Forum posts

Posted 9 years ago2015-07-19 03:21:02 UTC
in The Official HRAFD Progress/Troubleshoot Post #326486
Okay, with some nitpicking, I have been successful in getting my level transitions to work somewhat correctly! Turns out the trigger changelevels were not in the proper spot. Wasn't a landmark problem after all.
Posted 9 years ago2015-07-16 02:05:19 UTC
in The Official HRAFD Progress/Troubleshoot Post #326449
I'll keep all of you posted!
Posted 9 years ago2015-07-16 01:45:20 UTC
in The Official HRAFD Progress/Troubleshoot Post #326446
Usually it seems to work after I delete and re-do the trigger_changelevel and the landmark and compile several times, haha.
Posted 9 years ago2015-07-15 23:54:29 UTC
in The Official HRAFD Progress/Troubleshoot Post #326443
What is the right place? I have two landmarks with different names. One at the beginning, and one at the end. At this point I'm trying to get the level to change while I'm climbing up a ladder.(The ladder is in a small tunnel)

It's doing that thing where it spawns me at the origin of the map, without any of my weapons carrying over.
Posted 9 years ago2015-07-15 21:18:55 UTC
in The Official HRAFD Progress/Troubleshoot Post #326441
Alright, these level changes are still kicking my ass. Ugh. I did it all by the book. I'm spawning at the origin of the map still. Ugh. Should I just move all of my maps so their startpoints are at the origin? Hahaha.
Posted 9 years ago2015-07-15 02:01:50 UTC
in The Official HRAFD Progress/Troubleshoot Post #326413
Well, the demo released and it's getting pretty decent reviews! Thanks, guys!
Posted 9 years ago2015-07-13 02:53:37 UTC
in The Official HRAFD Progress/Troubleshoot Post #326335
Also, there's a game cfg in my models folder...get rid of that, too?
Posted 9 years ago2015-07-12 16:58:08 UTC
in The Official HRAFD Progress/Troubleshoot Post #326318
Okay, I sent my mod for testing...is it supposed to have the "User" folder in the mod folder? A friend attempted to install my demo and play it, but it won't work. What are all the things I need to include in my package?

I have the feverdemo.bsp, the .nod and .nrp files for it in the graphs folder, the halfrats.wad file, all of the sounds and models and sprites, the config.cfg, I also have the liblist included and it looks like this:

// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Half-Rats: A Fever Demo"
startmap "feverdemo"
trainmap "t0a0"
mpentity "info_player_deathmatch"
gamedll "dlls\hl.dll"
gamedll_linux "dlls/hl.so"
gamedll_osx "dlls/hl.dylib"
secure "1"
type "singleplayer_only"

The only files I did not have in there are the "SAVE" folder and "User" screen saver application thing...

There are no error messages. The game starts up, but when he goes to click on "new game", it doesn't launch. Nothing happens. He also has this to say:

"Also, when I launch the mod (and the original Half Life game menu pops up), the mod creates a save folder named hr-a in the half life folder, which no other mod I've played did."
Posted 9 years ago2015-07-09 23:33:10 UTC
in The Official HRAFD Progress/Troubleshoot Post #326274
Ohhhh! Excellent! That makes much more sense and is waaayyy easier than I thought. Thank you once again! By the way, I have been 'repping TWHL on my moddb page in every news update so far.
Posted 9 years ago2015-07-09 20:52:37 UTC
in The Official HRAFD Progress/Troubleshoot Post #326272
So, how do I work with timing with a multimanager? Does the multimanager just wait until after something is finished?

Remember, I'm using several scripted sentences and several ambient generics.

The flow would be like this -

Scripted Sentence (Barnaby): 20 seconds

Ambient generic (Half-Rats): 24 Seconds

Scripted Sentence (Barnaby): 40 Seconds

Ambient Generic (Half-Rats): 44 Seconds

Scripted Sentence (Barnaby): 10 Seconds

Ambient Generic (Half-Rats): 4 Seconds

Done. All of that is designed to form a somewhat realistic conversation.
Posted 9 years ago2015-07-09 18:49:15 UTC
in The Official HRAFD Progress/Troubleshoot Post #326270
Alright. I'm nearing the home stretch with this demo. I'm still having trouble with the scripted sentences and ambient_generics interacting with each other properly. If I was strictly using scripted sentences alone, I could just time several of them, and they could trigger each other, and very fluidly by adjusting the sentence length and trigger delays...since I'm using ambient generics and scripted sentences in tandem, though...it hasn't been working out well.

