Forum posts

Posted 19 years ago2005-01-25 07:29:38 UTC
in check out my map Post #85625
just dld and played and honestly, its a really nice first map... Lots of cool ideas but it just doesnt work as a De_map...

The terrorists on my server tended to use the vents to get from level and the CTs thanks to their positioning just camped at the grates and shot like all hell when the got shot open by a T....

The multiple ways to go did work though.. maybe it was just that team was stupid and only went for vents... Did that make sense?
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-25 07:20:16 UTC
in Song you are listening to [closed] Post #85621
Foo Fighters - Time Like These acoustic

*

Foo Fighters - Everlong

*

Linkin Park - Dancing shadows (unreleased)

*

Rammestien - Sonne

*

Iron Maiden - Number Of the Beast

*

Iron Maiden - Fear Of The Dark (live)

*

The Places - Mission Impossible (WTF!!! I dont even know where that came from)
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-24 10:00:13 UTC
in Drivable car ... Post #85451
NOOOOOOO! BANN THEM ALL! SLAY THEM! SLAUGHTER THEM!!! YOU CANT RECCOMMEND ANOTHER MAPPING WEBSITE... SEVENTH BE ASHAMED! he he :P

Now that i think about it....
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-24 09:56:15 UTC
in RAD failing/not running Post #85449
Right, the RAD creates the lighting and shadows mainly...
So thats that..

The Main problem for it not working for me is that i have un-ticked it if i am trying to see if a map works well enough without complex lighting (it goes fullbright)

So when you press F9, make sure that RAD is ticked...

Although since its running so much RAM at the end i think it is working... Maps can compile for full days so just end any other programs (inksaver is a common bugger for me)

And make sure nobody on a network is trying to print then fetch a cup of cofee and go watch TV
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-24 09:49:44 UTC
in SVEN CO-OP Post #85448
:/ just a bit ha ha!

What do you mean by 'console?'

When you compile it from hammer,the map will be always like the one when you first compile it...
You mean if i compile with hammer it'll always be set to enemy?

P.S. You certainly did! I downloaded Sven Co-Op 3 just to try your map cos te screenie looked good and now im addicted! :P
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-24 09:35:11 UTC
in SVEN CO-OP Post #85440
nah.... doesnt show any error messages and i hvent got round to any game_texts or detailed objective paignes.. paynes... pains... payins... THE WORD THAT MEANS GLASS! :P :)

.. oh and btw its mean to be 'AS SOO AS YOU SPAWN' not pawn.
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-23 19:45:42 UTC
in SVEN CO-OP Post #85372
I have a very big problem... I have made an Omaha Beach map and a few monster_human_grunt_ally(s) are in it.. I have set them to be ally with player and yet when i play the map, they shoot many little holes in my avatars frail body... WHY ARENT THEY ALLIES?

So now the map is impossible because as soon as you pawn you get shot and killed before you even collect a weapon.
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-23 09:08:29 UTC
in Half-Life: Hostage Situation Post #85218
SIGH! MY TEAM IS NOT!!!! MY RIGHT-HAND MAN GOT HIT BY A CAR SO WE'RE SHORT 1 PERSON AND MERCENARY SEEMS TO HAVE DISSAPPEARED! :'( !!!

Come on guys.. 1 more person.. register on the site and we shall begin!
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-21 12:44:30 UTC
in Half-Life: Hostage Situation Post #84825
^^ :P
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-20 18:17:09 UTC
in Half-Life: Hostage Situation Post #84719
good god. iv never seen someone with so much enthusiasm
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-20 13:20:47 UTC
in Half-Life: Hostage Situation Post #84688
right.. well im very happy for u to be part.. and im sure you wont ruin it ;)

the site is up btw

http://hsituation.proboards41.com/index.cgi
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-20 12:55:20 UTC
in Half-Life: Hostage Situation Post #84684
no.. wait i lie... thats four.. my right-hand-man just got run over :(.. i need 1 more..

At the moment -

1. Me
2. Killer
3. Mercenary
4. coldfeet
5. ______
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-20 12:52:40 UTC
in Half-Life: Hostage Situation Post #84683
brilliant! that'll be 5 then..
If people could still send their ideas on this post it would be much appreciated
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-19 18:57:32 UTC
in Sniper Division recruiting Post #84631
i just looked at the site and that german sniper looks great.. congrats to whoever did it.. cant wait to see textured version
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-16 09:40:50 UTC
in Half-Life: Hostage Situation Post #84126
that would be the easy way.. im too stupid for that :D ;P
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-15 06:35:07 UTC
in Half-Life: Hostage Situation Post #83937
..sigh... come on ppl... just 1 more person
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-12 13:39:43 UTC
in Challanges Post #83363
teehee... you said toilet..
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-12 12:01:34 UTC
in Half-Life: Hostage Situation Post #83350
sniff seventh ur so.... so... so nice... sniffle sniffle snort
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-10 14:00:52 UTC
in Half-Life: Hostage Situation Post #83031
Also, I really admire the following people's work ( i admire all the monkeys and more as well but u guys are all busy) anyway, if any of the following could help then i will be eternaly greatful...

saco
rend0us
Mercenary
satchmo
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-10 13:58:11 UTC
in Half-Life: Hostage Situation Post #83030
IV BEEN PLANNING FOR THREE MONTHS :( :( :( !!!!!!!!

