Forum posts

Posted 20 years ago2004-07-16 15:34:33 UTC
in Will a map i make work with TFC Clasic? Post #42020
also check here for any questions specific to tfc: http://tf.valve-erc.com/
Posted 20 years ago2004-07-16 15:33:20 UTC
in Will a map i make work with TFC Clasic? Post #42019
some entities, like monsters scripted sequences, weapons, etc are not supported by tfc. but the other stuff: doors, hurts, buttons, breakables and the rest will all work in tfc. you'll need to add an info_tfdetect entity to the map and compile it for it to become a tfc map.
Posted 20 years ago2004-07-13 22:02:43 UTC
in getting monsters to chase down stairs Post #41154
yeah, i put him way above the 112 unit wide stairs/ramp and it still happened :( i don't get it.
Posted 20 years ago2004-07-13 19:28:02 UTC
in getting monsters to chase down stairs Post #41123
man i've made the stairs 112 units wide, made a ramp out of clip texture over the stairs, and placed a grunt on the middle of the stairs and nothing works. even with the ramp and wide stairs, when i put the grunt over the stairs, when i play the game the grunt is stuck with the swirling yellow specs. :(
Posted 20 years ago2004-07-12 14:44:52 UTC
in getting monsters to chase down stairs Post #40706
grunt
Posted 20 years ago2004-07-12 14:44:16 UTC
in switchable texture lights Post #40705
yay thx :)
Posted 20 years ago2004-07-12 12:09:47 UTC
in getting monsters to chase down stairs Post #40672
i have info nodes set up and the monsters seem to chase everywhere but down stairs. is there a specific stair height that they will only go down, or some other way to get them to go down stairs?
Posted 20 years ago2004-07-12 12:03:39 UTC
in switchable texture lights Post #40671
can someone point me to a tut on how to accomplish this... i cant find one, but i'm pretty sure i've seen one before.
Posted 20 years ago2004-07-12 08:33:35 UTC
in Weapons Post #40645
player_weaponstrip?
Posted 20 years ago2004-07-09 21:20:10 UTC
in Map idea. Post #40074
hehe yeah, my house was the first "thing" i tried to map in hammer... didn't everyone do that?
Posted 20 years ago2004-07-09 19:19:09 UTC
in Funny pics! Post #40032
found here: http://www.kristoffersworld.tk/
hosted @ freewebs :P
User posted image
User posted image
User posted image
User posted image
Posted 20 years ago2004-07-09 19:00:57 UTC
in Map idea. Post #40030
lol
Posted 20 years ago2004-07-09 19:00:04 UTC
in one simple question, Post #40029
inside the game, before you play, you need to click "configure" or "controls" (what you use to define what button does what in the game... like move forward, etc...), thesn assign whatever button you want to "take screenshot".

i think that f5 is the default?
Posted 20 years ago2004-07-08 19:21:51 UTC
in Nightwatch Post #39816
hey a Nightwatch interview and more screens: http://www.thegamingelement.com/articles.php?articleid=4&p=1

/me drools
Posted 20 years ago2004-07-08 17:24:16 UTC
in arched tunnels Post #39792
thx
Posted 20 years ago2004-07-08 17:20:26 UTC
in arched tunnels Post #39789
i saw a tut before about connecting perpendicular arched tunnels... anyone know where i can find it (or another)?
Posted 20 years ago2004-07-08 08:58:07 UTC
in Very Very High ceiling/sky Post #39676
if you come up with any TFC specific questions, you can take a look here too: http://tf.valve-erc.com/
Posted 20 years ago2004-07-07 19:48:32 UTC
in Deleting decals from walls Post #39534
if you have a hard time clicking the decal by clicking on the wall, zoom in in one of your 2d windows and click on the info_decal itself.
Posted 20 years ago2004-07-07 19:18:44 UTC
in Nightwatch Post #39529
if you live in a glass house...
cos thats not off topic at all.
...shadap an quit playin hall monitor :P

and at least my post had something on topic in it...

damn! nightwatch looks goooooood! they should release a demo
;)
Posted 20 years ago2004-07-07 16:25:33 UTC
in map was crashing Post #39476
can you take a look at my map in the problem maps section and see if it's works for you?

Thanks!

http://cariad.co.za/twhl/mapvault_map.php?id=1503
Posted 20 years ago2004-07-07 10:21:40 UTC
in sprite properties Post #39423
That's what happens if you use additive on black.
it looks worse if i use "glow", and "normal" shows a black square around the head... any suggestions?
Posted 20 years ago2004-07-06 20:26:30 UTC
in sprite properties Post #39331
please look here and heeellllllp! if you know how to fix it, just post here.