I have a trigger_once set up in such a way, that as soon as you walk into the room, Barnaby goes into his first speech - that speech then triggers an ambient_generic that plays immediately after Barnaby's sentence is done, which contains the player character's line.

It sounds good so far, and convincing for the most part...but that's where the chain ends, since an ambient generic cannot trigger anything, a solution could be a multi-manager, correct?

Would I have to use a multisource, too? How could I set this up to sound like a convincing conversation? Any tricks? It consists of six lines between Barnaby and the Player total, that range from 5 seconds to 40 seconds each.
Posted 9 years ago2015-07-09 16:13:47 UTC
in The Official HRAFD Progress/Troubleshoot Post #326267
Urby gave me some dimensions and it worked. Thanks, everyone. Just took a little reconstruction and it was all set.

When in doubt, steps of 16units deep X 8units high.
Posted 9 years ago2015-07-07 19:18:25 UTC
in The Official HRAFD Progress/Troubleshoot Post #326249
http://www.moddb.com/mods/half-rats-a-fever-dream/images/stairing-problems#imagebox

Is it possible for me to just make barnaby follow a scripted path?
Posted 9 years ago2015-07-07 19:13:49 UTC
in The Official HRAFD Progress/Troubleshoot Post #326248
It's a MESS, but okay!
Posted 9 years ago2015-07-07 18:20:04 UTC
in The Official HRAFD Progress/Troubleshoot Post #326246
Still seems to be putting up a fight.
Even tried widening the stairway. It's only one man width.
Posted 9 years ago2015-07-07 13:59:58 UTC
in The Official HRAFD Progress/Troubleshoot Post #326235
There are many info nodes...so many, in fact, that some enemies run away to one end of the map and then come back to ambush the player later. Making for some fun gameplay. Okay, I put info_nodes on every step, BUT, they werent at the EDGE.
Posted 9 years ago2015-07-07 01:30:51 UTC
in The Official HRAFD Progress/Troubleshoot Post #326222
FUCK...the dreaded NPC and stairs problem has occurred.
Posted 9 years ago2015-07-06 23:51:37 UTC
in The Official HRAFD Progress/Troubleshoot Post #326220
Alrighty! That sounds good!

Now, for the demo, I was going to introduce Barnaby for the first time.

