Forum posts

Posted 11 years ago2008-12-06 19:15:26 UTC
in A cry for help Post #259500
not sure what your problem is, but theres a cmd to keep people in the server without shutting it down at a levelchange

instead of using

map <mapnamehere>

use

changelevel <mapnamehere>

i hope this helps some what =\, sry i cant help you with your REAL problem :(
Posted 12 years ago2008-11-26 14:08:05 UTC
in Unknown Error Post #259089
EDIT: Nevermind, the problem has to do with max texture memory, im not use to building such large maps

For some reason after adding a few new rooms to my map, i have encountered a strange type of error, with no error message at all, or at least any that i can see, the came simply crashes right before completing its load in console, the map does have a leak, i have been lazy about fixing it because most parts of the map are still in early developement, so i am unsure if that has to do this error. Any help or insight would be appretiated.
-kc8kjp
Posted 12 years ago2008-11-17 20:38:27 UTC
in Spirit Client Dll Help Post #258669
well i found the solution for me at least, neither of the games like me using the cgGL.dll's in the base folder that came with the spirit 1.5a4 pack, but using the ones from the 1.4 pack fixed the problem for both games
Posted 12 years ago2008-11-17 16:53:41 UTC
in Spirit Client Dll Help Post #258659
i tried putting some of the other DLL's in that folder into their mentioned places, im afraid they had no effect
Posted 12 years ago2008-11-16 21:27:48 UTC
in Spirit Client Dll Help Post #258636
Thats actually where i downloaded the file in the first place, i tried reinstalling spirit 1.5a4 just to be sure, it still has the same error with the "cannot load library client.dll" im still not sure what the problem is, my half life is up to verion 1.1.1.0 so it SHOULD be working...
Posted 12 years ago2008-11-16 17:44:47 UTC
in Spirit Client Dll Help Post #258625
Posted 12 years ago2008-11-16 14:17:25 UTC
in Spirit Client Dll Help Post #258606
For my mod, it is one of my goals to try and have in game music, obviously it simply makes the game more dramatic when used correctly. The problem is for Spirit of Half Life Versions 1.4 - 1.7, (the only spirit of half life mods that have built in ambient_fmodstream) each have their own respective errors, at least for me.

Spirit 1.4 has a simple error of not being able to load the library for the client dll, even when replaced with another dll just to try and make the game work, it has a simple startup error that provides no explenation and the program just crashes.

Spirit 1.5 has weapon related errors, most likely due to the reason that the ZIP file did not give me proper weapon models, or something...

If anyone can solve one of these problems, or provide me with a regular client DLL with ambient_fmodstream or some other means of having in game mp3 music play, it would be greatly appretiated, forgive my bad spelling and grammar.

-Kc8kjp
Posted 12 years ago2008-11-08 19:19:38 UTC
in Spirit Of Half Life 1.2 Code Post #258277
thanks
Posted 12 years ago2008-11-08 16:24:33 UTC
in Spirit Of Half Life 1.2 Code Post #258275
A rather awkward question to ask, however I am unable to find out where to download it after countless google searches, and if not for anyone else, I am unable to access the Spirit Of Half Life website it simply doesn't load, and I am positive it is nothing wrong on my end so blegh. Any help is appretiated greatly.

-kc8kjp
Posted 13 years ago2007-10-05 21:49:14 UTC
in WARNING: node with unbounded volume Post #235791
Ok, i have a map with a 3-D skybox, with the sky camera in the right place, a light enviorment and the citadel in it, in the actual map i have some fancy displacements and a few prop statics and physics, nothing too fancy yet, but im not exactly sure what this WARNING: node with unbounded volume, and even though ive read the problem, im not quite sure what it means

** Executing...
** Command: "c:program filessteamsteamappskc8kjpsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappskc8kjphalf-life 2hl2" "C:Program FilesSteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:program filessteamsteamappskc8kjphalf-life 2hl2materials
Loading C:Program FilesSteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.vmf
Brush 1391, Side 1: mirrored plane
Brush 1391: bounds out of range
Brush 1391: bounds out of range
Brush 1391: bounds out of range
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: node with unbounded volume

WARNING: node with unbounded volume
(Says WARNING: node with unbounded volume for 10000 more times)
** leaked **
Entity prop_static (-640.00 -8576.00 3872.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0, 16384.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, 15872.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0, 16384.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0, 16384.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, 14848.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, 13824.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0, 16384.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0, 16384.0, 0.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

** Suppressing further FindPortalSide errors.... **
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 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 (1) (9188 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 31 texinfos to 11
Reduced 9 texdatas to 7 (305 bytes to 197)
Writing C:Program FilesSteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.bsp
6 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappskc8kjpsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappskc8kjphalf-life 2hl2" -fast "C:Program FilesSteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading c:program filessteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.bsp
reading c:program filessteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.prt
LoadPortals: couldn't read c:program filessteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.prt

