Forum posts

Posted 17 years ago2007-10-16 21:46:09 UTC
in 2 questions. One expert, and 1 noob Post #236501
Well, I'm pretty sure you can spawn ammo, at least for Deleted Scenes, because they do, do it throughout the game, sorry though I doubt its even possible in CS or CZ. Also I think its also impossible to spawn a gun empty of ammo, theres a setting for when you spawn a gun using the entity with how much ammo you want the gun to have when picked up but If I remember right, theres no option for 0. :
Posted 17 years ago2007-09-09 14:29:18 UTC
in CS 1.6 ==> Bomb Radius Issue Post #233751
I'd just try to match the magnitude, and the radius to the big explosion you say happens the first round... so then you wouldn't really see the difference. And besides it is a bomb you know, its not just gonna be some small explosion.
Posted 17 years ago2007-09-02 13:27:54 UTC
in trigger_push and func_water Post #233339
I never said func_push??? Besides thats not even a real entity (if I said it I was meaning trigger_push, sorry for the confusion).

I'm gonna re-explain my process, sorry its just easier for me :)

I'm using a func_water (which is invisible), and 1pixel func_conveyor on top of that using the a scrollwater texture. Now this works just fine, the water moves and you can jump into it and it gives the effect of a moving river. Now the problem is, setting up a seperate trigger_push (inside the whole body of water) isnt working, because once the player enters the func_water the push doesn't work at all. Only at the top where the func_conveyor is, the trigger_push pushs the player for a split second, then subsides when the enter the water (am I repeating myself?). I know its working because I can throw a gernade in and it has no problem being pushed through the river, but for some reason the effect doesn't work with the player, func_water > trigger_push.

Would making the scrollwater fill the entire size of the river (with push of course), and then making a func_water overlapping the scroll work?

I'm gonna try it out right now...

EDIT: I don't think it works :(
Posted 17 years ago2007-09-02 12:17:30 UTC
in Game_masters and player_equips Post #233333
Ok, I'll re-explain what my problem is, for I was very sleepy last night.

I'm trying to get (CS 1.6), Counter-Terrorists to be equipped with a certain ammount of guns in the begining of each round, and the Terrorists to be equipped with a certain but DIFFERENT ammount of guns in the begining of each round.

Now, I've been browsing through the forums and have been reading that you need to set up a game_team_master (or whatever), and have it listed under the player_equip's team master.

I've been trying all different set-ups, re-arranging stuff, names, targets, checkboxs, and I still can't get the set-up to work. When I play, CT's are equipped with both T's and CT's weapons, and vis-versa with T's.

Hope this makes a little bit more sense :)
Posted 17 years ago2007-09-02 00:45:52 UTC
in Game_masters and player_equips Post #233319
Okay, right now I R VERY CONFUSED :zonked: , what I want is for a multi_manager, to trigger a 'strip' at 0.1 seconds, and then a 'equip' (actually 2 of them) at '0.2' seconds, and have each one equip both teams with different things. Now its the equip part were I'm kind of getting stuck. I have it set up right, however when I try to set it up for game_masters (to trigger different weapons for each team), It doesn't seem to work.

If anyone can explain to me please how to set up two different equips with game_masters for each team, it would be very appriciated. :)
Posted 17 years ago2007-09-01 22:51:53 UTC
in trigger_push and func_water Post #233312
Yeah i'd perfer it do be that deep, its a river and would probably look a little weird if it was so shallow, but then even if it was that shallow there really wouldn't be a point for a trigger_push if the player can stand in it, there wouldn't be enough water to push them off there feet. So either way is kind of a bad option, I'm just gonna leave it out unless anyone else knows how to get this to work.
Posted 17 years ago2007-09-01 19:21:09 UTC
in trigger_push and func_water Post #233307
Yeah its deep, about twice the players size :(
Posted 17 years ago2007-09-01 18:34:20 UTC
in trigger_push and func_water Post #233303
umm that really doesnt push them, if its only at the top they'll only be pushed 'at the top' and not once they enter the water... and besides thats the exact set up im using right now, and I need the player to be pushed no matter where they are in the body of water, thanks though :
Posted 17 years ago2007-09-01 17:42:08 UTC
in trigger_push and func_water Post #233300
Is there any 'easy' way to make a trigger_push work while in water. My river which contains the water, is using the scrolling method to make it look like its moving and I want it to be able to drag the player too. Its going at a speed of 60, and whenever I set up the trigger_push it only seems to work near the top, and once you enter the water, it stops pushing you. I've heard all kinds of things like set the speed to 800, but all that does is shoot the player across the map, and once again when they enter the water they stop getting pushed : (yes I'm setting the direction right).