Iv been searching and creating tests to see if i can do some of the things i originally thought of.. Everything in that list is only half of what i originally had in mind...

Im sorry...
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-09 16:03:34 UTC
in Half-Life: Hostage Situation Post #82844
everyone hates me :'(
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-08 19:34:01 UTC
in Half-Life: Hostage Situation Post #82671
Mod : Half-Life 1
People Needed : 3
Contact : mr_jgamer5@hotmail.com
Please contribute your skills to this idea!

--THE IDEA--

Hello! I would like to make a fresh proposal for my new HL1 mod idea.
I alread have The Killer working with me so I only need three people.
The SP mod, Hostage Situation, will consist of six chapters that each contain two maps. Each person involved will make a chapter and we will all make the sixth.
I am currently setting up a website that will be used by the people involved to upload their latest stuff and also to exchange ideas.

--THE MOD--

An un-official army (probably modded marines) will be creating some sort of secret weapon and using captured scientists for the manufacturing part. Gordon gets a message from Kleiner who has been captured, informing him of the siruation.

--THE CHAPTERS--

1. "Home sweet home." (Gordon is homesafe when he recieves a MESSEGE from doctor kleiner who informs him that the marines are holding hostages and using them for evil slave labour.)

2. "Finding old buddies." (Gordon goes in search of barney to help him on his difficult mission.)

3. "Rescue party." (Enter the abandoned military base and find Kliener and the others.)

4. "Bigger problem." (The hostages inform you that they had made a nuclear device. Barney takes the hostages back home.)

5. "It shouldn't take less than a minute." (You go to find who is in charge and where the nuclear warhead is being kept.)

6. [all mappers work on it] (Gordon of course finds G-man who laughs manically before entering a teleport that then disappears. You are left with a countdown of a minute to find and destroy the launching program)
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-01-04 13:23:25 UTC
in Server Problem Post #81649
You wont see any LAN games unless a computer on the network has hosted... You probably know this but just incase...

You didnt make it very clear. Also check your router
Archie ArchieGoodbye Moonmen
Posted 19 years ago2004-12-19 10:25:35 UTC
in Odd error for CS 1.6 Post #79093
Hi folks.
Im finished making my mod for fy_2town with de_2town.
The ehole map is properly closed off with no leaks as far as i can tell and i did run the RAD....
There is an error message at the end of the compiling report but nothing came up with alt + p...

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: G:DOWNLO~1HALF-L~1toolshlcsg.exe I:gamesCounter-Strikecstrikemapsde_2town_winter
Entering I:gamesCounter-Strikecstrikemapsde_2town_winter.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:
(1.20 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.92 seconds)

Using Wadfile: gamescounter-strikecstrikecs_747.wad
  • Contains 1 used texture, 2.13 percent of map (143 textures in wad)
Using Wadfile: gamescounter-strikecstrikecs_office.wad
  • Contains 3 used textures, 6.38 percent of map (102 textures in wad)
Using Wadfile: gamescounter-strikecstrikecstraining.wad
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: gamescounter-strikecstrikecstrike.wad
  • Contains 1 used texture, 2.13 percent of map (123 textures in wad)
Using Wadfile: gamescounter-strikecstrikehalflife.wad
  • Contains 38 used textures, 80.85 percent of map (3116 textures in wad)
Using Wadfile: gamescounter-strikecstrikecs_bdog.wad
  • Contains 4 used textures, 8.51 percent of map (132 textures in wad)
Using Wadfile: gamescounter-strikecstrikedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
added 7 additional animating textures.
Texture usage is at 1.16 mb (of 4.00 mb MAX)
3.41 seconds elapsed

--- END hlcsg ---

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: G:DOWNLO~1HALF-L~1toolshlbsp.exe I:gamesCounter-Strikecstrikemapsde_2town_winter

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 'I:gamesCounter-Strikecstrikemapsde_2town_winter.prt'
5.86 seconds elapsed

--- END hlbsp ---

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: G:DOWNLO~1HALF-L~1toolshlvis.exe I:gamesCounter-Strikecstrikemapsde_2town_winter
1079 portalleafs
3413 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 [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(8.42 seconds)
LeafThread:
(201.02 seconds)
average leafs visible: 145
g_visdatasize:69882 compressed from 145665
209.67 seconds elapsed [3m 29s]