Basically, you go upstairs, you hit a trigger that causes a shot to ring out from behind the door. The player character yells, "Whoa, bear back!", then you open the door and have a lengthy exchange of words with Barnaby. Thinking of having two triggers, one to trigger the shot that goes through the door, and one to initiate the dialogue once you go in.
Posted 9 years ago2015-07-06 19:34:26 UTC
in The Official HRAFD Progress/Troubleshoot Post #326213
How would I go about timing the lines of speech? And making them react to the environment. Say, I want my NPC to say something ONLY after a certain number of monsters have been killed and he has run to a corner of the room, and then have my player character speak, then have the NPC reply? I plan to have somewhat complex scripting going on in this mod to give it a slightly more cinematic feel.
Posted 9 years ago2015-07-05 23:18:16 UTC
in The Official HRAFD Progress/Troubleshoot Post #326194
Aaaaaannnnd...I've begun getting the dialogue together. Now, there have been many, many instances of NPCs "talking" to each other in HL and its expansions. I intend to do that between the NPCs and the player character. Is there any good tutorial on how to set up a dialogue between the NPCs? I was going to use ambient_generics set to "Play everywhere". The ambient generics will play sound files of my recorded voice to simulate the player character "talking to and with" the NPCs in the game.
Posted 9 years ago2015-07-05 19:59:54 UTC
in The Official HRAFD Progress/Troubleshoot Post #326188
Alright, everything's going swimmingly for now. How do I go about using a Game_player_Equip entity properly?
Posted 9 years ago2015-06-30 17:15:08 UTC
in The Official HRAFD Progress/Troubleshoot Post #326144
Anyone have any pointers on creating smoother curves or bends in roads/hallways/etc.
Posted 9 years ago2015-06-26 18:05:21 UTC
in The Official HRAFD Progress/Troubleshoot Post #326123
I got it all situated! No more leaks, the lighting looks WAY better thanks to the tools, and all the new textures I have really bring the mod to life. Yeah, in order for a texture to scroll properly, it has to be positioned running horizontally from left to right. I just copied the tracks from the wad as a jpeg, opened it up in paint.net, flipped it 90 degrees and exported as an 8-bit bmp. My tracks, ballast and ground are moving like a bat out of hell and it really simulates endless movement for the train. And if you fall off, you get swept by the conveyors. Going to put a trigger_hurt surrounding the train. All-in-all, it's a realistic simulation for my final boss fight.
Posted 9 years ago2015-06-25 19:45:36 UTC
in The Official HRAFD Progress/Troubleshoot Post #326121
Yeah, I tried flipping it all over the place...still just wanted to scroll in a goofy direction. And, once I get CC back, I'll be opening it up in PS. Fixed my leak problems, now, just building everything up and mapping the environments. I have a lot of scripting to do with the NPCs eventually. I also plan on faking a dialogue between the player and the NPCs.
Posted 9 years ago2015-06-25 17:34:07 UTC
in The Official HRAFD Progress/Troubleshoot Post #326119
Okay, that fixed it. BUT, when I rotated it in wally...the image got horribly distorted.

Also, is it possible to make a scrolling texture that can be transparent? Or at least fake that effect? I have a nice forest texture that is a masked one that I'd like to see moving.
Posted 9 years ago2015-06-25 17:00:49 UTC
in The Official HRAFD Progress/Troubleshoot Post #326117
Everything is slowly getting fixed! Except the texture. No matter which way I turn it...it wants to scroll in the wrong direction. I noticed the conveyor from halflife.wad is situated from right to left, my railroad tracks are up and down. Tried changing this in wally, like I said, but to no avail. The texture was vertical again when hammer was booted up.
Posted 9 years ago2015-06-25 06:09:33 UTC
in The Official HRAFD Progress/Troubleshoot Post #326112
Thank you for the tip! And the textures now load properly...except now my railroad tracks are going in the wrong direction. I don't know how to properly rotate in Wally. Tried it, but it didn't seem to carry over.
Posted 9 years ago2015-06-25 05:22:05 UTC
in The Official HRAFD Progress/Troubleshoot Post #326110
I'm guessing the big box method is where you have a hollowed cube?

And all of this help makes me very grateful for TWHL and crew!

As an aside, does anyone here remember Silver Sorrow? He wrote reviews on Hangar 16.
Posted 9 years ago2015-06-25 05:13:22 UTC
in The Official HRAFD Progress/Troubleshoot Post #326107
Penguinboy, you're right about a lot, I guess I let dev frustrations get the better of me and my judgement. I just got that gist from the fact that Valve has very little in the way of help for GS modders. At least from what I saw.

I set out to fix my leak and am slowly getting somewhere on that front. The entire map seems to be airtight, though...The pointer is going willy-nilly and I can't seem to make much sense. I'll keep jingling with it, but if I start wanting to bang my head into the wall, I'll upload a screenshot.
Posted 9 years ago2015-06-25 05:03:14 UTC
in The Official HRAFD Progress/Troubleshoot Post #326106
Here's the OTHER map which can't find the Wad when I play it.

