Forum posts

Posted 19 years ago2005-08-17 03:36:07 UTC
in What do headcrabs eat Post #128057
Well I don't think we really want that layer of depth in a video game. :P
Posted 19 years ago2005-08-17 03:35:04 UTC
in Jones Bullhorns British Parliament Post #128055
I didn't really understand that, but it sounded technical and I laughed at the adding up bit. :glad:
Posted 19 years ago2005-08-17 03:32:38 UTC
in Broken Arrow recruitment thread - vario Post #128054
Hmm, very interesting idea, and very well layed out.

I have to say the models look pretty damn nice.

One thing though, you said how you where going to make it different from other war games, but how will you?
Posted 19 years ago2005-08-16 18:15:04 UTC
in Jones Bullhorns British Parliament Post #128031
hehe, amusing Mephs.
Posted 19 years ago2005-08-16 18:11:52 UTC
in What do headcrabs eat Post #128030
Yeh they do.

I've witnessed it with my very own eyes.

They come out at night, lurking across the carpet, seeking out car keys and tv remotes, and then just as they see one, the inch closer...and closer...until.....SNAP.
They swallow it whole.

That is why you can never find your bastard car keys or tv remote.
Posted 19 years ago2005-08-16 11:16:49 UTC
in What do headcrabs eat Post #127973
See, now you are just getting defensive because you lost. :roll:
Posted 19 years ago2005-08-16 11:09:35 UTC
in What do headcrabs eat Post #127971
Dude, why do you think they are different races?, it is very obvious, I mean look at it, it spawns baby headcrabs.

The only thing I can see that you have come up with is that it looks a bit different, and so? Queen bee's look different from worker bee's, but their still the same species.
Posted 19 years ago2005-08-16 06:39:38 UTC
in No sentence group - BA_DESK Post #127900
Ok, but what about the repeat rate?
Posted 19 years ago2005-08-16 06:35:13 UTC
in What do headcrabs eat Post #127898
What?
Big Momma and Headcrabs have to be the same race, it spawns 'Baby Headcrabs' for gods sake!
It vaguely resembles a headcrab in some ways also.

C'mon!
Posted 19 years ago2005-08-16 06:32:48 UTC
in No sentence group - BA_DESK Post #127897
Have you tried the 'repeatable' and 'repeat rate ms'?
I don't know if they will work, but they seem kinda logical.
Posted 19 years ago2005-08-16 06:17:55 UTC
in No sentence group - BA_DESK Post #127889
What about the 'Repeatable' flag?
Or the Repeat rate ms.
Posted 19 years ago2005-08-16 06:09:02 UTC
in what would you want? Post #127885
I would want the ability to move back and forth through time. Be able to repair the past and such
Watch 'The ButterFly Effect' :P
Posted 19 years ago2005-08-15 17:39:09 UTC
in What do headcrabs eat Post #127817
@Mephs - Lmao!

And yeh, Alien and Aliens where wicked, the other 2 sucked majorly, especially Alien resurrection, that was painful.

I agree with Mephs, it is a parasite, so it will live off the host.
Posted 19 years ago2005-08-15 17:33:13 UTC
in Reverse! :O Post #127815
19.

I have played this before though, I played it a few months ago, and have completed it about 2 times before :P
Posted 19 years ago2005-08-15 17:22:27 UTC
in Combine Heli for HL1 Post #127814
That is pretty wicked man, nice.
Posted 19 years ago2005-08-15 17:16:22 UTC
in [MOD] Rise Of The Dead Post #127813
So much for sticking with your idea.
Posted 19 years ago2005-07-29 03:35:10 UTC
in Rep system Post #124330
I think it is actually a pretty decent idea, it will encourage people to actually help.
And it is pretty minimalistic, and wouldn't take up too much space.
Posted 19 years ago2005-07-28 13:32:05 UTC
in Why garry's Mod rocks so much Post #124149
It's like the joker.
Posted 19 years ago2005-07-28 13:29:05 UTC
in The combines end -Comic Post #124148
I..see...

'Haha! Uncle is boiling! Haha! How hilarious! Instead of going to his aid, I will laugh at his plight!'
Posted 19 years ago2005-07-28 13:26:47 UTC
in Development News Post #124143
Most of you could do with being alot more grateful, Alex didn't have to do any of this, and yet you keep being rude about all his work.