** Executing...
** Command: "c:program filessteamsteamappskc8kjpsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappskc8kjphalf-life 2hl2" -noextra "C:Program FilesSteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.bsp
No vis information, direct lighting only.
996 faces
9210099 square feet [1326254336.00 square inches]
9 displacements
2694034 square feet [387940896.00 square inches]
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
Build Patch/Sample Hash Table(s).....Done&lt;0.0092 sec&gt;
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 25/8192 300/98304 ( 0.3%)
brushsides 174/65536 1392/524288 ( 0.3%)
planes 332/65536 6640/1310720 ( 0.5%)
vertexes 3503/65536 42036/786432 ( 5.3%)
nodes 4075/65536 130400/2097152 ( 6.2%)
texinfos 11/12288 792/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 9/0 1584/0 ( 0.0%)
disp_verts 1769/0 35380/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 138425/0 138425/0 ( 0.0%)
faces 996/65536 55776/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
leaves 4077/65536 130464/2097152 ( 6.2%)
leaffaces 1037/65536 2074/131072 ( 1.6%)
leafbrushes 1579/65536 3158/131072 ( 2.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 4160/512000 16640/2048000 ( 0.8%)
edges 2361/256000 9444/1024000 ( 0.9%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 159/65536 318/131072 ( 0.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 212936/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2948/393216 ( 0.7%)
LDR leaf ambient 4077/65536 97848/1572864 ( 6.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1590 ( 0.1%)
pakfile [variable] 20817/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 9188/4194304 ( 0.2%)