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Dream12.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map"

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.03 seconds)
CSGBrush:
(0.11 seconds)

added 8 additional animating textures.
Including Wadfile: \users\knelson.nelsys\downloads\vluzacn's zhlt v33\tools\zhlt.wad
  • Contains 1 used texture, 2.63 percent of map (19 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad
  • Contains 29 used textures, 76.32 percent of map (3116 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\liquids.wad
  • Contains 5 used textures, 13.16 percent of map (32 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life\hrafd\textures\halfrats.wad
  • Contains 3 used textures, 7.89 percent of map (84 textures in wad)
Wad files required to run the map: "halflife.wad;liquids.wad;halfrats.wad;"
Texture usage is at 0.43 mb (of 32.00 mb MAX)
0.32 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...573 (0.10 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-1772,-922, 112)
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] 287 (0.05 seconds)
Warning: === LEAK in hull 1 ===
Entity light @ (-1772,-922, 112)
SolidBSP [hull 2] 288 (0.05 seconds)
SolidBSP [hull 3] 379 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ (-1772,-922, 112)
Reduced 918 clipnodes to 813
Reduced 298 texinfos to 237
Reduced 38 texdatas to 37 (2788 bytes to 2744)
Reduced 1904 planes to 486
FixBrinks:
Increased 813 clipnodes to 821.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/512 64/32768 ( 0.2%)
planes 486/32768 9720/655360 ( 1.5%)
vertexes 1927/65535 23124/786420 ( 2.9%)
nodes 572/32767 13728/786408 ( 1.7%)
texinfos 237/32767 9480/1310680 ( 0.7%)
faces 1562/65535 31240/1310700 ( 2.4%)
  • worldfaces 1562/32768 0/0 ( 4.8%)
clipnodes 821/32767 6568/262136 ( 2.5%)
leaves 366/32760 10248/917280 ( 1.1%)
  • worldleaves 365/8192 0/0 ( 4.5%)
marksurfaces 1902/65535 3804/131070 ( 2.9%)
surfedges 7502/512000 30008/2048000 ( 1.5%)
edges 3799/256000 15196/1024000 ( 1.5%)
texdata [variable] 2744/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 455/2097152 ( 0.0%)
  • AllocBlock 7/64 0/0 (10.9%)
37 textures referenced

Total BSP file data space used: 156379 bytes

Wad files required to run the map: "halflife.wad;liquids.wad;halfrats.wad;"
0.56 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.log for the cause.
--- END hlrad ---
Posted 9 years ago2015-06-25 04:46:52 UTC
in The Official HRAFD Progress/Troubleshoot Post #326104
Okay, just looking it over, I have leaks amongst some other very nasty problems...But here is the log. Still not sure why my .wad isn't working.

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\dream2.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.map"

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlcsg v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlcsg.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
UTF8 game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
(0.09 seconds)
CSGBrush:
(0.34 seconds)

added 14 additional animating textures.
Including Wadfile: \users\knelson.nelsys\downloads\vluzacn's zhlt v33\tools\zhlt.wad
  • Contains 1 used texture, 1.64 percent of map (19 textures in wad)
Using Wadfile: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad
  • Contains 60 used textures, 98.36 percent of map (3116 textures in wad)
Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.74 mb (of 32.00 mb MAX)
0.58 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlbsp v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlbsp.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1269 (0.14 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-2278,3378,-450)
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...1111 (0.15 seconds)
Warning: === LEAK in hull 1 ===
Entity info_landmark @ (-1969,3360,-344)
SolidBSP [hull 2] 500...765 (0.10 seconds)
Warning: === LEAK in hull 2 ===
Entity info_landmark @ (-1969,3360,-344)
SolidBSP [hull 3] 500...1000...1182 (0.17 seconds)
Warning: === LEAK in hull 3 ===
Entity info_landmark @ (-1969,3360,-344)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2770,2437,134)(-2764,2443,206) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2768,2437,132)(-2764,2441,134) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2770,2437,125)(-2764,2443,134) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2876,2544,125)(-2871,2549,206) in hull 1 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2893,2528,145)(-2887,2534,202) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2893,2528,138)(-2887,2534,148) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2786,2421,138)(-2780,2427,202) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2893,2528,-14)(-2887,2534,50) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (2786,2421,-14)(-2780,2427,50) in hull 2 of model 20 (entity: classname "func_wall", origin "", targetname "")
Reduced 4158 clipnodes to 3682
Reduced 763 texinfos to 587
Reduced 61 texdatas to 59 (3800 bytes to 3712)
Reduced 4108 planes to 1642
FixBrinks:
Increased 3682 clipnodes to 3802.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 21/512 1344/32768 ( 4.1%)
planes 1642/32768 32840/655360 ( 5.0%)
vertexes 4879/65535 58548/786420 ( 7.4%)
nodes 1535/32767 36840/786408 ( 4.7%)
texinfos 587/32767 23480/1310680 ( 1.8%)
faces 3656/65535 73120/1310700 ( 5.6%)
  • worldfaces 3256/32768 0/0 ( 9.9%)
clipnodes 3802/32767 30416/262136 (11.6%)
leaves 1009/32760 28252/917280 ( 3.1%)
  • worldleaves 794/8192 0/0 ( 9.7%)
marksurfaces 4568/65535 9136/131070 ( 7.0%)
surfedges 17544/512000 70176/2048000 ( 3.4%)
edges 8832/256000 35328/1024000 ( 3.5%)
texdata [variable] 3712/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 4227/2097152 ( 0.2%)
  • AllocBlock 10/64 0/0 (15.6%)
59 textures referenced