Thanks! :)

http://tf.valve-erc.com/forums.php?show=topic&topic=785
Posted 20 years ago2004-07-06 19:28:35 UTC
in Custom door sounds Post #39318
I was thinkin about a passable, invisible button inside the door, is this possible?
or you could just make an invisible button that moves staight up or down (out of the players way) very fast. set the speed to like 9999 or somin.
Posted 20 years ago2004-07-06 19:24:49 UTC
in Custom door sounds Post #39315
I tried targeting an ambient generic or a multi_manager, but it would only trigger after the door stops moving
dont have the door trigger the ambient, have what's triggering the door trigger the ambient.
I didnt get it about the speak global or speak AP
yeah those door properties may be specific only to tfc (what i map)

only $2500 for my bike :)
Posted 20 years ago2004-07-06 18:52:45 UTC
in Nightwatch Post #39299
hehe, well with my new avatar theres a lot of empty space under my post. i thought i'd just fill some in :)
Posted 20 years ago2004-07-06 18:49:39 UTC
in Custom door sounds Post #39298
i think you can use the "speak global" or "speak AP" parameter to point to the file you want to play. or if that doesn't work the way you want, just have whatever's targetting the door, target an ambient generic that plays your sound.
Posted 20 years ago2004-07-06 18:41:17 UTC
in Texlight issues Post #39295
if you plan on having some lights that will never be on, you can just copy the texture in wally, then give the copy a name that is not in your lights.rad file.
Posted 20 years ago2004-07-06 17:59:11 UTC
in Nightwatch Post #39289
heh yeah my bad, "professional victim"

anyone wanna buy my bike? im movin and theres no garage :(
Posted 20 years ago2004-07-06 17:36:57 UTC
in half-life2.com secret page! Post #39285
nice
Posted 20 years ago2004-07-06 17:17:06 UTC
in Nightwatch Post #39281
The only thing I dont like about it as that some of the team are annoying!
the only guy on the team i've had contact with is pv. he doesn't mince words, but ive found him to be very helpful and knowledgable in all things mapping. he bends over backwards to help support the mapping comunity imo.

Seventh: square brackets ;)
Posted 20 years ago2004-07-06 14:49:42 UTC
in which fgd file to use? Post #39252
roger that
Posted 20 years ago2004-07-06 14:16:49 UTC
in how to hide parts of a map Post #39244
a func_illusionary covered with black texture should work.
Posted 20 years ago2004-07-06 14:08:35 UTC
in which fgd file to use? Post #39242
whats the difference between halflife-fgd_2x and halflife-fgd_3x and which should i use?
Posted 20 years ago2004-07-04 10:39:00 UTC
in Timer Post #38726
ok, i guess i lose all concept of time when playing hl ;)
Posted 20 years ago2004-07-04 10:17:21 UTC
in Timer Post #38721
a little off topic but, "seconds" in half-life arent real seconds... right? how long are the seconds really in half life?
Posted 20 years ago2004-07-04 09:01:26 UTC
in aaa texture showing up in game Post #38707
yeah, no leaks and i remade it already but it shows up still. :( since the train will allign itself to the first path regardless of where i place it, i'm thinking about creating a small inacessible room in hammer and putting the train and the train controls there? sound good?

thanks for the help all
Posted 20 years ago2004-07-04 07:27:03 UTC
in map crashes hl as it's loading Post #38669
could a huge func_water be causing my map to crash? it was one of the recent additions i made to the map before this problem arose.
Posted 20 years ago2004-07-04 07:23:43 UTC
in aaa texture showing up in game Post #38666
could a huge func_water cause the game to crash in direct 3d mode? i remember seeing the aaa texture before the problem started. but the problem started after i added the func_water (and other things).
Posted 20 years ago2004-07-03 19:13:18 UTC
in Nightwatch Post #38575
yeah it looks really awesome. wonder how close it is to coming out. it definately looks like it will be a lot of fun... wish i could run around in those levels now.
Posted 20 years ago2004-07-03 19:05:50 UTC
in Easy way to place path_corners? Post #38573
i thought the origin brush acts as the part of the train that is guided along the paths, no? or am i missing the point?
Posted 20 years ago2004-07-03 17:40:40 UTC
in Free Op4? Post #38561
prolly a gift to butter us up cause they're gonna make us pay 2 play hl2 or somin.
Posted 20 years ago2004-07-03 17:18:25 UTC
in map crashes hl as it's loading Post #38554
hazardous, yes

pepper, whats that?

