Forum posts

Posted 7 years ago2017-01-01 17:00:49 UTC
in Compile log mentions leaks but there are Post #332938
I didn't know you could load it in game either.

However, the few times I've had to use it, it did help me find the leak in Hammer. I guess results must vary though.
Posted 7 years ago2017-01-01 02:28:20 UTC
in CS Maps that change based on player coun Post #332929
The beta is up:

http://twhl.info/vault.php?map=6145

I had more issues with CT spawn working. Moving the counter triggers higher above the trigger_teleport entities under the spawns seemed to do the trick. Weird considering they are still that close together on the terrorist side with no problems. Either way, it was working consistently without issues with bots in CZ so now it's time to see what happens when real people play!
Posted 7 years ago2017-01-01 01:14:25 UTC
in Compile log mentions leaks but there are Post #332928
Have you opened up the pointfile in Hammer? The compile automatically generates a pointfile. With the map open click on "Map" then go down to "Load Pointfile". It will draw a big red line around the map that will lead to where the leak is.
Posted 7 years ago2016-12-31 21:12:04 UTC
in player_weaponstrip without taking bomb Post #332926
So I took the weaponstrip system away and adjusted the game_player_equip entities to only give out armor and defuse kits for CTs. Well, I load up the map in CZ, populate it with bots, and none of us have any weapons! The bomb however, was untouched.

I'm not sure why this happens this way. I assume it does not behave this way in Half-Life (but I've never mapped for HL so I don't know).

Either way, this means I can still give everyone Five-Sevens, but it does not strip away picked up weapons, so that is a factor that I still have no control over. I am considering experimenting some more though. What if I added all the weapons you could pick up on the map, added them into the game_player_equip but then put zero as a value? I wonder if that would remove those weapons from their inventory.

Edit: Putting a weapon in game_player_equip and giving it a zero value does nothing. It was worth a shot though.

Other odd things about this entity. It will give every CT a kit every time, even if they already have one, so unused kits will be left on the ground in spawn, but it does not do this with the Five-Seven.

I also discovered that the entity actually will equip everyone with a bomb. But it doesn't appear on your back, it doesn't tell you that you have it (so I didn't notice) and the bots wouldn't use it, for reasons that quickly became clear when I tried to plant of the "extra" bombs. It simply doesn't recognize that you're in the planting area and you can't plant it.
Posted 7 years ago2016-12-31 20:07:40 UTC
in CS Maps that change based on player coun Post #332924
Yeah, I'm unfortunately gonna have to scrap the weapon stripping portion due to it stripping the bomb but the counter is working nicely.

I also think I know what might be causing the round 1 bug with more doors opening up than are supposed too. I don't think the counters are being reset between the warmup and first round, so a few players get counted before "Game Commencing" message but then the counters aren't reset before it starts counting the whole team. I could possibly increase the drop height to the triggers and teleports and that would give the a func_door time to reset instead of my trigger_multiple but it might also add more "black screen" time at spawn than I want. Time for more experimenting!

Once I actually have this map tested with real people and I can be sure the system works reliably I'll copy and paste the spawn system over to a sample map and upload it here so others can use it (even if they already know how themselves, creating all those triggers and teleports is tedious).

Edit: After a recompile this wasn't working. Was pulling my hair out trying to understand why because I didn't change any part of the counting system...then I copy and pasted the door that wasn't opening and it worked. So, now I have to make sure once I'm done editing anything else on the map that the counter system still works on final compile and if it doesn't I have to start copy pasting entities in trial and error fashion to find out what suddenly doesn't want to work anymore. Oh, Goldsource!
Posted 7 years ago2016-12-31 18:19:28 UTC
in player_weaponstrip without taking bomb Post #332923
Yeah, if only the game_player_equip could actually give the bomb back (which it has the option to supposedly do but it doesn't work). The game must handle the bomb item a little bit differently than other items (seeing as the player who was stripped of the bomb will still show as having a bomb on the scoreboard and radar).