Total BSP file data space used: 407419 bytes

Wad files required to run the map: "halflife.wad;"
1.47 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlvis v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlvis.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"

hlrad v3.4 VL33 (Feb 2 2014)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:\Users\KNELSO~1.NEL\DOWNLO~1\VLUZAC~1\tools\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2" -low
There was a problem compiling the map.
Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\dream2.log for the cause.
--- END hlrad ---
Posted 9 years ago2015-06-25 01:56:16 UTC
in The Official HRAFD Progress/Troubleshoot Post #326101
Okay, got the tools installed, got rid of those bad surface extents, but somehow the map loads fullbright still. And my textures still won't load and crash the game with the same message of "WARNING: Could not load halfrats.wad!". Do I have to do an $includewad (Whatever the hell) in the compile options? I didn't think I would have had to...Is it that I have too many wad files for the project? I have more than 5 now.
Posted 9 years ago2015-06-25 00:29:59 UTC
in The Official HRAFD Progress/Troubleshoot Post #326100
Valve gives absolutely no fucks about the goldsource modding community. Even though us modders have kept the Half-Life franchise relevant during the countless years in between releases.
Posted 9 years ago2015-06-24 21:07:48 UTC
in The Official HRAFD Progress/Troubleshoot Post #326096
V tools it is!
Posted 9 years ago2015-06-24 16:43:01 UTC
in The Official HRAFD Progress/Troubleshoot Post #326093
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\Dream12.map" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map"

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\qcsg.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\decals.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\halflife.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\liquids.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\xeno.wad
Using WAD File: \program files (x86)\steam\steamapps\common\half-life\hrafd\textures\halfrats.wad
added 8 additional animating textures.
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\qbsp2.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\vis.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

vis.exe v1.3 (Dec 30 1998)
-- vis --
4 thread(s)
LoadPortals: couldn't read C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\qrad.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\HRAFD\Maps\Dream12"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
4 threads
[Reading texlights from 'C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\lights.rad']

No vis information, direct lighting only.
1858 faces
124362 square feet [17908220.00 square inches]
7612 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (1)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 1928/32767 38560/655340 ( 5.9%)
vertexes 2177/65535 26124/786420 ( 3.3%)
nodes 732/32767 17568/786408 ( 2.2%)
texinfos 298/8192 11920/327680 ( 3.6%)
faces 1858/65535 37160/1310700 ( 2.8%)
clipnodes 1610/32767 12880/262136 ( 4.9%)
leaves 472/8192 13216/229376 ( 5.8%)
marksurfaces 2161/65535 4322/131070 ( 3.3%)
surfedges 8557/512000 34228/2048000 ( 1.7%)
edges 4452/256000 17808/1024000 ( 1.7%)
texdata [variable] 1676/2097152 ( 0.1%)
lightdata [variable] 290952/2097152 (13.9%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 830/131072 ( 0.6%)

Total BSP file data space used: 507308 bytes

1 seconds elapsed
CEEEERASH!

