Forum posts

Posted 21 years ago2003-11-16 18:22:58 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4913
nerds
Posted 21 years ago2003-11-16 18:19:50 UTC
in my poorly map Post #4912
and its 8 wads not 4.
Posted 21 years ago2003-11-16 18:08:40 UTC
in Converter Post #4910
Wow! Well done :
How exactly did you manage to get #13?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 18:07:20 UTC
in PQL, Issues... TWHL? Post #4909
theres gonna b a twhl mod?

...hey, I said that!
Posted 21 years ago2003-11-16 18:06:21 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4908
Ah. But I still win 'cos I started the thread. Yeah. Uh.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 18:04:54 UTC
in rotating help Post #4907
No problemo :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 17:15:21 UTC
in Deleting of Forum Posts Post #4906
LOL. Sorry about all of my past spamming, I'll keep it to a minimum now.
Posted 21 years ago2003-11-16 16:39:14 UTC
in rotating help Post #4905
thanks again seventh
Posted 21 years ago2003-11-16 16:37:16 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4904
i love braging
Posted 21 years ago2003-11-16 16:37:08 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4903
read mine i say i own you! 3ghz 1gig ram ati radeon pro 9800(or something) graph card!
Posted 21 years ago2003-11-16 16:27:44 UTC
in my poorly map Post #4902
Try fixing the sky brushes, and compiling it in normal mode with VIS and RAD checked.
Your -sparse might not be right, or you might have forgotten a gap somewhere.
It is a complex map, so I would expect it to take a while to compile, but there is no reason that RAD shouldn't run... You have included the hlrad.exe in the tools folder, haven't you?
Posted 21 years ago2003-11-16 16:20:31 UTC
in Leak problem(again?) GET CANDY! Post #4901
my map leaks. solve this or i will put a skybox around the map.
Do it now, i give you candy!
[b][u]HERE!!![/b][/u] :nuts:
Posted 21 years ago2003-11-16 16:19:58 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4900
well........OH BEHAVE!!!!(victorious music starts to play) a amd athlon processor wit ha speed of 2.4 gh....(drums start to play) 512mb ram!!!!(trumpets fall in) and a tnt 2 32mb vidoecard(deadly quitness).....oke i now it itsnt so good vidoecard but iam working alot to buy an now like a gforce fx 5200 256mb (pepper starts to get blackuouts)...oh and my computer is started up in 10 seconds :badass: and hammer compiles without lights in 5 seconds and then hl loads in 10 seconds!!! he he
my computer rulezzzzz ah 1337th haxor he he :zonked: :badass:
Posted 21 years ago2003-11-16 16:17:33 UTC
in Trekkies Post #4899
Nooooo that bitchy ca?tain aint in it
Posted 21 years ago2003-11-16 16:13:10 UTC
in Converter Post #4897
"run-time error '13':
Type mismatch" too bad, i allways wanted to know how much my feet weigh in ton...
Posted 21 years ago2003-11-16 16:11:22 UTC
in Old maps Post #4896
mine was before in ow how to map and only used the hammer manual i think i did pritty well he hr only not sure where i have it if i find it il tell
Posted 21 years ago2003-11-16 16:05:54 UTC
in Trekkies Post #4894
right anyway fan of the new serie of star trek calle enterprise?? i liek that one :D
Posted 21 years ago2003-11-16 16:00:57 UTC
in Converter Post #4893
lol just somehting for you isnt it?? ore as vassy would say innit?? :P
Posted 21 years ago2003-11-16 15:43:47 UTC
in Converter Post #4892
It's about 170K. The orange bit was a link, btw ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 15:43:25 UTC
in Converter Post #4891
"Hey guys" :)
I've made an amazing li'l converting proggy. Ever wanted to know how many miles tall you are, how many drams you weigh or even the speed of your car in knots? This's all you need!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 14:44:15 UTC
in Advanced compiling problem. Post #4890
No idea, sorry: www.winrar.com?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 14:31:43 UTC
in Advanced compiling problem. Post #4889
Not on topic: How many filetypes can winrar handle?
Posted 21 years ago2003-11-16 14:13:25 UTC
in my poorly map Post #4888
Guess your right, but still, try it anway
Posted 21 years ago2003-11-16 13:59:07 UTC
in my poorly map Post #4887
yea i know i can put em into 1 file but as i havent finished i dunno what textures are gonna be in it. and the max is 8, ive been using 8 since the start and it used to compile fine so thats not the problem
Posted 21 years ago2003-11-16 13:48:15 UTC
in Trekkies Post #4885
Zombie, you can't eat the yellow snow. hehe kidding :)
Posted 21 years ago2003-11-16 13:43:39 UTC
in my poorly map Post #4884
You can't use more than four wadfiles. I think it's four. Oh my god, you are using over eight!! If you use Wally you can make one wadfile of all of these.
Posted 21 years ago2003-11-16 13:23:06 UTC
in my poorly map Post #4883
im still having problems with compiling my map, i appear to have solved the "portal saw into leaf" problem but vis still took 20hrs and rad doesnt seem to have been run again, could it be cause i added -sparse to the cmd line or what?, anyways ive posted the .rmf for it in the problem maps section of the map vault, perhaps someone could check it out for me :), heres the log file too:

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:PROGRA~1VALVEH~1toolshlcsg.exe d:paulhalf-lifecounter-strikecstrikemapsde_lasthopev5
Entering d:paulhalf-lifecounter-strikecstrikemapsde_lasthopev5.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]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
(12.41 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(14.22 seconds)