I think I'll have to scrap the whole weapon system stripping, which is unfortunate. That map should still mostly work as intended, though. They won't be able to buy ammo so if surviving players carry their guns over it might not be good for them to keep it anyway.
Posted 7 years ago2016-12-31 06:17:31 UTC
in player_weaponstrip without taking bomb Post #332918
I don't know. I'm thinking there is no way around this without coding, which is not an options since I'm making a map that works in vanilla 1.6 (also, I know zip about coding). It stinks because I want to do this to keep a balance of certain weapons, but at the end of the day, most players will probably be dead and surviving players will probably be low on ammo and have to take a new weapon pickup anyway.
Posted 7 years ago2016-12-31 01:39:53 UTC
in CS Maps that change based on player coun Post #332915
I've finally got this system working. Players spawn in a dark room and immediately fall through their own trigger_multiple which targets a multi_manager which targets the game_counter entities (two of them, one for the 2nd weapon tier and one for the 3rd weapon tier). Players then hit a teleport to go to the "real" spawn. It required finagling with trigger delays and multiple multimanagers (there are 3 multi-managers per team and there are 4 counters in total, two for each team). Entities would get bombarded with too much at once and wouldn't work so things had to be spread out with small delays and basically an "upside down pyramid" of triggers leading into the counters.

Then, even when it was all correct, I still had issues which I tracked down to the door speed. The door wasn't closing fast enough on reset and it would create an inconsistent result. Sometimes the doors would open correctly and sometimes they would not.

There still seems to be a round 1 bug where sometimes both doors will open even if there aren't enough players but I can live with that. It might also just be the way the bots load in (testing with bots in Condition Zero).

I reset the counters with a game_counter_set tied to a func_door but the func_door was actually too slow so I instead blanketed a single trigger_multiple immediately under all of the spawns so that the very first player to spawn would trigger it instantly.

Now that I have this working I need to tackle an weaponstrip issue I'm having, but I have detailed that in another topic.
Posted 7 years ago2016-12-31 01:30:36 UTC
in player_weaponstrip without taking bomb Post #332914
I've been working on a CS 1.6 map with a trigger setup on round start that opens doors to reveal extra weapons depending on the # of players. Aside from a round 1 bug that seems to open both doors on occasion (testing with bots in cz) I finally have it working how I would like. The problem I'm now still having is with my weapon equipping system. Players are stripped of their weapons on spawn and then equipped with a knife, armor, a five-seven, and a defuse kit for CTs.

The problem is, player_weaponstrip also relieves the terrorists of their bomb! I tried setting all the t side equip entities to give C4 wondering if maybe it would only give out one and not give anymore, but it gives out nothing. There is no bomb in play but there is a player showing up on the radar as the bomb carrier with "bomb" next to their name on the scoreboard. I really don't want to give up on the weapon stripping. Giving the Five-Seven is no big deal but I wanted to take everyone's picked up weapons after each round.
Posted 7 years ago2016-12-08 04:05:52 UTC
in CS Maps that change based on player coun Post #332623
Finally got around to testing some entities and the reset method that Solokiller mentioned works perfectly (func_door tied to a game_counter_set to reset the game_counter entities each round). I tested it out just by tying the counter to a light and just killed myself for a few rounds to make sure it would repeat.

Being able to reset the counters this way each round is one cleared hurdle. The other now is how to set up the "counting mechanism".

This might be easy depending on how a map is set up and why the players are being counted, but for the specific thing I'm doing it's gonna be a bit more complicated. Not impossible, but hard to make "look clean" to players.

Basically, what I'm doing is creating a "demolition style" map. A small map with one bombsite like the ones in demolition mode in CSGO. But there's more to that game mode than just small maps. Obviously, recreating the gungame-esque weapon system would be impossible to do without actually making a mod, so I just want to capture some of the spirit of the game, and do do this, I want to lay limited weapon pickups to in effect create "classes" (since typically everyone is at different weapon levels in demo in csgo). Despite the map being designed for smaller player numbers (max of 10 players would be ideal) I would need a contingency in place for the server I play on and other servers with more player slots than that. Can't have a map without enough spawn points in the event more people join up. So I need the map to accommodate up to 30 players (even though it won't play that well) and it gets complicated if you are trying to limit weapon pickups. So basically, the player counters will be in place to open some extra doors with more weapon pickups behind them when more players are on while keeping them sealed off when there actually is a small amount of people on.

