all go out and theyre not all centered so it will be impossible to do em all. ive tryed moving the orgin and paths but its still dissapears into the ground. damn cars. ill have a fiddle....and, well see if it works :

Thanks peeps

ps..

ha ha unbreakable
Posted 20 years ago2004-05-06 05:22:53 UTC
in Foxbot Post #25732
where am i?? whats this?? who are you?? ahhhhhhhhh :nuts:

:P :P :D :lol:
Posted 20 years ago2004-05-05 18:20:56 UTC
in Adding Weapons for an ALL WEAPONS SERVER Post #25704
If your trying to make something like an 'FY' map, then just dont put a buyzone in the map!
Posted 20 years ago2004-05-05 18:18:58 UTC
in My sinking vroom Post #25703
ive made a car but when i try to move in it, it just sinks into the ground??? is this because of the placement of the origin brush or the placement of the path_track's. any ideas
Thanks
96 :P
Posted 20 years ago2004-05-05 17:45:32 UTC
in Adding Weapons for an ALL WEAPONS SERVER Post #25700
You need to create an entity (using the lightbulb tool on the left menu) then set it as an 'armoury_entity' then just set it too the weapon you need.
Posted 20 years ago2004-05-05 13:49:25 UTC
in Foxbot Post #25656
?????????? cant help here, whats a foxbot :nuts:
Posted 20 years ago2004-05-05 13:48:44 UTC
in breakable blow up door Post #25655
Wow, ill try some of this and tell ya how i do, if its succesful ill put the map on the site so it can be used. :P
Posted 20 years ago2004-05-05 10:54:27 UTC
in breakable blow up door Post #25602
i have made a door to blow up so you can enter a building, but i also want it too be openable from the inside, is this possible?

Thanks
96
Posted 20 years ago2004-05-05 10:52:38 UTC
in umm crashing question again? Post #25601
thanks peeps, i found the problem finally, while carving i went straight through a hostage rescue zone as well as the sky and the floor, after i deleted the hostage rescue zone and made a new one it was fine, with no errors, i think ill jus fillin the gaps with sky now, thanks for the advice

96 :P :)
Posted 20 years ago2004-05-04 17:42:29 UTC
in umm crashing question again? Post #25488
What can i do. i jus added the new skybox and it still jus crashes. why why why why. what can i do. ive been working on this map forever and i cant lose it helllpppp.
Posted 20 years ago2004-05-04 16:19:30 UTC
in umm crashing question again? Post #25459
ahh sh*t, ive deleted all the sky (theres mighty big leaks now) but it still crashes when i look at anything in the map that has any distance.
its cs_assault but modded by me. the ct (outside start) jus crashes when you choose the model. but terrorists (inside start) crashes after a little while when you look over distance. whats happening, any suggestions)

Thanks
96a2107
Posted 20 years ago2004-05-04 15:16:28 UTC
in umm crashing question again? Post #25449
:P :nuts: :P :D rofl

opps my bad, thanks monkey all sorted now
Posted 20 years ago2004-05-04 14:45:25 UTC
in umm crashing question again? Post #25446
I made a map surrounded with sky to stop leaks and all was fine, but then i decided too put sewers in, so i whacked em under the sky brush at the bottom and made ducts goin straight into it from the ground surface by carving it through (i know im bad), the compile was fine and revealed no leaks, but when it starts i move a short distance and the launcher crashes, this doesnt normally happen, any ideas why this is?

Thanks
96a2107
Posted 20 years ago2004-04-30 13:35:27 UTC
in visibility matrix 136megs Post #24673
i can have a visibility matrix of 300 odd and compile it fine (computer is a beast though :nuts: )
Posted 20 years ago2004-04-28 17:16:57 UTC
in The mystery of the sinking car Post #24436
AHH VERY GOOD POINT THANKS MONKEY FORGOT TOO PUT THAT 1 IN, OPPS

thanks
96 :P
Posted 20 years ago2004-04-28 15:54:05 UTC
in The mystery of the sinking car Post #24404
ant idea what kind of problem anyone? :
Posted 20 years ago2004-04-28 15:06:33 UTC
in The mystery of the sinking car Post #24391
dunno what goin on but when i get in my car i jus made, it either sinks into the ground when i try to move it or it jus flys sideways and throws me trough loads of walls.

Whats goin on?

Thanks
96 :P
Posted 20 years ago2004-04-25 14:07:21 UTC
in cars on tracks Post #23937
thats what i tryed but does it apply to sideways movement as well as vertical because it didnt work last time, ill try again and post back :)
Posted 20 years ago2004-04-25 10:47:23 UTC
in cars on tracks Post #23925
on counterstrike by the way :nuts:
Posted 20 years ago2004-04-24 22:59:56 UTC
in cars on tracks Post #23826
i want to make a car that you control and is on a track, have tryed lots of things but none seem to work.

does anyone kno how to do this?