i also noticed that it only crashes if i play in direct 3d, not open gl or software mode, if that makes a difference. also, it does not crash in any video mode if i compile without vis and rad.
Posted 20 years ago2004-07-03 16:50:33 UTC
in map crashes hl as it's loading Post #38551
yeah, i figure it was one of the many recent additions i made, but i had hoped someone might be able to narrow it down for my by hinting at what could cause this. :( x 100
Posted 20 years ago2004-07-03 16:32:52 UTC
in map crashes hl as it's loading Post #38549
yeah, i combined a bunch of textures into wildwest_shootout.wad. the thing is, the maps been compiling and running fine with all the wads, but only recently has started crashing hl.
Posted 20 years ago2004-07-03 16:26:00 UTC
in aaa texture showing up in game Post #38548
i posted my compile log in a seperate thread... incase my problems arent related.

it shows up as an ent in hammer.
Posted 20 years ago2004-07-03 16:13:09 UTC
in aaa texture showing up in game Post #38545
ummm?
User posted image
Posted 20 years ago2004-07-03 16:12:00 UTC
in aaa texture showing up in game Post #38544
Posted 20 years ago2004-07-03 16:10:02 UTC
in aaa texture showing up in game Post #38543
ok, here's the pic

[img]http://www.freewebs.com/fattymaps/aa
a.JPG[/img]:
Posted 20 years ago2004-07-03 15:59:43 UTC
in aaa texture showing up in game Post #38540
recently my map has been crashing tfc right as it's loading. i could get it to run in software mode, and saw this:
<IMG SRC="http://www.freewebs.com/fattymaps/aaa.JPG">

what you see is a func_traincontrols. that entity has been in the map for a long time, but only recently became visible. i deleted it and remade it, but it still shows up. anyone know what's up with this and if it could be what's causing the map to crash tfc before it's even opened?

thanks

p.s. i get no error msg. when the game crashes, it just exits right out of tfc right before the map should open.
Posted 20 years ago2004-07-03 15:58:15 UTC
in map crashes hl as it's loading Post #38539
help please:

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: C:zhlt253-17hlcsg.exe -wadinclude wildwest_shootout.wad -chart "C:Program FilesValve Hammer Editormapswest.map"
Entering C:Program FilesValve Hammer Editormapswest.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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]
[wildwest_shootout.wad]

106 brushes (totalling 585 sides) discarded from clipping hulls
CreateBrush:
(21.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.42 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 0/400 0/25600 ( 0.0%)
planes 30758/32767 615160/655340 (93.9%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 2816/32767 112640/1310680 ( 8.6%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/4194304 ( 0.0%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced

Total BSP file data space used: 727800 bytes

Using Wadfile: sierrahalf-lifetfctfc2.wad
  • Contains 9 used textures, 13.24 percent of map (395 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 5 used textures, 7.35 percent of map (279 textures in wad)
Using Wadfile: sierrahalf-lifetfcdecals.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 18 used textures, 26.47 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-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: zhlt253-17zhlt.wad
  • Contains 1 used texture, 1.47 percent of map (3 textures in wad)
Including Wadfile: sierrahalf-lifevalvewildwest_shootout.wad
  • Warning: Larger than expected texture (348972 bytes): 'CNCRTGREYPNLMEA'
  • Warning: Larger than expected texture (240172 bytes): 'SHEALTHPAD'
  • Warning: Larger than expected texture (240172 bytes): 'SHEALTHPADBASE'
  • Warning: Larger than expected texture (348972 bytes): 'TILEDETAILCORNE'
  • Contains 35 used textures, 51.47 percent of map (1461 textures in wad)
Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Texture usage is at 1.87 mb (of 4.00 mb MAX)
29.80 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: C:zhlt253-17hlbsp.exe -chart "C:Program FilesValve Hammer Editormapswest.map"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ 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 'C:Program FilesValve Hammer Editormapswest.prt'

