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Posted 6 years ago2017-06-12 15:07:10 UTC
in light model which falls Post #335410
Try putting an invisible brush underneath. A func_detail with NULL should do to place the model on the ground without actually falling down.

If you don't want the brush to remain there you might be able to just remove it afterwards, but you'll have to turn it into a func_wall and make sure the light model is placed after the brush has been made an entity, or it may spawn before the brush does and fall down anyway.

I'm not sure if removing it won't make it fall down again though.
Posted 6 years ago2017-06-11 15:57:14 UTC
in A Bug in my jb map Post #335390
Your map has too many faces that create collide-able surfaces. Use clip brushes to simplify the geometry by covering complex brush work like lamps and other small objects with them.
Posted 6 years ago2017-06-11 13:13:06 UTC
in E3 2017 Post #335386
Can't wait to hear what the next water cooler is going to be called.
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Posted 6 years ago2017-05-26 18:38:27 UTC
in Bug compilation problem svencoop Post #335079
You should ask about this on their forums or ideally on their Discord, they'll be able to help you out with that: https://discord.gg/0wtJ6aAd7XOGI6vI
Posted 6 years ago2017-05-26 17:28:35 UTC
in Bug compilation problem svencoop Post #335076
SC doesn't support the full map space yet, past a certain point it starts to have visual glitches.
Posted 6 years ago2017-05-26 15:27:45 UTC
in Bug compilation problem svencoop Post #335068
The compiler tools in the SC SDK are the VHLT compilers with changes made for SC specifically. You can't use them with vanilla HL because it increases the BSP data limits beyond what vanilla supports.
Posted 6 years ago2017-05-26 15:02:21 UTC
in Bug compilation problem svencoop Post #335066
Try increasing the scale of textures on large faces, that might help. Otherwise, you'll have to make your map smaller.

Also, make sure you use the compiler tools distributed with the Sven Co-op SDK, it provides a few higher limits. You can find it in the Steam "Tools" section.
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Posted 7 years ago2017-05-18 09:20:57 UTC
in maximum number of ambient_generic? Post #334951
The soundinfo command prints current sound info to the console ("total channels" is the current number of active channels), setting s_show to 1 and running a server with maxplayers 2 or fewer prints up to 32 sounds on the right hand side of the screen.

Note that there are always 12 active channels from what i can tell, those are special ones.

The first 4 are ambient sounds (seems to be obsolete from Quake, used to be defined in BSPs but never read), then there are 8 dynamic channels. A comment from WinQuake explains this:
0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds
MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds
It's actually 0 to NUM_AMBIENTS - 1, then NUM_AMBIENTS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS - 1, then NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS to total_channels.

ambient_generic plays static sounds, so there are 128 - 12 = 116 static channels available.
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Posted 7 years ago2017-05-17 14:34:01 UTC
in maximum number of ambient_generic? Post #334938
There are 128 "channels" that all per-entity audio plays on. Whenever an entity plays a sound, it will use a channel, so up to 128 sounds can be playing at any time, excluding music started using the cdaudio entities and player voice.

If you see this message in the console with developer set to 2 or higher, you'll know you've exceeded the total number of concurrent sounds:
total_channels == MAX_CHANNELS
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Posted 7 years ago2017-05-15 20:22:00 UTC
in Post your screenshots! WIP thread Post #334911
VS6's debugger isn't so great though. I'd switch to the newest version if i were you.
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Posted 7 years ago2017-05-03 18:37:28 UTC
in target_cdaudio track question Post #334746
g_pszMP3trackFileMap[2] = "media\\Half-Life01.mp3";
g_pszMP3trackFileMap[3] = "media\\Prospero01.mp3";
g_pszMP3trackFileMap[4] = "media\\Half-Life12.mp3";
g_pszMP3trackFileMap[5] = "media\\Half-Life07.mp3";
g_pszMP3trackFileMap[8] = "media\\Suspense03.mp3";
g_pszMP3trackFileMap[9] = "media\\Half-Life09.mp3";
g_pszMP3trackFileMap[10] = "media\\Half-Life02.mp3";
g_pszMP3trackFileMap[11] = "media\\Half-Life13.mp3";
g_pszMP3trackFileMap[12] = "media\\Half-Life04.mp3";
g_pszMP3trackFileMap[13] = "media\\Half-Life15.mp3";
g_pszMP3trackFileMap[16] = "media\\Suspense02.mp3";
g_pszMP3trackFileMap[17] = "media\\Half-Life03.mp3";
g_pszMP3trackFileMap[18] = "media\\Half-Life08.mp3";
g_pszMP3trackFileMap[19] = "media\\Prospero02.mp3";
g_pszMP3trackFileMap[20] = "media\\Half-Life05.mp3";
g_pszMP3trackFileMap[21] = "media\\Prospero04.mp3";
g_pszMP3trackFileMap[24] = "media\\Prospero03.mp3";
g_pszMP3trackFileMap[25] = "media\\Half-Life17.mp3";
g_pszMP3trackFileMap[6] = "media\\Half-Life10.mp3";
g_pszMP3trackFileMap[26] = "media\\Prospero05.mp3";
g_pszMP3trackFileMap[7] = "media\\Suspense01.mp3";
g_pszMP3trackFileMap[14] = "media\\Half-Life14.mp3";
g_pszMP3trackFileMap[27] = "media\\Suspense05.mp3";
g_pszMP3trackFileMap[15] = "media\\Half-Life16.mp3";
g_pszMP3trackFileMap[22] = "media\\Half-Life11.mp3";
g_pszMP3trackFileMap[28] = "media\\Suspense07.mp3";
g_pszMP3trackFileMap[23] = "media\\Half-Life06.mp3";
Track 1 is 2 here. I don't see anything about tracks 29 and 30.
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Posted 7 years ago2017-04-27 10:19:50 UTC
in game_text entity does not work as intend Post #334648
What are the settings for the game_text in question?
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Posted 7 years ago2017-04-21 21:52:24 UTC
in Post your screenshots! WIP thread Post #334546
The only differences between Hammer 3.4 and SC Hammer are the increased grid size and a few bug fixes, no features were added.
Any map editor will do.