Forum posts

Posted 20 years ago2004-08-13 23:06:21 UTC
in Looping Sound Post #50840
Thanks for the info, Seventh. My sound editors don't add "cues" and CoolEdit 2000 is now Adobe Audition and out of my price range. Anyone have any other suggestions for low cost (read: free) .WAV editors that add cues?

BL, my ambient _generics don't have loop thingys in the flags tab... that must be in Spirit. BUT is it possible to add a key to the ambient_generic with smartedit off? And, if so, what would it be called?
Posted 20 years ago2004-08-13 00:27:59 UTC
in Looping Sound Post #50524
for having a sound loop continually? I have a WAV of computer sounds and I'd like it to continually play.
Posted 20 years ago2004-08-09 03:17:12 UTC
in Export to .MAP Post #49256
I tried it and it didn't work. Same results. Thanks though.

If you're so inclined, I have it here: http://vdcprivate.recongamer.com/Brad/Tournament_problem.zip

I've spent the last month shredding my intentions with this map. It's nothing like I wanted. And now this.... let me know if you're gonna see it. If not, I am just getting rid of it.
Posted 20 years ago2004-08-09 02:36:09 UTC
in Custom steam splash screen Post #49246
http://com4.runboard.com/bangelsplace

Ask Angel... she knows everyone. She made my custom steam skin. She probably doesn't know the answer offhand, but she knows ALOT of people who modify everything to do with this game.
Posted 20 years ago2004-08-09 02:30:56 UTC
in Export to .MAP Post #49243
The grid has no brushes on it... or entities... it should. The .map file has the corresponding entries to build the map in Hammer. No .map file will open in Hammer, for me.

I'm not trying to change the contrast between the grid and the background. I'm trying to open a .map file.

When I compile the .map file with Nem's, it compiles, but when I run it in STEAM HL, it returns a bad surface extents error. Would this error cause Hammer to not open a .map file, even though it can process the .rmf?

I've been through Tommy's and I've been through VERC, by the way.....
Posted 20 years ago2004-08-08 16:55:59 UTC
in Export to .MAP Post #49108
3.4 shows a blank grid as well.
Posted 20 years ago2004-08-08 16:40:07 UTC
in Export to .MAP Post #49106
Forgive me if I'm wrong, but models will fail to display in 3.4.
Posted 20 years ago2004-08-08 14:49:16 UTC
in Export to .MAP Post #49080
I have 3.5b and yes, it probably does create a .map file when you save it. A lot of times I save the "cordon' section to .map, so I can compile it with the batch compiler. "Check for problems" shows "no errors found!"

The .map files have the info in them, and since I know nothing about what it all exactly means, I just trust that the info is correct. So the .map file is actually created. VHE doesn't read the information when I open them. I read on the VERC messageboards some peeps having this problem back in January, but they had no solutions.

I guess I will try the 3.4 idea but things in my map won't work with it.
Posted 20 years ago2004-08-08 04:17:37 UTC
in Export to .MAP Post #48952
I just converted everything to STEAM and it seems to run ok. I export to .MAP, batch compile the map, go to STEAM/GAMES/Halflife and enter console, and type "map xxxxxxxx" to load a map. No problems. I started getting Bad surface extents errors, so I started looking for solutions. After ripping several sections of my map apart, I realized that it wasn't exporting anything to .MAP format. When I open the exported file, there is nothing on the grid. Any help here would be appreciated! Thanks in advance!
Posted 20 years ago2004-07-30 03:21:53 UTC
in disco lights Post #46556
//did anyone read this?
I did... I just don't know the answer...
Posted 20 years ago2004-07-30 03:15:17 UTC
in what are YOU? Post #46555
I am strictly HL... I map for multiplayer, but that is to practice the different techniques. Mapping a singleplayer game would be great, but I like to make sure I have a fair understanding of something before attempting it. MP has other players to distract or add interest. SP is all about the mapping.
Posted 20 years ago2004-07-25 15:16:19 UTC
in TWHL is drowning - Do something about it Post #44759
Here's where it falls down for me. (I moved your link above handyvandal's, so I like you guys):

The maps should be judged before posted in the completed sections and deemed "worthy" of the completed title. Not an artistic judgement. A fundamental operation judgement.

