Forum posts

Posted 18 years ago2005-12-27 01:20:33 UTC
in c++6.0 Post #154701
where i can get the source code, CAPTAIN P ? :)
Posted 18 years ago2005-12-21 01:37:26 UTC
in c++6.0 Post #153640
Why my c++6.0 can't open PODbot.dll?? (file->open->podbot.dll) on c++6.0 only show blank screen. :|
Posted 18 years ago2005-11-28 01:16:28 UTC
in request Post #149531
pleas more space for map vault. That should be 3Mb (for map, wad, sound) Thanks :)
Posted 18 years ago2005-11-28 01:08:25 UTC
in damn_vis Post #149530
look at this console:
(This before active vis)
** Executing...
** Command: Change Directory
** Parameters: E:Sierra

** Executing...
** Command: Copy File
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas.map" "E:SierraCounter-Strikevalvemapsxde_chiapas.map"

** Executing...
** Command: E:Worldcraftqcsg.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering E:SierraCounter-Strikevalvemapsxde_chiapas.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (7)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (9)
Using WAD File: sierracounter-strikevalvehalflife.wad
Using WAD File: sierracounter-strikecstrikedecals.wad
Using WAD File: sierracounter-strikevalvesimehong.wad
Using WAD File: sierracounter-strikecstrikede_aztec.wad
Using WAD File: sierracounter-strikecstrikede_volare.wad
Using WAD File: sierracounter-strikecstrikede_airstrip.wad
added 15 additional animating textures.
26 seconds elapsed

** Executing...
** Command: E:Worldcraftqbsp2.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing E:SierraCounter-Strikevalvemapsxde_chiapas.prt
83 seconds elapsed

** Executing...
** Command: E:Worldcraftqrad.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'E:Worldcraftlights.rad']
[1 texlights parsed from 'E:Worldcraftlights.rad']

No vis information, direct lighting only.
9625 faces
525356 square feet [75651392.00 square inches]
42043 patches after subdivision
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (101)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (4)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 146/400 9344/25600 (36.5)
planes 12032/32767 240640/655340 (36.7)
vertexes 13083/65535 156996/786420 (20.0)
nodes 4935/32767 118440/786408 (15.1)
texinfos 736/8192 29440/327680 ( 9.0)
faces 9625/65535 192500/1310700 (14.7)
clipnodes 17729/32767 141832/262136 (54.1)
leaves 3010/8192 84280/229376 (36.7)
marksurfaces 11749/65535 23498/131070 (17.9)
surfedges 45426/512000 181704/2048000 ( 8.9)
edges 23776/256000 95104/1024000 ( 9.3)
texdata [variable] 2468/2097152 ( 0.1)
lightdata [variable] 1460799/2097152 (69.7)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 48797/131072 (37.2)

Total BSP file data space used: 2785842 bytes

119 seconds elapsed

(this after active vis)
** Executing...
** Command: Change Directory
** Parameters: E:Sierra

** Executing...
** Command: Copy File
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas.map" "E:SierraCounter-Strikevalvemapsxde_chiapas.map"

** Executing...
** Command: E:Worldcraftqcsg.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering E:SierraCounter-Strikevalvemapsxde_chiapas.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (8)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (9)
Using WAD File: sierracounter-strikevalvehalflife.wad
Using WAD File: sierracounter-strikecstrikedecals.wad
Using WAD File: sierracounter-strikevalvesimehong.wad
Using WAD File: sierracounter-strikecstrikede_aztec.wad
Using WAD File: sierracounter-strikecstrikede_volare.wad
Using WAD File: sierracounter-strikecstrikede_airstrip.wad
added 15 additional animating textures.
19 seconds elapsed

** Executing...
** Command: E:Worldcraftqbsp2.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxde_chiapas"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing E:SierraCounter-Strikevalvemapsxde_chiapas.prt
26 seconds elapsed

** Executing...
** Command: E:Worldcraftvis.exe
** Parameters: -fast "E:SierraCounter-Strikevalvemapsxde_chiapas"

vis.exe v1.3 (Dec 30 1998)
-- vis --
fastvis = true
1 thread(s)
2004 portalleafs
6294 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (18)
WARNING: Leaf portals saw into leafWARNING: Leaf portals saw into leafWARNING: Leaf portals saw into leafWARNING: Leaf portals saw into leafWARNING: Leaf portals saw into leafWARNING: Leaf portals saw into leafaverage leafs visible: 809
visdatasize:318192 compressed from 503004
20.0 seconds elapsed

(I have error whit the vis, look "WARNING: Leaf portals saw into leafWARNING: Leaf portals saw into ....")

