Forum posts

Posted 17 years ago2007-01-19 10:21:31 UTC
in [Finished] ka_acer_remake Post #209950
I have fixed few bugs now you can play on it with fear that you will sudenly die becaus of bug.
Posted 17 years ago2007-01-18 19:35:14 UTC
in [Finished] ka_acer_remake Post #209912
Hello.
I have finnished my map. Because its my first release I would like to know what do you think about it. Give me some advices what could I make better on that map. Regards.

Link: http://twhl.co.za/mapvault_map.php?id=4385
Posted 17 years ago2007-01-18 19:12:56 UTC
in How to block buying ? Post #209911
IT WORKS xD
I have added buyzone entity in block and this thing tricked HL engine :)
Thanks tomorow i will publish my map i think ka_ manicks will like it ;)
Regards and thank you once again.
Posted 17 years ago2007-01-18 18:43:55 UTC
in How to block buying ? Post #209908
Hello. Im makeing my third map and I want to finish this one ;(
I have added info_map_parameters entity and set Weapon Buying to Neither CT's nor T's can't buy guns. But when Im starting game doesnt matter from my steam or from server Im able to buy weapons in first round.
This horrible effect if off when map is restart by sv_restartround or on next round. How can block buying so players wont be able to buy also in first round. Im begging you help me. This is my 3rd map and if I wont finnish this one to I will go crazy.
Posted 17 years ago2007-01-17 21:09:44 UTC
in triger_push how to determine direction? Post #209862
I have set uped the power property Im not that stupid :lol:.
I just dont know how can i change direction.
Posted 17 years ago2007-01-17 16:26:11 UTC
in triger_push how to determine direction? Post #209837
Unfortunately i think that there isnt posible to deterimne exact way of pushing. I tryed over 5 diffrent settings and i still cant force CS to push me in direction other than on Z Axis.
Posted 17 years ago2007-01-17 10:30:32 UTC
in triger_push how to determine direction? Post #209797
http://img299.imageshack.us/img299/6985/untitled1li0.gif

And another one flipped on front (y/z) 180 degree
Posted 17 years ago2007-01-17 09:55:48 UTC
in triger_push how to determine direction? Post #209794
I dont get it.
Im trying to be a mapper since over month and i still have problems with this setting. Please show me somehow how does it work. I takes ages for me to se proper direction.
Posted 17 years ago2007-01-17 08:57:01 UTC
in triger_push how to determine direction? Post #209792
Hello.
Ive made small map where is a triger_push.
I dont know how can I determine proper push direction ( pitch yal roll )
Is there some good way to determine direction settings ?
Posted 17 years ago2007-01-14 06:27:59 UTC
in func_tracktrain bug. How to fix it? Post #209561
Ups sorry :P
My brain didnt wake uped yet :nuts:
http://twhl.co.za/mapvault_map.php?id=4375
Posted 17 years ago2007-01-14 05:36:17 UTC
in func_tracktrain bug. How to fix it? Post #209557
Ok I have uploaded my map.
It uses de_vegas.wad
cstrike.wad
halflife.wad and wad included in package.
Regards and thanks in advance.
Posted 17 years ago2007-01-13 18:26:32 UTC
in func_tracktrain bug. How to fix it? Post #209528
Hello I'm so close to end of creating my fisrt map but I have troubles with func_tractrain.
I have two train on my map they are fallowing path_track but when round is restarted they are behaving strangly. They want to back to the position where they last where. For example
train1:
startposition: path1

if he will end at path8 he will go directly to path8 at new round and he will mis other points between path1 and path8. My friend told me that there is some medicine for this strange behaviour but he dont remember how to fix it.
Can you please help me ?
Ive done everything I wanted on my map but there is still problem with that. Regards orglee
Posted 17 years ago2007-01-13 01:36:30 UTC
in Checking map required files. ( mdl's Post #209475
Hello again.
I want to make map pack for my friends. How can I check map required files ?
I know that if map need's some wad-file and person/player dont have that wad-file often player cant connect to server ( if there is no information in map res file wad file simply wont be uploaded to player ) I have many maps but first of all checking all res file's would be a crazy idea and second thing is i dont have even one res file. So how can I check files ( mdl's wav's wad's or more required by specific map ?
Regards.
Posted 17 years ago2007-01-12 16:54:22 UTC
in Error i dont understan Post #209453
But here http://zhlt.info/common-mapping-problems.html#leak_in_hull_1
I have that i dont have to care about leak's. It isnt up to date or I miunderstuded something ?
Regards.
Posted 17 years ago2007-01-12 15:46:31 UTC
in Error i dont understan Post #209448
What is wrong ?
Why i cannot compile my map ?