Map vault needs MUCH better organization. Possibly an alternate veiw in an alphabetical or date submitted list.

Moderation needs to be stepped up in the forums. Discipline doesn't create itself. It has to be maintained.

Tutorials should be better organized. Some are self explanatory and easy to find, like "Water" or "Doors". But who looks under "U" for sprites? ("Using Sprites"). Maybe two tutorial areas. One being a straight "how-to" about all the functions in Hammer and one being a "Creations" tutorial on how to obtain certain objectives. There could possibly be several entries for one process, depending on how each individual solved their similar problem.

As far as who can become members, well, if you don't want the public to come here to browse through all your hard work and accomplishments, then surely restricting membership and creating a password is the way to go... or crawl under a rock with your tiny circle of mapping friends and stagnate. Either way, the outcome is the same. nvolvementthe only way any project stays fresh and vibrant. Without it, it will die.
Posted 20 years ago2004-07-22 22:55:16 UTC
in putting models into maps? Post #43897
I just opened the DoD fgd and got the models out of that for foilage... if you still need trees, that is.
Posted 20 years ago2004-07-22 17:59:24 UTC
in Question about hint brushes Post #43829
I'm not trying to fix bad mapping (not that it's not there, but that's not my purpose in this). I just like to know so I don't go buggering something up. I don't like maybes, could bes, or probablys.
Posted 20 years ago2004-07-21 20:20:54 UTC
in Question about hint brushes Post #43594
I wish I could remember which ones said that. Geoffery Dewann's is one I thought did, but the link I have is broken. Regardless, I didn't know one way or the other, but it's been problematic to place them so they don't face each other. It makes sense that they could face each other, but an arguement could be made that the engine or compiler wouldn't like it.

Thanks for the info.
Posted 20 years ago2004-07-21 01:26:11 UTC
in Question about hint brushes Post #43380
Several tutorials say that the side of the brush with the hint texture on it should not see any other brushes with hint on them. A small handful either don't mention it or specifically diagram them facing each other. What is the true answer? Can "HINT" face another "HINT" without anything bad happening in VIS?
Posted 20 years ago2004-07-19 00:17:16 UTC
in Compiled map doesn't show up in HL L Post #42701
I don't know what the HOM effect is... must be that twisty, "twilight zone", "I've-built-the-map-too-big" look. What it appears to do for me, is that I can see through a floor, but, from underneath, it looks like a ceiling. Subtracts the planes from a six sided object that has "NULL" on it.

The map starts when I call for it in console. I don't know why it doesn't show up in the "Create Games" window. Unless those .dlls have something to do with it.
Posted 20 years ago2004-07-18 22:45:05 UTC
in Compiled map doesn't show up in HL L Post #42683
It's a multiplayer map,...
Posted 20 years ago2004-07-18 22:09:18 UTC
in putting models into maps? Post #42674
Whatever you do, don't use cycler_weapon... you will pick it up and block most of your vision. I ran around with a loaded shrub....
Posted 20 years ago2004-07-18 22:07:20 UTC
in Compiled map doesn't show up in HL L Post #42673
I will eventually... there is also the DMC wad, which doesn't need to be there right now, but I'm not done texturing the map. Whatever I end up using will be either stripped and combined into a new wad or just compiled with it... until then, it stays.

I did get it to run with a "map tournament" command in console. It would appear that some of the null texture spilled inside. That must be part of the problem. At least it would run. Some floors and walls were missing.....
Posted 20 years ago2004-07-18 21:52:40 UTC
in Compiled map doesn't show up in HL L Post #42670
Has null, skip, and hint textures in it, so you'll need ZHLT 1.7p13 to compile it.
Posted 20 years ago2004-07-18 21:50:34 UTC
in Compiled map doesn't show up in HL L Post #42669
It's a multiplayer map, but I create a LAN for my computer to use to run the map. Through console isn't a bad idea... if it doesn't show to the game engine to make a LAN, would it show on STEAM servers?