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 339/400 21696/25600 (84.8%)
planes 30758/32767 615160/655340 (93.9%)
vertexes 12604/65535 151248/786420 (19.2%)
nodes 7222/32767 173328/786408 (22.0%)
texinfos 2816/32767 112640/1310680 ( 8.6%)
faces 8426/65535 168520/1310700 (12.9%)
clipnodes 31285/32767 250280/262136 (95.5%)
leaves 5418/8192 151704/229376 (66.1%)
marksurfaces 13186/65535 26372/131070 (20.1%)
surfedges 37074/512000 148296/2048000 ( 7.2%)
edges 21947/256000 87788/1024000 ( 8.6%)
texdata [variable] 1242052/4194304 (29.6%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 75642/524288 (14.4%)
68 textures referenced

Total BSP file data space used: 3224726 bytes

13.36 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: C:zhlt253-17hlvis.exe -full -chart "C:Program FilesValve Hammer Editormapswest.map"
1968 portalleafs
7375 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
(22.02 seconds)
LeafThread:
(8427.64 seconds)
average leafs visible: 445
g_visdatasize:232487 compressed from 484128

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 339/400 21696/25600 (84.8%)
planes 30758/32767 615160/655340 (93.9%)
vertexes 12604/65535 151248/786420 (19.2%)
nodes 7222/32767 173328/786408 (22.0%)
texinfos 2816/32767 112640/1310680 ( 8.6%)
faces 8426/65535 168520/1310700 (12.9%)
clipnodes 31285/32767 250280/262136 (95.5%)
leaves 5418/8192 151704/229376 (66.1%)
marksurfaces 13186/65535 26372/131070 (20.1%)
surfedges 37074/512000 148296/2048000 ( 7.2%)
edges 21947/256000 87788/1024000 ( 8.6%)
texdata [variable] 1242052/4194304 (29.6%)
lightdata [variable] 0/4194304 ( 0.0%)
visdata [variable] 232487/2097152 (11.1%)
entdata [variable] 75642/524288 (14.4%)
68 textures referenced

Total BSP file data space used: 3457213 bytes

8450.06 seconds elapsed [2h 20m 50s]

--- 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: C:zhlt253-17hlrad.exe -extra -bounce 3 -chart "C:Program FilesValve Hammer Editormapswest.map"

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 3 ] [ 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 'C:zhlt253-17lights.rad']
[59 texlights parsed from 'C:zhlt253-17lights.rad']

8426 faces
Create Patches : 41193 base patches
1988 opaque faces
539852 square feet [77738808.00 square inches]
18 direct lights

BuildFacelights:
(831.61 seconds)
visibility matrix : 101.1 megs
BuildVisLeafs:
(2563.98 seconds)
MakeScales:
(109.31 seconds)
SwapTransfers:
FindTransferOffsetPatchnum returned -1 looking for patch 25558 in patch 9704's transfer lists
FindTransferOffsetPatchnum returned -1 looking for patch 30746 in patch 9382's transfer lists
(13.34 seconds)
Transfer Lists : 20586202 : 20.59M transfers
Indices : 16216076 : 15.46M bytes
Data : 82344808 : 78.53M bytes
GatherLight:
(3.06 seconds)
GatherLight:
(4.36 seconds)
GatherLight:
(4.50 seconds)
FinalLightFace:
(5.92 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 339/400 21696/25600 (84.8%)
planes 30758/32767 615160/655340 (93.9%)
vertexes 12604/65535 151248/786420 (19.2%)
nodes 7222/32767 173328/786408 (22.0%)
texinfos 2816/32767 112640/1310680 ( 8.6%)
faces 8426/65535 168520/1310700 (12.9%)
clipnodes 31285/32767 250280/262136 (95.5%)
leaves 5418/8192 151704/229376 (66.1%)
marksurfaces 13186/65535 26372/131070 (20.1%)
surfedges 37074/512000 148296/2048000 ( 7.2%)
edges 21947/256000 87788/1024000 ( 8.6%)
texdata [variable] 1242052/4194304 (29.6%)
lightdata [variable] 2013456/4194304 (48.0%)
visdata [variable] 232487/2097152 (11.1%)
entdata [variable] 75642/524288 (14.4%)
68 textures referenced

Total BSP file data space used: 5470669 bytes

3542.52 seconds elapsed [59m 2s]

--- END hlrad ---

note that the following errors did not show up when the problem first arose. they only showed up in this compile so i doubt they are the cause:

FindTransferOffsetPatchnum returned -1 looking for patch 25558 in patch 9704's transfer lists
FindTransferOffsetPatchnum returned -1 looking for patch 30746 in patch 9382's transfer list

does anyone see anything that hints at why my map crashes tfc?

thanks

p.s. see also my post in general help about aaa textue showing up.