Forum posts

Posted 15 years ago2009-06-25 11:32:45 UTC
in What is causing this problem with HLRAD Post #268852
And i never knew the compilator had an Admin mode.
It does'nt. Vista and Win7 does. :)

The reason why the Compilator crashes is because i didn't added a simple Try Catch statement to catch the actual crash, the other reason is that UAC prevents the creation/generation of files, because it needs the user permission to do so. It doesn't prompt the user because the file creation/generation is done by the application, not by the user itself.

Sorry for the inconvenience.

You could try disabling the UAC (User Account Control).

Here's how: http://www.mydigitallife.info/2008/12/30/how-to-disable-and-turn-off-uac-in-windows-7/
Posted 15 years ago2009-06-24 08:27:52 UTC
in I can see NULL texture ingame Post #268787
Make sure that NULL texture is:
  • named NULL
  • 16*16 pixel size.
Maybe you should give the BEVEL texture a try, its very much like NULL, but also decreases clipnodes.
Posted 15 years ago2009-06-23 15:25:19 UTC
in Planet TWHL! Post #268735
MSC is hiring.
Posted 15 years ago2009-06-23 11:28:05 UTC
in What is causing this problem with HLRAD Post #268724
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.


Remove one wad to fix this.

Are you using a front end to compile? If not, i suggest you get one.

As for the leak, there must be a lin or a pts file, you should open the lin file in Hammer to trace the leak (MAP ---> Load Pointfile...)
Posted 15 years ago2009-06-21 08:38:13 UTC
in Rooms (mini co-op project) Post #268632
[quote]Atom, enable it by activating multisource or simply targeting the trigger_once's name? I tried both and variations, and couldn't get it to trigger the camera that way..

([/quote]

Yeah you meed a multisource, it should work. Let me try it out.
Posted 15 years ago2009-06-19 15:08:09 UTC
in Planet TWHL! Post #268503
User posted image
The fire is out, yet the city of New Ajaccio suffered major damage, many lives were lost.

The launch of the Delta 2.5 rocket carrying the BSP Space Probe failed miserably. The rocket exploded on the launchpad four seconds after main engine ignition. Damage in the millions.

The space program has been halted and planned launches postponed.

O yeah, Muzzleland never had it so good.
Posted 15 years ago2009-06-19 12:31:31 UTC
in Rooms (mini co-op project) Post #268494
Have the player start in a disabled trigger_once and enable it when you want to trigger the camera.
Posted 15 years ago2009-06-19 12:04:16 UTC
in Planet TWHL! Post #268488
User posted image
The Atomix Shuttle, launched from The Muzz F. Mesa Space Center, successfully delivered the Kibo module to the TWHL Space Station. The Station is nearing completion with only two more modules left.

A Delta 2.5 rocket will lift-off later this week carrying the BSP Space Probe into space for its long journey to the edge of our solar system.
Posted 15 years ago2009-06-18 18:49:50 UTC
in Planet TWHL! Post #268436
Latest version:
User posted image
Name change for the Muzz F. Mesa Space Center.
New Ajaccio founded.
Posted 15 years ago2009-06-18 18:38:21 UTC
in Planet TWHL! Post #268434
I think its best that whoever is currenly working/updating the map should say WIP or Updating map, so that other people know someone is working on it right now, and that they'll have to wait until the work is compled.
Posted 15 years ago2009-06-18 18:24:23 UTC
in Planet TWHL! Post #268431
Muzzleland started developing the Atomex II launch vehicle, suitable for delivering payloads and supplies to the TWHL Space Station (yet to be build).
Posted 15 years ago2009-06-18 18:11:32 UTC
in Planet TWHL! Post #268429
Call me crazy, but im Sticky'ing this. This is awesome!
Posted 15 years ago2009-06-18 18:04:41 UTC
in Planet TWHL! Post #268425
On a happier note, Snarkistan has started development of a space and sattelite program in the northern territories, more news following soon!
That's fine, but space launches are my business. Im not funding the Muzz F. Space Center for nothing! If you need launch capabilities, just ring, and ill let you use the facilities at the Muzz F. Space Center.