Any help? :
Posted 17 years ago2007-08-27 22:39:17 UTC
in Mapping Help!!! Post #233035
We'll just to let you know in advance, make sure next time you post questions under the Half-Life Engine Discussion, not maps and mods. You're post is probably gonna be moved.

1. F5 = Screenshot (in-game I persume [it can vary on games, check your keyboard options]) or if your talking about while in Hammer, 'Print Screen' then open paint and select 'Paste'
2.cycler_sprite will allow you to insert models, make sure you locate the file and that it has the .mdl at the end.
3. Just run your compile and make sure that the 'Don't run game' box is checked (if your doing normal that is). In expert you shouldn't have to worry about anything.

Also theres a lot of websites which offer textures and stuff, try looking it up on google (I know interior is a big one).

Oh, and btw, I <3 TSRP maps!
Posted 17 years ago2007-08-27 20:33:49 UTC
in Model disappearing???? Post #233032
Ok, thanks
Posted 17 years ago2007-08-27 20:26:41 UTC
in Model disappearing???? Post #233030
I'm not blocking any area in my entire map (im assuming your meaning VIS Blockers [hint brush?]), and the tree is litterly 5 feet in front of me. When I enter the room, thats when the tree goes invisible looking as if most of its body is blocked out of view (still leaving its branches and leaves revealed though). Then when I move forward revealing the tree in the window, it re-appears. However the other tree, that isnt that far away, stays invisible the entire time when its always in view in the first place, and that one doesn't re-appear until I completely leave the room. :

EDIT: @habboi, oh does that mean that blocking the view of the ground below it will cause the entire thing to disappear? therefore im just placing them in bad places?
Posted 17 years ago2007-08-27 19:36:29 UTC
in Model disappearing???? Post #233027
Okay, so after fixing my model loading problem, I now have a new problem that I'm not quite sure how to fix. The same tree I was having problems with as well as another tree using the same model seems to disappear when I enter one specific place in my map. If I stand in the area both models are gone, if I move forward the closest one appears, and if I move out of the building both trees come back... anyone know what might be causing this?

Oh and btw, its only for these 2 cycler_sprites (the only ones happening to use this certain model).
Posted 17 years ago2007-08-27 19:29:43 UTC
in Map tries loading old models? Post #233026
there custom models like trees, oh and I fixed it, I had forgotten to redo my .res, thanks though
Posted 17 years ago2007-08-26 18:41:10 UTC
in Tree model not loading... Post #232968
Ahh thank you, the model was intersecting with the ground by like 1 pixel, now it shows up fine, but a new problem is when I run around in my map, random areas make the model (as well as another cycler_sprite set to the same model), to 'blink' or disappearing, whether or not I'm moving....

Also sorry for the late response
Posted 17 years ago2007-08-26 18:37:55 UTC
in Spongebob Map Post #232967
add the jellyfish, sprites maybe?

also the patricks rock, and the krusty krab sign look a little, bad, try working a little more on those, and what about the chumbucket? :(
Posted 17 years ago2007-08-25 20:44:20 UTC
in Map tries loading old models? Post #232889
Through all the editing I've done on one of my maps, I've changed some model names/path directories around... I've updated all of the cycler_sprites of course and everything works fine, however when I load the map, the console says Error loading, and then the old directory and old model name. I've deleted the old models and replaced them with the new ones, however it just bothers me to see an error message appear on my map :lol: . Anyone know why its doing this?

EDIT: Oh, and its also doing it for old sounds I have.
Posted 17 years ago2007-08-23 13:34:35 UTC
in Adding in FDGs. Post #232679
Yeah, I've seen it done in CS:CZ servers too...
Posted 17 years ago2007-08-23 00:00:04 UTC
in Tree model not loading... Post #232654
I have roughly 18 models in my map, and all are appearing in-game except for 1 tree. Yes the path name is correct (and inlcudes the .mdl, it even appears in Hammer). I thought maybe I'm overriding a model limit of some sort by including so many but, I'm not quite sure. Here's my compile log if I'm missing something...

