Forum posts

Posted 20 years ago2003-12-01 07:49:22 UTC
in OK how about delay? Post #6190
Ok so add value delay 4.0 to multimanager?
Posted 20 years ago2003-12-01 07:47:04 UTC
in Searchable forums and topic? Post #6189
Just thought it was a good suggestion. LOL
Posted 20 years ago2003-12-01 07:37:15 UTC
in PLEASE HELP (.log and zhltproblems) Post #6186
Jax I also found this websit that may help

http://www.tdcom.net/lacos/?section=2&subsection=10 :)
Posted 20 years ago2003-12-01 07:01:08 UTC
in OK how about delay? Post #6183
LOL

I started a small map with a button trigger to multisource, then to multi_manager and it point to 2 env_message (s)

Every thing works but I wanted to add a 2 sec delay before the second env_message text is displayed. Any ideas?
Posted 20 years ago2003-12-01 04:56:40 UTC
in compiling error, help Post #6179
I concure. LOL
Posted 20 years ago2003-11-26 18:02:43 UTC
in Dizzy Devil's New baby Post #5718
LOL 3 crowbars in the family LOL

Me
My 5 year old
the New born

thank goodness mommy like HL as well
;)
Posted 20 years ago2003-11-25 22:44:11 UTC
in Dizzy Devil's New baby Post #5656
This maybe off topic but;

Thanx for all the congrads that you have bestowed on me about my new baby on the way.

My wife is 5 months and due in late March.

We found out today that it is a BOY!!! Yea!!!!!!!!!

Another boy wow!!!

Just new prime HL, CS, DOD etc. canidates LOL.

thanx again
:)
Posted 20 years ago2003-11-23 17:19:53 UTC
in Wild error Post #5479
:) I hope so. Zombie gave me and idea on the problem I switched to Zonner tools. he said the textures are vod and overlapping. From what I see they look fine. But the LEAK don't lie. The Hanger was a prefab. Maybe I should trash it and try again.

well I eraned my nicknamer I am sure Dizzy after this.

If you get a tutorial typed I would diffenitly read it.
Posted 20 years ago2003-11-23 16:26:50 UTC
in Wild error Post #5474
No with Zoners

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:zonerZHLThlcsg.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

hlcsg v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life 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:zonerZHLThlcsg.exe "c:program filesvalve hammer editormapsbma51"
Entering c:program filesvalve hammer editormapsbma51.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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.17 seconds)
SetModelCenters:
30%...50%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.24 seconds)

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 2 used textures, 4.65 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 28 used textures, 65.12 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editormapsf117.wad
  • Contains 13 used textures, 30.23 percent of map (31 textures in wad)
added 11 additional animating textures.
Texture usage is at 0.61 mb (of 4.00 mb MAX)
3.90 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:zonerZHLThlbsp.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

hlbsp v2.5.3 rel Custom Build 1.6.1 (Jul 15 2002)
Zoner's Half-Life 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:zonerZHLThlbsp.exe "c:program filesvalve hammer editormapsbma51"

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 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

Warning: === LEAK in hull 0 ===
Entity light @ (-193,-1897, 112)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity trigger_relay @ ( -16,-800, 160)
Warning: === LEAK in hull 2 ===
Entity item_suit @ ( 608,-656, 52)
Warning: === LEAK in hull 3 ===
Entity trigger_relay @ ( -16,-800, 160)
5.36 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:zonerZHLThlvis.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

hlvis v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life 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:zonerZHLThlvis.exe "c:program filesvalve hammer editormapsbma51"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapsbma51.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:zonerZHLThlrad.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

hlrad v2.5.3 rel Custom Build 1.6 (Jun 3 2002)
Zoner's Half-Life 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:zonerZHLThlrad.exe "c:program filesvalve hammer editormapsbma51"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapsbma51.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbma51.bsp" "C:SierraHalf-Lifevalvemapsbma51.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbma51.pts" "C:SierraHalf-Lifevalvemapsbma51.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "bma51" -dev -console +set deathmatch
Posted 20 years ago2003-11-23 16:12:14 UTC
in Wild error Post #5473
Here it the full complie notes

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:program filesvalve hammer editormapsbma51.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (2)
Using WAD File: sierrahalf-lifevalveliquids.wad
Using WAD File: sierrahalf-lifevalvedecals.wad
Using WAD File: sierrahalf-lifevalvexeno.wad
Using WAD File: sierrahalf-lifevalvehalflife.wad
Using WAD File: program filesvalve hammer editormapsf117.wad
added 11 additional animating textures.
4 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
5 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read c:program filesvalve hammer editormapsbma51.prt
No vising performed.