And no, its not for free.
Posted 15 years ago2009-06-18 16:50:26 UTC
in Rooms (mini co-op project) Post #268412
Atom: did the levelchange work for you to the second map so you weren't frozen? I find this so weird because after the level change you can't noclip, impulse 101 or anything... you are just stuck there!
Yup, that happend to mee too.
Posted 15 years ago2009-06-18 11:51:57 UTC
in Planet TWHL! Post #268384
This is fun!
User posted image
User posted image
Posted 15 years ago2009-06-17 16:59:43 UTC
in Rooms (mini co-op project) Post #268339
I use WON HL too. A lot. :)
Posted 15 years ago2009-06-17 16:35:52 UTC
in Rooms (mini co-op project) Post #268337
It ran fine for me because i played the map via the Rooms minimod (remember we have that? You should be using it!)
Posted 15 years ago2009-06-17 06:49:23 UTC
in Rooms (mini co-op project) Post #268325
So... does this menu actually work in this beta? And what are those two red arrows pointing at the pyramid and that translucent furniture?
Posted 15 years ago2009-06-13 17:38:02 UTC
in Something's weird here, spot it ! Post #268261
Lighting or lightning? :P
Posted 15 years ago2009-06-13 17:13:45 UTC
in Something's weird here, spot it ! Post #268257
If i remember correctly, there should be a beam between de last green sprite and the previous one. The sprite shows up when all the inner rotating... thingies rotate, only then a beam is created between that sprite and the previous one.

In that screenshot it looks like that beam never came on.
Posted 15 years ago2009-06-13 14:48:33 UTC
in Now Playing: ... Post #268251
Bejweled Twist
Posted 15 years ago2009-06-13 12:08:40 UTC
in Warning: Too many light styles on a face Post #268247
I think its pretty streight forward.

If you have lights with a targetname and if they emit static light only, then these lights are recognized as dynamic lights.
To make normal static lights of those, simply unname them.

Then check if you have too many dynamic lights too close together, you'll just have to remove some.
Posted 15 years ago2009-06-10 10:50:50 UTC
in Super Half-Life Tools 3.9 Post #268167
Im pretty sure there is a significant improvement when it comes to speed, i have'nt had the time to fully test it yet.

If you map for HL1, i would definitely use these new tools. Keep software (and compile tools) up-to-date.
Posted 15 years ago2009-06-10 09:57:02 UTC
in Func_trains with env_beams problem Post #268164
I guess I will have to make a example map and make a replika of it and send in it so someone could look at it, Because this is too strange! Havn't seen anything like it before.
Go right ahead because its very hard for us to figure out the problem by just reading your posts. We have to take a look at the map itself.
Posted 15 years ago2009-06-09 15:43:43 UTC
in Func_trains with env_beams problem Post #268127
In that case i think you just simply have a naming/targeting problem.

I'd say name your entities like this:

[env_beam]
Targetname: laserbeam1
Start entity: startbeam1
End entity: endbeam1

[func_train]
Targetname: startbeam1
Next stop target: startbeam1_p1

[func_train]
Targetname: endbeam1
Next stop target: endbeam1_p2

[path_corner]
Targetname: startbeam1_p1
Next stop target) startbeam1_p2

[path_corner]
Targetname: endbeam1_p1
Next stop target) endbeam1_p2

Or something like that...
If you can't figure it out, post the map in the problems map vault for anyone to look at and fix.
Posted 15 years ago2009-06-09 13:50:01 UTC
in Func_trains with env_beams problem Post #268122
Make sure your func_trains have an ORIGIN brush attached to it. Maybe you forgot to add one to the end train.
Posted 15 years ago2009-06-09 11:13:03 UTC
in My CS:S Map Post #268116
Use the map vault. If your map is unfinished, upload your map to the unfinished map vault.
Posted 15 years ago2009-06-09 11:10:57 UTC
in Super Half-Life Tools 3.9 Post #268115
Like i said on MSN yesterday, these tools work find with the Compilator.
So go ahead and use them!

You need to rename the tools to hlcsg.exe, hlbsp.exe, hlvis.exe and hlrad.exe because the Compilator is hardcoded to look for these filenames.

Also, that new entity is pretty darn neat!
Posted 15 years ago2009-06-06 15:44:53 UTC
in Competition 27 Post #268033
Why not make a reg file with all the registry keys that HL needs.
Just make the keys point to your HL install folder on your flash drive and
it should work.
Just don't forget to delete those registry values again from the PC when you're done.

I could make a little programm that does this automatically.

I think we should definitely give this a try, as many other people can make use of it.
Posted 15 years ago2009-06-06 13:51:20 UTC
in How do I turn Env_beam off? Post #268026
Its even easier than you might think: simply check the Toggle flag of that env_beam. Triggering it will turn it off.

Toggle means: on, off, on, off etc...
Posted 15 years ago2009-06-06 09:20:43 UTC
in Adding custom weapons without replacing Post #268018
Visual C++ 6.0 is what you need.
Posted 15 years ago2009-06-02 14:19:25 UTC
in Problems Valley Post #267829
Geez, you're map is really screwed up!

Send me your map. Ill check it in HL2 ( don't own Gmod, but its practically the same engine).
Posted 15 years ago2009-06-02 13:43:21 UTC
in Problems Valley Post #267826
But wait a sec, I have 4 gb of ram, how can it run low on RAM ?!
That Description gave you two possible causes. Read the second one:
Vrad.exe is chocking on some very complicated bit of your map
There's your problem. I think your map is simply too complex for RAD. To make RAD's live easier, func_detail detail objects and brushes, don't just leave them as solids.