I personally think the site is alot better, and the topic system is fine I think.
Posted 19 years ago2005-07-26 21:03:58 UTC
in London Post #123754
Charming.
Posted 19 years ago2005-07-26 05:40:21 UTC
in Free hosts? Post #123617
Who are you fragers?
Posted 19 years ago2005-07-25 06:51:29 UTC
in Development News Post #123373
Hmm, what are you thinking of making the maximum avatar size then Alex?
Posted 19 years ago2005-07-25 06:49:18 UTC
in Running map problem. Post #123372
Hmm, did the Maps c thing and got a load of maps, my map isn't there.

I'm sure I compiled it, because it took 20 minutes and 21 seconds, I remember.

But my map is in the right area, where the tutorial said for it to be.
Posted 19 years ago2005-07-25 06:25:34 UTC
in Running map problem. Post #123361
Well, I looked at the tutorial for this, and searched the forums, came up with nothing useful.

I have completed a map for the competition, and it says it has to run through the run menu or something like that.

I tried what the tutorial said, and my map is in the right place I think;
C:SIERRAHalf-LifeValveMaps.
That is where the tutorial says it should be.

But when I try to run it, with the command;
C:SIERRAHalf-Lifehl.exe +map compo1
In the run menu, it comes up with;
'Map 'compo1' not found on server'.

Thanks. :)

And by the way, in the tutorial on Running .bsp's, there are a few spelling mistakes, 'dialoug' and 'consle', that I noticed.
Posted 19 years ago2005-07-25 06:02:07 UTC
in Graphic Art Post #123357
@SpaG - I think the writing is perfectly easy to read.
Posted 19 years ago2005-07-25 06:00:40 UTC
in UFO (I must be going insane) Post #123356
haha, that pic rocks.
Posted 19 years ago2005-07-25 05:59:24 UTC
in Development News Post #123355
I think there are enough awards really.

I don't know if you are doing anything about this or not, but I think the mods should have something to identify themselves to other people easily. Have 'Moderator' under their name or something.
Because although there is the section above the forums, I didn't even notice Ant was there until recently, so they obviously aren't that noticable.
Posted 19 years ago2005-07-25 05:55:33 UTC
in Competition 14 Post #123354
Nope, it does have a stupidly long full name. :)
Posted 19 years ago2005-07-24 06:56:55 UTC
in Competition 14 Post #123114
Doesn't Kasperg live in Spain..? Or somewhere like that..
Posted 19 years ago2005-07-23 16:03:59 UTC
in Free hosts? Post #123017
Heya Davideo59, haven't seen a post from you for a while.
Posted 19 years ago2005-07-23 15:52:22 UTC
in Book your reading currently Post #123010
Dan Brown - Digital Fortress.

Been reading all the Dan Brown books; The Da Vinci Code, Angels and Demons, Deception Point, and now Digital Fortress.
Posted 19 years ago2005-07-23 15:51:13 UTC
in Urb's Multiple Choice Fan Fiction Post #123009
C.

Amber can keep her kool, then she seems like a good choice.
Posted 19 years ago2005-07-20 09:51:21 UTC
in Vis isn't working Post #122265
In the Additional Game Paramaters? When you press F9?

If so, I did that, ages ago.
@Spag - I did, nothing was different.
Posted 19 years ago2005-07-20 09:29:01 UTC
in Vis isn't working Post #122260
Ah, I see, no I haven't done that as as far as I know, intentionally anyway.

At the moment, I am rebuilding all the walls, and floors, to try and eliminate a leak.
This could take a while...
Posted 19 years ago2005-07-20 09:20:40 UTC
in Vis isn't working Post #122258
I put pointfile into the console, and it said 'Not enough Free Particles 2049 particles read'

Yet again Elon, I don't understand what you mean.

I've moved the map over, away from the edge of the void.
Posted 19 years ago2005-07-20 08:59:55 UTC
in Vis isn't working Post #122245
@Spag - I did, nothing was different.
Posted 19 years ago2005-07-20 08:33:06 UTC
in Vis isn't working Post #122242
@ Alex - How can I move everything without messing up the textures? Becuase if I select it all and move it, it will mess up all the textures etc.

@ Spag - The map loads, but Vis doesn't seem to be working, it takes way to short a time, and says no vis only direct lights or something.