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: D:CounterStrikeKompilacjahlcsg.exe kade_glassworld
Entering kade_glassworld.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 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 [ on ] [ 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
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.27 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.42 seconds)

Including Wadfile: counterstrikekompilacjazhlt.wad
  • Contains 6 used textures, 13.64 percent of map (8 textures in wad)
Using Wadfile: counterstrikewadyde_vegas.wad
  • Contains 5 used textures, 11.36 percent of map (101 textures in wad)
Using Wadfile: counterstrikewadyhalflife.wad
  • Contains 13 used textures, 29.55 percent of map (3116 textures in wad)
Using Wadfile: counterstrikewadycstrike.wad
  • Contains 2 used textures, 4.55 percent of map (123 textures in wad)
Using Wadfile: counterstrikewadyshonenclub.wad
  • Contains 18 used textures, 40.91 percent of map (25 textures in wad)
added 3 additional animating textures.
Texture usage is at 1.06 mb (of 4.00 mb MAX)
1.14 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: D:CounterStrikeKompilacjahlbsp.exe kade_glassworld

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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 ]
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] 469 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity path_corner @ ( 384,-640,-300)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...778 (0.08 seconds)
Warning: === LEAK in hull 1 ===
Entity path_track @ (1000,-1320, -96)
SolidBSP [hull 2] 500...749 (0.06 seconds)
Warning: === LEAK in hull 2 ===
Entity path_track @ (-184,-1336, -72)
SolidBSP [hull 3] 500...777 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity path_corner @ ( 384,-640,-300)
1.17 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: D:CounterStrikeKompilacjahlvis.exe -estimate -fast kade_glassworld
>> There was a problem compiling the map.
>> Check the file kade_glassworld.log for the cause.

--- END hlvis ---

hlrad 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 hlrad ---
Command line: D:CounterStrikeKompilacjahlrad.exe -estimate kade_glassworld
>> There was a problem compiling the map.
>> Check the file kade_glassworld.log for the cause.

--- END hlrad ---
Posted 17 years ago2007-01-11 16:21:56 UTC
in func_train - Block stops in random pos.. Post #209324
Hello.
Ive made about 18 path_corner's one func_train added to it brush with origin teksture and that train stops in random position. Sometimes after second path_corner sometimes after 5th 3th and sometimes it dont move even a bit.
What is wrong ? Train is started from multi_manager assigned to game_playerspawn. Help please.
Posted 17 years ago2007-01-11 06:28:53 UTC
in How to fill room with water ? Post #209292
I have problem with setting flood direction.
I cant make that block to go from bottom to up or up to bottom. I tryed may combinations od X Z Y values and still nothing works. How i have to set that property to gain good looking flood ?
Posted 17 years ago2007-01-10 22:13:21 UTC
in How to fill room with water ? Post #209264
Hello Ive omost finished my map but I need to know how can I fill a room with water. I tryed to do it with entity func_train tekstured with water but it was no use :( help me please. How can I room to fill with water after pressing some button?
edit>
Now I know how to set up func_water ( the same like doors ) but I can change direction propertly.
How i should set up Pitch Yaw Roll property so the wather level will flow from floor to the ceiling - roof UP.
Posted 17 years ago2007-01-10 13:05:19 UTC
in func_rotating how can i change direction Post #209208
Thank you it works :)
But i have other problem.
When player is jumping under spining blocks he is being killed.
Ive marked that place with red rectangle. http://img348.imageshack.us/img348/6508/untitled1ca9.gif
I didnt tested other places but probobly its gonna happen the same thing when someone jump. How can I prevent killing when player jumps under roof.
I dont want to remove property Damage Inflicted when Blocked because on top of that roof is teleport and I want a player to be able to go to that teleport only when he will press specific button and stop that rootating banner.
Posted 17 years ago2007-01-10 13:00:30 UTC
in How can i change explosion strength (c4) Post #209207
Thank you [SOLVED] :)
Posted 17 years ago2007-01-10 11:19:51 UTC
in func_rotating how can i change direction Post #209200
Hello i have 4 blocks over roof i want them spin around that roof.
I've Tied to entity these blocks and choosed func_rotating but i dont know how i can force them to spin around roof. Please help.
My english isnt perfect so Im placeing here an image that should explain this thing. Regards. http://img460.imageshack.us/img460/194/untitled1jb5.gif
Posted 17 years ago2007-01-10 00:42:43 UTC
in How can i change explosion strength (c4) Post #209169
I've made very small de map.
Now i should set up explosion strength or after c4 will blow everyone on map will be dead. How can i change explosion strength ?
Posted 17 years ago2006-12-30 14:32:37 UTC
in Door with breakable glass Post #207939
This isnt exacly what i wanted but doors are working fine.
My tip for others is that you will have to set diffrent Lip value for each element, doors and both glass windows :)
http://img405.imageshack.us/img405/8453/halflife00sf1.jpg
Posted 17 years ago2006-12-28 08:42:56 UTC
in Door with breakable glass Post #207780
And if I would made door with glass and set them to func_train and used invisible button to start moving them. Does it would be posible then ?
Posted 17 years ago2006-12-27 16:22:17 UTC
in Door with breakable glass Post #207715
Hello. How can i make a door with breakable glass ?
I searched on many pages but I still dont know the answare.
Please help me.
Regards.