I have updated all the files in map's link. Here it is: http://vdcprivate.recongamer.com/Brad/Tournament.zip

or read about it here:

http://cariad.co.za/twhl/mapvault_map.php?id=1445
Posted 20 years ago2004-07-18 21:33:40 UTC
in Compiled map doesn't show up in HL L Post #42667
It doesn't seem to me to be THAT big of a map... It doesn't seem any larger than, say, boot_camp or frenzy. And it was compiling at one time. I haven't added any square footage since then. Just working up the lights and textures.... adding "eye candy". Things like that.
Posted 20 years ago2004-07-18 15:05:15 UTC
in Compiled map doesn't show up in HL L Post #42569
It's a big map... covers almost an entire plane and four tall levels deep, give or take. And my comp is a piece of crap right now. 1100mhz of processing power at my fingertips. With 512mb RAM. Plus, I started the compile and went surfing on the net. Even though it was set to high priority, it still lags it out a bunch. Without the "extra cirricular" stuff, it'd probably take 1hr, 1.5 hr... something like that. That's a full compile, extra rad, three bounces. It's long, but time-wise, I think it's o.k... for my mapping skills.

I have a new MOBO, 2.5ghz processor, and ram sitting on the floor behind me... just need a powersupply or case and, obviously, more RAM!!!!

If peeps think it should be uploaded, I will do that. Gotta go! Any help is appreciated!
Posted 20 years ago2004-07-18 13:55:19 UTC
in Compiled map doesn't show up in HL L Post #42562
When I compile the map, it has had problems. Leaf portal saw into leaf errors. Got those fixed up by deleting the offending AREA of the map and reconstrucing it. I thought that was the problem and reconstructing would help this. But here's what's happening...

I export the rmf to MAP. From there, I batch compile with Nem's, it creates a BSP in my Hammer/maps folder and also in my Sierra/Halflife/Valve/maps folder. The sounds and models are in their respective folders properly. When I enter the game, I create a LAN and Choose Game. The map is not in the list.

Possible causes:
A little while ago, SeventhMonkey linked me up some .dlls that handle transparancies as STEAM would. The game seemed to function fine with them at the time.

**There is a Buildfacelight warning about the transfer file. I'll post the log below.**
(Also, you will see a warning about the light faces in the LIGHTS.RAD. That is just poor commenting in the RAD file)

hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlcsg ---
Command line: D:PROGRA~1ZHLT_1~1.7P1HLCSG.EXE -brushunion 95 -wadinclude FONTS.WAD -wadinclude DECALS.WAD -wadinclude DMC.WAD -wadinclude spraypaint.wad -wadinclude HALFLIFE.WAD -wadinclude LIQUIDS.WAD -wadinclude XENO.WAD -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"
Entering D:Program FilesValve Hammer Editormapstournament.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 95.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[FONTS.WAD]
[DECALS.WAD]
[DMC.WAD]
[spraypaint.wad]
[HALFLIFE.WAD]
[LIQUIDS.WAD]
[XENO.WAD]

5 brushes (totalling 50 sides) discarded from clipping hulls
CreateBrush:
(67.67 seconds)
SetModelCenters:
(0.05 seconds)
CalculateBrushUnions:
(24.06 seconds)
CSGBrush:
(10.54 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/16777216 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 803720 bytes

Including Wadfile: sierrahalf-lifevalvedmc.wad
  • Contains 0 used textures, 0.00 percent of map (93 textures in wad)
Including Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 192 used textures, 95.52 percent of map (3116 textures in wad)
Including Wadfile: sierrahalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Including Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 2 used textures, 1.00 percent of map (32 textures in wad)
Including Wadfile: sierrahalf-lifevalvespraypaint.wad
  • Contains 1 used texture, 0.50 percent of map (14 textures in wad)
Including Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 3 used textures, 1.49 percent of map (264 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 3 used textures, 1.49 percent of map (4 textures in wad)
added 37 additional animating textures.
Texture usage is at 2.53 mb (of 16.00 mb MAX)
110.79 seconds elapsed [1m 50s]