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strike"

** Executing...
** Command: C:PROGRA~1ZHLThlcsg.exe
** Parameters: -high "c:program filesvalve hammer editormapsaim_riverbank_update2" -wadinclude aim_riverbank

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: C:PROGRA~1ZHLThlcsg.exe -high "c:program filesvalve hammer editormapsaim_riverbank_update2"-wadinclude aim_riverbank
Entering c:program filesvalve hammer editormapsaim_riverbank_update2.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 ]
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 [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[aim_riverbank]

39 brushes (totalling 236 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.77 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.52 seconds)

Including Wadfile: program filesvalve hammer editorwadsaim_riverbank.wad
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Contains 27 used textures, 100.00 percent of map (63 textures in wad)
added 2 additional animating textures.
Texture usage is at 0.94 mb (of 4.00 mb MAX)
2.73 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1ZHLThlbsp.exe
** Parameters: -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

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: C:PROGRA~1ZHLThlbsp.exe -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

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 [ High ] [ 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...1000...1500...1612 (0.19 seconds)
BSP generation successful, writing portal file 'c:program filesvalve hammer editormapsaim_riverbank_update2.prt'
SolidBSP [hull 1] 500...1000...1491 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1333 (0.17 seconds)
SolidBSP [hull 3] 500...1000...1500...1552 (0.25 seconds)
2.53 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1ZHLThlvis.exe
** Parameters: -high -full "c:program filesvalve hammer editormapsaim_riverbank_update2"

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: C:PROGRA~1ZHLThlvis.exe -high -full "c:program filesvalve hammer editormapsaim_riverbank_update2"
900 portalleafs
3016 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 [ High ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.64 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (791.59 seconds)
average leafs visible: 391
g_visdatasize:85778 compressed from 101700
795.48 seconds elapsed [13m 15s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1ZHLThlrad.exe
** Parameters: -bounce 10 -extra -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

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: C:PROGRA~1ZHLThlrad.exe -bounce 10 -extra -high "c:program filesvalve hammer editormapsaim_riverbank_update2"

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ High ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 10 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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~1ZHLTlights.rad']
[59 texlights parsed from 'C:PROGRA~1ZHLTlights.rad']

4182 faces
Create Patches : 24379 base patches
0 opaque faces
219868 square feet [31661020.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (238.22 seconds)
visibility matrix : 35.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (126.47 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (48.08 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (13.42 seconds)
Transfer Lists : 18325206 : 18.33M transfers
Indices :    14328668 :   13.66M bytes
   Data :    73300824 :   69.91M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 2 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 3 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 4 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 5 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 6 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.09 seconds)
Bounce 7 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 8 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
Bounce 9 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.13 seconds)
Bounce 10 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.09 seconds)
471.86 seconds elapsed [7m 51s]

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank_update2.bsp" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank_update2.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsaim_riverbank_update2.pts" "C:Program FilesSteamSteamAppsx4xaaronx4xcounter-strikecstrikemapsaim_riverbank_update2.pts"

** Executing...
** Command: C:PROGRA~1SteamSTEAMA~1X4XAAR~1COUNTE~2hl.exe
** Parameters: +map "aim_riverbank_update2" -game cstrike -dev -console

Any help? :

EDIT: Oh and also, I have another exact tree which shows up fine...
Posted 17 years ago2007-08-21 20:03:54 UTC
in Mixed face contents {BLUE & !waterblue Post #232560
OMG I LUV YOU!!! No, seriously thank you, that works :).
Posted 17 years ago2007-08-21 19:34:23 UTC
in Mixed face contents {BLUE & !waterblue Post #232557
Its just the water in my tunnel touching the roof of the tunnel, and for some reason the top of the water is visible, and since I have the 2 touching (and that the water moves), it looks as if the water is like going throw the roof of it. Its not really a problem, however it kinda looks bad, and was trying to fix it by making the top texture of the water invisible with {blue, there youd be unable to see the blend between them, but that doesnt work...
Posted 17 years ago2007-08-21 15:51:46 UTC
in Mixed face contents {BLUE & !waterblue Post #232541
I have some water areas in my map that are underground, and when they touch the actual ground the water kinda looks like its splitting into it and makes it look really bad. I thought I was able to just apply a {Blue texture to the face to fix this, but I'm getting the mixed face contents error. Is there any other way to do this, or am I just doing something wrong?

