Forum posts

Posted 15 years ago2008-12-10 22:06:10 UTC
in I bought EP1 Post #259763
I could have sworn this thread was closed. Maybe I'm seeing things. :\

I played Ep1 right to the end, in about 3 hours, the first day I got it, I was excited to see the continuation of the HL story. I've only replayed it twice since then, and I don't expect to do so any more times.
Posted 15 years ago2008-12-09 22:17:52 UTC
in Desktops of Decembre Post #259696
I don't feel like uploading a pic of my desktop, so heres the picture I'm using.
User posted image
What can I say? I'm excited about the upcoming release.
Posted 15 years ago2008-12-09 17:49:07 UTC
in Map of mappers Post #259674
Satch! Watch out, theres a disaster happening outside your window!
Posted 15 years ago2008-12-09 08:39:45 UTC
in Competition 26 Post #259657
You could make the results a christmas gift.
Posted 15 years ago2008-12-09 08:38:10 UTC
in Map of mappers Post #259656
I couldn't zoom in. :\
Posted 15 years ago2008-12-08 18:09:17 UTC
in Map of mappers Post #259610
Posted 15 years ago2008-12-05 08:51:39 UTC
in (rant) Stay away from this site (/rant) Post #259438
I was talking to NineTnine, and the fact he misread your first post, with extreme sarcasm.

I wasn't saying you were banned, or should be banned, or that anyone should be banned, :P
Posted 15 years ago2008-12-05 08:18:07 UTC
in (rant) Stay away from this site (/rant) Post #259436
Wait, so you MISREAD? Oh god. We need an admin, perma ban this guy, pronto.
Posted 15 years ago2008-11-26 08:40:50 UTC
in Competition 26 Post #259085
Yes, it does.

Now leave them alone!
Posted 15 years ago2008-11-25 21:31:10 UTC
in L4D Community Campaign Post #259070
Not saying this should be in the community mod, but I love that airlift idea in the football field.

You have to activate the large lights to attract the airlift, and that attracts a huge horde, while you can only see the inside football field because the bright lights block out your view around the field, as zombies rush in and you wonder how many more are out there.

Sorry, Tetsu0's idea gave me a huge moment of inspiration there.
Posted 15 years ago2008-11-25 21:26:27 UTC
in Who will be the next superpower? Post #259069
Tito, that article was pure lulz.

I wonder what that professor is smoking.
Posted 15 years ago2008-11-25 21:11:12 UTC
in Controlled car Post #259067
I browsed through quite a few example map vault pages.
Posted 15 years ago2008-11-25 18:52:42 UTC
in Who will be the next superpower? Post #259061
Will emerged
And its ruler will command the ruthless misuse of past tense verbs!
Posted 15 years ago2008-11-25 18:37:58 UTC
in Who will be the next superpower? Post #259059
User posted image
This is your new superpower.

He laughs at China, India, Russia and America.

Don't deny it, we must all partake in the technology of peace!
Posted 15 years ago2008-11-25 17:17:52 UTC
in Who will be the next superpower? Post #259056
I think we can all can safely conclude that cheesy squirt bottles will be the next superpower.
I'm am supporting the new monarchy, I already have 2 cheese squirt bottles in my house!
Posted 15 years ago2008-11-25 16:31:07 UTC
in Running Hammer with steam Post #259053
Oh, and for future reference, just highlight the contents of the compilator log and hit Ctrl+C, or go to edit and hit "copy contents to clipboard" Then press Ctrl+V to paste it.
Posted 15 years ago2008-11-25 16:27:18 UTC
in Controlled car Post #259052
I did a bit of lookin for you Tetsu0, and I found this:

Clicky

I think thats the example map we were thinking of, it also points to a forum post that supposedly explains how to do it, though I didn't follow that link.
Posted 15 years ago2008-11-25 15:41:46 UTC
in Controlled car Post #259047
There was a remote controlled car example map!

Ok, the search is absolute crap. Its like it searches based on letters, and returns you everything that has your letter somewhere in it. PB said he'd fix it though.
Posted 15 years ago2008-11-25 08:44:15 UTC
in Who will be the next superpower? Post #259034
I had a dream last night that the USA went into another great depression.