--- END hlcsg ---

hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlbsp ---
Command line: D:PROGRA~1ZHLT_1~1.7P1HLBSP.EXE -maxnodesize 1024 -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
priority [ High ] [ 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 'D:Program FilesValve Hammer Editormapstournament.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 157/400 10048/25600 (39.3%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 14715/65535 176580/786420 (22.5%)
nodes 6492/32767 155808/786408 (19.8%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 10718/65535 214360/1310700 (16.4%)
clipnodes 22169/32767 177352/262136 (67.7%)
leaves 4715/8192 132020/229376 (57.6%)
marksurfaces 13605/65535 27210/131070 (20.8%)
surfedges 49642/512000 198568/2048000 ( 9.7%)
edges 25884/256000 103536/1024000 (10.1%)
texdata [variable] 2656492/16777216 (15.8%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 43438/524288 ( 8.3%)
238 textures referenced

Total BSP file data space used: 4699132 bytes

22.13 seconds elapsed

--- END hlbsp ---

hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlvis ---
Command line: D:PROGRA~1ZHLT_1~1.7P1HLVIS.EXE -full -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"
2595 portalleafs
10060 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

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

BasePortalVis:
(149.89 seconds)
LeafThread:
(6970.16 seconds)
average leafs visible: 336
g_visdatasize:206850 compressed from 843375

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 157/400 10048/25600 (39.3%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 14715/65535 176580/786420 (22.5%)
nodes 6492/32767 155808/786408 (19.8%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 10718/65535 214360/1310700 (16.4%)
clipnodes 22169/32767 177352/262136 (67.7%)
leaves 4715/8192 132020/229376 (57.6%)
marksurfaces 13605/65535 27210/131070 (20.8%)
surfedges 49642/512000 198568/2048000 ( 9.7%)
edges 25884/256000 103536/1024000 (10.1%)
texdata [variable] 2656492/16777216 (15.8%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 206850/2097152 ( 9.9%)
entdata [variable] 43438/524288 ( 8.3%)
238 textures referenced

Total BSP file data space used: 4905982 bytes

7120.87 seconds elapsed [1h 58m 40s]

--- END hlvis ---

hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 3 2004)
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 (webmaster@xp-cagey.com)
--- BEGIN hlrad ---
Command line: D:PROGRA~1ZHLT_1~1.7P1HLRAD.EXE -extra -incremental -bounce 3 -smooth 50 -dlight 25 -dscale 1 -chart -estimate -texdata 16384 -high "D:Program FilesValve Hammer Editormapstournament.map"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 16777216 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 3 ] [ 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 [ 1.000 ] [ 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 [ on ] [ 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 ]

[Reading texlights from 'D:PROGRAM FILESZHLT_1.7P13lights.rad']
Warning: ignoring bad texlight '-------------------------------------------- ' in D:PROGRAM FILESZHLT_1.7P13lights.rad
[53 texlights parsed from 'D:PROGRAM FILESZHLT_1.7P13lights.rad']

10718 faces
Create Patches : 58945 base patches
98 opaque faces
483939 square feet [69687264.00 square inches]
9602 direct lights

BuildFacelights:
(10207.02 seconds)
Warning: Failed to open transfers file [D:Program FilesValve Hammer Editormapstournament.inc]

visibility matrix : 207.1 megs
BuildVisLeafs:
(1111.37 seconds)
MakeScales:
(690.19 seconds)
SwapTransfers:
(185.21 seconds)
Writing transfers file [D:Program FilesValve Hammer Editormapstournament.inc]
Transfer Lists : 55593332 : 55.59M transfers
Indices :    30816880 :   29.39M bytes
   Data :   222373328 :  212.07M bytes
GatherLight:
(40.92 seconds)
GatherLight:
(20.66 seconds)
GatherLight:
(21.26 seconds)
FinalLightFace:
(29.00 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 157/400 10048/25600 (39.3%)
planes 27954/65535 559080/1310700 (42.7%)
vertexes 14715/65535 176580/786420 (22.5%)
nodes 6492/32767 155808/786408 (19.8%)
texinfos 6116/32767 244640/1310680 (18.7%)
faces 10718/65535 214360/1310700 (16.4%)
clipnodes 22169/32767 177352/262136 (67.7%)
leaves 4715/8192 132020/229376 (57.6%)
marksurfaces 13605/65535 27210/131070 (20.8%)
surfedges 49642/512000 198568/2048000 ( 9.7%)
edges 25884/256000 103536/1024000 (10.1%)
texdata [variable] 2656492/16777216 (15.8%)
lightdata [variable] 1240296/6291456 (19.7%)
visdata [variable] 206850/2097152 ( 9.9%)
entdata [variable] 43438/524288 ( 8.3%)
238 textures referenced