EDIT: Oh, and also I'm only applying the {blue to the top face, because for some reason, thats the only face that is visible and kinda splits when it touchs the ground.
Posted 17 years ago2007-08-19 20:15:21 UTC
in A moving river. Post #232452
.... nevermind, fixed it, forgot I accidently checked 'Start Open', lol. :lol:
Posted 17 years ago2007-08-19 18:54:37 UTC
in A moving river. Post #232449
Okay thanks,

also now a new problem, I'm trying the 1 pixel conveyor over func_water, however when I start the map, the water is completely outside of the map, and the conveyor is the only thing within the river space (Yes btw I've made sure the water is placed inside the map)???

EDIT: I tried placing the water, its size out of the map the opposite side it was being pushed to. The water is now in the map and fine, is the conveyor pushing it, or is there anyway I can stop this, (BTW I also have the conveyor set to no push).
Posted 17 years ago2007-08-19 18:51:00 UTC
in A moving river. Post #232447
Yaa, thanks I got it to work. Just a quick question though, how to a make the conveyor/water darker, is the FX settings act the same way as water, because Ive been messing around with it and its still really light.
Posted 17 years ago2007-08-19 18:22:15 UTC
in A moving river. Post #232445
The river in my map, I have found kind of plain, and I want it to move. I'm very new to this and I have absolutly no idea on how to get this to work. I've read most tutorials, and they all explain different stuff, and its very confusing. What I exactly want is a river (still water that you can jump in), but make it look as if its actually moving (vertically to be exact), and if at all possible still give the water, wave height.

Any help on how to do this would be very appriciated, thanks :)
Posted 17 years ago2007-08-10 13:28:13 UTC
in Map filled with water? Post #231771
Make sure that all water brushs aren't grouped together... if you group a series of water brushs in different locations/directions to 1 func_water, your map will end up flooding. Tie each brush to its own seperate entity.

Also a screenshot/better description of your map would help alot.

:)
Posted 17 years ago2007-08-08 16:08:11 UTC
in compiling/setup problem Post #231641
About finding the zhlt.wad, the parameter is correct, so that must mean that you don't have it loaded under 'Textures' in the Set-Up options. Make sure you include the path directory, then Hammer should find it.

By loading the map manually, I meant, just loading Condition Zero, and creating the 'Custom Server' with the map you compiled... also running in Normal, with the 'Couldn't load filesytem dll...' error still appearing, means you either still have the 'Don't run the game' box unchecked, or your still included the +map parameters (I don't know if this is proven true). The normal window tends to reset to the settings the last time it was used during a compile, sometimes that throws me off if im in a hurry...
Another one who uses the old Q Tools.
Get ZHLT.
You're running off ZHLT, aren't you? Your using the wad, path directory, and I think the executibles.
Posted 17 years ago2007-08-07 23:48:32 UTC
in compiling/setup problem Post #231557
You're compile log only has 1 error...
********** ERROR **********
Can't open c:zhltplayableb.p0
I'm not very sure if this is what is causing the problem, nor do I know how to fix it, but try browsing through the forums for info on .p0 files... I'd do it myself however I have to go soon, sorry :(.
so for the $csg.wad what do i put after it?
Well its the $csg_exe command line, under expert mode. All the command lines you'll find on the very left starting with $. Locate the 'Parameters' textbox once you have the command line targeted and type in: -wadinclude zhlt
Or an easier way is just compile in normal, and include the parameter in the single text box.
* Parameters: +map "playable" -game cstrike * Parameters: -dev -console +map "hidden_valley"
You're still compiling the map with these parameters... before you compile you need to make sure that you take these out (whether your in normal or expert). As for loading 2 different things, I think you might've copied the same parameters twiced, except changed the line? If you remove these that should fix it... Make sure you then, load up Condition Zero, and then load the map manually...

