Forum posts

Posted 16 years ago2007-07-27 13:56:44 UTC
in move_rope Post #230432
well im making a map, but when i break the rope with a trigger at the new round the rope is still broken it does not go back. it does not respawn
Posted 16 years ago2007-07-25 18:10:23 UTC
in The Artifact Post #230285
are you still working on the mod?
Posted 16 years ago2007-07-13 15:19:23 UTC
in Confusion Post #228842
i dont know see if there are entities outside the map that are called the same thing as the destination.
happened to me with teleporters
Posted 17 years ago2007-04-28 16:57:23 UTC
in The Artifact Post #220344
AWESOME! :D :D :D :D :D :D
Posted 17 years ago2007-04-14 10:11:43 UTC
in Half-Life: Day One Post #219025
aww i saw a couple of those pictures at wikipedia alpha version
Posted 17 years ago2007-04-14 10:03:01 UTC
in The Artifact Post #219022
neither here!
Posted 17 years ago2007-04-14 10:02:27 UTC
in Half-Life: Day One Post #219021
anyone know where to get muzzle's half- life
Posted 17 years ago2007-04-13 20:01:48 UTC
in css Post #218972
no i mean have any of you seen the map
Posted 17 years ago2007-04-01 10:16:45 UTC
in The Artifact Post #217650
saw vid and it is awsome
will the op4 monsters be available? :D
Posted 17 years ago2007-03-31 18:25:06 UTC
in css Post #217615
umm help with this map :/
Posted 17 years ago2007-03-24 17:45:08 UTC
in Weapon Modeling Post #216959
"The ask Chickenfist wasn't a big enough clue?"
no
Posted 17 years ago2007-03-24 17:32:03 UTC
in Weapon Modeling Post #216956
what is that mind control thing cabose? is it a mod?
Posted 17 years ago2007-03-18 16:07:08 UTC
in css Post #216243
so i should add them
where and how many? :zonked:
Posted 17 years ago2007-03-17 09:09:18 UTC
in css Post #216138
i always seem to forget that :biggrin: , have you seen anything weird with the map

edit: out of the topic whats "env_cubemap" for i've never used it because i do no know whats its for
Posted 17 years ago2007-03-12 08:45:59 UTC
in css Post #215604
i just didn't run it last time because it takes like 10 minutes and i had already tried running it with rad and gotten the same problem

vrad is the light compile isn't it?
Posted 17 years ago2007-03-11 16:54:21 UTC
in css Post #215557
you hurt my feelings :P
Posted 17 years ago2007-03-11 16:49:00 UTC
in css Post #215554
soo you know what the problem is?
Posted 17 years ago2007-03-09 10:49:42 UTC
in css Post #215408
what? :zonked:
Posted 17 years ago2007-03-08 20:48:22 UTC
in css Post #215384
Posted 17 years ago2007-03-07 18:38:50 UTC
in css Post #215295
thats what i mean there is no func_illutionary
there is just a wall that acts like one :/
Posted 17 years ago2007-03-06 19:47:25 UTC
in css Post #215202
i have this problem i made a map lights on and everything when i compiled it and ran it there were func_illutionaries where there was supposed to be a hole so you cant see the hole there is like a wall you can go trough there. and in hammer there is nothing covering the hole. :

** Executing...
** Command: "c:program filesvalvesteamsteamappslcpuchesourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrike" "C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrikematerials
Loading C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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) (54656 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 238 texinfos to 204
Reduced 13 texdatas to 12 (266 bytes to 227)
Writing C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappslcpuchesourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrike" "C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:documents and settingsluis puchedesktopmapscounter sourcegg_dust.bsp
reading c:documents and settingsluis puchedesktopmapscounter sourcegg_dust.prt
601 portalclusters
1943 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (31)
Optimized: 1542 visible clusters (0.00%)
Total clusters visible: 75793
Average clusters visible: 126
Building PAS...
Average clusters audible: 469
visdatasize:81083 compressed from 96160
writing c:documents and settingsluis puchedesktopmapscounter sourcegg_dust.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.bsp" "c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrikemapsgg_dust.bsp"
Posted 17 years ago2007-02-17 18:13:04 UTC
in Team DM: TWHL vs. SP Post #212784
nvm
Posted 17 years ago2007-02-17 18:06:00 UTC
in Team DM: TWHL vs. SP Post #212783
I WANT TO GO!

WHATS THE PWORD ?
Posted 17 years ago2007-01-08 21:03:13 UTC
in maps download Post #209039
i dont get how to use it :S

i need help can someone help me set this thing up
Posted 17 years ago2007-01-06 21:10:57 UTC
in maps download Post #208830
yup sven coop

also the maps dont load after its done
Posted 17 years ago2007-01-06 21:08:19 UTC
in maps download Post #208828
everytime i make a server with a custom map nobody can join because when you try to join it says

cant continue without model /maps mapnem.bsp

anyway to fix dis
Posted 17 years ago2007-01-01 19:20:32 UTC
in blue shift hd pack Post #208165
wow how were players supposted to find out

thanks :biggrin:
Posted 17 years ago2007-01-01 19:02:57 UTC
in blue shift hd pack Post #208161
any of you know how to activate it because i have blue shift and i am still with the default models
Posted 17 years ago2006-12-29 11:41:22 UTC
in rotate and move Post #207867
madcow thats the problem when i double click it doesn't work

selection mode how do i find out :
Posted 17 years ago2006-12-29 11:35:19 UTC
in From Good To Bad Post #207866
just out the topic what is spirit? :zonked:
Posted 17 years ago2006-12-28 11:58:49 UTC
in rotate and move Post #207787
you know when you click on a brush, entity or other things you can move it and if you click again you can rotate it.