I can't remember much of the dream, but still. :cry:
Posted 15 years ago2008-11-25 08:40:41 UTC
in Removing Directional effects in Half-lif Post #259033
I'll try this after I get home from school today, I was too bogged down in papers last night. I'll let you know how it goes
Posted 15 years ago2008-11-24 17:32:48 UTC
in OpenGL VS Direct3d and software. Post #259018
OpenGL is not an option for this computer.

I'm using An ATI radeon x1950 Pro.

I have another computer that runs Half-life fine, using an ATI Radeon X800 XL

I synced my CCC settings between the two computers but it didn't seem to change it.
Posted 15 years ago2008-11-24 08:08:00 UTC
in OpenGL VS Direct3d and software. Post #258956
*Edit! (see images)

Nope, print screening it and pasting it into paint did not change it at all. It still appears normal, even though it was taken while the game was having graphical issues.

I also tried taking screenshots with FRAPS, and Xfire, all turned up the same results.

I also took videos with FRAPS and Xfire, and the graphics look normal then too!

Its just when I'm in-game that the graphics are bonkers.

Edit: here are two images from my game.
User posted image
That one I took using my camera, I know the quality has deteriorated because I took a picture of a computer screen, but it serves its purpose. Notice the high brightness and washed out graphics. This is running in Direct 3D mode.
User posted image
This one was taking through half-life's screenshot system, while running in the same video mode as the one above, and while it had the same graphical issues. Notice that it looks normal, even though it did not ingame

So, is everyone that is using software or D3D going to have that horrible brightness when playing my map? If so I would have to make 2 versions of the mod, one openGL, one software/D3D
Posted 15 years ago2008-11-23 15:03:30 UTC
in Running Hammer with steam Post #258982
Well, that compile log above looks like its a problem with your lights .rad, like Captain Terror said.

Delete everything in your lights.rad file, and then put in everything you need, and pay careful attention to the syntax.

I can't remember precisley, but I think I got that compile error when I messed up some names of textures. let us know.

Also, using the compilator would be a good idea, try posting the compile log for that one too.
Posted 15 years ago2008-11-23 14:56:43 UTC
in Removing Directional effects in Half-lif Post #258980
Thanks for the help 3mil, but unfortunatley, I tried that and it didn't help at all, indeed, it was worse, as worldcrafter warned.

As for srry's solution, I'm mapping using my WON installation, so I'll have to wait until I switch to steam before I can do your solution. (there is no media folder in WON half life to my knowledge)

Muzzleflash, My current set up has the ambient_generic with the play everywhere tag. The sound still changes directionally, even though the volume remains constant.
Posted 15 years ago2008-11-23 06:22:30 UTC
in Running Hammer with steam Post #258961
Also, ZHLT compiles your map, not your game.
Lol Particulars.

I haz compiled internets
Edit: I just downloaded the compile tools and Im already using zhlt to compile my game
Indeed, did that mean that your problem is fixed? Or that you were already using ZHLT before? (That wouldn't make sense though, considering the log)

I'm going to assume your problem is fixed until you post back.
Posted 15 years ago2008-11-23 06:12:44 UTC
in Who will be the next superpower? Post #258959
nah, would never happen. They have too many internal problems.
Posted 15 years ago2008-11-23 04:32:27 UTC
in Who will be the next superpower? Post #258954
Eh, I don't think thats going to change for a while.
Posted 15 years ago2008-11-23 03:59:38 UTC
in OpenGL VS Direct3d and software. Post #258951
*EDIT:
Interesting, while trying to get screens for this topic, I noticed something. The screenshot I took while in D3D mode, was completely normal! It was certainly not that way ingame! very weird, when I'm playing, the lighting is messed up, but if I take a screenshot, and view that, it looks completely normal. I don't understand how that is happening, screenshot is supposed to take an image of whats exactly on the screen, right?

End Edit

Alright, heres the issue. I created my map on a computer where I could test it with OpenGL. But now I moved it over to my main computer to work on it, and this computers graphics card will not support OpenGL in half-life.

It runs software, and direct3d modes fine, but the lighting is all messed up in the map!

So now I have this question, if the lighting is different under OpenGL than it is under Software and D3D, am I supposed to release two versions of my mod, or what?

