Forum posts

Posted 18 years ago2006-07-21 21:19:09 UTC
in Eek Post #191205
2.8mb... thats really big for a map file, they usally never go above 1mb.

Apart that it has a .max file, .res and .wad file can you tell me anything about the map it self.

Post the whole compile log with ZHLT, I will help more then any description.
Posted 18 years ago2006-07-21 21:05:59 UTC
in Eek Post #191203
First thing get ZHLT(located in this sites link page), not only because they work better, most of the ones who can help you use them and hence are fimiliar to the error messages in them and not to the ones in Quake's tools.

I'll now check the reasons for this problem.

Edit:
********** ERROR **********
numbrushsides == MAX_MAP_SIDES
Weird error, never encountered it before... maybe because it's called diffrently in ZHLT.

Please describ the map, how large it is, how many rooms it has...ect
Posted 18 years ago2006-07-21 20:56:12 UTC
in Eek Post #191200
If you are running in normal compiling mode then I think there is a check box that enables/disables this option. In expert mode you need to untick the last command that should be- $game_exe +map $file -dev -console
Posted 18 years ago2006-07-20 19:16:09 UTC
in Compiling Problems Post #191046
But then I'll need to place them in the same directory as in my computer! I'll try without them first, I think it will work.

I don't want to fill my brother's computer with junk.
Posted 18 years ago2006-07-20 13:53:04 UTC
in Team Fortress 2 Trailer Post #191018
I pity your wife sometimes satchmo... if she doesn't like computers.
Posted 18 years ago2006-07-20 11:27:59 UTC
in Month of July Mini-Contests Post #190982
Thats right, jaardsi.
Posted 18 years ago2006-07-20 10:13:20 UTC
in Month of July Mini-Contests Post #190975
User posted image
Hint: The game looks much better then this pic! :P And it's not monochromatic, I was just lazy.
Posted 18 years ago2006-07-20 09:20:39 UTC
in Month of July Mini-Contests Post #190966
Ok I found it... this time for sure. Ant, you could at list draw a few floor tiles and walls... I thought it was a flight simulation.

Edit:
Oh shit... doble post!
Posted 18 years ago2006-07-20 09:19:24 UTC
in Month of July Mini-Contests Post #190965
Spag, I didn't see that post when I wrote mine. Hence the 'never mind...'
Posted 18 years ago2006-07-20 09:10:27 UTC
in Month of July Mini-Contests Post #190961
Teminal velocity?

Edit:
Never mind...

Edit #2:
I got it, it's Dawn Patrol!
Posted 18 years ago2006-07-20 07:19:11 UTC
in Half-Life Engine Question Post #190930
Oh... coding.
Posted 18 years ago2006-07-20 05:20:49 UTC
in Half-Life Engine Question Post #190920
Posted 18 years ago2006-07-19 10:44:54 UTC
in Month of July Mini-Contests Post #190806
Thats Mortal Kombat 2, Dorian, I still have it but rearly play it.

P.S: I spelled it like I'm sepposed to. It's written like that in the original game, they even write 'kredits' instead of 'credits'.
Posted 18 years ago2006-07-19 10:42:17 UTC
in Portals Post #190803
Fortress forever? What a silly name! :D
Posted 18 years ago2006-07-19 09:51:30 UTC
in Half Life Book of Tricks, Oddities and B Post #190792
Ok, I knew about all these... but I never knew why that stupid slave stayed if I pulled the cart backward... anyway it's not intresting at all, at list if they were a bit more helpfull and hard to find out.
Posted 18 years ago2006-07-19 09:42:24 UTC
in Advanced Brushwork Mini-Compos Post #190791
Can we make a compo about complex doors/trains? I'm just making a door thats made out of 48 small doors... it can be cut down by half but then it wont be so smooth.
Posted 18 years ago2006-07-19 04:54:06 UTC
in env_beam Post #190764
What about monster_furniture? I think they are ok.
Posted 18 years ago2006-07-19 04:53:07 UTC
in GoldSource Mapping Tips Post #190763
No M_gragunta it doesn't work. I tried that along time ago, before I knew about Tracktrains and I faild. Then Unbreakable told me about tracktrain and it worked perfectly.

Only in spirit it's possible. (again very handy)
Posted 18 years ago2006-07-19 04:48:00 UTC
in Compiling Problems Post #190762
If there is need for the wads you'll also need hammer, since the compiler knows the location of the wads through hammer.