Thanks
96 :nuts:
Posted 20 years ago2004-04-24 22:57:55 UTC
in .p files Post #23825
thanks peeps jus wonderin why i have loads of em :)
Posted 20 years ago2004-04-24 11:37:04 UTC
in .p files Post #23774
jus wonderin what these are, i have a lot of them in the map folder (i.e. mymap.p1, mymap.p2 etc etc
Posted 20 years ago2004-04-24 09:15:59 UTC
in map problem Post #23741
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlcsg.exe
** Parameters: "c:documents and settingsadminmy documentsmapcs_jedi_assault"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLTZHLThlcsg.exe "c:documents and settingsadminmy documentsmapcs_jedi_assault"
Entering c:documents and settingsadminmy documentsmapcs_jedi_assault.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

11 brushes (totalling 66 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.17 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 90 used textures, 95.74 percent of map (3116 textures in wad)
Using Wadfile: sierracounter-strikecstrikecstrike.wad
  • Contains 4 used textures, 4.26 percent of map (123 textures in wad)
Using Wadfile: sierracounter-strikevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
added 21 additional animating textures.
Texture usage is at 1.63 mb (of 4.00 mb MAX)
1.88 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlbsp.exe
** Parameters: "c:documents and settingsadminmy documentsmapcs_jedi_assault"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLTZHLThlbsp.exe "c:documents and settingsadminmy documentsmapcs_jedi_assault"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:documents and settingsadminmy documentsmapcs_jedi_assault.prt'
3.31 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlvis.exe
** Parameters: "c:documents and settingsadminmy documentsmapcs_jedi_assault"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1ZHLTZHLThlvis.exe "c:documents and settingsadminmy documentsmapcs_jedi_assault"
968 portalleafs
2999 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.47 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (282.22 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 84 and 112:
   (-468.739 2172.000 1151.582)
(-468.548 2172.000 1145.583)
(-468.552 2240.000 1145.583)
(-468.742 2240.000 1151.582)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 697 and 702:
   (-458.416 1024.000 873.508)
(-459.612 1024.000 900.751)
(-459.708 832.167 900.751)
(-458.416 832.000 870.002)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 698 and 706:
   (-453.000 831.000 928.000)
(-345.905 813.151 928.000)
(-345.000 813.000 900.751)
(-452.416 831.093 899.084)
average leafs visible: 247
g_visdatasize:81981 compressed from 117128
287.80 seconds elapsed [4m 47s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlrad.exe
** Parameters: "c:documents and settingsadminmy documentsmapcs_jedi_assault"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1ZHLTZHLThlrad.exe "c:documents and settingsadminmy documentsmapcs_jedi_assault"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

7331 faces
Create Patches : 61541 base patches
0 opaque faces
899667 square feet [129552176.00 square inches]
37 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (178.61 seconds)
visibility matrix : 225.7 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (224.08 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (461.39 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (410.75 seconds)
Transfer Lists : 110857598 : 110.86M transfers
Indices :    39020976 :   37.21M bytes
   Data :   443430392 :  422.89M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (103.69 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.20 seconds)
1429.20 seconds elapsed [23m 49s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsadminmy documentsmapcs_jedi_assault.bsp" "C:Documents and SettingsAdminMy DocumentsMapcs_jedi_assault.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsadminmy documentsmapcs_jedi_assault.pts" "C:Documents and SettingsAdminMy DocumentsMapcs_jedi_assault.pts"

** Executing...
** Command: C:SierraCOUNTE~1cstrike.exe
** Parameters: +map "cs_jedi_assault" -game cstrike -dev -console +deathmatch 1
Posted 20 years ago2004-04-23 20:17:46 UTC
in map problem Post #23671
this is very strange. i saved the map yesterday nite, and came back added more bits the next day but when it compiles and plays thier not there??????

Anybody got any ideas why?

Thanks
96 :nuts:
Posted 20 years ago2004-04-21 13:32:36 UTC
in cl_signonreply then crash Post #23319
opps forgot too add:

after the blah blah blah there is a cl_signonreply: 2 then the launcher encounters problems :P
Posted 20 years ago2004-04-21 13:30:52 UTC
in cl_signonreply then crash Post #23318
i recently made quite a large map, is compiles fine but when counterstrike is executing it the launches crashes and encounters a problem. i noticed a couple of lines that i dont normally see in the execution which are:
cl_signonreply: 1
33.3 megabyte datacache

blah blah bout not havin txt file for overview
does anyone know whats wrong???

(i had this problem when i once placed a larger block over a peice of the map too see if the leak was there)

thanks a million in advance
96

cl_signonreply: 2
Posted 20 years ago2004-04-21 13:24:15 UTC
in Crashes!!!! and no monsters!!! Post #23316
woohhh cant tell ya that shell hunt me down and lock me in a dark room forever :P
Posted 20 years ago2004-04-21 12:35:16 UTC
in Crashes!!!! and no monsters!!! Post #23313
is bitch robertson still there, she was my arch nemisis. we didnt get along too well. i had hundreds of detentions with her :x
Posted 20 years ago2004-04-21 11:52:05 UTC
in Crashes!!!! and no monsters!!! Post #23308
bloody ell thats a bit of chance your in year 10 then. nope im at uni now already been through sixth form but i still use the num cause its easy too remenber. whos your form tutor and what form are you in (saxon rules by the way) :P
Posted 20 years ago2004-04-20 10:11:59 UTC
in omg have i lost my map nooo!!! Post #23180
lol thanks jaardsi i worked it out in the end i just used the find problem button :nuts: :zonked: :nuts: rofl
Posted 20 years ago2004-04-20 08:19:35 UTC
in omg have i lost my map nooo!!! Post #23169
Missing '[' in texturedef (U)

well thats the problem but what do i do abaout it :(

the help says this:

The 'missing [ in texturedef' message can be caused several ways:

One or more faces has no texture, or the texturename is just made up of spaces. Check for problems in WC 3.3 should detect them as 'invalid texture' messages.
The texture name on one or more faces has a space in the middle of the name somehow (Textures are not allowed to have spaces in their names)
You are using Worldcraft 2.0 or 2.1, and the worldspawn has a key/value of "mapversion" "220" If so, remove it.
A Worldcraft 3.3 map was imported into WC 2.1 or 2.2, same problem as above.
A Worldcraft 3.3 map was imported into Quark, also the same problem :)
The map is in Worldcraft 3.3's .map format, but the "mapversion" "220" is MISSING from the worldspawn (this is really rare).

BUT WHAT DOES IT ALL MEAN :confused: (ive been doin this for 2days now :D )
Posted 20 years ago2004-04-20 08:11:58 UTC
in omg have i lost my map nooo!!! Post #23166
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLTZHLThlcsg.exe "c:documents and settingsadmindesktoptryagainmapdan"
Entering c:documents and settingsadmindesktoptryagainmapdan.map
Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlcsg ---

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLTZHLThlbsp.exe "c:documents and settingsadmindesktoptryagainmapdan"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsadmindesktoptryagainmapdan.log for the cause.

--- END hlbsp ---

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1ZHLTZHLThlvis.exe "c:documents and settingsadmindesktoptryagainmapdan"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsadmindesktoptryagainmapdan.log for the cause.

--- END hlvis ---

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1ZHLTZHLThlrad.exe "c:documents and settingsadmindesktoptryagainmapdan"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsadmindesktoptryagainmapdan.log for the cause.

--- END hlrad ---

this is th log
Posted 20 years ago2004-04-20 08:11:32 UTC
in omg have i lost my map nooo!!! Post #23165
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlcsg.exe
** Parameters: "c:documents and settingsadmindesktoptryagainmapdan"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLTZHLThlcsg.exe "c:documents and settingsadmindesktoptryagainmapdan"
Entering c:documents and settingsadmindesktoptryagainmapdan.map
Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlbsp.exe
** Parameters: "c:documents and settingsadmindesktoptryagainmapdan"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLTZHLThlbsp.exe "c:documents and settingsadmindesktoptryagainmapdan"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsadmindesktoptryagainmapdan.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlvis.exe
** Parameters: "c:documents and settingsadmindesktoptryagainmapdan"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1ZHLTZHLThlvis.exe "c:documents and settingsadmindesktoptryagainmapdan"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsadmindesktoptryagainmapdan.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1ZHLTZHLThlrad.exe
** Parameters: "c:documents and settingsadmindesktoptryagainmapdan"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1ZHLTZHLThlrad.exe "c:documents and settingsadmindesktoptryagainmapdan"
>> There was a problem compiling the map.
>> Check the file c:documents and settingsadmindesktoptryagainmapdan.log for the cause.

--- END hlrad ---

thats the compile thingy

** Executing...
** Command: Copy File
** Parameters: "c:documents and settingsadmindesktoptryagainmapdan.bsp" "C:SierraCounter-Strikecstrikemapsmapdan.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 20 years ago2004-04-20 08:01:01 UTC
in omg have i lost my map nooo!!! Post #23159
this is gettin very confusing, the reason it cant run is because it wont make a bsp file. at what point is the bsp file created does anyone know. and why isnt it being created. this is really annoying :nuts: :zonked: : :zonked: :x :badass:

thanks
96
Posted 20 years ago2004-04-20 07:48:58 UTC
in omg have i lost my map nooo!!! Post #23157
nope didnt work, i copyed it over into a new file and compiled it but it came up with the same message, its jus not creating the .bsp file when it compiles. could this be because of a leak? :
Posted 20 years ago2004-04-20 07:29:32 UTC
in omg have i lost my map nooo!!! Post #23146
i just tryed to compile nd run my map but it says map not found on server. is it screwed what can i do!!!

Thanks
96 :nuts:
Posted 20 years ago2004-04-20 07:25:50 UTC
in Crashes!!!! and no monsters!!! Post #23142
lol seventh monkey, by any chance did you go to willaim parker in hastings :P

and i got the problem sorted now, thanks peeps
Posted 20 years ago2004-04-19 09:27:18 UTC
in Crashes!!!! and no monsters!!! Post #23048
Hi everyone, whenever i start my map after compiling it..after bout 7secs it crashes my computer..everytime!!!

also when i complie a map after puttin some monsters in..they dont appear :(

does anyone know why this is? ;)