I would like to keep the experience constant for everyone, and NOT forcing D3D and software users to suffer overbrightness, and washed out graphics, while the openGL users enjoy the map as it was designed.
Posted 15 years ago2008-11-23 03:50:24 UTC
in Removing Directional effects in Half-lif Post #258952
Sorry for the long-winded title, but I'm not sure how else to describe it.

I want to include a .wav in my map using an ambient_generic, to make some music in the background.

I check play everywhere, and the volume remains constant throughout the map, however, when you turn around, you can tell which direction the actual entity is, so it sounds like the sound is being played from somewhere inside the play area, which is not what I want a music track to sound like.

Is there any way around that directional effect? Or is there any workaround I could use to include music in my map through other means?
Posted 15 years ago2008-11-23 02:43:29 UTC
in Building a New Rig Post #258950
Yea, now that you mention it, they might be on to something there......

But don't worry, I have seen a lot worse.
:aggrieved:
Posted 15 years ago2008-11-23 02:31:36 UTC
in Building a New Rig Post #258948
Dont worry Tito, I'll send you a christmas card!

Nah, just kidding. My parents said that they wont even get any made, because of the look on my face in the picture.

Apparently I looked like I was an imminent danger to the life of the picture taker. Whatever. ;)
Posted 15 years ago2008-11-23 02:08:14 UTC
in Running Hammer with steam Post #258941
By quality of compile I meant ease of use, and ease of error-finding, and troubleshooting.

Compile results are exactly the same, I suppose I worded that sentence wrong.

Exceptions exist though, there are times when hammer hits an error, and it wont compile, or compiles a map that wont load, and then I compile through the compilator, and it has no errors and creates a perfectly working map.
Posted 15 years ago2008-11-23 02:02:49 UTC
in Building a New Rig Post #258939
I was not expecting that price!

Jeeze, my jaw dropped!
Posted 15 years ago2008-11-23 01:55:34 UTC
in Running Hammer with steam Post #258938
Might be the fact that its another program you have to start up other than hammer, its yet another program to set up to work with your map, and its yet another program that can mess something up.

Its a pain in the butt sometimes (hence why I sometimes use hammer instead of the compilator sometimes, I mean, it is easy just to hit F9 and go, am I right?) But as far as quality of compile, front end compilers are better.
Posted 15 years ago2008-11-23 01:30:27 UTC
in Running Hammer with steam Post #258934
true that, I still think you could get some monetary compensation out of Muzz :P

All that stuff is nice, but what I like the most about the compilator is, while compiling, I can still use my computer to map, or browse the internet, whereas if I compile with hammer, my computer is completely frozen until the compile is through.

I also like the progress % indicators with the compilator.
Posted 15 years ago2008-11-23 01:17:33 UTC
in Building a New Rig Post #258932
Last I checked, graphics cards were an essential computer component.

And lol, Bro edition.
Posted 15 years ago2008-11-23 00:55:24 UTC
in Running Hammer with steam Post #258927
Compilator is your friend.
General discussion >> Utility - Compilator
So... Is Muzzleflash paying you for all this free advertising or what? ;)
Posted 16 years ago2008-11-22 15:15:41 UTC
in Compile problems Post #258900
Problem Fixed! It compiled full with no errors, and the map loads with no errors.

The solution?

Moved the compile tools to the sierra/half-life directory.

Thanks Killer Duck!

And thanks to everyone else for your help.
Posted 16 years ago2008-11-22 15:06:30 UTC
in l4d_glasgow Post #258903
This is a great idea for a campaign, and now you've said you'll do it, you have to do it, otherwise TWHL will rise against you.
Posted 16 years ago2008-11-22 00:50:21 UTC
in Compile problems Post #258884
No water in this map.
Posted 16 years ago2008-11-21 23:53:52 UTC
in L4D Community Campaign Post #258882
I love your drawing style. It reminds me of how I drew when I was age 6-12

Stick figures with huge non-proportional guns, and lots of blood. ;) \

I love the train idea, it gives players some reward to be able to mow down the mass of zombies running futily after the train
Posted 16 years ago2008-11-21 18:41:45 UTC
in Compile problems Post #258865
Enabling wad auto detect allows it to compile, but then i get bad surface extents errors ingame.

