Forum posts

Posted 20 years ago2004-05-15 23:38:15 UTC
in mp3 entity in cs 1.6? Post #27194
bump...
Posted 20 years ago2004-05-15 23:36:32 UTC
in OMFG!!! Post #27191
well, i hope your also not compiling in hammer...
if you are, use the command line instead, much more reliable and faster
Posted 20 years ago2004-05-15 23:34:16 UTC
in OMFG!!! Post #27189
well, hehe....

i had that XXXXX solids could not be loaded problem...
turns out, it was a a n00bish mistake... ;)
simply load hammer w/o any maps and reduce the # of wads your using down to 8 or less. That should fix it, but if it doesnt, I don't know what...
Posted 20 years ago2004-05-15 23:07:55 UTC
in mp3 entity in cs 1.6? Post #27185
Has the CS 1.6 code been updated to create or modify an exsisting entity to support the playing of mp3s? I know Steam has the capability as I read in a tutorial article...
Posted 20 years ago2004-03-30 22:47:08 UTC
in Compile Error - HLBSP Post #20886
Strange indeed...

The problem seemed to be a hint brush I used to break vis between two rooms. Once I deleted it, it ran fine. Another question... although I do not believe it is possible, can you use the HL monster entities (like monster_headcrab/monstermaker) in CS? Any way at all?
Posted 20 years ago2004-03-30 22:28:19 UTC
in Compile Error - HLBSP Post #20876
No good. Same crash, only in Hammer.
Posted 20 years ago2004-03-30 22:12:43 UTC
in Compile Error - HLBSP Post #20874
Here's the problem:

I made a simple box map with a HL monstermaker entity and monster_headcrab entity. Everything is fine. When I compile the map, (through console, not Hammer), CSG runs fine without any errors, but when I go to to run hlbsp.exe (BSP compiler), it crashes without an error. I get the whole "This program needs to close, send error report?" thing. How can I solve this or what is a common cause for this? Never had this before...

Specs:
Hammer 3.5 beta
ZHLT 2.5.3 Custom Build 1.7
Windows XP Professional
Posted 20 years ago2003-11-23 01:02:36 UTC
in Map crashes server. r_speeds? Post #5421
I've reduced r_speeds and gotten rid of all invalid solid structures but its still not working : Help!
Posted 20 years ago2003-11-21 22:37:55 UTC
in Map crashes server. r_speeds? Post #5289
Hmmm... frustrating... I've tried everything and it still doesnt work. Here is the compile proccess:

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-Lifecstrikepistolzshieldz.map" "C:SierraHalf-Lifecstrikemapspistolzshieldz.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:SierraHalf-Lifecstrikemapspistolzshieldz"

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~1VALVEH~1toolshlcsg.exe C:SierraHalf-Lifecstrikemapspistolzshieldz
Entering C:SierraHalf-Lifecstrikemapspistolzshieldz.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (6.13 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 102 used textures, 94.44 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecs_assault.wad
  • Contains 3 used textures, 2.78 percent of map (22 textures in wad)
Using Wadfile: sierrahalf-lifecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecstrike.wad
  • Contains 1 used texture, 0.93 percent of map (123 textures in wad)
Using Wadfile: sierrahalf-lifecstrikecs_office.wad
  • Contains 1 used texture, 0.93 percent of map (102 textures in wad)
Including Wadfile: sierrahalf-lifecstrikezhlt.wad
  • Contains 1 used texture, 0.93 percent of map (3 textures in wad)
added 20 additional animating textures.
Texture usage is at 1.27 mb (of 4.00 mb MAX)
18.55 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:SierraHalf-Lifecstrikemapspistolzshieldz"

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~1VALVEH~1toolshlbsp.exe C:SierraHalf-Lifecstrikemapspistolzshieldz

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:SierraHalf-Lifecstrikemapspistolzshieldz.prt'
12.30 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: -fast "C:SierraHalf-Lifecstrikemapspistolzshieldz"

g_fastvis = true
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~1VALVEH~1toolshlvis.exe -fast C:SierraHalf-Lifecstrikemapspistolzshieldz
1691 portalleafs
5320 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 [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.61 seconds)
average leafs visible: 1177
g_visdatasize:315839 compressed from 358492
27.03 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:SierraHalf-Lifecstrikemapspistolzshieldz"

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~1VALVEH~1toolshlrad.exe C:SierraHalf-Lifecstrikemapspistolzshieldz

= 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 ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

7610 faces
Create Patches : 30342 base patches
0 opaque faces
192713 square feet [27750714.00 square inches]
78 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (167.25 seconds)
visibility matrix : 54.9 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (476.70 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (143.78 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (76.59 seconds)
Transfer Lists : 31488020 : 31.49M transfers
Indices :    25788360 :   24.59M bytes
   Data :   125952080 :  120.12M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.05 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (19.83 seconds)
907.28 seconds elapsed [15m 7s]

--- END hlrad ---

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: -game cstrike -dev +map "pistolzshieldz"
Posted 20 years ago2003-11-21 22:33:21 UTC
in Dizzy's Map is finished!!!!! Post #5288
"Never ever release your first map."

I released my first one and it turned out fine, alota people liked it and it is now regularly played on my clan server. Find it in the completed maps section, called fy_storage_v2. Rate it. ;)
Posted 20 years ago2003-11-21 16:56:05 UTC
in low gravity Post #5266
Oh wait, someone already mentioned the brush entity, silly me for not reading all the replies!
Posted 20 years ago2003-11-21 16:54:34 UTC
in low gravity Post #5265
But your all wrong :badass: ! Bwahahaha

Actually, only half wrong.
You can make gravity a map default. There is a brush entity called trigger_gravity which you can use to lower gravity. Its not only server-side ;)
Posted 20 years ago2003-11-21 16:49:56 UTC
in Map crashes server. r_speeds? Post #5264
When I said small I meant the ingame playing area is small, not the BSP size in bytes. As for the entites (ingame data when you send the command entites), it lists 488, most of these which are weapon models and ammo_9mmclip models. I believe in this case, the game_player_equip entites (thats right, 2 of them). Give all pistols, all grenades and full ammo for each gun. Why two of these? One is triggered at game_player_spawn and the other by a trigger_multiple which is around my ammo boxes.

Although I get 488 entites ingame, there is nowhere near that many when in the editor. In the editor there are no more than 50 point entites and 30 brush entites.

Is this the problem?
Posted 20 years ago2003-11-20 20:29:02 UTC
in Map crashes server. r_speeds? Post #5218
I dunno, thats just what it said and I have trouble believing it. Maybe it has to do w/ compiling it w/ VIS on full mode. Anyhoo, if anyone would like to take a look at it, email me, skier55d@hotmail.com and ill send you the necessary files.
Posted 20 years ago2003-11-20 18:22:10 UTC
in Map crashes server. r_speeds? Post #5211
No, ping is not the focus of r_speeds, just ignore the ping part, thw wpolys and epolys is the important part
Posted 20 years ago2003-11-20 17:42:55 UTC
in Map crashes server. r_speeds? Post #5203
I've just created my 2nd map called pistolzshieldz. When I go to run it on servers though, as soon as more than 3 people join the game, the server crashes and/or reboots. The map itself is realtively small (think scoutzknivez size) but after compilation is 2.8mb. Could this be caused by a too many brushes being rendered, too many gibs or something to do with my game_player_equip entity? The r_speeds data ingame reports this:

30 FPS, 12 MS (ping), 2300 wpoly, 1106 epoly

I know the wpoly is a tad bit high considering the desired range is 600 (hehe). Could this be the culprit?

And btw... I heard that sq_jackass has a similar problem.