Total BSP file data space used: 6146278 bytes

12411.30 seconds elapsed [3h 26m 51s]

--- END hlrad ---
Posted 20 years ago2004-07-15 23:07:40 UTC
in Steam Install Help (Half-Life) Post #41767
If you remember your old email address and your password, you should be o.k. Make sure you're logged out of Steam's server by selecting "exit and log out". Then, inside your Steam folder, delete the file called "clientregistry.blob". Sign back in. Steam will update you to the latest, greatest steam. It may shut itself down a few times doing this, since your files are so out of date.

Also, go to http://www.steampowered.com/index.php?area=forums.

Or ask your member QuickSliver... he's a moderator there.
Posted 20 years ago2004-07-13 20:13:23 UTC
in How old are you? Post #41133
That annonymous post is me.
Posted 20 years ago2004-07-13 20:12:17 UTC
in How old are you? Post #41132
Christ! It says I'm logged in!
Posted 20 years ago2004-07-12 19:00:10 UTC
in Deleted Posts! Post #40809
maybe there should be some kind of vote system?
The only person with a vote is the person who pays the $$$$. This "intellectual space" belongs to them. By their grace, your posted words stand. And that is from the "Proudly Capitalist" handbook...

(Sorry! Sorry! Three years listening to this stuff at our forum and in our servers has soured me to the "Free Speech" and "Public Domain" arguements.)
Posted 20 years ago2004-07-11 19:25:40 UTC
in Question about compiling fast/full Post #40517
Thanks! Fixing them is not a big problem. Non-creative, but necessary. My question is more about the compiling situations. I guess I don't understand the workings of VIS. (IE: Does a fast compile just round off to the nearest thousandth and a full compile the nearest hundred thousandth?) What's the core difference?
Posted 20 years ago2004-07-11 16:24:59 UTC
in Question about compiling fast/full Post #40467
Also, once you move a brush to an entity, this error won't happen for that object... correct?
Posted 20 years ago2004-07-11 16:16:25 UTC
in Question about compiling fast/full Post #40466
Leaf portals saw into leaf.

I have a few of these errors in a map that was compiled with a fast compile in Zoner's 17p.3. These items have never had this corruption before and I haven't done any adjusting or moving to them... and they look fine. They weren't created by VM, by the way.

I know there's no way to know for sure without doing it, but will this error disappear during a full compile? This is more of an FYI question for me about what happens during a full vs. fast compile. And, also, in the batch compile program, you can leave the fast AND full compile unchecked. Will you get any VIS compiled that way?
Posted 20 years ago2004-07-11 15:33:59 UTC
in Courtyard2 Post #40462
I uploaded a revised map. I lit the back corridor better, added some texture lights to the building, some supports, changed some textures... you know... just changed things!
Posted 20 years ago2004-07-11 04:17:12 UTC
in dll system failed to load... Post #40368
What the hell are you talking about?
Posted 20 years ago2004-07-10 23:25:09 UTC
in HL Command Line Post #40336
With WON, you had to add "+connect:xxx.xxx.xxx.xxx" "password:XXXX", but that was to start your multiplayer game in Halflife in a specific server... and that was an extention on a shortcut target. Didn't work on the hl.exe app.

With STEAM, I'm not sure. http://www.steampowered.com/index.php?area=forums These people would definintely know.

And this list of Halflife Console Commands and Variables will help, if you don't have it already. It's at the bottom.
http://vdcprivate.recongamer.com/AutoIndex.php
Posted 20 years ago2004-07-09 22:09:52 UTC
in how to download Post #40090
This is not far off this subject, but those that know the ins and outs of .res files could do some a favor by adding a tutorial on manually building a .res file, using RESgen,etc. , and possibly packing a .zip file properly. None appeared when I searched and it would be a big help to newer mappers.
Posted 20 years ago2004-07-09 22:04:58 UTC
in how to download Post #40088
Sounds go in Valve/sound/map_name/name_of_sound.

