Forum posts

Posted 20 years ago2004-07-28 14:19:09 UTC
in HLBSP error, not in Tommy's Post #45939
i've taken it off the problem maps, since it seems to compile fine if i remove some "excess" brushes...
Posted 20 years ago2004-07-28 14:18:24 UTC
in My walls are buggy... Post #45938
yeah, i've heard that before, but it doesn't seem to work for me :nuts:
Posted 20 years ago2004-07-28 08:34:58 UTC
in HLBSP error, not in Tommy's Post #45812
It's in problem maps, called "truck problem"

I think I just have too many brushes though.... if I put in the truck and delete a couple of brushes or paste the truck into a new map, CSG compiles fine...
Posted 20 years ago2004-07-28 06:44:05 UTC
in HLBSP error, not in Tommy's Post #45789
No im not just being impatient. The CSG part just stops, and without giving "-----END hlcsg-----" and then tries to start hlbsp.
And no it isn't a prefab, I took several good looks with BSPviewer and rebuild it as good as possible.
Posted 20 years ago2004-07-28 06:16:46 UTC
in HLBSP error, not in Tommy's Post #45782
I think CSG is not doing its job.

This is the CSG part of the log with the truck.
--- BEGIN hlcsg ---
Command line: C:DOCUME~1JackDesktopMappingZONERS~1hlcsg.exe "c:documents and settingsjackdesktopmappingzoners compilation toolscart2"
Entering c:documents and settingsjackdesktopmappingzoners compilation toolscart2.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 ]
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]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
And this is the CSG part of the log with the truck left out
[quote]--- BEGIN hlcsg ---
Command line: C:DOCUME~1JackDesktopMappingZONERS~1hlcsg.exe "c:documents and settingsjackdesktopmappingzoners compilation toolscart2"
Entering c:documents and settingsjackdesktopmappingzoners compilation toolscart2.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 ]
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]

34 brushes (totalling 204 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.86 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.13 seconds)

Using Wadfile: half-lifevalvehalflife.wad
  • Contains 119 used textures, 94.44 percent of map (3116 textures in wad)
Using Wadfile: half-lifecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: half-lifecstrikecstrike.wad
  • Contains 2 used textures, 1.59 percent of map (123 textures in wad)
Including Wadfile: half-lifecstrikezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: half-lifecstrikecs_boxing.wad
  • Contains 2 used textures, 1.59 percent of map (28 textures in wad)
Using Wadfile: half-lifecstrikeas_pressure.wad
  • Contains 3 used textures, 2.38 percent of map (4 textures in wad)
Using Wadfile: half-lifecstrikecs_747.wad
  • Contains 0 used textures, 0.00 percent of map (143 textures in wad)
added 23 additional animating textures.
Texture usage is at 1.85 mb (of 4.00 mb MAX)
28.02 seconds elapsed

--- END hlcsg ---[/quote]

as you can see, the first log doesn't finish the "CreateBrush" part, and doesn't even start the other two...
Posted 20 years ago2004-07-28 05:46:10 UTC
in HLBSP error, not in Tommy's Post #45780
hmmm... it seems to be caused by a truck i made.
if i remove that truck, everything is fine, but if i leave it in, it gives the error.
I've checked ALT+P, but nothing comes up...
Posted 20 years ago2004-07-28 04:58:40 UTC
in HLBSP error, not in Tommy's Post #45769
Error: Can't open c:documents and settingsjackdesktopmappingzoners compilation toolscart2.p0
i've never seen this before, and i couldn't find it on tommy's, so perhaps someone here can tell me what it is and how to fix it.
Note: no leaks, no other problems, just this.
Posted 20 years ago2004-07-28 04:38:39 UTC
in My walls are buggy... Post #45756
he said he was playing on a lan, and i guess we can assume that they play versus each other without bots...
Posted 20 years ago2004-07-28 03:44:57 UTC
in My walls are buggy... Post #45749
but that doesnt explain why/how the enemy sees him.
Posted 20 years ago2004-07-27 03:13:31 UTC
in "Homemade Decal" Queston Post #45343
And how does that fit in with a homemade, non-spray decal? Because hazardous says only decals in decals.wad will use the semitransparant mode, but coolfat says that sprays will work.
But to be clear, I don't want to make a spray, I just want to make a decal.
Posted 20 years ago2004-07-26 04:53:51 UTC
in "Homemade Decal" Queston Post #44966
If I make a decal, with greyscale colours only, how do I get that decal to show up as yellow (like the original decal letters), red (like the original decal blood) or black (like the original decal bulletholes)?
Posted 20 years ago2004-07-24 15:53:16 UTC
in Velocity too ow on func_pushable Post #44398
Well, the pushables gain incredible speed if i hold down my use button and move in any direction. The player also gets dragged along, resulting in strange acrobatics if you "launch" yourself over a slope...
Posted 20 years ago2004-07-24 15:43:07 UTC
in Velocity too ow on func_pushable Post #44395
:zonked:
and i thought i could read....