Using Wadfile: paulhalf-lifevalvehalflife.wad
  • Contains 25 used textures, 40.98 percent of map (3116 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikecstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikesmoe_cm2.wad
  • Contains 6 used textures, 9.84 percent of map (85 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikedonoteatmikezilla.wad
  • Contains 4 used textures, 6.56 percent of map (58 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikemegamikedeus2.wad
  • Contains 7 used textures, 11.48 percent of map (84 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikejapanese.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikejoesmoe_cm.wad
  • Contains 4 used textures, 6.56 percent of map (87 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikemattc3.wad
  • Contains 0 used textures, 0.00 percent of map (30 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikede_waterworks.wad
  • Contains 3 used textures, 4.92 percent of map (33 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikeitsitaly.wad
  • Contains 9 used textures, 14.75 percent of map (99 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikecs_bdog.wad
  • Contains 2 used textures, 3.28 percent of map (132 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikecs_cbble.wad
  • Contains 1 used texture, 1.64 percent of map (52 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikecs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikede_vegas.wad
  • Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstriketswad.wad
  • Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: paulhalf-lifecounter-strikecstrikegmc_van.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Warning: More than 8 wadfiles are in use. (16)
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.

added 3 additional animating textures.
Texture usage is at 1.98 mb (of 4.00 mb MAX)
27.53 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:PROGRA~1VALVEH~1toolshlbsp.exe d:paulhalf-lifecounter-strikecstrikemapsde_lasthopev5

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 'd:paulhalf-lifecounter-strikecstrikemapsde_lasthopev5.prt'
29.18 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:PROGRA~1VALVEH~1toolshlvis.exe d:paulhalf-lifecounter-strikecstrikemapsde_lasthopev5
3162 portalleafs
10988 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:
(70.19 seconds)
LeafThread:
(75391.21 seconds)
average leafs visible: 626
g_visdatasize:559161 compressed from 1252152
75462.12 seconds elapsed [20h 57m 42s]

--- END hlvis ---

HELP!
Posted 21 years ago2003-11-16 10:00:03 UTC
in Advanced compiling problem. Post #4882
So's WinRAR.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 09:59:37 UTC
in PQL, Issues... TWHL? Post #4881
Imagined that was what you meant :)
Sounds pretty good; I'd be up for it!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 09:59:12 UTC
in barneys Post #4880
Spirit o nada, lo siento.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 09:55:14 UTC
in Advanced compiling problem. Post #4879
http://www.winace.com It's shareware though :|
Posted 21 years ago2003-11-16 09:24:11 UTC
in barneys Post #4878
if you shoot him twice he will go mad at you but i want him mad without me shooting him
Posted 21 years ago2003-11-16 08:54:15 UTC
in PQL, Issues... TWHL? Post #4877
Here is the concept....
Take a whole heap of random maps and string them together to make an HLSP.
That way everyone get's their map in the final production Mod...
What you put in your map, detail and architecture, is up to you...
Posted 21 years ago2003-11-16 08:18:19 UTC
in barneys Post #4876
YAY!!!!!!!!!! Thank you!

You were being sarcastic, right? :(
Posted 21 years ago2003-11-16 07:33:03 UTC
in barneys Post #4875
Oh wow. Let's make maps for Vassy. Wow. ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 07:31:42 UTC
in PQL, Issues... TWHL? Post #4874
I don't gettit - don't all maps have something in? ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 06:53:16 UTC
in barneys Post #4873
Vassy has it and loves it...
Posted 21 years ago2003-11-16 06:28:13 UTC
in barneys Post #4871
Problem is, so few actual gamers use it!
DoD has it...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 06:27:40 UTC
in Weapons Post #4870
No-problemo :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 06:26:48 UTC
in PQL, Issues... TWHL? Post #4869
Uhhhh, what? An entrance and an exit? :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 06:15:36 UTC
in PQL, Issues... TWHL? Post #4868
Anyone interested in submitting an .rmf of a simple map that has an entrance and exit and good stuff in the middle?
I think we have enought talent to put something together, I just need to know if it's worth doing?
Actually I think Kol suggested something like this a while ago.... but I spent today combining the Compo maps with simple level transitions and it aint half bad. (I will put the finished product in the Vault later near the end of the year)
So if you are interested, just comment here....
Posted 21 years ago2003-11-16 05:37:59 UTC
in barneys Post #4867
Wow thanks looks good
AJ AJGlorious Overlord
Posted 21 years ago2003-11-16 05:36:33 UTC
in Weapons Post #4866
Thanks :)
AJ AJGlorious Overlord
Posted 21 years ago2003-11-16 04:08:09 UTC
in barneys Post #4865
Posted 21 years ago2003-11-16 04:08:06 UTC
in barneys Post #4864
[url]http://spirit.valve-erc.com[url]
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 04:07:48 UTC
in Weapons Post #4863
You need coding, modelling and texturing. Unless you just wanna change the colour or summat (surface details) in which case look at Vassy's reskinning tutorial.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 04:06:54 UTC
in New map Post #4862
You just described one-way glass ;)
I have an example map here for it. Good luck :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 04:04:44 UTC
in rotating help Post #4861
You need an origin brush in the middle. Look at the "Doors" tutorial, under the rotating-door section, for more.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 04:03:31 UTC
in Advanced compiling problem. Post #4860
lol; different compression formats work better for different things, I think. RAR seems to work excellently for very large files (like WAVs).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-16 02:13:13 UTC
in rotating help Post #4859
I've made a cylinder and i have it rotating on the x-axis. This is what i want it to do but then the cylinder is traveling in a circle while rotating. Any ideas how i could get to stay fixed while rotating?