@ Elon - There isn't anything in the void as far as I can find.
Posted 19 years ago2005-07-20 07:54:31 UTC
in Vis isn't working Post #122233
I know I have a leak, but I can't find anything, and the map says there are no errors when I searched for them.

And my map was touching the edge of the build area, but I have moved it back 64 units now, as Tommy's site said.

I don't quite understand what you are saying Elon, but I can't find anything in the void. :
Posted 19 years ago2005-07-20 07:36:41 UTC
in Vis isn't working Post #122231
Ok, exchanged Vis, Rad, Csg, and Bsp for the ZHLT things.

Compiled and got this:

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

** Executing...
** Command: Copy File
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26.map" "C:SIERRAHalf-Lifevalvemapstwhl compo26.map"

** Executing...
** Command: E:Thingszhlt321hlcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

hlcsg v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlcsg ---
Command line: E:Thingszhlt321hlcsg.exe "C:SIERRAHalf-Lifevalvemapstwhl compo26"
Entering C:SIERRAHalf-Lifevalvemapstwhl compo26.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 [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.91 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.25 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 55 used textures, 98.21 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifevalvefonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 1 used texture, 1.79 percent of map (264 textures in wad)
added 11 additional animating textures.
Texture usage is at 0.82 mb (of 4.00 mb MAX)
3.03 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: E:Thingszhlt321hlbsp.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

hlbsp v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlbsp ---
Command line: E:Thingszhlt321hlbsp.exe "C:SIERRAHalf-Lifevalvemapstwhl compo26"

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 ]
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...1336 (0.17 seconds)
Warning: === LEAK in hull 0 ===
Entity aiscripted_sequence @ (2240, 352,-240)
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...1000...1159 (0.14 seconds)
Warning: === LEAK in hull 1 ===
Entity light @ ( 240,-128, 64)
SolidBSP [hull 2] 500...1000...1177 (0.13 seconds)
Warning: === LEAK in hull 2 ===
Entity game_text @ ( 240, 16,-272)
SolidBSP [hull 3] 500...1000...1375 (0.19 seconds)
Warning: === LEAK in hull 3 ===
Entity game_text @ ( 240, 16,-272)
3.44 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: E:Thingszhlt321hlvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

hlvis v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlvis ---
Command line: E:Thingszhlt321hlvis.exe "C:SIERRAHalf-Lifevalvemapstwhl compo26"
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapstwhl compo26.log for the cause.

--- END hlvis ---

** Executing...
** Command: E:Thingszhlt321hlrad.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

hlrad v3.2.1 rel 3.2.1 Final (Apr 3 2005)

Zoner's Half-Life Compilation Tools 3.2.1 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

--- BEGIN hlrad ---
Command line: E:Thingszhlt321hlrad.exe "C:SIERRAHalf-Lifevalvemapstwhl compo26"
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapstwhl compo26.log for the cause.

--- END hlrad ---
Posted 19 years ago2005-07-20 06:55:16 UTC
in Vis isn't working Post #122222
Ok, downloaded ZHLT, what do I do with it?
:confused:
Posted 19 years ago2005-07-20 06:21:58 UTC
in Vis isn't working Post #122214
It doesn't seem to want to download. I click on it, and it does nothing, I try save as and nothing happens.
I'm clicking on the zip bit...

'Newest version of ZHLT

Download the most recent version of ZHLT 3 below:
ZHLT 3.2.1 zip rar'
Posted 19 years ago2005-07-20 06:11:12 UTC
in Vis isn't working Post #122212
I've finished a map, and now I try to compile with Hammer, and it does all it's stuff, but it doesn't seem to do Vis, it just says
'No vis information, direct lighting only.'

I compiled it a while ago with everything on, and it took a while to do Vis, then I took the vis and Rad off to speed up compiles till I had finished, now I put them back on to compile it all, and Vis doesn't seem to work.

And doesn't seem to actually run vis, even though everything is set to normal.

Here is the log.