--- END hlvis ---

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: G:DOWNLO~1HALF-L~1toolshlrad.exe I:gamesCounter-Strikecstrikemapsde_2town_winter

= 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 'G:DOWNLO~1HALF-L~1toolslights.rad']
[1 texlights parsed from 'G:DOWNLO~1HALF-L~1toolslights.rad']

6156 faces
Create Patches : 49304 base patches
0 opaque faces
725717 square feet [104503328.00 square inches]
12 direct lights

BuildFacelights:
Malformed face (3312) normal @
(-844.62, -1348.00, 168.73)
(-927.00, -1279.00, 129.00)
(-927.00, -1279.00, 128.00)
(-903.17, -1298.96, 128.00)
(-844.62, -1348.00, 163.20)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

--- END hlrad ---

:x
Archie ArchieGoodbye Moonmen
Posted 19 years ago2004-12-05 17:54:05 UTC
in Slow Hammer Post #76533
get more memory? :nuts: whats ur system like?
Archie ArchieGoodbye Moonmen
Posted 19 years ago2004-12-05 17:50:46 UTC
in <<Stargate Trouble>> Post #76531
Cool. BUT IT STILL DOESNT HELP lol..
Archie ArchieGoodbye Moonmen
Posted 19 years ago2004-12-03 12:52:00 UTC
in <<Stargate Trouble>> Post #76132
i know this is an old thread but i'm still ooking for that texture.. it would be very useful if someone could tell me where to get it.. I cant find it on google, Altavista or Ask.com
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-09 15:41:34 UTC
in <<Stargate Trouble>> Post #72396
fair nuff but Hammond aint in the new series which suks btw.. i mean they STILL have daniel die in every episode :P
so PaLO can i get that texture off u?
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-09 14:41:43 UTC
in <<Stargate Trouble>> Post #72387
ok... so im looking for this texture then... what is func_illusionary? iv nevr come accross it b4...
I love the avatar btw PaLO
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-09 12:37:24 UTC
in Clever Insults Post #72371
hey bratty, your just pumpin weird al yankovich insults from genius in france... "I'm dumber than a box of hair, but those frenchies dont seem to care!"
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-09 12:23:50 UTC
in <<Stargate Trouble>> Post #72369
Um, also i dont have the liquids.wad because i cant find it in my steamapps folder anywhere.. im using a really rubbish water so if you could direct me to the liquids.wad as well id be majorly happy..
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-09 12:22:27 UTC
in <<Stargate Trouble>> Post #72368
I just finished a stargate based map and i was just about to compile when i remembered that i haden't add the water to the gate.. I made the brush, textured it water and used the func_water entity. However, in-game, the water does not appear.. I thought i might be because the water is vertical because iv used water b4 and nevr had this problem.. any help? thanks
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-08 15:58:27 UTC
in A selection problem.. sigh.. Post #72235
oooooooh... wow.. im thickass. thanks.. whoever u are.
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-11-08 14:32:39 UTC
in A selection problem.. sigh.. Post #72229
HEY FOLKS! ITS THE GUY YOU LOVE TO HATE, HUNTER!!!
anyhoo, i have a very high-detail map and it takes forever to compile so i decided i would cut a few things and make a few brushes into entities.. that sort of thing.. So i have lots of curves and wheels and i would like to select them all and do something simple like func_wall.. however, it would take me a good hour to select them all.. &gt;:( is there a way i can select JUST brushes with no entities.. like select all non-entities.. does that make sense? :confused:
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-29 05:20:23 UTC
in Small question - quick answer Post #70316
ok.. thanks
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-29 04:48:57 UTC
in Small question - quick answer Post #70310
i no i no... evrything seems fine... i figured it.. it wont run with 31 armouries.. 30 max?
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-28 17:31:44 UTC
in Small question - quick answer Post #70252
i had 32 weapons.. one for each spawn point
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-28 17:30:36 UTC
in Small question - quick answer Post #70249
ok... sigh.. long night for the hunter.. g'night folks.. and thanks
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-28 17:28:16 UTC
in Small question - quick answer Post #70244
yeah.. works fine without weapons
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-28 17:17:23 UTC
in Small question - quick answer Post #70235
i think i spy a plan... pk. hang on... ill report back my findings (however the map did compile the last time i tested it with buyzones)
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-28 16:59:59 UTC
in Small question - quick answer Post #70227
that didnt help much... hmm.. my map wont run... it compiles fine but wont run. i have less than 8 WADs... the filename is short... no spaces.. no error msgs while compiling.. its odd
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-28 16:29:10 UTC
in Small question - quick answer Post #70205
I just made an fy map for CS and i need to know what the maximum number of weapon spawns i can place is.. i read in a forum that the game will crash if there are too many but it didnt specify how many.. thanks
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 17:41:04 UTC
in Token too large error AGAIN! Post #68945
that did it... i should really read these things over more... sorry about the waste of time and thanks very much....
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 17:28:03 UTC
in Token too large error AGAIN! Post #68936
** Executing...
** Command: Change Directory
** Parameters: I:gamesCounter-Strike