What I should to do??
Posted 19 years ago2005-09-01 18:30:55 UTC
in console Post #131621
Thanks guy that real works....
Posted 19 years ago2005-08-22 22:38:42 UTC
in avatar Post #129153
damn... Why it's take looooonggg time to change my picture (avatar).
Posted 19 years ago2005-08-22 22:08:50 UTC
in download Post #129151
I need you experience guy! Have you download
1. C++ (for creat BOT)
2. Model for weapon and player CS 1.6
Thanks for all your kind
Posted 19 years ago2005-08-22 21:15:00 UTC
in vis Post #129147
So vis is suck..hehehe Oke that clear now for me...thanks guy, I will try be patience.....
Posted 19 years ago2005-08-22 20:52:46 UTC
in console Post #129145
cs 1.6 i mean
Posted 19 years ago2005-08-21 21:30:07 UTC
in idea Post #128929
To author, I have idea. My be you can make a new place in this forums for dowload model and place called loby-loby( this place for people who one discuss out of TWHL topic forums like joke.
Posted 19 years ago2005-08-21 21:20:59 UTC
in vis Post #128928
When I run my map (F9), I am waiting vis almost 1 hour and still not done. It's normal??
Posted 19 years ago2005-08-21 20:51:01 UTC
in new_menu Post #128925
ok if you don't know cs 1.7.. Here is the simple...combine menu weapon from fire arms to cs 1.6... So my cs game have weapon from cs its self and fire arms
Posted 19 years ago2005-08-21 20:45:48 UTC
in console Post #128924
I thing picture on console save in cached.wad righ?
Posted 19 years ago2005-08-21 20:40:14 UTC
in model_player Post #128923
I am sori.... Ant righ.. my english is bad. when i join this forum i'am always bring my dictionary...You can closs this topic.
Posted 19 years ago2005-08-21 20:25:17 UTC
in logo_red Post #128922
I makeing a new one. But as you know both existing one and new one cant colored red blood. The color only available green, black, yellow, orange....not red.
Posted 19 years ago2005-08-19 15:50:48 UTC
in wad Post #128506
this web have wad for dowload???
Posted 19 years ago2005-08-19 15:39:57 UTC
in console Post #128501
when press " `" the console will appear it's? And at the console we can see a picture...What i mean is I want ti change that picture...
Posted 19 years ago2005-08-19 15:36:39 UTC
in invisible and decals Post #128500
i make decal and give name {HOLE but when i play in my map the white color still appear. This hapen to for my texture name {food, even i set func_wall/255/solid the blue color sill appear
Posted 19 years ago2005-08-19 15:30:18 UTC
in logo_red Post #128499
how to make spry logo colored red???(red blood)
Posted 19 years ago2005-08-19 15:24:15 UTC
in new_menu Post #128497
may be it's a crazy idea.. I want make new menu for cs game. Why? couse i like play on cs 1.6 but i for weapon i like cs 1.7. So i plant to combine cs 1.7 menu weapon to cs 1.6...hah enyone know that?
Posted 19 years ago2005-08-19 15:08:34 UTC
in model_player Post #128496
oh yeah one thing.... my weapon model don't show when try reload
Posted 19 years ago2005-08-19 15:04:55 UTC
in model_player Post #128495
i have download model(player) from internet but when play on maps that model looking flaying on sky....
Posted 19 years ago2005-08-19 01:22:37 UTC
in what it's Post #128395
ohhhh....i understant thaks...
Posted 19 years ago2005-08-19 01:17:51 UTC
in model? Post #128393
ok...thank again and sori to
Posted 19 years ago2005-08-19 01:15:03 UTC
in stereo Post #128390
ok...Thank you....................................................................................................................................................
Posted 19 years ago2005-08-19 01:02:36 UTC
in overview Post #128383
how to make overview for map
Posted 19 years ago2005-08-19 01:00:42 UTC
in stereo Post #128382
can i make stereo sound for cs 1.6?
Posted 19 years ago2005-08-19 00:14:31 UTC
in model? Post #128375
set a model to your map use:
1. cyclers? Try to shot whit gun Hei they move....
2. monster_generic or monster_funiture? Belive to me they will not show in CS map

so what is the best to place model in cs map????
Posted 19 years ago2005-08-19 00:07:08 UTC
in slowly Post #128374
my map became slowlydown, specialy set 32 player...here's the console