well now i cant make it go in rotating mode helP? :zonked:
Posted 17 years ago2006-12-28 11:42:18 UTC
in Door with breakable glass Post #207785
rotating or normal?
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-04 22:23:03 UTC
in Help! its too bright! Post #205064
one question

did you test the map first full-bright and it froze?
Posted 17 years ago2006-11-23 15:20:53 UTC
in Question about multisources Post #203802
what u need a soccer ball for? just askin?
Posted 17 years ago2006-11-02 19:31:37 UTC
in in the middle Post #201736
ive wondered if this is done manually

:|

when you put entities and you have to put them in the exact middle of something

an example would be trains, or elevators
Posted 17 years ago2006-10-24 19:15:03 UTC
in rotate Post #200741
yee thanks :( :| :) :x :D
Posted 17 years ago2006-10-24 18:23:38 UTC
in rotate Post #200737
im trying to make a wheel with func_rotating but when i try it rotates the wrong way, its supposted to rotate like a wheel but it rotates like a fan ceiling fan help please :(
Posted 17 years ago2006-10-22 17:51:34 UTC
in opposing force Post #200433
do any of u hav the fgd (entities) file i cant find it :(
Posted 17 years ago2006-10-21 18:20:06 UTC
in Invisibility? Post #200316
army is better off with robots :|
Posted 17 years ago2006-10-21 18:00:49 UTC
in where are they Post #200314
for get it i fixed it i just changed the name and played it and it worked :biggrin:

PS: its called sc_officees (es = escape)
Posted 17 years ago2006-10-21 11:40:41 UTC
in where are they Post #200303
** Executing...
** Command: Change Directory
** Parameters:

** Executing...
** Command: Copy File
** Parameters: "C:My Documentszhltcitycity svencity sven.map" "C:My Documentszhltcity sven.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCSG.EXE
** Parameters: "C:My Documentszhltcity sven"

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~1HLCSG.EXE "C:My Documentszhltcity sven"
Entering C:My Documentszhltcity sven.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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.24 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.09 seconds)

Using Wadfile: windowsdesktophalf-lifemappingwadhalflife.wad
  • Contains 94 used textures, 100.00 percent of map (3116 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.69 mb (of 4.00 mb MAX)
7.91 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLBSP.EXE
** Parameters: "C:My Documentszhltcity sven"

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~1HLBSP.EXE "C:My Documentszhltcity sven"

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:My Documentszhltcity sven.prt'
6.16 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLVIS.EXE
** Parameters: "C:My Documentszhltcity sven"

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~1HLVIS.EXE "C:My Documentszhltcity sven"
694 portalleafs
2445 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%... (11.87 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (83.87 seconds)
average leafs visible: 124
g_visdatasize:31749 compressed from 60378
96.07 seconds elapsed [1m 36s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLRAD.EXE
** Parameters: "C:My Documentszhltcity sven"

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~1HLRAD.EXE "C:My Documentszhltcity sven"

= 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 ]

3605 faces
Create Patches : 14824 base patches
0 opaque faces
113010 square feet [16273451.00 square inches]
7 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (56.08 seconds)
visibility matrix : 13.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (73.21 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.59 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.08 seconds)
Transfer Lists : 6349222 : 6.35M transfers
Indices :     3959916 :    3.78M bytes
   Data :    25396888 :   24.22M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.81 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.49 seconds)
173.18 seconds elapsed [2m 53s]
Posted 17 years ago2006-10-20 16:56:32 UTC
in where are they Post #200246
i did that and there is no errors changes dont happen i fixed the light problem but what i change isnt there :roll:
Posted 17 years ago2006-10-19 16:59:45 UTC
in where are they Post #200150
something else happens that i make changes

then i see the map in bsp biewer and they are there

when i run them for sven they arent there anymore

an example is that if i move a switch and then i compile it
the switch is still in the same position

i see the map in bsp viewer and it is moved


:nuke: :cry:
Posted 17 years ago2006-10-17 16:49:28 UTC
in where are they Post #199940
My hero thanks :D

but no errors :|
Posted 17 years ago2006-10-16 17:25:59 UTC
in where are they Post #199866
do you have a link or something because i cant find it
Posted 17 years ago2006-10-16 16:57:37 UTC
in where are they Post #199861
i didnt modify anything

nothing shows up in the search of the forums :(
Posted 17 years ago2006-10-15 16:01:35 UTC
in where are they Post #199778
"anything that runs in un-modded HL will run in Sven Co-op"

http://www.svencoop.com/spm.php

(to confuse me more :zonked:)
Posted 17 years ago2006-10-15 14:37:37 UTC
in where are they Post #199771
i am using svencoop.fgd i did the map with half life.fgd (because svencoop MOdel support doesent work) and added the entities in svencoop.fgd

would that be it?
Posted 17 years ago2006-10-14 17:07:24 UTC
in where are they Post #199678
ok i have this problem i made this map (for sven-coop hl1). and then when i try it out the monsters dont show up just the headcrabs and dead scientists but the rest dont. i have NO IDEA why this is happening i put nodes and everything please help.. :cry:

also when i compile it it is all bright and the trigger messages dont work, in half-life it works fine but in sven it doesent help!