The last time i saw a map (the vmf) of yours, everything was made of solids, there's were no func_details.

Optimize, you must!
Posted 15 years ago2009-06-01 10:14:31 UTC
in Problems Valley Post #267742
Just a question , can you tell me a good blues sky ? ( not totally blue, but with fewer clouds than the default one)
I'd say make your own using Terragen. I once made a custom sky with it myself for HL2.
Posted 15 years ago2009-06-01 09:29:33 UTC
in Problems Valley Post #267740
Fix the leak and the CONTENTS_SOLID errors should go away.
Water found with no water_lod_control entity, creating a default one.
I though you'd already placed one. Make sure its not in an invisible VIS group. Entities in invisible VIS groups are ignored.

Also, don't make the water out of multiple brushes. Use one big brush to cover the area's where you want to have water. The brush's edges and corners may stick out of your level, but that's ok, this won't cause leak.
Posted 15 years ago2009-05-31 09:40:01 UTC
in 3D Simulation of Space Shuttle Mission Post #267690
Help what?
Posted 15 years ago2009-05-27 13:23:32 UTC
in Taking a TFC map and putting it into DoD Post #267558
The best way to achieve this is to use a map decompiler to analyze the brushwork, and use that to recreate that map yourself.

Decompiling maps is actually very buggy and the result a horrible mess of deformed brushes once you open the .map file in Hammer, but it should give you an idea of the brushwork.
Posted 15 years ago2009-05-27 08:52:48 UTC
in Looking for a C++ compiler Post #267551
I'd say Visual C++ 6.0 is the best option for you if you want to mod for GoldSource, as Half-Life's source code was written with the same software.
The problem here is that its not freeware, nor is it open source.
Posted 15 years ago2009-05-25 12:42:59 UTC
in Blocking player movement Post #267465
Do what Rimrooks says, its the best solution for what you want to achieve.
And no, CLIP brushes are not treated as entities, just invisible walls, really.
Posted 15 years ago2009-05-20 10:39:27 UTC
in text to speech engine Post #267267
Posted 15 years ago2009-05-19 11:49:40 UTC
in Now Playing: ... Post #267237
Posted 15 years ago2009-05-17 07:09:49 UTC
in Problems Valley Post #267130
Try a different water texture (not a dev one), add a water_lod_control and add at least one env_cubemaps above the water surface (at eye height).
Posted 15 years ago2009-05-16 16:43:51 UTC
in Func_walls visible through sky Post #267095
User posted image
Have you fixed that yet?
Posted 15 years ago2009-05-15 16:53:51 UTC
in 3D Simulation of Space Shuttle Mission Post #267037
There's an option in the ingame menu that enables it. I don't remember the name.
Posted 15 years ago2009-05-15 09:43:15 UTC
in 3D Simulation of Space Shuttle Mission Post #267008
Just follow the on-screen instructions and download the Quick Start Manual.
Posted 15 years ago2009-05-15 09:04:21 UTC
in Problems Valley Post #266936
Wow, i was way off.
Posted 15 years ago2009-05-14 16:41:35 UTC
in 3D Simulation of Space Shuttle Mission Post #266940
As a space shuttle "geek", i find that pretty intesting.

But i think i prefer Space Shuttle Mission 2007, which is a space shuttle simulator in which you experience and replay many historic shuttle missions such as STS-1, the maiden flight of the shuttle, STS-8, the first nighttime launch, STS-31, the launch of Hubble, STS-401, the contingency mission for STS-125 (which is currently in progess) and many more mission, all from the T-01:30:00 mark to wheelstop at landing. Every aspect of flying the space shuttle is covered in this simulator, as you can flick every switch, button, knob, lever and the like on the cockpit instruments panels.

If you're into NASA and especially the shuttle, i'd check it out. SSM07 is however a commercial product...

Check it out at http://www.space-shuttle-mission.com/
and http://en.wikipedia.org/wiki/Space_Shuttle_Mission_2007

Check out the trailer: http://www.youtube.com/watch?v=0HrwIRdVPqc

As for this "mini" simulator, i pass, as STS-125 will most certainly be added to the game as a playable mission in a future service pack.
Posted 15 years ago2009-05-14 11:11:00 UTC
in Problems Valley Post #266930
Source allows lighting (although poor) even if there's a leak. The reason why its acting weird in your map is probably because of that leak.

Fix the leak first, then see if there's still weird lighting in your map.
Posted 15 years ago2009-05-13 15:15:23 UTC
in Func_walls visible through sky Post #266896
You said that some func_walls can be seen through the sky and some not.

Is there a specific difference between those, property wise?
Posted 15 years ago2009-05-13 14:01:15 UTC
in Func_walls visible through sky Post #266894