Hope this helps! :)
Posted 17 years ago2007-08-06 19:28:21 UTC
in Compile Errors on NONEXISTANT BRUSHES Post #231440
I had the exact same problem recently... non-existint brushs, after deleting brush based entities they'd come back up after compiling, and a list of brush errors that went on for pages...

Unfortunatly, the solution is rather time consuming... you need to go through, and copy every entity and brush thats existint and copy them onto a brand new map...

This should do the job however could take some time depending on the size of your map...

Hope this helps! :)

(Oh and the problem occured when Hammer seemed to have some memory dump, my settings had been reset [for me at least])
Posted 17 years ago2007-08-05 20:58:10 UTC
in compiling/setup problem Post #231350
Hmm.... well about the loading part, which returns you to hammer... try running Condition Zero (not through the compile process) and loading the map... if it returns you to your screen again... I'm not very sure about how to fix this, for I think there's a variety of things which can cause something like this (if its just through compiling, just simply take out the parameters, and compile without loading the game). Read through your compile log and make sure theres not any problems... and if you still can't seem to solve it try putting your map in the 'Problem Maps' Vault. I've had the same exact problem before with one of my maps and I can't quite remember what had caused it (I think it was a leak).

For your map being unable to find the zhlt.wad, make sure you included the parameters for including custom wads either under the normal or expert compile mode... the parameter would be -wadinclude zhlt and if you were compiling in Expert it would be under the $csg_exe command line.

About creating doors, I'm not quite an expert for I've never created one before :cyclops: but theres a tutorial here: http://twhl.co.za/tutorial.php?id=5

Hope this helps! :)
Posted 17 years ago2007-08-03 20:19:58 UTC
in compiling/setup problem Post #231205
Do you mean the "Couldn't load filesystem dll..." error? If so, the 'Don't run game after compile' box, on the normal compile window should have fixed the problem...
** Parameters: -dev -console +map "hidden_valley"
I'm not quite sure if this will solve it, but if your using these parameters, use them on the Expert Compile Window, not the normal... I think thats the same thing as unchecking the Don't Run Game box while compiling under normal... not sure though.

When running expert, put those parameters under the $game_exe command line...

Hope this helps :)
Posted 17 years ago2007-08-02 15:33:44 UTC
in Pimp My Shoes Post #231079
User posted image
Mine aren't as pretty though :P
Posted 17 years ago2007-08-02 01:35:05 UTC
in compiling/setup problem Post #231038
We'll, I'll try to help you the best I can..

1. "Couldn't load filesystem..." is caused by you trying to run the game after a compile... In the normal compile setup, near the bottom there is a "Don't run the game" box which you need to check... this should fix that problem...

2. As for the executables, all of steam's games (or at least the half-life games), are run off of the hl.exe. Although it says hl.exe each game uses a different version of it (I think, or the executables are the same, and its the other configuration files doing the work), they just keep the name the same.

3. I'm not quite sure about compiling for Condition-Zero for I havn't ever tried mapping for CZ, however I would assume that you'd have to download the Game Data File (.gdf).

4. Most tutorials talk about the directories being in C:Seirra, however not all operating systems have the same directory. Most of todays (or at least the ones I've seen), have the Counter-Strike (and other Half-Life Mods) directory in C:Program FilesSteamSteamAppsusername... for Counter-Strike it'd be... Counter-Strikecstrike

5. If your missing the executables (please make sure that they are named hl.exe), then try re-downloading Counter-Strike, or any other games.

Also please browse through the forums before posting, for some of this stuff has been answered quite a few times.