It looks like it still cant find my .wads

Compilator log:

[quote] hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: hlcsg.exe -nowadtextures -wadautodetect -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.map
Entering H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

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

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.09 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(0.44 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 3724/32768 74480/655360 (11.4%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 237/32767 9480/1310680 ( 0.7%)
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] 0/8388608 ( 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: 83960 bytes

Warning: Wad file '\games3\sierra\half-life\valve\customtex.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\barney.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\halflife.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\decals.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\liquids.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\osprey_wad.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\xeno.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\zhlt.wad' not found
Warning: Wad file '\games3\sierra\half-life\valve\spacetex.wad' not found

Warning: ::FindTexture() texture SKY not found!
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture CRYS_2TOP not found!
Warning: ::FindTexture() texture CRYS_2A not found!
Warning: ::FindTexture() texture C2A3COMPACTOR1 not found!
Warning: ::FindTexture() texture TNNL_W4B2 not found!
Warning: ::FindTexture() texture LAB1_PANEL1D not found!
Warning: ::FindTexture() texture LAB2_W3A2 not found!
Warning: ::FindTexture() texture LAB1_COMP8B not found!
Warning: ::FindTexture() texture TNNL_FLR3C not found!
Warning: ::FindTexture() texture TNNL_C3D not found!
Warning: ::FindTexture() texture TNNL_W7 not found!
Warning: ::FindTexture() texture BA_LIGHT01 not found!
Warning: ::FindTexture() texture ~SPOTRED not found!
Warning: ::FindTexture() texture DRKMTLT_BORD11 not found!
Warning: ::FindTexture() texture +A~GYMLIGHT not found!
Warning: ::FindTexture() texture LAB1_GEAR3 not found!
Warning: ::FindTexture() texture ~LAB1_COMP7B not found!
Warning: ::FindTexture() texture LAB1_DOOR01 not found!
Warning: ::FindTexture() texture CLIP not found!
Warning: ::FindTexture() texture OUT_SND2 not found!
Warning: ::FindTexture() texture AAATRIGGER not found!
Warning: ::FindTexture() texture {FENCE not found!
Warning: ::FindTexture() texture +1~LAB1_GAD3 not found!
Warning: ::LoadLump() texture +1~LAB1_GAD3 not found!
Warning: ::LoadLump() texture +A~GYMLIGHT not found!
Warning: ::LoadLump() texture AAATRIGGER not found!
Warning: ::LoadLump() texture BA_LIGHT01 not found!
Warning: ::LoadLump() texture C2A3COMPACTOR1 not found!
Warning: ::LoadLump() texture CLIP not found!
Warning: ::LoadLump() texture CRYS_2A not found!
Warning: ::LoadLump() texture CRYS_2TOP not found!
Warning: ::LoadLump() texture DRKMTLT_BORD11 not found!
Warning: ::LoadLump() texture LAB1_COMP8B not found!
Warning: ::LoadLump() texture LAB1_DOOR01 not found!
Warning: ::LoadLump() texture LAB1_GEAR3 not found!
Warning: ::LoadLump() texture LAB1_PANEL1D not found!
Warning: ::LoadLump() texture LAB2_W3A2 not found!
Warning: ::LoadLump() texture NULL not found!
Warning: ::LoadLump() texture OUT_SND2 not found!
Warning: ::LoadLump() texture SKY not found!
Warning: ::LoadLump() texture TNNL_C3D not found!
Warning: ::LoadLump() texture TNNL_FLR3C not found!
Warning: ::LoadLump() texture TNNL_W4B2 not found!
Warning: ::LoadLump() texture TNNL_W7 not found!
Warning: ::LoadLump() texture {FENCE not found!
Warning: ::LoadLump() texture ~LAB1_COMP7B not found!
Warning: ::LoadLump() texture ~SPOTRED not found!
Texture usage is at 0.00 mb (of 8.00 mb MAX)
0.59 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: hlbsp.exe -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.map

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)