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "c:program filesvalve hammer editormapsbma51"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

No vis information, direct lighting only.
2985 faces
170727 square feet [24584768.00 square inches]
13892 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...
********** ERROR **********
Bad surface extents

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbma51.bsp" "C:SierraHalf-Lifevalvemapsbma51.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsbma51.pts" "C:SierraHalf-Lifevalvemapsbma51.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "bma51" -dev -console +set deathmatch
Posted 20 years ago2003-11-23 15:52:25 UTC
in Wild error Post #5472
Any ideas why I would get this error after laying the sand ground texture aroun the bulding I created.

Bad surface extends 25088/0

I belive the 25088/0 is the X/Y or some thing. Help?
Posted 20 years ago2003-11-22 23:33:26 UTC
in Dizzy's Map is finished!!!!! Post #5415
Well Everything is fine. Boy is fine and new yet to be born little one is fine. Thanx for the congrats on the baby.

I really got a lot of good responses from my first map. Five HL servers are running it. Of course there are those that just despised my map. Oh well. It isn't going to top me from making any more maps.

As for being a nerd? LOL may be. HL is my release from the world tentions.

I guess that we could kill this thread now LOL :)
Posted 20 years ago2003-11-19 17:25:50 UTC
in where do i find those car prefabs? Post #5134
Thanx zombie have t look it up
Posted 20 years ago2003-11-19 17:05:03 UTC
in where do i find those car prefabs? Post #5132
You Know they have just about every prefab Military Building imaginable at the prefab web sites for HL I went to. But they did not have a hanger prefab. You know the old long domed tops like you see in WW2 movies.

So I built my own. Using one prefab to create the dome on the top. For my first try it isnt that bad :)
Posted 20 years ago2003-11-19 16:58:43 UTC
in dedicated server Post #5130
Anything to try to help
Posted 20 years ago2003-11-19 16:57:26 UTC
in My new map & some questions Post #5129
It is OK DieH@rd.

I would misspell any word in any language, including my own. It happens.

Zombie comented on your textures. What I noticed the shelves at the start. They looked like there where one unit into the wall.

All in all it still a good map.
Posted 20 years ago2003-11-19 16:53:37 UTC
in Dizzy's Map is finished!!!!! Post #5127
We did not get a chance to find out because our boy had to got to the emergancy room. About a 105 temp. He is find and doing well. When I posted the finding out what the new baby will be, it was like my wife just reminded my as soon as I started to type. So I wanted to share that with you all. :)
Posted 20 years ago2003-11-19 16:48:30 UTC
in Dizzy's Map is finished!!!!! Post #5126
Posted 20 years ago2003-11-19 05:06:02 UTC
in My new map & some questions Post #5073
DieH@rd,

Looked great from what I could play. Lost it after walking through the door to the ladder. HL crashed.

Also did you also know you misspelled 2 words in the opening sequence?

Everithing = Everything
Messa = Mesa

I hate pointing it out because I hate myself when other ponit it out.

Good job on it though.
:P
Posted 20 years ago2003-11-18 23:02:44 UTC
in Dizzy's Map is finished!!!!! Post #5063
Thanx Jester for the rating yes it is small But that is the point for a killbox :) Being small

Jobabob

It is ok if you don't like it. You can only please some of the people some of the time. I expected there may be people that do not like it.

I was just happy to complete a map and I am encuraged to make a better one the next time around.

Speaking of which I just started a new one the is going to be a huge map with a lot of player interaction. :D
Posted 20 years ago2003-11-18 05:29:53 UTC
in Dizzy's Map is finished!!!!! Post #5002
Thanx

Any one going to rat my map. LOL Fill in your input here in this fourm
Posted 20 years ago2003-11-17 13:17:03 UTC
in Dizzy's Map is finished!!!!! Post #4965
Zombie,

I will hook up IRC later. I remeber some of it. But right now I have to go to the doctors. Get to find out what my wife is having a boy or girl
Posted 20 years ago2003-11-17 09:29:36 UTC
in Dizzy's Map is finished!!!!! Post #4950
Sorry folks there was a bug in first finished map. One of the teleport destination spot spawned you into the floor. The bug is fixed and also added a ding sound when someone enters the map. Please replace the BSP file with this new one.

You'd be amased Ho fast it downloads on HLDSes 1.5 mins
Posted 20 years ago2003-11-17 01:18:14 UTC
in Dizzy's Map is finished!!!!! Post #4928
My map is finished!!!!!!!!!!!!!!!!!!!!!!!