Essentially the sounds for each map have their own folder unless they are native sounds. And the folder is called "sound", not "sounds".
Posted 20 years ago2004-07-09 21:57:16 UTC
in Courtyard2 Post #40085
I've uploaded a map to the "Unfinished" area and I'm looking for criticism. This is a map I was working on a few months back, that I think is close to ready. If you play AGHL, it's based off of the ag_courtyard map.

I'll look for the critiques in the map section. Thanks!
Posted 20 years ago2004-07-08 00:34:29 UTC
in You've Been Mapping Too Much When... Post #39581
-when you start wondering whether you could climb through air ducts you see
(I do that for a living and it's pretty accurate.)

-When the first aid kit on the wall doesn't hum when you push on it and you try to remember if you accidently sent it "To World".

-You're sure there's a faster way to the top of that building, but that damn newb mapper didn't place a tau here.

-When you resurrect a geeky dead topic you think is cool while searching for the answer to your latest mapping dilemma.
Posted 20 years ago2004-07-05 18:22:09 UTC
in monster_furniture Post #39057
Posted 20 years ago2004-07-05 15:30:04 UTC
in monster_furniture Post #38991
Well, they mess with the old Halflife BIGTIME! I was able to check a few times, and now, Halflife quits before the map is loaded. I've restarted several times, and it still kills Halflife. Details shows it's in the KERNEL32.DLL. I"m on Win98se, if I haven't mentioned it before.

So how bad is it to map using STEAM? In the begining of STEAM, it was impossible. Do you have to sign in to map? Is it faster using STEAM? Why is only one of my socks blue?
Posted 20 years ago2004-07-05 13:34:34 UTC
in monster_furniture Post #38939
So these .DLLs, they mimic STEAM? Completely? And I can keep my independent mapping setup (that I love) and not have to screw with STEAM?
Posted 20 years ago2004-07-05 13:32:22 UTC
in monster_furniture Post #38937
I thought it was a steam thing... Easier to leave things like they started and install STEAM to it's own thing, but it's looking like that's got to change....
Posted 20 years ago2004-07-05 07:34:12 UTC
in monster_furniture Post #38863
Sigh... I've been reading all night trying to get some plant models from DoD to not have their blue background on them in Halflife. I've tested many combinations of "solid", "texture", "additive", and "normal" at 0 and 255. Nothing I try seems to work. I tried the cycler_weapon and I kept picking it up like a weapon, so that was a no-go.

I have hammer 3.5 (says when it starts up), the halflife_fgd_02 from VERC, and I pulled the models out of DoD and placed them in a subfolder in the models folder in Valve. I'm compiling it fast, with normal rad, and I'm doing this in Halflife 1.1.1.0.

It's 4:34 am and I give up (for the moment).
Posted 20 years ago2004-07-05 05:45:56 UTC
in Timer Post #38849
Ok... it took two MMs and I didn't rename the button to match all the name changes I did... DOH!
Posted 20 years ago2004-07-05 03:51:40 UTC
in Timer Post #38833
I'm actually using only one MM, but I'll kick that flag. Thanks!
Posted 20 years ago2004-07-04 15:20:08 UTC
in Timer Post #38762
Well... I had it working, but the sound triggered every other time the laser fired. Just an update.... Happy 4th!
Posted 20 years ago2004-07-04 12:12:42 UTC
in Timer Post #38742
Ah! Captain P! Targeting a second MM and looping it! That will fit the problem! Thanks!

(Had to read it a few times)
Posted 20 years ago2004-07-04 12:09:41 UTC
in Timer Post #38741
Thank you very much. I'm not sure I understand it, but I have a different direction to go than I expected. I'll let you know.
Posted 20 years ago2004-07-04 04:31:27 UTC
in Completed Maps Post #38638
Are they available for use on multiplayer servers? Always looking for new maps....