Forum posts

Posted 16 years ago2008-10-31 11:46:37 UTC
in Strange Leaks Post #257963
I'm actually with Skals on this one. The .lin-file is the fastest and easiest way to find a leak, it has never failed me.
Posted 16 years ago2008-10-28 04:38:40 UTC
in Save error on map. Post #257798
Maybe you accidently f*cked up the original game content?
Posted 16 years ago2008-10-20 07:29:19 UTC
in The Ship[HL1 Mod] Map Spawns... Post #257387
Posted 16 years ago2008-10-20 03:13:18 UTC
in The Ship[HL1 Mod] Map Spawns... Post #257376
AFAIK, you can change a map's entities without decompiling.
Posted 16 years ago2008-10-18 17:27:40 UTC
in Adding sound to footsteps/texture Post #257318
But you can only have one modified materials.txt file in your sounds directory until you download a map that also uses a modified file. Then you would overwrite the one you previously downloaded, in this case zeeba-G's materials.txt file, making the custom sound textures in his map to not produce the sound any more when you walk over them.

So yeah, making a custom materials.txt is pretty pointless.
Yeah, that's what I meant.
Posted 16 years ago2008-10-18 15:59:48 UTC
in Adding sound to footsteps/texture Post #257316
Isn't it a bad idea to change materials.txt? If another person decides to do the same, once you download his map, his version of materials.txt will overwrite yours and the texture-sound in your map won't work anymore?
Posted 16 years ago2008-10-18 04:54:56 UTC
in Map not found on server Post #257290
Start with looking through your compile-log for any errors that could've prevented the bsp from being created.(Or post your compile log here and let us have a look at it).

Also, for which game, HL, CS? Steam or non-Steam?
Posted 16 years ago2008-10-17 18:27:33 UTC
in Interesting questions Post #257278
ZHLT is open source AFAIK, if you want faster compiling times, start coding! ;)
Even if this is the truth (that the command doesn't work for anything), anyone could have told it earlier, right?
This is a forum, not an instant-messaging chat.
Posted 16 years ago2008-10-15 09:15:36 UTC
in Need tips for Exceeded MAX_MAP_CLIPNODES Post #257113
You probably already know of it but place CLIP-brushes at areas where players can't get to.
MAX_MAP_CLIPNODES

There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.

When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of them are extremely small or too small for a player, and if you put a CLIP brush over them they don't become clipnodes at all (well really there are still a few intersecting the brush on its surfaces, but the brush can be excluding dozens or hundreds of them at a time).

If the world has had a 'box' placed around it to prevent leaks, its probably causing several thousand (if not 10000+) extraneous nodes and clipnodes to be caused, not only wasting resources but will cause vis to work a lot harder than it needs to. An example map is available, demonstrating how it is possible to reduce the clipnodes in a map. Without the clip brush in place, the map requires over a hundred more clipnodes to define the player-accessable space.

http://www.slackiller.com/tommy14/errors.htm#clipnode
Posted 16 years ago2008-10-12 10:40:32 UTC
in Interesting questions Post #256961
If you want mirrors in your map, start mapping for another game cuz goldsource doesn't have mirrors. Maybe you could implement it yourself in a mod but that's completly different question...

And why not look through the HL source code and find out what mirroralpha does yourself?

BTW, mirroralpha didn't seem to have any effect on Barney's helmet, and his helmet wasn't reflective anyway, more like some chrome-effect.
Posted 16 years ago2008-10-11 14:59:16 UTC
in Interesting questions Post #256925
Barney's helmet is kinda' reflective if I remember correctly, maybe that's what r_mirroralpha is controlling.
Posted 16 years ago2008-10-11 12:36:16 UTC
in Interesting questions Post #256912
Maybe Barney's helmet?
Posted 16 years ago2008-10-11 04:32:17 UTC
in Interesting questions Post #256901
This one... well... I know I could test this by myself by making a simple map just for that purpose, but it's always good to make this kind of informations here available on the forum for anyone which searches for it.
Then why don't you just try it out for yourself and report your findings here on the forum?
Posted 16 years ago2008-09-28 09:48:41 UTC
in Weapon coding tutorial? Post #256263
Posted 16 years ago2008-09-25 06:59:39 UTC
in How to make grass ? :P Post #256072
If the grass is a transparent texture then just apply it to a thin brush, turn it into func_illusionary and in its settings set "Render Mode" to "Solid" and "FX Amount" to "255".

