Forum posts

Posted 16 years ago2008-03-26 06:00:16 UTC
in Flat-Life : Full Version Release! Post #248041
Hey man looks good but need a bit more work I think, buggy as hell, for example.. tunnels, sometimes I get stuck in the corner trying to swim up. Also when I die on the snowy bridge it reloads but the place is covered by something so I can't see my player then. Also, give more medkits :)
Posted 16 years ago2008-02-23 18:46:46 UTC
in last attempt Post #246426
um, can a mod please close this topic? It's not going anywhere. Otherwise I'm going to start questioning their abilities here. Since when are we allowed to post these without any consequenses?
you moron.
i hate morons like you.
you idiot.
gtfotfm
i never said that moron.
You know what thehalflifedude, you were right about one thing, people here are actually ignoring a couple of things.
Posted 16 years ago2008-02-19 19:56:32 UTC
in Post your TF2 stats! Post #246002
nah I don't even know how to set up a server which appears on the internet. I was playing on the other day I must've ended with a sniper, went off. Next day I must've joined the same server and it instantly made me a sniper without asking. Then I changed and the message appears I had longer than before, 8 hours. I was like : then :D
Posted 16 years ago2008-02-19 19:18:49 UTC
in Post your TF2 stats! Post #245997
I think I've got the world record for longest life.
User posted image
Posted 16 years ago2008-02-18 14:58:20 UTC
in Audiosurf Post #245922
anyone noticed it's no.1 on the most selling list on Steam?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-27 16:03:30 UTC
in Upcoming TF2 Update revealed Post #244433
Maybe you guys are right about the grenades, but still, it lacks just a tiny bit of something I think.
Posted 16 years ago2008-01-27 05:37:17 UTC
in Upcoming TF2 Update revealed Post #244389
Personally, I'd like it more if they added grenades for each class instead, or just as a plus.
Posted 16 years ago2008-01-24 16:05:04 UTC
in Upcoming TF2 Update revealed Post #244209
I thought I read double HP's
Posted 16 years ago2008-01-24 13:39:52 UTC
in Upcoming TF2 Update revealed Post #244202
Man I don't want Heavies with 600 Hp :confused:
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-03 19:00:51 UTC
in hl2 for hl1 models? Post #242525
let's say, HL1 was released in '98. It took (more than) 6 years for an entire company to develop, code, model, test, etcetcetc HL2 with their engine created for that purpose. You want to use the old engine, build up skills at coding, modeling and of course mapping, creating a mod out of it... by looking at it now, it can be released around 2070, the last mod today's TWHLers will see before death. Hold on, we'll be playing Half-Life 18 episode 4 then.
btw to even do some modding don't we need steam at all, like, steam HL? or am I mistaken?
Posted 16 years ago2007-12-27 18:33:18 UTC
in anyone up for a trade? Post #242005
like, you can give your game away, I read it in one of the steam news wasn't it like that? :
Posted 16 years ago2007-12-27 18:15:39 UTC
in anyone up for a trade? Post #242003
greetings,

I've got a Counter-Strike: Source and a Half-Life: Source, I don't play any of them. If there's someone out there, who is not playing with the original Half-Life anymore, or someone who is disappointed with Team Fortress 2 and don't have one or any of the previous games and want them, then I can give one or both of these as gift in exchange. In short,
CSS for HL1
or CSS + HLS for TF2
or something else if you say so but these seem to be the most fair offers.