** Executing...
** Command: Copy File
** Parameters: "G:foreverdusk.map" "I:gamesCounter-Strikecstrikemapsforeverdusk.map"

** Executing...
** Command: G:DOWNLO~1HALF-L~1toolshlcsg.exe
** Parameters: "I:gamesCounter-Strikecstrikemapsforeverdusk"

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: G:DOWNLO~1HALF-L~1toolshlcsg.exe I:gamesCounter-Strikecstrikemapsforeverdusk
Entering I:gamesCounter-Strikecstrikemapsforeverdusk.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%...Error: Entity 0, Brush 133: outside world(+/-4096): (340,-1178,-232)(-309,10000,-192)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

Error: Entity 0, Brush 133: outside world(+/-4096): (356,-1194,-268)(-293,10000,-156)
Error: Entity 0, Brush 133: outside world(+/-4096): (372,-1210,-264)(-277,10000,-160)
Error: Entity 0, Brush 133: outside world(+/-4096): (356,-1194,-250)(-293,10000,-174)
50%...60%...70%...80%...90%... (0.41 seconds)

--- END hlcsg ---

** Executing...
** Command: G:DOWNLO~1HALF-L~1toolshlbsp.exe
** Parameters: "I:gamesCounter-Strikecstrikemapsforeverdusk"

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: G:DOWNLO~1HALF-L~1toolshlbsp.exe I:gamesCounter-Strikecstrikemapsforeverdusk
&gt;&gt; There was a problem compiling the map.
&gt;&gt; Check the file I:gamesCounter-Strikecstrikemapsforeverdusk.log for the cause.

--- END hlbsp ---

** Executing...
** Command: G:DOWNLO~1HALF-L~1toolshlvis.exe
** Parameters: "I:gamesCounter-Strikecstrikemapsforeverdusk"

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: G:DOWNLO~1HALF-L~1toolshlvis.exe I:gamesCounter-Strikecstrikemapsforeverdusk
&gt;&gt; There was a problem compiling the map.
&gt;&gt; Check the file I:gamesCounter-Strikecstrikemapsforeverdusk.log for the cause.

--- END hlvis ---

** Executing...
** Command: G:DOWNLO~1HALF-L~1toolshlrad.exe
** Parameters: "I:gamesCounter-Strikecstrikemapsforeverdusk"

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: G:DOWNLO~1HALF-L~1toolshlrad.exe I:gamesCounter-Strikecstrikemapsforeverdusk
&gt;&gt; There was a problem compiling the map.
&gt;&gt; Check the file I:gamesCounter-Strikecstrikemapsforeverdusk.log for the cause.

--- END hlrad ---

** Executing...
** Command: I:gamesCOUNTE~1cstrike.exe
** Parameters: +map "foreverdusk"

I know this error shows up loads in the forums and YES i have read tommy 14 errors and NO!!! IT STILL DOESNT WORK!!! why does nothing go right for me? the filename is only the drive and the rmf, I have only used 2 wads (so far) and there are no spaces.
Any help would be much appreciated... Thanks
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 07:02:49 UTC
in A very odd and Different compiling Prob. Post #68749
its a very small map tho... (skybox the size of dust2_mini)
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-24 07:02:25 UTC
in A very odd and Different compiling Prob. Post #68748
yeah... lots of no-usable eye-candy vehicles and i went for high detail... i wanted it to look quite "real"
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-23 17:50:58 UTC
in A very odd and Different compiling Prob. Post #68669
so if i left it, it would eventually complete it.... would this cause lag on the game? if so i will go through with that.. thankyou seventh.
Archie ArchieGoodbye Moonmen
This post was made on a thread that has been deleted.
Posted 20 years ago2004-10-23 17:18:02 UTC
in A very odd and Different compiling Prob. Post #68656
Ok, iv just finished (in my opinion) the best map iv ever made... I'm all happy and i start to compile it (using batch compiler, but not the latest)
and it starts going. After an hour, and its still not done i get a bit suspicious but leave it going (its at leafthread 5 at this point) i then go to bed and awake the next morning to find it still at leafthread 6... this is very annoying as it shows no error message and looks like it is working... Any help please? :(
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-22 11:10:31 UTC
in complie problem i think. Post #68330
im not THAT experianced a mapper but I have yo say that i think its a bit silly to start on a big project... start small and make some individual and multi maps... THEN go on for a big series
Archie ArchieGoodbye Moonmen