Forum posts

Posted 16 years ago2007-05-05 17:20:01 UTC
in Making monsters ignore you Post #221095
Posted 16 years ago2007-05-05 16:56:22 UTC
in Making monsters ignore you Post #221089
That makes them do nothing
Posted 16 years ago2007-05-05 16:48:51 UTC
in Making monsters ignore you Post #221087
Is there a way to make grunts and aliens attack each other and to ignore the player all the time
Posted 17 years ago2007-05-02 15:10:01 UTC
in info_player_start Post #220740
That wont work he'll just get stuck in the ceiling
Posted 17 years ago2007-05-02 10:44:51 UTC
in Mini-Compo #00002 - Post #220699
I think I'll enter this compo just wondering if you're entering a map do you just submit it to the map vault
Posted 17 years ago2007-04-30 11:59:41 UTC
in Need Assistance with Compiling Post #220493
It says there are brushs outside world, discarded brushes and plane with no normal you're best bet is in map bar select go to brush number and for example in #entity type in the number from compile log if there is one and in #brush type in the number given in the compile log and it will got to that solid and then just delete the selected solid
Posted 17 years ago2007-04-29 16:48:12 UTC
in What games to buy Post #220435
Is spore that game where you get to control the dominant species on a planet as it evolves
Posted 17 years ago2007-04-29 12:00:39 UTC
in What games to buy Post #220416
Thanks a lot for taking the time out to give me suggestions and while I'm here I thought I might mention that a sequel to Company of Heroes has been announced http://www.gamespot.com/pc/strategy/companyofheroes/news.html?sid=6168644
Posted 17 years ago2007-04-28 12:42:58 UTC
in What games to buy Post #220329
Im open to console suggestions i have an xbox 360 and i hear dthat you need a dual-core pc to play supreme commander of course I could be wrong
Posted 17 years ago2007-04-27 18:17:18 UTC
in Upon decompiling HL Post #220297
Why is it when you decompile HL maps you get map information that says something like 30000 faces if this is true how did valve run the game
Posted 17 years ago2007-04-27 15:21:53 UTC
in What games to buy Post #220288
whats shader model 3 but thanks for all you're suggestions I will seriously consider them any DVDs you could suggest
Posted 17 years ago2007-04-27 10:55:38 UTC
in What games to buy Post #220248
My exams will be over in a few weeks and ill be free from school :biggrin: I havent biught a game now in over 15 months and i'm planning on buying some games during the summer so just wondering if anyone could give me some suggestions on what games to buy
Posted 17 years ago2007-04-26 15:21:09 UTC
in Floating Headcrabs and flashing sprites Post #220193
I just updated to half life .fgd 3x and now I have a multi-threaded flag for my multi-manager, just go to the entity guide and there is a link there just download that :lol:
Posted 17 years ago2007-04-23 12:18:08 UTC
in Fucking bullshit. Post #219884
How come no one here has considered that part of the reason terrorists want to kill westerners because of Bushs screw you foreign policy and of course Tony Blair is his little lacky
Posted 17 years ago2007-04-23 12:06:04 UTC
in Floating Headcrabs and flashing sprites Post #219882
Um i tried something like that with lights but the multimanagers in my hammer dont have a multithreaded flag what do I do ?
Posted 17 years ago2007-04-22 14:26:16 UTC
in " No visibile brushes" Post #219798
Usually the compile log tells you the brush number or entity number so if it does in the maps pull down bar there is a go to brush number and type in the brush number and/or entity number it will go to it and your best bet is to delete the offending brush
Posted 17 years ago2007-04-22 14:23:14 UTC
in Half-Life Post #219797
Oh right I forgot that ti is very tricky to see the bar at the side that says Half Life tutorials
Posted 17 years ago2007-04-22 14:05:25 UTC
in Ravenholm background noise for Half-Life Post #219791
Okay then well will someone send/host me the background noise for Ravenholm please
Edit: Please
Posted 17 years ago2007-04-22 12:10:18 UTC
in Half-Life Post #219777
What so you can justify the fact that all the questions that the person asked could all be answered by reading the tutorials
Posted 17 years ago2007-04-22 11:57:25 UTC
in Half-Life Post #219775
Good god what is the point of having tutorials on this website if people are going to ignore them
Posted 17 years ago2007-04-22 08:02:33 UTC
in Ravenholm background noise for Half-Life Post #219756
I dont have hl2 on pc
Posted 17 years ago2007-04-22 06:52:47 UTC
in Ravenholm background noise for Half-Life Post #219748
Actually I forgot does anyone know where I download the ravenholm mp3 in the first place
Posted 17 years ago2007-04-22 06:15:48 UTC
in Ravenholm background noise for Half-Life Post #219745
Okay thanks :)
Posted 17 years ago2007-04-21 15:55:53 UTC
in Ravenholm background noise for Half-Life Post #219691
You know the background noise in Ravenholm that I think is suppossed to be a fast zombie or something and the same sound is in the tunnel at the beggining of sand traps but anyway does anyone know where I can get this sound in .wav format for Half life
Posted 17 years ago2007-04-21 09:24:39 UTC
in Fucking bullshit. Post #219655
I'll tell you whats bullshit the fact that on the same day as the shootings over 200 iraqis died in car bombings at once yet there was no news coverage
Posted 17 years ago2007-04-21 04:56:29 UTC
in Scripting problems again Post #219644
Great thanks :D
Posted 17 years ago2007-04-20 17:23:03 UTC
in Scripting problems again Post #219603
Well my script involves the scientist hammering against a window to get out when a zombie comes and kills him and I used a scripted sequence with move to instantaneous but once that happens the zombie stops moving rather than killing the scientist
Posted 17 years ago2007-04-20 15:26:21 UTC
in Scripting problems again Post #219600
I know that there is already a topic on this by me in the forum but since people stopped posting I decided to make a new one so I have a sequence with a zombie and scientist but the zombie kills the scientist before the sequence starts and when I teleport in the zombie the zombie for some reason refuses to move no matter what and also how do you make a monster repeat a sequence thanks
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-14 15:29:57 UTC
in author picture Post #219071
Just wondering if atom doesnt visit any more who appoints moderators
Posted 17 years ago2007-04-13 18:05:28 UTC
in Weird lighting problem Post #218961
Can you only have a max of three toggle lights in one map because I have roughly 6 toggle facelights which can only be turned off when in conjunction with normal lights
Posted 17 years ago2007-04-13 17:13:46 UTC
in Weird lighting problem Post #218947
** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapstunnel.map" "C:SIERRAHalf-Lifevalvemapstunnel.map"

** Executing...
** Command: C:PROGRA~1zhlthlcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstunnel"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1zhlthlcsg.exe C:SIERRAHalf-Lifevalvemapstunnel
Entering C:SIERRAHalf-Lifevalvemapstunnel.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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%... (0.06 seconds)
SetModelCenters:
20%...40%...60%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...80%...90%... (0.27 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 23 used textures, 85.19 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalverain.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifevalveosprey_wad.wad
  • Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: sierrahalf-lifevalveopfor.wad
  • Contains 0 used textures, 0.00 percent of map (332 textures in wad)
Using Wadfile: sierrahalf-lifevalveaircraft_carrier.wad
  • Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: sierrahalf-lifevalvedetailed_explorer.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 1 used texture, 3.70 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifevalvehummer.wad
  • Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: sierrahalf-lifevalvecars.wad
  • Contains 3 used textures, 11.11 percent of map (73 textures in wad)
Using Wadfile: sierrahalf-lifevalveelon_yariv.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

added 3 additional animating textures.
Texture usage is at 0.31 mb (of 4.00 mb MAX)
0.39 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1zhlthlbsp.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstunnel"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1zhlthlbsp.exe C:SIERRAHalf-Lifevalvemapstunnel

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 364 (0.03 seconds)
BSP generation successful, writing portal file 'C:SIERRAHalf-Lifevalvemapstunnel.prt'
SolidBSP [hull 1] 500...575 (0.08 seconds)
SolidBSP [hull 2] 500...557 (0.06 seconds)
SolidBSP [hull 3] 500...603 (0.09 seconds)
0.50 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1zhlthlvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapstunnel"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1zhlthlvis.exe C:SIERRAHalf-Lifevalvemapstunnel
198 portalleafs
665 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%... (0.08 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.86 seconds)
average leafs visible: 54
g_visdatasize:4656 compressed from 4950
1.95 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1zhlthlrad.exe
** Parameters: -extra "C:SIERRAHalf-Lifevalvemapstunnel"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1zhlthlrad.exe -extra C:SIERRAHalf-Lifevalvemapstunnel

= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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~1zhltlights.rad']
[59 texlights parsed from 'C:PROGRA~1zhltlights.rad']

835 faces
Create Patches : 4001 base patches
0 opaque faces
30175 square feet [4345281.00 square inches]
42 direct lights

BuildFacelights:
10%...20%...Warning: Too many direct light styles on a face(3307.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3300.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3302.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3291.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3293.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3287.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3280.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3289.166748,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3278.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3267.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3267.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3273.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3267.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3267.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3260.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3260.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3265.166748,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3265.166748,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3254.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3254.500000,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3243.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3243.833252,504.388062,-347.458344)
Warning: Too many direct light styles on a face(3253.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3253.916748,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3247.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3247.250000,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3240.583252,504.610748,-346.687500)
Warning: Too many direct light styles on a face(3240.583252,504.610748,-346.687500)
[message length limit exceeded]

(cut)
Posted 17 years ago2007-04-13 13:17:38 UTC
in Half-Life: Day One Post #218928
Shouldnt this topic be in the general discussion forum
Posted 17 years ago2007-04-12 13:15:40 UTC
in Scripting problems Post #218803
I cant get monsters to repeat the sequence I have checked the repeatable flag and i've typed a number into the repeat rate ms alright I have the zombie teleport in but after that he refuses to move no matter what I do how do I fix this
Posted 17 years ago2007-04-11 19:24:22 UTC
in music from one level to another Post #218735
Im not willing to code the game code because the last time I tried that with a game it had terrible results of which im not going to describe here
Posted 17 years ago2007-04-11 17:47:58 UTC
in Scripting problems Post #218730
Well does a scripted sequence disable the prisoner flag when it is finished
Posted 17 years ago2007-04-11 15:14:09 UTC
in Scripting problems Post #218719
Yes and why did you post the same thing twice
Posted 17 years ago2007-04-11 14:42:22 UTC
in Scripting problems Post #218714
I'm trying to make a zombie and a scientist do a scripted sequence but I have a problem before the scripted sequence is activated the zombie kills the scientist and I know that you can make them stnad next to each other before doing something so what do I do
Posted 17 years ago2007-04-11 11:07:26 UTC
in music from one level to another Post #218700
Ok I wont double post from now on but what if I converted the music to a .wav format and used an ambient generic to play it and use an env_global to activate the ambient_genric in the next level
Posted 17 years ago2007-04-10 15:51:03 UTC
in Uplink burning vortigaunt sequence Post #218627
Ive never used hint and skip before but I did what you said with origin textures on the map that has that compile log and it worked
Posted 17 years ago2007-04-10 15:27:34 UTC
in Uplink burning vortigaunt sequence Post #218624
Oh but then why do I get that error sometimes on a map that has no origin textures
Posted 17 years ago2007-04-10 14:35:47 UTC
in music from one level to another Post #218618
A thought occured would an env_global work
Posted 17 years ago2007-04-10 14:25:28 UTC
in Uplink burning vortigaunt sequence Post #218617
What do you mean a non-rotating entity
Posted 17 years ago2007-04-10 13:21:29 UTC
in Uplink burning vortigaunt sequence Post #218610
** Executing...
** Command: Change Directory
** Parameters: C:SIERRAHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer EditormapsTop PrefabsAPC2wh2apc.map" "C:SIERRAHalf-Lifevalvemapswh2apc.map"

** Executing...
** Command: C:PROGRA~1zhlthlcsg.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1zhlthlcsg.exe C:SIERRAHalf-Lifevalvemapswh2apc
Entering C:SIERRAHalf-Lifevalvemapswh2apc.map
Error: Entity 1, Brush 2: mixed face contents
Texture ORIGIN and ORIGIN
Error: mixed face contents
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 1, Brush 2: mixed face contents
Texture ORIGIN and ORIGIN
Error: Entity 1, Brush 2: mixed face contents
Texture ORIGIN and ORIGIN
--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1zhlthlbsp.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1zhlthlbsp.exe C:SIERRAHalf-Lifevalvemapswh2apc
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapswh2apc.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1zhlthlvis.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1zhlthlvis.exe C:SIERRAHalf-Lifevalvemapswh2apc
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapswh2apc.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1zhlthlrad.exe
** Parameters: "C:SIERRAHalf-Lifevalvemapswh2apc"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1zhlthlrad.exe C:SIERRAHalf-Lifevalvemapswh2apc
>> There was a problem compiling the map.
>> Check the file C:SIERRAHalf-Lifevalvemapswh2apc.log for the cause.

--- END hlrad ---

** Executing...
** Command: C:SIERRAHALF-L~1hl.exe
** Parameters: -dev -console +map "wh2apc"

This is the compile log
Posted 17 years ago2007-04-09 17:26:01 UTC
in music from one level to another Post #218540
I dont think I can combine the two maps because it will have faces of 4000+ and as it is one map take half an hour to compile I have submited the two maps to the unfinished stuff so you guys can see if you can possibly combine the two together
http://twhl.co.za/mapvault_map.php?id=4529
note:in the description third means second
Posted 17 years ago2007-04-09 15:51:01 UTC
in music from one level to another Post #218524
Dammit why didnt valve allow us to have music go from one level to another
Posted 17 years ago2007-04-09 15:41:36 UTC
in music from one level to another Post #218521
I want it so that music that starts in one level to keep playing when the next level starts how is this done.
Posted 17 years ago2007-04-09 09:29:00 UTC
in Uplink burning vortigaunt sequence Post #218480
Im still getting the error map not found on server and the configuration setup is right but it only occurs when I put in some prefabs what do I do
Posted 17 years ago2007-04-08 18:54:35 UTC
in Happy Easter! Post #218423
Five minutes of easter left where I am and im dying from too much chocolate happy easter everyone
Posted 17 years ago2007-04-08 18:51:36 UTC
in Monster_generic stuck in ground Post #218422
The dead osprey is in the half life model file you can see it in hlmv and I dont understand how a cycler will stop the dead osprey from being stuck in the ground i'd post a picture of the problem except i dont know how to put a picture in the forum