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

** Executing...
** Command: Copy File
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26.map" "C:SIERRAHalf-Lifevalvemapstwhl compo26.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:SIERRAHalf-Lifevalvemapstwhl compo26.map
CreateBrush: 0...Entity 0, Brush 6: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-1488, 384, -548)-(4112,464,-220)
Entity 0, Brush 6: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-1504, 368, -544)-(4128,480,-224)
Entity 0, Brush 6: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-1488, 384, -530)-(4112,464,-238)
Entity 0, Brush 8: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2416, 384, -292)-(4112,464,-204)
Entity 0, Brush 8: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2400, 368, -288)-(4128,480,-208)
Entity 0, Brush 8: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2416, 384, -274)-(4112,464,-222)
Entity 0, Brush 9: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2144, 384, -196)-(4112,464,-108)
Entity 0, Brush 9: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2128, 368, -192)-(4128,480,-112)
Entity 0, Brush 9: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2144, 384, -178)-(4112,464,-126)
1...Entity 0, Brush 96: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-1488, -368, -548)-(4112,-288,-204)
Entity 0, Brush 96: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-1504, -384, -544)-(4128,-272,-208)
Entity 0, Brush 96: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (-1488, -368, -530)-(4112,-288,-222)
Entity 0, Brush 97: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2368, -368, -276)-(4112,-288,-108)
Entity 0, Brush 97: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2352, -384, -272)-(4128,-272,-112)
Entity 0, Brush 97: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2368, -368, -258)-(4112,-288,-126)
Entity 0, Brush 109: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (3440, -368, -580)-(4112,464,-476)
Entity 0, Brush 109: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (3424, -384, -576)-(4128,480,-480)
Entity 0, Brush 109: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (3440, -368, -562)-(4112,464,-494)
2...3...Entity 0, Brush 203: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2144, 384, -276)-(4112,464,-124)
Entity 0, Brush 203: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2128, 368, -272)-(4128,480,-128)
Entity 0, Brush 203: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2144, 384, -258)-(4112,464,-142)
4...Entity 0, Brush 237: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -320, -548)-(4112,64,580)
Entity 0, Brush 237: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, -336, -544)-(4128,80,576)
Entity 0, Brush 237: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -320, -530)-(4112,64,562)
Entity 0, Brush 238: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (4048, 16, -548)-(4112,416,580)
Entity 0, Brush 238: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (4032, 0, -544)-(4128,432,576)
Entity 0, Brush 238: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (4048, 16, -530)-(4112,416,562)
Entity 0, Brush 240: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2984, 384, -196)-(4112,464,-108)
Entity 0, Brush 240: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2968, 368, -192)-(4128,480,-112)
Entity 0, Brush 240: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2984, 384, -178)-(4112,464,-126)
Entity 0, Brush 241: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -180)-(4112,464,-44)
Entity 0, Brush 241: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, 368, -176)-(4128,480,-48)
Entity 0, Brush 241: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -162)-(4112,464,-62)
Entity 0, Brush 245: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2928, -368, -180)-(4112,-320,-28)
Entity 0, Brush 245: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2912, -384, -176)-(4128,-304,-32)
Entity 0, Brush 245: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2928, -368, -162)-(4112,-320,-46)
Entity 0, Brush 246: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -352, -180)-(4112,-288,-28)
Entity 0, Brush 246: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, -368, -176)-(4128,-272,-32)
Entity 0, Brush 246: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -352, -162)-(4112,-288,-46)
Entity 0, Brush 248: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, -100)-(4112,-288,36)
Entity 0, Brush 248: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, -384, -96)-(4128,-272,32)
Entity 0, Brush 248: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, -82)-(4112,-288,18)
Entity 0, Brush 251: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -116)-(4112,464,-28)
Entity 0, Brush 251: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, 368, -112)-(4128,480,-32)
Entity 0, Brush 251: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -98)-(4112,464,-46)
Entity 0, Brush 253: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -100)-(4112,464,36)
Entity 0, Brush 253: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, 368, -96)-(4128,480,32)
Entity 0, Brush 253: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -82)-(4112,464,18)
Entity 0, Brush 255: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -20)-(4112,464,580)
Entity 0, Brush 255: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, 368, -16)-(4128,480,576)
Entity 0, Brush 255: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -2)-(4112,464,562)
Entity 0, Brush 257: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -36)-(4112,464,52)
Entity 0, Brush 257: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, 368, -32)-(4128,480,48)
Entity 0, Brush 257: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, 384, -18)-(4112,464,34)
Entity 0, Brush 259: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, -20)-(4112,-288,164)
Entity 0, Brush 259: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, -384, -16)-(4128,-272,160)
Entity 0, Brush 259: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, -2)-(4112,-288,146)
Entity 0, Brush 262: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, -36)-(4112,-288,52)
Entity 0, Brush 262: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, -384, -32)-(4128,-272,48)
Entity 0, Brush 262: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, -18)-(4112,-288,34)
Entity 0, Brush 265: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, 508)-(4112,464,612)
Entity 0, Brush 265: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2944, -384, 512)-(4128,480,608)
Entity 0, Brush 265: A 'Unknown Class' @(0,0,0)
outside world(+/-4096): (2960, -368, 526)-(4112,464,594)
5...6...7...8...9... (2)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvegfx.wad
Using WAD File: sierrahalf-lifevalvefonts.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
added 11 additional animating textures.
3 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
3 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read C:SIERRAHalf-Lifevalvemapstwhl compo26.prt
No vising performed.