but... does anyone know what to do about it then? because I couldn't find a solution at tommy's.
Posted 20 years ago2004-07-24 15:25:47 UTC
in Velocity too ow on func_pushable Post #44391
I apologize for my dumbness, but i still don't get it...

where am I supposed to put that skybrush? i can hardly put a skybrush in the middle of my level... :
Posted 20 years ago2004-07-24 15:14:56 UTC
in Velocity too ow on func_pushable Post #44388
ow, and my pushables are indeed floating in the water.
Posted 20 years ago2004-07-24 15:14:18 UTC
in Velocity too ow on func_pushable Post #44387
the quote from tommy's:
velocity too low on func_pushable
This means that this func_pushable(s) isare falling infinitely through space. This can occur when you place the func_pushable sumberged in water, place it on an unclipped skybrush or somehow shoot an entity or model atthrough a skybrush.
"place it on an unclipped skybrush"
what is that supposed to mean?
Posted 20 years ago2004-07-03 07:36:32 UTC
in AllocBlock full Post #38465
yep, and it works like a charm now :)
Posted 20 years ago2004-07-03 05:14:29 UTC
in AllocBlock full Post #38444
it seems a "bad surface extent" was causing the problem.
i just didn't notice that, because i hadn't run RAD yet (i'm still in the "wall-phase" so i had no lights, and no real reason to run RAD, so i thought)...
Posted 20 years ago2004-07-02 08:10:38 UTC
in AllocBlock full Post #38233
i've checked tommy's guide (http://www.slackiller.com/tommy14/errors.htm#allocblock), but none of the descriptions fit my map.
-I've got enough RAM
-I've not got leaf saw into leaf
-The pathnames are the same as all my other maps
-I've not too many textures (i've even made all my brushes white)
-My level is not too big (only 624 brushes/3818 faces)
-I've got no models or sprites
-I've got no wav file
-I've only 6 wads
-I've got no skybox and no leaks
-I've got no SKY faces on hidden brush faces in the level
-I've got no special OpenGL rendering brushes