If you're gonna have a tree I would recommend a model for it. Would look much better than a sprite. If you're using Steam version of H-L/CS all the games assets can be found in the .gcf-files(in the SteamApps folder). You will need a program like GCFScape to extract the stuff.
Posted 16 years ago2008-09-21 06:10:58 UTC
in Need help with compiling problem Post #255841
Does the doors disappear in OpenGL-mode?
Posted 16 years ago2008-09-21 05:49:08 UTC
in Need help with compiling problem Post #255835
Are you running the game in software mode!? That could cause all kinds of graphical glitches. In-game, bring up the main-menu, choose 'Options'--> 'Video' and make sure 'Renderer' is set to 'OpenGL'.
Posted 16 years ago2008-09-20 16:23:12 UTC
in Need help with compiling problem Post #255800
Just upload the pictures to some image-site, like Imageshack etc. then just include the links to the pictures in your post.
Posted 16 years ago2008-09-20 14:35:15 UTC
in Need help with compiling problem Post #255791
Could we see a in-game screenshot of this problem?
Posted 16 years ago2008-09-20 09:16:30 UTC
in Need help with compiling problem Post #255758
Is it a very large and open map? If so, it could be related to the draw-distance, in Hammer go to 'Map'--->'Map properties...' and raise 'Max viewable distance', then re-compile the map and see if it works better.
Posted 16 years ago2008-09-20 05:50:14 UTC
in Need help with compiling problem Post #255742
They're better than the q-tools and gives better error-reports.
Posted 16 years ago2008-09-20 05:32:40 UTC
in Need help with compiling problem Post #255739
Your using outdated compiling tools, use Zoners compiling tools instead: http://www.fpsbanana.com/tools/1089
Posted 16 years ago2008-09-20 05:27:13 UTC
in Ati Driver .....ONNA ..... Post #255738
Report it to ATI, ATI will never fix it if they don't know the problem exist. Since it has worked in older drivers(7.10 was the latest version that worked if i remember correctly) so it shouldn't be too hard for them to fix it.
Posted 16 years ago2008-09-14 06:19:02 UTC
in Respawnable crates Post #255357
I didn't mean to sound rude or anything, I was just stating the simple fact that waiting for an answer from us could take 3-4 hours, while making a simple test-map and try it out for yourself would take you 3-4 minutes...
Posted 16 years ago2008-09-14 04:15:19 UTC
in Respawnable crates Post #255352
er will that respawn the crate?
Instead of waiting for us to answer that question(which could take hours), why don't you just try it out yourself!?
Posted 16 years ago2008-08-31 15:05:39 UTC
in Where Do You Even GET Prefabs Anymore? Post #254810
FPSBanana maybe? Or just make it yourself...
Posted 16 years ago2008-08-17 10:45:03 UTC
in Wadinclude problems Post #253971
How does the compile-log from Hammer look like?
Posted 16 years ago2008-08-17 04:52:29 UTC
in Wadinclude problems Post #253962
Are you sure you're using ZHLT?
He is, so thats not the problem.
No, he was using Q-tools in Hammer.
Posted 16 years ago2008-08-16 16:49:31 UTC
in Wadinclude problems Post #253908
Posted 16 years ago2008-08-16 15:58:36 UTC
in Wadinclude problems Post #253903
Does it work if you compile it in Hammer?
Posted 16 years ago2008-08-12 17:52:49 UTC
in Lighting Bug - adjacent faces lit differ Post #253661
Which version of ZHLT are you using? Tried using an older/newer version?
Posted 16 years ago2008-08-12 12:44:58 UTC
in Lighting Bug - adjacent faces lit differ Post #253621
What am I supposed to see? (Except for a misaligned texture...)
Posted 16 years ago2008-08-10 04:21:02 UTC
in .rmf got deleted for some strange reason Post #253521
Next time, make regular backups.
Posted 16 years ago2008-08-09 15:05:02 UTC
in Now Playing: ... Post #253497
Dave Matthews Band - Grey Street
Posted 16 years ago2008-07-24 04:04:12 UTC
in .wad problems Post #252923
Random tiling textures needs a number after the "-". The first one is always "-0blablabla", then if you have more than one in the same series the next one is named "-1blablabla" then "-2blablabla" etc. (up to a maximum of -9)
Posted 16 years ago2008-07-22 13:21:18 UTC
in What Half-Life Tools do you recommend? Post #252853
Nem's GCFScape is also pretty good if you're running Steam and want to inspect the standard files that comes with the game: http://nemesis.thewavelength.net/index.php?p=25
Posted 16 years ago2008-07-22 09:13:38 UTC
in Post your screenshots! WIP thread Post #252847
Looks really nice, pepper. Kinda' reminds me of a map called supplydepot for Enemy Territory.