Please check it out.

http://cariad.co.za/twhl/mapvault_map.php?id=345
Posted 20 years ago2003-11-15 02:14:52 UTC
in Custom WAD Post #4767
Nevermind I found it under tutorials :)

http://cariad.co.za/twhl/tutorial.php?id=29
Posted 20 years ago2003-11-15 01:56:39 UTC
in Custom WAD Post #4766
Isn't there a was to embed the cutsom textures from your custom wad file with in the BSP file?
Posted 20 years ago2003-11-15 00:16:38 UTC
in where do i find those car prefabs? Post #4759
Posted 20 years ago2003-11-15 00:02:40 UTC
in {ladder1 Post #4757
You know what is funny?

I forgot to do this in th map I have been building. When I first tested it, single player the blue texture shows. However I ran it multi-player yesterday and the blue disappered.

Strange.
Posted 20 years ago2003-11-13 19:04:34 UTC
in Weapons? Post #4659
LOL yea I think what I was looking for was ammo_9mmbox

Map Is almost done!!!!!!!!!!!!!!!!!! :D
Posted 20 years ago2003-11-13 17:12:41 UTC
in Weapons? Post #4653
Hey what enity is the box of bullets?
Posted 20 years ago2003-11-13 17:07:55 UTC
in dedicated server Post #4652
LOL quickest search I know of :P
Posted 20 years ago2003-11-13 17:06:57 UTC
in Teleports? Post #4651
Got it and it works YEA!!!!!!!!!
Posted 20 years ago2003-11-12 23:43:10 UTC
in Teleports? Post #4575
Ok great I will look at it shortly thanks
Posted 20 years ago2003-11-12 22:29:26 UTC
in Teleports? Post #4573
Posted 20 years ago2003-11-12 22:06:14 UTC
in Teleports? Post #4570
Quick Response LOL I just emailed you LOL

Ok if I understand you corectly put the sprite behind the trigger?

Have not tried that yet.
Posted 20 years ago2003-11-12 21:57:03 UTC
in dedicated server Post #4568
Posted 20 years ago2003-11-12 21:50:40 UTC
in {ladder1 Post #4567
Cool. kol I might use that in the next map I make :)
Posted 20 years ago2003-11-12 21:49:15 UTC
in Teleports? Post #4566
Yea How do you inragrate the teleport glow sprite with out blocking the trigger?
Posted 20 years ago2003-11-12 02:08:36 UTC
in textures mixed up Post #4476
Thank Zombie I was wondering about that too.
Posted 20 years ago2003-11-11 20:37:24 UTC
in Teleports? Post #4474
Yea I just can not figure this out at all.

Just a teleport fro one room to another and then on the other side a teleport back to the orig. room.
Posted 20 years ago2003-11-11 20:23:33 UTC
in {ladder1 Post #4467
LOL thanx

I appreciate all your answers
Posted 20 years ago2003-11-11 19:54:10 UTC
in {ladder1 Post #4463
I have asetup a ladder using the {ladder1 texture and set the function_ladder. Everything works great the ladder works. But my question is how do I get rid of the blue in the ladder texture. The spaces between the runs is blue but I wanted it se through to match the wall textrue.
Posted 20 years ago2003-11-11 19:50:08 UTC
in Teleports? Post #4462
Stiil having problems. What I did is just deleted them and trying it again.
Posted 20 years ago2003-11-07 19:29:40 UTC
in Teleports? Post #4209
Humm Have to check that out is that in the flags or somewhere else?

Maybe I could see it if I turn off SmartEdit?

LOL just guessing
Posted 20 years ago2003-11-07 00:11:38 UTC
in Teleports? Post #4149
always on?
Posted 20 years ago2003-11-06 17:43:08 UTC
in Teleports? Post #4133
Forgot to mention It did not work :(
Posted 20 years ago2003-11-06 17:41:59 UTC
in Teleports? Post #4132
Ok I have read and reviewed the tutorial and example map.

But in my map I chose not to use a triger button for the teleport back.

So I created 2 trigger_teleports:

Brush 1

Name: tele_trig1
Target: tele_dest2

Brush 2

Name: tele_trig2
Target: tele_dest1

Then set info_telelport_destionation in front of the each trigger. In theroy this should allow you to teleport back and forth between rooms right or did I miss something?
Posted 20 years ago2003-11-06 02:33:56 UTC
in Music in maps Post #4091
Yea you gotta help pay for their new BMW or Lexus or whatever they they can buy that we poor folk can not.

LOL
Posted 20 years ago2003-11-05 17:01:05 UTC
in Scripted text and Sounds Post #4059
LOL

Thank you all for your input. "Need Input" (Number Jonny 5) LOL

I'll let you know if anything works. I had also emailed another mapper, If he can answer my question, I will surely post it in here. "And don't call me Shirley"

Sorry was on a comedy movie beng last night. :)
Posted 20 years ago2003-11-05 06:09:39 UTC
in dedicated server Post #3986
have to try it out someday :)