"Could not open "halfrats.wad"
Posted 9 years ago2015-06-24 05:29:24 UTC
in The Official HRAFD Progress/Troubleshoot Post #326090
Still not working...Good god. Did everything by the book. Crashes upon loading the map via the console - after firing the game up from my steam game's list.
Posted 9 years ago2015-06-24 01:06:53 UTC
in The Official HRAFD Progress/Troubleshoot Post #326089
Ohhhhhhhhhhhhhhhhhhhh!
Posted 9 years ago2015-06-23 23:59:48 UTC
in The Official HRAFD Progress/Troubleshoot Post #326087
Getting a warning that it couldn't open the wad.
Posted 9 years ago2015-06-23 22:21:52 UTC
in The Official HRAFD Progress/Troubleshoot Post #326086
Thank you!
Posted 9 years ago2015-06-23 20:36:33 UTC
in The Official HRAFD Progress/Troubleshoot Post #326084
I launched Wally, opened halflife.wad from the Half-Life SDK folder titled "Texture Wad Files". Then, I found the Generic52 texture, copied it, pasted it and renamed the copy "scroll_gravel". I then removed the Wad files from from the list in Hammer, re-added them from their proper locations, applied the change, then exited out of Hammer. I restarted Hammer and my new texture showed up nicely. I added it into the map, compiled. Playtested the map and the bastard shows up as checkers. Now, I have to ask...since I modified the original halflife.wad, do I include the modified version in my mod's directory?
Posted 9 years ago2015-06-23 17:09:09 UTC
in The Official HRAFD Progress/Troubleshoot Post #326082
Hmmm...I modified the wad that was already in the correct folder, though! Yikes!
Posted 9 years ago2015-06-22 20:28:40 UTC
in The Official HRAFD Progress/Troubleshoot Post #326073
Shows up as purple checkers!
Posted 9 years ago2015-06-22 18:23:49 UTC
in The Official HRAFD Progress/Troubleshoot Post #326071
I fixed the problem...I put 28, 32-sided, hollowed cylinders intersecting a giant spike and it compiled like a dream.

NOT!

Thank you for the links! Ummm, I'm looking for scrolling railroad tracks, too...
Posted 9 years ago2015-06-18 22:56:26 UTC
in The Official HRAFD Progress/Troubleshoot Post #326019
Link me! Also, I was wondering if anyone could help me out or point me in the direction of some scrolling textures. Scrolling railroad tracks...scrolling dirt...
Posted 9 years ago2015-06-18 02:46:35 UTC
in The Official HRAFD Progress/Troubleshoot Post #326013
I no no how use all those wacky tools. Actually, I was trying to go purist. But if it comes down to it, i may use some of those tools. Will it affect things? Will i have to recompile all of my previously compiled maps with the new tools? Will it maybe fix my stupid level change issue?
Posted 9 years ago2015-06-17 17:52:04 UTC
in The Official HRAFD Progress/Troubleshoot Post #326009
Well, I decided to trigger a map change TO this map. The game crashed, and it gave me some coordinates! -1939, 2520, -39.

How do I lock onto this position?
Posted 9 years ago2015-06-16 22:52:51 UTC
in The Official HRAFD Progress/Troubleshoot Post #325997
I checked every texture I have...Still getting that error...half of the brushes are now deleted...Good god. Cranky bastard Hammer.
Posted 9 years ago2015-06-16 21:35:28 UTC
in The Official HRAFD Progress/Troubleshoot Post #325995
Still getting the error...

Here's a report:

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
4 threads
[Reading texlights from 'C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~2\Steam\STEAMA~1\common\HALF-L~1\HAMMER~1\tools\lights.rad']

No vis information, direct lighting only.
4080 faces
143665 square feet [20687804.00 square inches]
15042 patches after subdivision
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...
********** ERROR **********
Bad surface extents
Posted 9 years ago2015-06-16 02:50:16 UTC
in The Official HRAFD Progress/Troubleshoot Post #325975
Thank you!
Posted 9 years ago2015-06-16 01:25:15 UTC
in The Official HRAFD Progress/Troubleshoot Post #325967
Uh oh, getting a bad surface extents error upon. Also, when I check for problems, it says there is an empty Func_Wall. It takes me to the origin of my map when I click "Go to error".