** Executing...
** Command: Change Directory
** Parameters: E:Sierra

** Executing...
** Command: Copy File
** Parameters: "E:SierraCounter-Strikevalvemapsxcs_purinazi.map" "E:SierraCounter-Strikevalvemapsxcs_purinazi.map"

** Executing...
** Command: E:Worldcraftqcsg.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxcs_purinazi"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering E:SierraCounter-Strikevalvemapsxcs_purinazi.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (13)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (11)
Using WAD File: sierracounter-strikevalvehalflife.wad
Using WAD File: sierracounter-strikecstrikecstrike.wad
Using WAD File: sierracounter-strikecstrikede_airstrip.wad
Using WAD File: sierracounter-strikecstrikecs_cbble.wad
Using WAD File: sierracounter-strikecstrikede_piranesi.wad
Using WAD File: sierracounter-strikevalvejerman.wad
Using WAD File: sierracounter-strikecstrikedecals.wad
added 7 additional animating textures.
31 seconds elapsed

** Executing...
** Command: E:Worldcraftqbsp2.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxcs_purinazi"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
writing E:SierraCounter-Strikevalvemapsxcs_purinazi.prt
28 seconds elapsed

** Executing...
** Command: E:Worldcraftqrad.exe
** Parameters: "E:SierraCounter-Strikevalvemapsxcs_purinazi"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'E:Worldcraftlights.rad']
[1 texlights parsed from 'E:Worldcraftlights.rad']

No vis information, direct lighting only.
13020 faces
213708 square feet [30773982.00 square inches]
27124 patches after subdivision
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (84)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (1)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 194/400 12416/25600 (48.5)
planes 20066/32767 401320/655340 (61.2)
vertexes 18205/65535 218460/786420 (27.8)
nodes 7313/32767 175512/786408 (22.3)
texinfos 698/8192 27920/327680 ( 8.5)
faces 13020/65535 260400/1310700 (19.9)
clipnodes 19880/32767 159040/262136 (60.7)
leaves 4655/8192 130340/229376 (56.8)
marksurfaces 16871/65535 33742/131070 (25.7)
surfedges 61452/512000 245808/2048000 (12.0)
edges 33168/256000 132672/1024000 (13.0)
texdata [variable] 3832/2097152 ( 0.2)
lightdata [variable] 871560/2097152 (41.6)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 43573/131072 (33.2)

Total BSP file data space used: 2716595 bytes

88 seconds elapsed
Posted 19 years ago2005-08-19 00:01:06 UTC
in what it's Post #128373
what is :
1.VIS
2.MOD
Posted 19 years ago2005-02-11 04:46:21 UTC
in program Post #89612
I just want extra content.... :)
Posted 19 years ago2005-02-11 03:49:59 UTC
in scope Post #89610
any one know to modification weapon aug scope like awp scope? (I mean if i click scope( right mouse) aug not only 1X zoom but 2X zoom like awp).
:P
Posted 19 years ago2005-02-11 03:29:47 UTC
in program Post #89604
can someone tell more detail like this one www.heaventools.com.
Rowleybob thanks i was looking like you say....but still confusion to find what i want....hehehehe :P
Posted 19 years ago2005-02-11 02:43:06 UTC
in program Post #89601
do you know where's i can get (dowload) this programs:
1. DLL
2.SO file
3.LMP
4.SPR (sprites)
5. SC File
6. WC File
This all program use in CS game
I will thanks full for all twhl people to help me, pals. :)
Posted 19 years ago2004-12-02 02:22:00 UTC
in picturesuck Post #75900
i try to planted screenshot on my map (map valut) but that's always fail....damn. Plaese what up whit this pal...whot is error your website or my internet...
Posted 19 years ago2004-12-02 00:58:44 UTC
in setting Post #75893
I have 2 sound, A and B. And i want to set sound like this.... first when player trigger will hear sound A and after sound A finish sound B will be play. :nuts:
Posted 19 years ago2004-12-02 00:34:15 UTC
in VIS Post #75891
bay the way what is VIS? and for what? :)
Posted 19 years ago2004-12-02 00:30:37 UTC
in mdl Post #75888
where is the best download for make model (.mdl) and whitout register suck. :P
Posted 19 years ago2004-12-02 00:27:13 UTC
in wad? Post #75887
do you know map de_survivor and de_predator?? I want to know whitch wad this map used?? :)
Posted 19 years ago2004-12-02 00:15:46 UTC
in error light Post #75883
** Executing...
** Command: Change Directory
** Parameters: E:Valvecstrike