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstwhl compo26"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

No vis information, direct lighting only.
6000 faces
356616 square feet [51352744.00 square inches]
26370 patches after subdivision
19 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (10)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 40/400 2560/25600 (10.0%)
planes 6572/32767 131440/655340 (20.1%)
vertexes 8194/65535 98328/786420 (12.5%)
nodes 2030/32767 48720/786408 ( 6.2%)
texinfos 220/8192 8800/327680 ( 2.7%)
faces 6000/65535 120000/1310700 ( 9.2%)
clipnodes 5701/32767 45608/262136 (17.4%)
leaves 1453/8192 40684/229376 (17.7%)
marksurfaces 8105/65535 16210/131070 (12.4%)
surfedges 27816/512000 111264/2048000 ( 5.4%)
edges 14658/256000 58632/1024000 ( 5.7%)
texdata [variable] 2952/2097152 ( 0.1%)
lightdata [variable] 904581/2097152 (43.1%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 9273/131072 ( 7.1%)

Total BSP file data space used: 1599052 bytes

10 seconds elapsed

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: +map "twhl compo26"

Can anyone help please? :)
Posted 19 years ago2005-07-19 09:34:44 UTC
in Do you even play Half Life anymore? Post #122020
I'm mapping now, so yeh I do play half-life whe nI test it I suppose.

I occasionally play mods etc.
Posted 19 years ago2005-07-18 15:31:46 UTC
in Prefabs. Post #121882
I have searched the forums for this, and found something, but I didn't really understand what it meant.

So..

I downloaded a prefab for half-life, where do I put it so I can use it?

Thanks :).
Posted 19 years ago2005-07-17 13:58:48 UTC
in Competition 14 Post #121615
So I have to try and make a decent looking tram by myself? :zonked:
Posted 19 years ago2005-07-17 13:48:44 UTC
in Competition 14 Post #121612
I'm gonna go for it Alex.
Just drawing up floor plans now in paint, good old paint.

Can I just ask something, about the tram, is there a actual model or something for the tram in Hammer? Or do we have to create a tram?
I've never had to use the tram before.
Posted 19 years ago2005-07-17 13:14:18 UTC
in Competition 14 Post #121598
Hmm.
I think I might enter this one.
The house must be located near a cliff.
There must be a connection to the Black Mesa Tram system (train tracks and a tram stop).
You have to be able to see the cliff I guess then?

And you just have to have a pair of traintracks in the map somewhere? Do they have to go anywhere? Or do we just assume they connect to the Black Mesa Tram system?

Can you just tell me exactly what you need to be in the map? Because that isn't very specific to me.

Thanks. :)
Posted 19 years ago2005-07-11 16:32:18 UTC
in Video Stress Test and suggestions Post #120341
Oh, took it again with AA and reflect water all.

Specs
1.84 GHz
1 GB Ram
AMD Athlon Xp 2500+
OS: XP Proffesional SP2

Settings
Screen Resolution:-1024 x 768
Aspect Ratio:------Normal (4:3)

Model detail:---High
Texture detail:-High
Water detail:---Reflect all
Shadow detail:--High
AA:-------------x6
Af:-------------Trilinear
Shader detail:--High
Vertical sync:--Disabled

Video Stress Test Results
Average fps:---88.87 fps.
Posted 19 years ago2005-07-11 15:48:03 UTC
in Respect the mappers Post #120333
Oh my god, dude, you need to get a hobby.
Seriously, you need to get out, I am amazed you can write this kinda stuff off the top of your head, but c'mon, it makes you look like a loser when you do it again and again with your own free will.