Anyway, looks cool, keep up the good work.
Posted 16 years ago2008-07-21 07:40:19 UTC
in Cannot select in 3d window Post #252786
what do you know? nobody can use anim8or on vista because it doesn't support opengl.
No, you stupid fuck. Vista has opengl support but it's up to the driver-manufacturers to implement it correctly.

It even says on the Anim8or-website:
Theoretically Anim8or should work under the Vista operating system without any problem. However the OS and graphics drivers have a lot of new things to do to make this happen with the added complexity of Vista's new compositing desktop...
Source: http://www.anim8or.com/download/index.html#vista
Posted 16 years ago2008-07-20 16:59:54 UTC
in Cannot select in 3d window Post #252751
vista dropped opengl support completly
No it didn't.
Posted 16 years ago2008-07-18 14:28:58 UTC
in Ati Radeon HD 4850 Problem Post #252631
Yeah that's hell of a shit solution .
It's the only valid solution. Hammer and Half-Life have been used by hundreds of thousands of people around the world. There are no major fundamental flaws in either of the two programs. So any errors are on your side, in this case it's your drivers. Nvidia can make drivers that works flawlessly with Hammer and Half-Life so why can't ATI?

You bought a cheap videocard from a vendor that provides shitty drivers. Live with it!

Maybe if enough customers complain about it, ATI will make better drivers?
Posted 16 years ago2008-07-18 12:39:33 UTC
in Cannot select in 3d window Post #252628
Enjoy your shitty ATI-drivers.
Posted 16 years ago2008-07-18 12:32:15 UTC
in Ati Radeon HD 4850 Problem Post #252627
I have Nvidia video card for safety , but I want to run Hammer and other applications only from Ati .
Contact ATI and tell them to make better drivers then...
Posted 16 years ago2008-06-16 13:15:03 UTC
in There was a problem compiling the map. & Post #251334
i can't even open the map in oposing force,
therefore i cant use the pointfile
and i've tried making a whole box around the map and also the blocking out parts technique but it still crashes when i try to play it!! ARGHH
You can use the pointfile from inside of Hammer. "Map"-->"Load pointfile" (make sure you're using latest version (Hammer 3.5) or you won't be able to see the pointfile in the 3D-window)
Posted 16 years ago2008-06-12 08:30:27 UTC
in My whole map dark map is lighted Post #251170
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problem
s.html for a detailed explanation of this problem
More on this error: http://www.slackiller.com/tommy14/errors.htm#maxpatch
Posted 16 years ago2008-06-08 17:51:47 UTC
in How do you.... Post #251043
If you don't have info_teleport_destination you probably have an outdated .fgd-file.

Though you can use an info_target instead of the info_teleport_destination.
Posted 16 years ago2008-06-07 03:20:12 UTC
in Fatal Error =[ Post #250998
Read through your compile-log. You could have an error that prevents a new BSP-file from being created; leaving you with the last working version.
Posted 16 years ago2008-06-06 07:25:13 UTC
in Fatal Error =[ Post #250965
Because you haven't set up Hammer correctly to work with Steam. A work-around
is to NOT auto-start the game after compile, instead just manually start up the game after compile and load your map.

There are ways to make Hammer autostart the game correctly with Steam:

1. "File"--->"Run"(F9)
2. Press on the "Expert"-button to enter the expert compiling mode.
3. Select "$game_exe" in the list, then add into the "Parameters"-box: -applaunch 10 +map $file
4. Press the "Go!"-button.

(This would automatically start up CS 1.6 with your map, if you want other game you need to change the number after "applaunch", Half-life is 70 i think, a list can be found here: http://developer.valvesoftware.com/wiki/Steam_Applaunch_IDs)
Posted 16 years ago2008-05-27 01:44:36 UTC
in Hammer has gone apeshit. Post #250566
Hammer works perfectly fine, the problem is you.
Posted 16 years ago2008-05-26 13:27:51 UTC
in Hammer has gone apeshit. Post #250530
Make sure you are using latest version of Hammer (3.5 BETA), along with the latest fgd.
Posted 16 years ago2008-05-18 15:07:05 UTC
in Again - a stupid error . Post #250130
If you have any kind of mods running like amx, try disable them.