** Executing...
** Command: Copy File
** Parameters: "E:Valvevalvemapsde_manon.map" "E:Valvevalvemapsde_manon.map"

** Executing...
** Command: E:Worldcraftqcsg.exe
** Parameters: "E:Valvevalvemapsde_manon"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering E:Valvevalvemapsde_manon.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (6)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (9)
Using WAD File: valvevalvehalflife.wad
Using WAD File: valvecstrikede_airstrip.wad
Using WAD File: valvecstrikecs_havana.wad
Using WAD File: valvecstriketorntextures.wad
Using WAD File: valvevalvejerman.wad
Using WAD File: valvecstrikede_volare.wad
added 4 additional animating textures.
17 seconds elapsed

** Executing...
** Command: E:Worldcraftqbsp2.exe
** Parameters: "E:Valvevalvemapsde_manon"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
30 seconds elapsed

** Executing...
** Command: E:Worldcraftqrad.exe
** Parameters: "E:Valvevalvemapsde_manon"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'E:Worldcraftlights.rad']
[1 texlights parsed from 'E:Worldcraftlights.rad']

No vis information, direct lighting only.
12809 faces
404216 square feet [58207140.00 square inches]
37890 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...
********** ERROR **********
Texture axis perpendicular to face
Posted 20 years ago2004-09-27 01:48:04 UTC
in picture Post #62300
do you know...place a map picture(.JPG) when you want to publication to every one for download at map valut (this forums). Each complite map must have picture (.JPG). (sori my Ingglish very bad) :P
Posted 20 years ago2004-09-27 01:38:39 UTC
in night map Post #62298
duh....i am sorry something error when i try send my map (de_ibiiold).Please cancel don't copy de_ibiiold...error......!! :P
Posted 20 years ago2004-09-27 01:28:44 UTC
in night map Post #62294
any way...just look and copy my map problem whit name de_ibiiold. :)
(look at map problem on this forums)
Posted 20 years ago2004-09-12 03:46:41 UTC
in cone&ball Post #58439
hoo...ooo that's how about ball heh?? :)
Posted 20 years ago2004-09-12 03:32:01 UTC
in picture Post #58437
btw i try to planted screenshot(.JPG) for my map at map valut. But it's not work well. :P
Posted 20 years ago2004-09-12 03:21:41 UTC
in sound Post #58433
how to use sound at .pak file??
Posted 20 years ago2004-09-12 02:35:49 UTC
in models Post #58425
thanks guy...... :)
Posted 20 years ago2004-09-12 02:19:32 UTC
in night map Post #58424
my problem like gotrick but whitout leak. I heve read the tutorial but my map still bright. What the hell whit this..... :(
Posted 20 years ago2004-09-06 03:53:40 UTC
in Jokes. Post #56871
Osama say "we are don't like whit USA" We are don't use all produc from USA. Pesst... do you know Osama forget he's use USA underware (made in USA)....hahahaha!!! :P
Posted 20 years ago2004-09-06 03:09:06 UTC
in ambient_generic Post #56862
Sound play and never stop, i mean like ambient/Opera or ambient/fire. I make ambient_generic whit this sound but when i trigger this sound stop before finish. I want play continues and never end. At ambience_generic flags i check like this....
1. medium area
2. it's loapped
It's right??? :