Comments of rubbish and strong language are not welcome.
Posted 16 years ago2007-10-18 16:57:06 UTC
in some sort of bug I've got here Post #236598
oi, I've got HL2: game of the year edition. Got new PC, and an old one I got from someone, had to install steam and the source games on both. Now, first I opened up HL2:DM on the older one. Clicked on find servers -> I get a freeze, the sound effect looping, and nothing happening, nothing I can do so I have to reboot. Thought the PC sucked. Tried on brand new PC. Same result so I thought my HL2:DM got a bug somehow. Tried DM:S. Same result. Now I got no idea. So I thought one of you might have one.
Posted 16 years ago2007-06-19 11:01:17 UTC
in Announcement: Spambots Post #225650
hey, was browsing the members area, 12 pages of spambots, anyone noticed?
edit: late reading of previous posts by me.
Posted 17 years ago2006-11-20 12:26:50 UTC
in Competition 22 Post #203354
9 entries? How many Source and how many HL1 ones?
Posted 17 years ago2006-11-19 16:55:28 UTC
in Competition 22 Post #203297
Submitted mine now in the MV too.
Posted 17 years ago2006-11-19 09:28:59 UTC
in Competition 22 Post #203231
this looks nice rb, if there are a few more things in the map it'll surely be a top 3 one :)
btw, today is the last day for entries :o
Posted 17 years ago2006-11-12 15:34:24 UTC
in Competition 22 Post #202556
at least I would've won :)
Posted 17 years ago2006-11-12 12:10:46 UTC
in Competition 22 Post #202540
You're all lazy bastards, but I've given you another week. Now get on with it!
I entered mine weeks earlier, was that the only one?
Posted 17 years ago2006-11-08 13:10:58 UTC
in Blurry Entities... Post #202280
Hardly, I think. I've got 768 MB and no problems... that 256 shouldn't count that much...
Posted 17 years ago2006-07-05 13:24:09 UTC
in just a few how to's Post #188677
I was searching for tuts about these but didn't find any. Anyone any ideas how to make some things that were in the citadel

1, everything fade into fog after a distance
2, energy balls on routes, and phys. objects get destroyed in those routes by some beams the way they did there
3, make the blue grav gun available during gameplay
any other ideas/suggestion you think worth a mention, about citadel maps.

thanks.
Posted 17 years ago2006-07-05 02:37:16 UTC
in 3d skybox problem Post #188557
hey, this one here is surely the best :) thanks
Posted 17 years ago2006-07-04 16:41:36 UTC
in 3d skybox problem Post #188485
center of the hollowed cube.. that is what I am trying all the time.. but hell, I'll try again. maybe it's not exactly in the center. maybe.
Posted 17 years ago2006-07-04 15:35:49 UTC
in 3d skybox problem Post #188466
I'm having problems with setting up the 3d skybox. I put the sky_camera to 0,0,0 and some disp. surfaces around it, but in the game it appears to be next to, instead of around the main area:
User posted image

in an other try it appeared to be way up while the camera was above it.
anyone any ideas/suggestion?
(and yes, I've read hundreds of 3D skybox tutorials but neither one helps)
Posted 17 years ago2006-07-04 11:57:50 UTC
in Hammer 3d view problem Post #188412
thanks, I'll use this if it comes up again.
Posted 17 years ago2006-07-04 06:19:47 UTC
in Hammer 3d view problem Post #188383
heh, now it worked.. but I still got no idea what was that caused by.. anyone?
Posted 17 years ago2006-07-04 03:01:59 UTC
in Hammer 3d view problem Post #188367
look at this:
User posted image

my entities all come up this big in DM2 if I place them... but not in the HL2 hammer. anyone know anything that might be useful to fix this?
Posted 17 years ago2006-05-11 10:19:39 UTC
in o barnecles Post #179467
well... got pulled twice, in HL2. I played the game twice, and got pulled up at the same place! in water, after Ravenholm I think.. I was swimming and then "hell, wtf is pushing me up, the water?" after a while I looked up and hell it was a barnacle. In the water I didn't see it, somehow
Posted 17 years ago2006-05-09 05:40:09 UTC
in player stays crouching Post #179143
tried the second one as I didn't feel like remaking it, would be too complicated for me. But it worked without any noticable problem, so the players probably won't notice anything, so thanks rowleybob and eveyone :)
Posted 17 years ago2006-05-08 05:31:04 UTC
in player stays crouching Post #178979
okay I made the tunnel higher. but now, the previous tunnel does the same, which before didn't! I can't think of anything now so I'd PM a link to the map to anyone who could help, concentrating on the problem, leaving the rest of the things to me, thanks. pm me or tell here pls. I really need your help as it's more then 10th map of my HLSP project.
Posted 17 years ago2006-05-06 06:20:05 UTC
in a simple question about source sdk Post #178657
didnt think of that.. but probably I could configure it for all source games I have... thanks.
Posted 17 years ago2006-05-06 05:55:58 UTC
in a simple question about source sdk Post #178655
now I see a new game on my list: hl1dm source. does the SDK have the option to map for it? (i dont wanna download it again for nothing..)
Posted 17 years ago2006-05-04 17:07:07 UTC
in player stays crouching Post #178445
the players walking quite a while after, and theres like 200 units of space up high.. higher then a door. I could remake the whole ventillation part though, but I'm telling you it wasnt changed, I only replaced the info_player_start and erased breakables from the "tunnel". no other important changes, and it worked... only that I need the breakables and.. will always start at the level change from the previous map
Posted 17 years ago2006-05-04 08:04:20 UTC
in player stays crouching Post #178357
OK I decreased quality (change a few textures, larger some blocks to block other ways in map, erased a few func_breakables) a bit, placed info_player start to entrance. the bad thing is that after this it worked well. but when I start at the start of the map, it still ain't working. so I didnt submit that map.
here's the compile log when I included rad and vis
[quote]

** Executing...
** Command: Change Directory
** Parameters: D:GamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:GamesHalf-LifeHammermapssp1d2.map" "D:GamesHalf-Lifevalvemapssp1d2.map"

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlcsg.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlcsg.exe D:GamesHalf-Lifevalvemapssp1d2
Entering D:GamesHalf-Lifevalvemapssp1d2.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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.08 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.16 seconds)

Including Wadfile: gameshalf-lifehammerzhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 33 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 15 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
3.58 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlbsp.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlbsp.exe D:GamesHalf-Lifevalvemapssp1d2

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:GamesHalf-Lifevalvemapssp1d2.prt'
4.47 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlvis.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlvis.exe D:GamesHalf-Lifevalvemapssp1d2
300 portalleafs
913 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.39 seconds)
average leafs visible: 59
g_visdatasize:5622 compressed from 11400
3.73 seconds elapsed

--- END hlvis ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlrad.exe
** Parameters: -extra "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlrad.exe -extra D:GamesHalf-Lifevalvemapssp1d2

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 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 'D:GamesHALF-L~1Hammerzhltlights.rad']
[50 texlights parsed from 'D:GamesHALF-L~1Hammerzhltlights.rad']

1819 faces
Create Patches : 7529 base patches
0 opaque faces
49051 square feet [7063412.50 square inches]
225 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (45.41 seconds)
visibility matrix : 3.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.34 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.70 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.95 seconds)
Transfer Lists : 2849794 : 2.85M transfers
Indices :     1470136 :    1.40M bytes
   Data :    11399176 :   10.87M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.53 seconds)
65.33 seconds elapsed [1m 5s]

--- END hlrad ---
[/quote]
Posted 17 years ago2006-05-01 13:00:37 UTC
in player stays crouching Post #177704
Post the map in the problem vault.
don't really want that, it's a map of my SP project, and I met the problem before, too.
Post the compiling log, I suspect you might have a leaf saw through portal error.
there you go

** Executing...
** Command: Change Directory
** Parameters: D:GamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:GamesHalf-LifeHammermapssp1d2.map" "D:GamesHalf-Lifevalvemapssp1d2.map"

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlcsg.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlcsg.exe D:GamesHalf-Lifevalvemapssp1d2
Entering D:GamesHalf-Lifevalvemapssp1d2.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]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.33 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.58 seconds)

Including Wadfile: gameshalf-lifehammerzhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 33 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 15 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
4.31 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlbsp.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlbsp.exe D:GamesHalf-Lifevalvemapssp1d2

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:GamesHalf-Lifevalvemapssp1d2.prt'
5.42 seconds elapsed

--- END hlbsp ---
Posted 17 years ago2006-05-01 11:05:47 UTC
in player stays crouching Post #177677
I am a hundred percent sure, more then... 160 units high.
Posted 17 years ago2006-05-01 09:54:19 UTC
in player stays crouching Post #177664
you mean the controls? Don't know, this happens at only one place. when I go back to the place where the player standed first, it stands there again. but not after the other exit
Posted 17 years ago2006-05-01 08:39:53 UTC
in player stays crouching Post #177650
dunno if it was posted before, but here it is:
player goes in some vent. stuff, crouching, then after it gets enough space again it stays crouching... somehow like this:
User posted image

does anyone know any cause, solution?
Posted 18 years ago2006-04-15 04:52:44 UTC
in compiling error - rad Post #174413
by compiling again and again I saved the map again and again so I don't know in what state that vmx could be... I don't think that was saved the last time when I had everything done in my map.
I'll try it though thanks.
edit: and it saved nothing aswell.
Posted 18 years ago2006-04-15 04:24:23 UTC
in compiling error - rad Post #174404
okay I made my last mistake. I deleted more and more damn fucking brushes to find out where my problem comes from (as there were no problems with my lights). Then when the compiling was good again I realised that I saved this all the time while I was deleting, so 90% of my days-work is gone. I'm outta mapping once and for all. :x :x :x
Posted 18 years ago2006-04-14 02:31:37 UTC
in compiling error - rad Post #174158
Seventh: first thing I did was that, no difference in the error.

Captain P:
about the model error thing, it was a prop_static whithout a world model name... fixed that one.
skyboxing? I didn't make a skybox for the map (this time I mean the skybox as I used to create them in HL1 when I was lazy), only tried to make a 3d skybox.

Habboi: true.
But hey you guys, I was working on one side of the map, for a few hours I think... and the next time I compiled I got some leaks at places I didn't work that day!
Posted 18 years ago2006-04-13 15:58:59 UTC
in compiling error - rad Post #174063
it happened the same with vis, and took a damn long time. I used only fasz rad here, to decrease time and the compile log size.
Posted 18 years ago2006-04-13 13:11:34 UTC
in compiling error - rad Post #174020
I get this each time I try to compile. When I deleted the skybox, the number below, in bold (no samples xy), changed (increased). I got no light in the map after compiling.
here's the log:

** Executing...
** Command: "d:steamsteamappsgfprimesourcesdkbinvbsp.exe"
** Parameters: -game "d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mp" "D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_01rt"
Can't load skybox file skybox/sky_day02_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (205331 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (321344 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 720 texinfos to 411
Reduced 87 texdatas to 73 (4251 bytes to 3130)
Writing D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.bsp
7 seconds elapsed
Memory leak: mempool blocks left in memory: 8

** Executing...
** Command: "d:steamsteamappsgfprimesourcesdkbinvrad.exe"
** Parameters: -game "d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mp" -noextra "D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:steamsteamappsgfprimesourcesdk_contenthl2mpmapsrcbelow0.bsp
No vis information, direct lighting only.
1949 faces
301450 square feet [43408804.00 square inches]
6 displacements
3153 square feet [454059.34 square inches]
7 direct lights
BuildFacelights: 0...1...2...3..no samples 702
.4...5...6...7...8...9...10 (69)

Build Patch/Sample Hash Table(s).....Done<0.0266 sec>
FinalLightFace: 0...1...2...3..
** Executing...
** Command: Copy File
** Parameters: "D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.bsp" "d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mpmapsbelow0.bsp"

anyone know any possible causes, solutions?
Posted 18 years ago2006-03-27 13:28:07 UTC
in revive old textures? Post #171150
okay thanks Elon, at least I can put a few quake stuff in then
Posted 18 years ago2006-03-26 07:47:13 UTC
in revive old textures? Post #170986
they would give back some of the old doom-feeling for sure...
Posted 18 years ago2006-03-25 16:28:46 UTC
in revive old textures? Post #170886
so there isnt any way to... unpack these and grab the textures?
Posted 18 years ago2006-03-25 16:04:46 UTC
in revive old textures? Post #170882
I know how to import textures to a new wad using wally (sorry I told it wrong) I don't know how to get those textures out of the games.
for example there is a was in doom2 but wally doesnt load it saying not supported wad file