Hope this helps! :)
Posted 17 years ago2007-07-31 00:56:20 UTC
in Now Playing: ... Post #230841
Galvanize - The Chemical Brothers

don't hold back....
cause you woke up in the mornin', with initiative to move, so why make it harder....
don't hold back....
if you think about it, so many people do, be cool man, look smarter....
don't hold back....
and you shoudln't even care, bout those losers in the air, and their crooked stares....
don't hold back....
cause there's a party over here, so you might as well be here, where the people care....
don't hold back....

the world is holding back...
the time has come to...
the world is holding back....
the time has come to....
the world is holding back....
the time has come to....
GALVANIZE!
Posted 17 years ago2007-07-30 19:42:39 UTC
in Design an Emoticon! Post #230800
Yeah, thats where I was getting them from, lol.
Posted 17 years ago2007-07-30 19:36:17 UTC
in Design an Emoticon! Post #230798
is much greater than
Mmmm, thanks for the idea... I figured they'd come in handy for something... :P

The half-life one is pretty crappy though... the whole 16 x 16 -> 15 x 15, through me off and made the image come out terrible (not including what .gif also does to your image)

If their elligable (spelling is terrible) for the whole tag replacement thing, I'll make ones for every mod, as well as clean up the half-life one.
Posted 17 years ago2007-07-30 19:04:23 UTC
in Design an Emoticon! Post #230793
I don't get it... I made my transparent, but all I see is a light blue, same with your avatars, saw1833, penguin, and hunter...
Posted 17 years ago2007-07-29 00:15:22 UTC
in Design an Emoticon! Post #230599
Made a few more...
User posted image
:steam:
User posted image
:cs:
User posted image
:cs2:
User posted image
:hl:
Posted 17 years ago2007-07-28 19:20:23 UTC
in Design an Emoticon! Post #230556
shade it out
Why shade it out? Pacman's original color has always been just plain yellow...

EDIT: Fixed the PacMan a little, the dot is now easier to see...
User posted image
:pacman:
Posted 17 years ago2007-07-28 02:39:26 UTC
in Design an Emoticon! Post #230471
As requested, sir Penguinboy
User posted image
:pacman:

I must say though, this sure does break the 5kb limit...

EDIT: For some reason like the 9th or 10th frame, his lips get cut off??? I checked through all my images, and the original animation but they all seem perfectly fine... odd.
Posted 17 years ago2007-07-27 23:28:07 UTC
in Design an Emoticon! Post #230457
Ok, I took an attempt at the headcrab one...
User posted image
:headcrab:

and I also decided on which angry face to go with...
User posted image
:rage:
replacing :furious:
Posted 17 years ago2007-07-27 17:54:08 UTC
in Design an Emoticon! Post #230442
Haha I know, I wasn't planning on using the Halo one, just made it to keep myself occupied while I waited for some downloads to finish :P It also looks pretty terrible... I would clean it up and make it look nicer if it even had a chance at making it to the list.
Posted 17 years ago2007-07-27 17:26:09 UTC
in Design an Emoticon! Post #230439
Okay here are the new ones...
User posted image
User posted image
oh and
User posted image
SPARTAN!!!

:spartan:

EDIT: GAH! Photobucket keeps uploading my old version of it... gimme a minute I'll find a different image host.
EDIT2: ok fixed it.
Posted 17 years ago2007-07-27 16:52:07 UTC
in Design an Emoticon! Post #230437
Ok, I made two... I couldn't decide which one I liked better so I'll just upload them both...
User posted image
User posted image
:rage: for both of them (I only plan on keeping one)

replacing: :furious:

(only difference is the 2nd one's eyes are squinted [wanted to see if it makes him look angrier])
Posted 17 years ago2007-07-23 00:08:16 UTC
in You Laugh, You Lose Post #230018
Mmmm... got 2 more, lol...
User posted image
User posted image
Posted 17 years ago2007-07-22 14:22:49 UTC
in Now Playing: ... Post #229938
Fat Lip - Sum 41
Posted 17 years ago2007-07-22 00:49:43 UTC
in You Laugh, You Lose Post #229899
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Sadam -->
User posted image
Posted 17 years ago2007-07-22 00:36:10 UTC
in Now Playing: ... Post #229898
Welcome to the Jungle - Guns N' Roses

Welcome to the Jungle, we got fun and games,
We got everything you want, honey we know the names,
We are the people that can find, whatever you may need,
If you got the money honey, we got your disease,

In the Jungle, WELCOME TO THE JUNGLE,
Watch it bring you to your shun n,n,n,n,n,n,n,n,n,n,n knees, knees,
I wanna watch you bleed
Posted 17 years ago2007-07-16 17:09:28 UTC
in Texture Multi-Lighting Post #229190
Ahh, I see thank you.