Total Win32 BSP file data space used: 926970 bytes

Total triangle count: 2056
Writing c:program filessteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.bsp
35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappskc8kjpsourcesdk_contentcstrikemapsrcInfiltration.bsp" "c:program filessteamsteamappskc8kjphalf-life 2hl2mapsInfiltration.bsp"
Posted 13 years ago2007-09-16 00:33:34 UTC
in Logo Design Contest Post #234300
srry just because you dont think its that hard to make doesnt mean its not cool, gez
Posted 13 years ago2007-09-08 14:42:51 UTC
in info_node? Post #233694
that used to happen to me, i forget exactly how i fixed the problem, or if it fixed itself :
Posted 13 years ago2007-08-23 14:40:15 UTC
in CS SDK Post #232688
the first thing i tried was switching the models, but many of the sequences didnt work well, thats why i wanted the code
Posted 13 years ago2007-08-23 14:23:25 UTC
in CS SDK Post #232684
what i was planning on doing was taking the CS codes for weapons and put them into HL for a mod
Posted 13 years ago2007-08-23 14:01:58 UTC
in CS SDK Post #232681
Does anyone know where i can find the counter strike 1 SDK? i havent been able to find one :
Posted 13 years ago2007-08-18 23:16:40 UTC
in Hl2 water effects in goldsource Post #232408
One thing that i would really like to have in my mod Silent Running, is water that reflects surfaces, refracts whats underwater, and have underwater fog, im not sure if the goldsource engine can even take this effects, if it can by any chance, i would like to know if anyone has an idea on how to code this sort of stuff, or if it has already been done :)
Posted 13 years ago2007-08-06 23:32:02 UTC
in Adding weapons Post #231475
Ok, i know how to do quite a bit in HL coding, and i sort of know how to add a new weapon but i need a little help to make sure i do it right. What i want to do is add a second MP5 weapon to the HL code
Posted 13 years ago2007-08-03 13:58:06 UTC
in Custom console Post #231159
thanks guys :)
Posted 13 years ago2007-08-02 18:04:09 UTC
in Custom console Post #231084
Not sure if there are any tutorials out for this, but how do you make a custom console texture?
Posted 13 years ago2007-08-02 14:24:54 UTC
in HL coding and compiling Post #231073
k, thanks
Posted 13 years ago2007-08-02 02:13:32 UTC
in HL coding and compiling Post #231039
ok, i got a C++ program finally and i understand how to do some stuff in coding, so i edit a few things in some of the files in Goldsource DLL's, however i have no idea to compile the files to make the DLL :
Posted 13 years ago2007-07-13 17:15:19 UTC
in Confusion Post #228857
well...looks like the problem somehow fixed itself :nuts:
Posted 13 years ago2007-07-13 17:01:53 UTC
in Confusion Post #228856
theres no leaks, no problems at all, the only problem is when i start the map with "new game" if i start the map through the console the changelevel works fine
Posted 13 years ago2007-07-13 14:25:22 UTC
in Confusion Post #228834
nope, the maps are leak free and work perfectly, its only when i start the map with the "new game" button that it doest work
Posted 13 years ago2007-07-13 13:25:33 UTC
in Confusion Post #228820
Well, this is kind of a confusing problem for me, i have these 2 maps that have worked perfectly, the only problem is the level change. When i start the maps using the Console commands the level change works fine. But for some reason when i click "new game" and go to the level change, in the second map i turn up dead and outside the level :
Posted 13 years ago2007-07-09 12:58:27 UTC
in Silent - Running Post #228112
K, well heres one of my old slideshows, http://www.youtube.com/watch?v=yszuWe2ykq0 it doesnt show all the gameplay updates in this slideshow so i will be making another one in a bit but not yet, and the levels, so far there is 8, and i have been working on this game for almost a year.
Posted 13 years ago2007-07-09 12:43:13 UTC
in Silent - Running Post #228108
Well, lately i have been making many changes to silent running, improving gameplay and enlarging levels, but just recently i decided to change the Silent Running code, so now silent running is capable of using opposing force monsters, and entities. I did this so that i would be able to make the silent running story more long and have a wider range of enemies. There is one thing that i need though, a good modeler, im not very good at modeling, and what i need someone who is willing to do is take weapon models that are only in opposing force and modify them so that there will be Barney hands on the weapons, if that is even possible :
Posted 13 years ago2007-07-05 14:37:58 UTC
in Pre-disaster mods? Post #227484
I ususally try to make a pre-disaster area in most of my mods before the fighting starts, but i dont think i know of any mods that are completly pre disaster, and theyre pretty hard to make because i find that they lack alot of modivation for the maker :
Posted 13 years ago2007-06-29 02:45:09 UTC
in Advanced sun effects Post #226735
If you notice, in HL2 The Lost coast, the sun will fade in and out sometimes due to clouds passing within its path, does anyone know how to make this effect? ive looked for tutorials and i havent been able to find any. :
Posted 13 years ago2007-06-28 19:21:13 UTC
in Adjusting Suit/Health Chargers Post #226698
Im not sure if there is a tutorial or not on this site for doing that, so just to make sure, i uploaded an example map just for this :D http://www.twhl.co.za/mapvault_map.php?id=4687
Posted 13 years ago2007-06-25 20:18:00 UTC
in Chopper Question Post #226425
Does anyone know exactly how to make an NPC_helicopter drop bombs like this?
User posted image
Posted 13 years ago2007-06-25 20:06:11 UTC
in Vanishing objects Post #226420
i think i know what hes talking about, short surfaces
Posted 13 years ago2007-06-22 12:51:15 UTC
in valve hammer editor 3.4 Post #226122
Posted 13 years ago2007-06-21 22:58:35 UTC
in knife map / 1 awp Post #226041
there actually is a way to give the player nightvision, but you have to change the dll's in the mod file
Posted 13 years ago2007-06-21 17:36:07 UTC
in Hammer acting weird.... Post #226006
hammer 3.5 is way better, the main reason is you get to see the npc's that you are putting in your map, so you can see exactly the way that the npc's will look when you play the map
Posted 13 years ago2007-06-21 16:48:34 UTC
in Hammer acting weird.... Post #226002
I think thats happened to me before too, and if i do know what your talking about; try turning this button on or off and see if it helps
User posted image
Posted 13 years ago2007-06-20 15:29:29 UTC
in Door keeps on opening Post #225859
Posted 13 years ago2007-06-20 15:09:44 UTC
in Door keeps on opening Post #225856
oh u want the doors to open and close but only once? cause if thats what u want to do try making the trigger a "trigger_once
Posted 13 years ago2007-06-20 14:40:03 UTC
in Muzz's HLDM Server Post #225853
boYA!
Posted 13 years ago2007-06-20 14:28:14 UTC
in Door keeps on opening Post #225850
try going to the flag tab in the object properties for the doors and activate the flag labled "toggle" this way the doors will only open and close when triggered, or you can go to the property in the class info tab labled "delay before close" and set that property to -1
Posted 13 years ago2007-06-19 19:22:02 UTC
in Why does this happen? (Weird Geomatry) Post #225725
you can rotate cars sometimes, but the result is often that, its just how you rotate the cars, but like srry said its better to keep stuff on grid
This post was made on a thread that has been deleted.
Posted 13 years ago2007-05-08 17:30:52 UTC
in Sequences Post #221439
thx
Posted 13 years ago2007-05-08 17:18:49 UTC
in Sequences Post #221435
All i need to know right now is how to make monsters do stuff in HL2, because the scripted sequences dont work like HL1, help plz
Posted 13 years ago2007-04-11 22:45:48 UTC
in Is there a free truetype font editor? Post #218757
No, srry i dont think ive seen something like that, but i do remember a website from a while ago that had a ton of already different font type HUD sprites, ill see if i can look for either

http://www.sergem.net/fontedit/index.html
Posted 13 years ago2007-03-25 21:25:46 UTC
in Better Looking Water Post #217072
Alright, first in this movie http://www.youtube.com/watch?v=tQCV_tHrc_M there is a part right at the begining where there is some good looking water, now my question is how to make it look that good.
Posted 13 years ago2007-03-22 15:31:29 UTC
in The console Post #216709
Just one question; how do i change the console for a mod?
Posted 13 years ago2007-03-21 17:10:57 UTC
in Half-life quiz (perhaps hard...) Post #216644
where is this going?
:cyclops:
Posted 13 years ago2007-02-16 19:46:35 UTC
in 2 things: Post #212718
2 things i have been very curious about how to do: how to make a continous water into the distance for a neverending ocean effect. And how in half life 2 a lying down to standing up position.
Posted 13 years ago2007-02-14 15:45:53 UTC
in Breakable Blocks Post #212477
ho ho ho :badass: :cool: