Forum posts

Posted 19 years ago2004-12-20 16:01:04 UTC
in A Compiling Issue for a newbie. Post #79374
How did you miss the big blob of Errors in the middle of your log??? I'm pretty sure most of you people with problems can fix them by looking at your logs.
Posted 19 years ago2004-12-20 15:58:00 UTC
in passwords to secret areas? Post #79373
Ask kreedz, he did it on his kz college map or something like that.
Posted 19 years ago2004-12-19 23:15:37 UTC
in Sprite crashing map Post #79257
Nm. Apparently, it wasn't the sprites in the map at all. It was a sprite called 640 something something something ion my cstrike/sprites folder crashing my steam. No clue why. Thanks anyway.
Posted 19 years ago2004-12-19 20:10:07 UTC
in Sprite crashing map Post #79200
I have the sprite fire in my map. I've put it in all the sprites folders to make sure I do not get an error. I followed the sprite tutorials correctly. When I run my map, it gets all the way to parsing game info blah blah blah, shows my map for a split second, then shuts down counter strike and brings me to my desktop. I receive no error message or nothing indicating what is wrong. Any help?
Posted 19 years ago2004-12-16 01:07:28 UTC
in Knew i had seen it somewhere Post #78581
Ya they just took everything flipped it upside down and made the floor transparent so it looks like everything is reflecting, but your actually only seeing through the floor to everything upside down.
Posted 19 years ago2004-12-15 01:06:43 UTC
in Spawning problem...again. Post #78413
I
FIXED
IT
ALREADY
Thank you for your willingness to help, but I fixed it a while ago.
Posted 19 years ago2004-12-15 00:17:16 UTC
in Spawning problem...again. Post #78408
It works. There was nothing wrong with the spawns. I was running my map in debugging mode.
Posted 19 years ago2004-12-14 17:58:07 UTC
in Spawning problem...again. Post #78348
Thanks fellas.
Posted 19 years ago2004-12-13 23:37:09 UTC
in Spawning problem...again. Post #78212
That's the only way I run my maps.
Posted 19 years ago2004-12-13 21:47:20 UTC
in Spawning problem...again. Post #78198
Right, info_player_start info_player_deathmatch a good distance from each.... other not touching, walls floors, other entities, ect. No leaks, compiling went perfect. I load my map up, and instead of it ask for me to pick a team, I spawn automatically, I don't get a knife, my hud doesn't show up. I press tab and it shows I'm on the ct already. I can walk around fine. Just no knife or hud. Then, to top off this experience, I press the change team keyy, the menu comes up, I select a team, and I die. The map reloads itself, and I'm stuck in the same loop. W t f ? Help?
Posted 19 years ago2004-12-13 16:16:40 UTC
in Only way to make doors is by carving? Post #78130
Carving is the devil. Use to do it back when I made tfc maps during the Golden Age aka WON. With carving you can't resize without leaks and and carving just comes with weird errors. Stay away from it, take the time to do it right, and make it look good.
Posted 19 years ago2004-12-13 16:11:07 UTC
in ---Gun Emplacement query--- Post #78129
I don't think the engine can do that. It have to be a weapons skin that you or someone else built. To my knowledge, gun emplacements are built from parts and entities. Therefore, you cannot tell it to eject shells. Don't quote me, maybe someone with more knowledge can help you.
Posted 19 years ago2004-12-13 16:06:29 UTC
in PLEASE HELP A N00B!! Post #78128
I'm not at home, but from the sound of it, you don't have your game executable set to the right exe. Can someone verify?
Posted 19 years ago2004-12-13 16:03:49 UTC
in Problem Post #78125
Hammer decided to name the bsp my email adress and put it in my steamapps folder. I found it so randomly I can't even explain it. It makes sense when i look at the pathfile. Like someone said above, the @ sign fucked up the compile process, stopped reading when it hit the @ and just cut the name off at my email address. What I do is just direct the bsp to my Project folder than move it to the cs maps folder. Thanks for all your help fellas.
Posted 19 years ago2004-12-13 00:31:41 UTC
in Problem Post #78045
Can I point the bsp to something like desktop or a random folder, then move it to maps folder.
Posted 19 years ago2004-12-12 21:28:43 UTC
in Problem Post #78016
Yes double post. I know, but this is to Anonymous. Heres the line from my logs that tells me where the bsp is written to.

--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

this is the actual folder where my .bsp SHOULD be. all there is is the .map, no .bsp
User posted image
Posted 19 years ago2004-12-12 20:39:37 UTC
in Problem Post #78011
Way ahead of you RabidMonkey. I set up my hammer to the t according to the steam tutorials, so nice try. Anyone else any ideas?
Posted 19 years ago2004-12-12 15:42:06 UTC
in Problem Post #77965
right, suppose that would help. anyway, my bsp isn;t being created in my maps folder of cstrike. only thing there is my .map. I've searched the forums and saw many many threads that have the same problem. However, nemesis's page is being gay and I can't download a thing off of it, including batch compiler. as you can see, it says my bsp is sucessfully created in my cstrike/maps folder. but its not there. w t f.
Posted 19 years ago2004-12-12 02:29:22 UTC
in Problem Post #77868
I've searched the forums, tried to download Batch Compiler, Nemesis's page is fucked and doesn't let me download anything off of it. My bsp is successfully created along with everything else. I have Zoners tools. What am I to do? My logs...

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strike

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsAdministratorDesktopEnglish ProjectHP4-Riddle.map" "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

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 "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"
Entering C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
20%...40%...60%...80%... (0.01 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
20%...40%...60%...80%... (0.04 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 5 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifetfctfc.wad
  • Contains 0 used textures, 0.00 percent of map (127 textures in wad)
Using Wadfile: sierrahalf-lifevalvegfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: sierrahalf-lifevalvespraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Including Wadfile: program filessteamsteamappsredsdawghouse@comcast.nethalf-lifezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.07 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

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 "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

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 'C:Program FilesSteamSteamAppsredsdawghouse@comcast.prt'
0.06 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

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 "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"
7 portalleafs
11 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:
40%...50%...90%... (0.00 seconds)
LeafThread:
40%...50%...90%... (0.00 seconds)
average leafs visible: 6
g_visdatasize:21 compressed from 7
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

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: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Program FilesSteamSteamAppsredsdawghouse@comcast.netcounter-strikecstrikemapsHP4-Riddle"

= 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)[ off ] [ 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 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

85 faces
Create Patches : 881 base patches
0 opaque faces
27932 square feet [4022272.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.21 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.14 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.21 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.10 seconds)
Transfer Lists : 500662 : 500.66k transfers
Indices :       38968 :   38.05k bytes
   Data :     2002648 :    1.91M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.07 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)
1.17 seconds elapsed

--- END hlrad ---