does anyone know whats wrong from this description?
Posted 20 years ago2004-06-12 16:40:29 UTC
in Ghosts Of Half-Life Post #32763
but its not really a question, is it?
Posted 20 years ago2004-06-09 04:11:09 UTC
in pawned by the crow....hammer Post #31701
well, to be honest, i haven't played poke646, so i wouldn't know about that one.... :zonked:
Posted 20 years ago2004-06-08 16:35:56 UTC
in pawned by the crow....hammer Post #31582
but those nailguns (from Q3 etc etc) look like real weapons, and not like the "normal" nailguns you buy in the store (at least not like the one i have...)
Posted 20 years ago2004-06-03 12:08:26 UTC
in Grr my first real problem Post #30016
i personally think the top overview is best for coordinates...
Posted 20 years ago2004-06-03 03:19:33 UTC
in need new compiling Post #29944
that's a good thing to now!! Why isn't that in any tutorial! (it isn't, is it??)
Posted 20 years ago2004-06-03 03:18:03 UTC
in Grr my first real problem Post #29943
exactly, just look at the coordinates and you should find your problem!
I'm not sure if RAD will give another malformed face next time you run it though...
Posted 20 years ago2004-06-01 15:09:21 UTC
in The longest topic ever! Post #29719
the trick is to have a spam partner, and press the "post" button with five second intervals.. :)
Posted 20 years ago2004-06-01 15:08:25 UTC
in compo, im restless for a compo Post #29718
the reason most of us don't enter the compo, is because most of us don't have the experience to!
Posted 20 years ago2004-05-31 09:50:03 UTC
in transparent textures Post #29474
the black picture at the bottom is very usefull :)
Posted 20 years ago2004-05-31 04:04:02 UTC
in Filesize Post #29432
ah ok, thanks a lot
Posted 20 years ago2004-05-31 03:31:43 UTC
in Filesize Post #29426
Does the size of a brush affect the filesize, or the raw numbers??
Posted 20 years ago2004-04-06 02:03:45 UTC
in bouncy thingys Post #21360
i thought you were supposed to use those pits to jump on the blue thingies, or atleast, that's what i did... :confused:
Posted 20 years ago2004-04-03 09:11:47 UTC
in weird error Post #21142
hmmmz... good tuto pepper
Posted 20 years ago2004-04-02 12:05:59 UTC
in weird error Post #21060
it is being caused by a spike-formed brush i was using as a test hill....
Posted 20 years ago2004-04-02 10:13:00 UTC
in weird error Post #21048
In a new map im working on, there are some invisible blocks on 2 places. I can jump on them, i can crouch under them, but they don't show in hammer, and no objects are hidden.
anyone know what the cause is?
Posted 20 years ago2004-02-20 05:16:38 UTC
in Flashbang effect Post #16627
ok thanks ppl
Posted 20 years ago2004-02-18 12:06:35 UTC
in Flashbang effect Post #16492
I'm trying to give the player a flashbang-effect (= white screen for a short time) if he looks straight into a large explosion. I couldn't figure out how to automatically set off a flashbang, so i was wondering if any of you have ideas...
Posted 20 years ago2004-02-18 04:05:00 UTC
in Dissapearing Guns??!?!!? Post #16460
uhm, you start it up trough your console with "map mapname"?? If you do that, you dont get a weapon/health/hevsuit counter...
You just need to start a multiplayer game running your map, and your problem (should) be solved.
Posted 20 years ago2004-01-31 07:28:42 UTC
in Overviews Post #14576
I read the tutorial on it, but the 'dev_overview 1' does change my screen.
Anyone know what im doing wrong?
Posted 20 years ago2004-01-29 15:39:01 UTC
in dropping weapons Post #14373
okey, the train DOES work, its just that someone (i'm not gonna give any names ;)) told me to make the train 'not solid', which made the weapons fall trough the train, instead of stay on it, and 'ride' down...
Posted 20 years ago2004-01-29 15:20:14 UTC
in dropping weapons Post #14368
still doesn't work people, whether i put the weapon on the train and let the train go down, or put the weapon between the breakable and the train, so the train 'pushes' it down, the weapon stays in the air.
Posted 20 years ago2004-01-29 10:44:36 UTC
in dropping weapons Post #14312
I implemented the trigger_push, which turns on when the breakable is broken, and turns off 2 seconds later.
When the map resets (its CS), the weapon is no longer in the ceiling, but on the floor. Is that because the weapon spawns before the breakable ceiling?? or am i just doing something wrong here..
Posted 20 years ago2004-01-28 10:26:57 UTC
in dropping weapons Post #14187
@zombieloffe: the entities are in a hollow box, not touching the roof, the bottom or any other brush.
Posted 20 years ago2004-01-28 06:57:23 UTC
in dropping weapons Post #14180
armour entities dont have a name (without entering one with smart-edit off), and if i enter one with smart edit, i get 'entity (armour_entity) has unused key values'
Posted 20 years ago2004-01-21 03:58:11 UTC
in dropping weapons Post #13075
hmm... tnx anyway
Posted 20 years ago2004-01-20 14:19:07 UTC
in dropping weapons Post #12973
Here's my situation:
A room, a hollow ceiling, armoury_entities in the hollow ceiling, made the bottom of the ceiling a func_breakable.
I shoot the breakable, but the weapons keep floating in the air.
So my question is: How do i make the weapons fall down after i destroy the breakable?
Posted 20 years ago2004-01-13 16:20:24 UTC
in Textured light won't switch Post #11971
/me no longer frustrated

THANKS PEOPLE!!!!! :nuts:
Posted 20 years ago2004-01-13 13:44:43 UTC
in Textured light won't switch Post #11942
so there is absolutely no way to switch off textured light?!
Posted 20 years ago2004-01-13 13:23:27 UTC
in Textured light won't switch Post #11939
/me is frustrated..... :zonked:
Posted 20 years ago2004-01-13 11:40:05 UTC
in Textured light won't switch Post #11932
I have a func_wall on the ceiling of a room, with the +0~FIFTS_LGHT4 texture on one side of the func_wall. A button targets that func_wall, and i think that (de)activating the button should change the +0~FIFTS_LGHT4 texture into the +A~FIFTS_LGHT4 texture. However, the button changes texture, but the func_wall doesn't.
The compile log shows no problems, and my light.rad file contains the following:

+0~FIFTS_LGHT4 160 170 220 600
+A~FIFTS_LGHT4 160 170 220 0

What am i doing wrong??
Posted 20 years ago2004-01-12 06:42:03 UTC
in Buttons Post #11761
In counterstrike, i want to make a button that, when activated, stays activated for the whole round, but resets at the end of the round.
I tried to use 'delay before reset=-1', but then it wont reset at the end of the round.
turning 'toggle' off, and giving it a 'delay before reset=300' (so the button would be activated the whole round) didn't work either, because the 300 seconds stretched into the next round.

anyone know a solution?