Since the Batch compiler and hammer has no connection what so ever you don't need the wads. There isn't any place to list the used wads in nem's batch compiler, I think the wads in the texture list are already listed in the .map file. I think that everything the compiler needs is already listed in the map file.
To play the map you'll need the stuff.
Posted 18 years ago2006-07-18 10:46:10 UTC
in Compiling Problems Post #190638
Great! So I just need Nem's batch compiler and ZHLT, like what I thought. Thanks Alex.
Posted 18 years ago2006-07-18 08:27:16 UTC
in Compiling Problems Post #190630
My computer seems to get worse latly. It sometimes even has problems compiling a cubic room with reflections through hammer.

However my brother has a very good and new computer.
I would like to know if I can use Nem's batch compiler on his computer without installing Hl1. I don't want to test the maps on his computer so thats not a problem.
If it's possible then what are the minimum requirement that a computer must have in order to just compile a map. Does it need the wad files(drop the wadincluded ones) and sound/models/sprites...ect
Or will it write the bsp(textures,brushes,lighting...ect) and it will work normally on a computer with all the needed stuff on it?

If you are not sure please do not say no unhesitently, I don't want to drop the idea if it might work because someone said it without knowing.
Posted 18 years ago2006-07-18 07:57:18 UTC
in Half-Life Engine Question Post #190628
I'll do it. Since it's my idea. I'll also add nice round doors to the example. It wont take long, I already made the prefab! :)
Posted 18 years ago2006-07-18 04:03:04 UTC
in Half-Life Engine Question Post #190612
Maybe you can use a trigger_push that will push you upward. This way you wont fall. It will be like a floor but instead of walking on it you'll float in a bizzar way. No need for a really strong strength of push, but make sure it's strong enough to lift you.
Posted 18 years ago2006-07-16 06:08:05 UTC
in New Mod: "Turnstile" Post #190321
Forgive the pun but rowleybob, you are a complete idiot.
End of discussion.
I wont fill this thread with another one of these kind of posts.
Posted 18 years ago2006-07-16 05:28:08 UTC
in New Mod: "Turnstile" Post #190314
Well mine is even worse then n00b rowleybob. 128mb of ram, 733Mhz, pentium 3 proccesor and windows XP. Lately it has problems running hammer 3.5 and opera together. Hammer runs at ~3.5 Fps.(quite a strange couincidence, Hammer 3.5 runs at 3.5 Fps)

You get the point, when making maps don't think you have the worst computer. There is always someone with a worse one and you don't want to be unable to play your maps. You can have higher r_speeds in SP but it's better not too. In action parts higher R_speeds spell death.
Posted 18 years ago2006-07-15 15:43:46 UTC
in New Mod: "Turnstile" Post #190212
I've played SP maps with the wpolys +2000 and beyond, and I don't recall my FPS ever going below 72--and that's with a shitty-ass mobile video card.
Rowleybob, not everybody got such a good computer. My computer usally runs Hl1 in ~50 Fps and thats in levels with about 500 wpolies. However in levels with 1000 wpolies it runs in a speed of ~40 Fps. I'm not sure a 5000 poly map.
As for your graphics card: at list it can run Hl1 in OpenGL mode.
I paid alot of money for it and my screen, it's quite new.

When making maps never think you have the worst computer, there is always somebody with an older scrap pile, why deprive him from the privilige of playing your map. :P

In maps that you only need to look at some fancy archtitecture you can go up to ~4000. It will barely run on some computers, but you don't need high fps to admire archtitecture. In maps with action try to keep the wpolies count at approximitly 1000.
Posted 18 years ago2006-07-15 15:23:06 UTC
in (CS1.6) Rooms rendering Post #190211
Didn't you post a thread about this yesterday?
Posted 18 years ago2006-07-15 12:05:07 UTC
in New Mod: "Turnstile" Post #190196
Keep the R_speeds at a maximum of ~1500-2000... it wont be fair if it will be higher for those who don't have new computers.

I agree with orpheus, a map should still be intresting with 'only' 1000 wpolies, who that can't achive such a goal isn't such a good mapper. The thing that usally raises the Wpolies so much is lots of detail and open spaces. If you think of your layout alot and don't over use detail your map wont even come close to 2000. My maps are usally around 800 wpolies.
Posted 18 years ago2006-07-15 11:55:06 UTC
in Advanced Brushwork Mini-Compos Post #190193
Err... you mean like the compotition they had on snarkpit? I want something new. Hence I don't like the detailed room/corridor. Unless if the corridor/room's outlay is already made. I can make the base map, this time it will be a really basic one, and I mean it. This way you'll have lots of freedom with it.
Posted 18 years ago2006-07-15 08:39:33 UTC
in Advanced Brushwork Mini-Compos Post #190168
Sorry rowleybob. I'm too busy mapping for dark truths... and I'm really important for the succsess of the mod, it has very few mappers.
Posted 18 years ago2006-07-15 02:08:08 UTC
in Advanced Brushwork Mini-Compos Post #190141
Oh, please, just make another thread. This isn't official so we can have as many minicompos as we like at the same time.
If this will turn into a Hl2 compo the Hl1 mappers will have nothing to do again.
Posted 18 years ago2006-07-15 01:36:10 UTC
in Clip Post #190139
Nope, since it's not being rendered. It only counts as a clipnode.
Posted 18 years ago2006-07-14 13:02:59 UTC
in What on earth is going on here? Post #190085
What a horrible drawing! :P

-At last something diffrent
Posted 18 years ago2006-07-14 12:58:01 UTC
in Crazy Idea! Post #190084
$.50 cents doesn't make sense. 50 cents or $.5, make up your mind.
Oh just stop it, thats just too stupid. Nobody had any problems understanding it, nobody will have so it was a totaly usless post. It wont help him, you just did it in order to correct him. It only makes you look stupider and nothing else.
Posted 18 years ago2006-07-14 12:50:50 UTC
in Cybernations. Post #190082
I have 3 and I'm waiting for someone to agree. I want coal oil silver and gems. This way I'll have quite alot of improvments. If I can't get gems/silver I'll get cattle and something else.
Posted 18 years ago2006-07-14 07:39:14 UTC
in Cybernations. Post #190061
Already did it, I have 15 miles of land and 30.76 infracture! :P Now I need some tech, I only have 0.56 of it...
Posted 18 years ago2006-07-14 03:25:47 UTC
in Cybernations. Post #190034
How do you make your people so happy? My people's happiness is only 12.70, thanks to technolgy. My economy is getting better. It's not 59$ and I still have that annoying event that reduces 5$ from the income. Without it I'll have a much better economy... 64$.
Posted 18 years ago2006-07-13 15:44:43 UTC
in Cybernations. Post #189968
Dorian, if you want to keep your enviorment clean keep the infaucture 2 times bigger then your land, not higher.
Posted 18 years ago2006-07-13 14:53:10 UTC
in making textures messup Post #189964
By the way he is using software mode. Look at the lava's edges.
Posted 18 years ago2006-07-13 06:59:42 UTC
in rowleybob Projects! Post #189914
Rowleybob you don't need to reply to all his posts. He said that because he regurally get bashed by you. Just ignore the prologue if you don't like it.
Posted 18 years ago2006-07-13 06:30:06 UTC
in Cybernations. Post #189911
Oil and silver! I need those two resources, I have fish and aluminium.
Posted 18 years ago2006-07-12 15:04:38 UTC
in Cybernations. Post #189826
In my event I missread and chose -$5 income instead of 10% land size... this sucks... it's a big hit on my economey since I'm a new nation.
Posted 18 years ago2006-07-12 03:24:30 UTC
in Cybernations. Post #189764
I think I should spend some money on tech... I already have 30 infucture and I only get 3.5k per day. Well, I saved some money so tommorow I'll buy some tech.
Posted 18 years ago2006-07-12 03:18:45 UTC
in Advanced Brushwork Mini-Compos Post #189763
No, let me think of one!
Posted 18 years ago2006-07-12 03:10:25 UTC
in Env_shake Post #189762
In spirit you can tick the 'looped' flag. When you trigger it again it stops. Handy isn't it? ;)
Posted 18 years ago2006-07-11 08:41:19 UTC
in Env_shake Post #189685
Logic_timer?? Thats not source! Just trigger it with a multimanager and after a short time make the multimanager trigger it self. To make it stop just kill(killtarget value) the multimanager.
Posted 18 years ago2006-07-11 06:25:24 UTC
in Advanced Brushwork Mini-Compos Post #189671
You'll never enter a compo with that attitude. Just post a city, doesn't matter if you like it or not. I did the same once and I won.
Posted 18 years ago2006-07-10 12:05:26 UTC
in making transparent glass? how? Post #189513
To make it unbreakable you need to tie it to a func_wall not a func_breakable. ;) If it's a costum texture and you want the glass to produce the same sounds as a normal glass you'll need to edit the material.txt... check the tutorial.
Posted 18 years ago2006-07-09 12:01:57 UTC
in player_weaponstrip & player_equip Post #189417
Lets first make sure he maps for CS:S or CS!
Posted 18 years ago2006-07-09 10:49:22 UTC
in player_weaponstrip & player_equip Post #189412
Oh... I really don't know a thing about CS entitywork... why not decompile those maps you mentioned and check how they did it.