SolidBSP [hull 0] 500...886 (0.06 seconds)
BSP generation successful, writing portal file 'H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.prt'
SolidBSP [hull 1] 500...1000...1248 (0.09 seconds)
SolidBSP [hull 2] 500...1000...1326 (0.09 seconds)
SolidBSP [hull 3] 500...1000...1290 (0.09 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 10/400 640/25600 ( 2.5%)
planes 1568/32768 31360/655360 ( 4.8%)
vertexes 2187/65535 26244/786420 ( 3.3%)
nodes 922/32767 22128/786408 ( 2.8%)
texinfos 237/32767 9480/1310680 ( 0.7%)
faces 1632/65535 32640/1310700 ( 2.5%)
clipnodes 3679/32767 29432/262136 (11.2%)
leaves 628/8192 17584/229376 ( 7.7%)
marksurfaces 2052/65535 4104/131070 ( 3.1%)
surfedges 7602/512000 30408/2048000 ( 1.5%)
edges 3944/256000 15776/1024000 ( 1.5%)
texdata [variable] 100/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 10211/524288 ( 1.9%)
24 textures referenced

Total BSP file data space used: 230107 bytes

0.75 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: hlvis.exe -chart -estimate -texdata 8192 H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.map
564 portalleafs
2238 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(2.81 seconds)
LeafThread:

--- END hlvis ---

[/quote]
Posted 16 years ago2008-11-21 17:58:20 UTC
in Compile problems Post #258862
You don't understand, Hammer is completely configured to work with my WON installation.

I was just pointing out that I have steam Half life also installed on the same computer.
Posted 16 years ago2008-11-21 08:37:33 UTC
in We're Not Wasting Time at TWHL Post #258841
I don't use Myspace. And I turned out fine.*

*statement subject to change.
Posted 16 years ago2008-11-21 08:17:50 UTC
in L4D Community Campaign Post #258840
Correct Worldcrafter is correct.

That would be an awesome setting for some urban-esque zombie madness!
Posted 16 years ago2008-11-20 22:10:43 UTC
in Compile problems Post #258818
Edit!

The time I get these errors seems to coincide with when I installed steam HL.

Hammer still points to the WON half life. (which is still installed)

Could that be it?

Edit Edit: What am I thinking, why am I not using the compilator? I'll be back shortly ;)
Posted 16 years ago2008-11-20 21:59:51 UTC
in Compile problems Post #258816
Back with some weird problem.

[quote]
** Executing...
** Command: Change Directory
** Parameters: "H:\Games3\SIERRA\Half-Life"

** Executing...
** Command: Change Directory
** Parameters: "h:\games3\sierra\half-life\valve\maps\airtower_out_p2"
  • Could not execute the command:
Change Directory "h:\games3\sierra\half-life\valve\maps\airtower_out_p2"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: Change Directory
** Parameters: "h:\games3\sierra\half-life\valve\maps\airtower_out_p2"
  • Could not execute the command:
Change Directory "h:\games3\sierra\half-life\valve\maps\airtower_out_p2"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: Change Directory
** Parameters: "h:\games3\sierra\half-life\valve\maps\airtower_out_p2"
  • Could not execute the command:
Change Directory "h:\games3\sierra\half-life\valve\maps\airtower_out_p2"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: Copy File
** Parameters: "h:\games3\sierra\half-life\valve\maps\airtower_out_p2.bsp" "H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.bsp"

** Executing...
** Command: Copy File
** Parameters: "h:\games3\sierra\half-life\valve\maps\airtower_out_p2.pts" "H:\Games3\SIERRA\Half-Life\valve\maps\airtower_out_p2.pts"

** Executing...
** Command: H:\Games3\SIERRA\HALF-L~1\hl.exe
** Parameters: +map "airtower_out_p2" -dev -console

[/quote]

I only started getting this error quite recently.

So what does access denied mean?
Posted 16 years ago2008-11-20 21:17:34 UTC
in L4D Community Campaign Post #258810
Cernobil?

Do you mean Chernobyl?

Anyway, Mines sounded kind of bland to me, but then I saw that picture, I like the damp cave idea, reminds me of episode 2.
Posted 16 years ago2008-11-20 21:13:15 UTC
in Competition 26 Post #258808
That cake looks like cheap crap with icing.
Posted 16 years ago2008-11-19 00:00:06 UTC
in Vac Bands Post #258725
At least VAC is better than Punkbuster.

At least VAC catches cheaters, whereas punkbuster just annoys the hell out of everyone without even doing its job.

Sorry that you got banned, I don't know what else to say other than, why did you cheat!?

Kinda stupid, but it sucks that you cant get your playing ability back :(