The easiest thing would be to drop players from spawn through some trigger multiples and into some water. That way there would be no risk of some random lost player going back into spawn or some afk-er tripping a trigger multiple once it becomes ready to fire again. But this would look really crappy to players. The best way would probably to do that same drop method but in a dark room with a teleport right after the trigger that plops them into the "real" spawn. I'm just worried about having too many entitiy setups and crashing servers. I recommended de_mesa to be added to the rotation on my clan's server a while ago and it would crash the server. However, there are a lot of fancy things going on on that map (which is a shame because I really wanted to see how it played).

EDIT: I forgot I already explained what I wanted to do with my specific map in the first post but, oh well, I explained it in slightly expanded fashion.
Posted 7 years ago2016-11-26 01:55:41 UTC
in CS Maps that change based on player coun Post #332459
Thanks for all the responses so far. I'm gonna start experimenting with things myself soon (just finished making the last map I was working on).

Things would be so much easier in CS if entities had a flag to reset after each round (it would be wonderful for trigger_once). But it does make it more rewarding to get something working right when you do find a way. I've already made use of an outside of map func_door for round resets and I figured that would play into resetting other entities. What gets complicated is when you have things that may or may not be used every round (suddenly that "reset" trigger is activating it instead because it was never activated on the previous round).
Posted 7 years ago2016-11-25 00:10:39 UTC
in CS Maps that change based on player coun Post #332437
So it came to my attention a while ago that there are a handful of CS 1.6 maps out there that have some changes based on the number of players on the map. I have yet to find any information on how to do this.

I'm currently bouncing an idea around for a type of map with specific weapon pickups to sort of create "classes" (there would be a limited number of subguns, rifles, shotguns, etc) but on a 30 person server this doesn't work if there aren't a ton of people playing. So I want to rig some doors with more guns behind them that only open if x number of players are on the map.

Does anyone know how to do this? Or can anyone at least point me in the right direction to start experimenting with entities that can be triggered round to round based on player count?
Posted 7 years ago2016-10-16 16:53:34 UTC
in AllocBlock:Full Post #332044
Scaling down lots of big textures, too much complex stuff in the map, leaks, a big skybox surrounding everything instead of doing it properly, these could all cause that error iirc.
Posted 7 years ago2016-09-20 21:20:13 UTC
in Default CS Sprite List Post #331741
Those maps have become official and are part of the vanilla game that everybody purchases now, regardless of their former status. It's all content that everybody who has purchased the game already has on their hard drive. It's not new content that is being distributed without consent.
Posted 7 years ago2016-09-20 00:30:35 UTC
in Default CS Sprite List Post #331737
I don't have an issue with using other people's stuff if I'm just experimenting on my own but if I plan to release a map I wouldn't want to re-use that stuff unless I had permission from the creator or if the creator had released it under creative commons or similar.

I don't know why I didn't think of renaming/moving the folder and verifying. I always forget about that helpful little feature that Steam has.
Posted 7 years ago2016-09-19 22:49:52 UTC
in Default CS Sprite List Post #331734
I'm trying to find a list of all the default sprites that come with CS 1.6 (assuming there are any, perhaps they are only in Half-Life, I have no idea).

I've never used sprites before but I'd like to experiment a little with some default ones if they are available. But seeing as my cstrike folder is jammed full of custom content from my regular server and various other servers I have no idea what is what. I have no interest in accidentally plagiarizing someone's custom sprites or releasing a map with missing custom content in the download.
Posted 7 years ago2016-09-16 10:25:57 UTC
in Losing my mind; ambient_generic Post #331695
It's a de map, the fy was my previous map I was using as an example of sounds that did work despite not technically being "correct" for Goldsrc.

Either way, I got it working. I don't know HOW though. I deleted the sounds and re-recorded them (like played the orig and hit record rather than import the mp3's for conversion) and then went through all the rest of the same processing steps (in fact I ended up leaving one 16-bit).

I'm def gonna try that trick with orig sounds if I ever have a specific problem with looping sounds.
Posted 7 years ago2016-09-15 21:54:27 UTC
in Losing my mind; ambient_generic Post #331689
Currently working on a map and I'm almost finished. I just have a couple more detail related things to do and I have two custom sounds to add.

But they don't work, at all. This isn't my first time using ambient_generic and they are working perfectly with two custom sounds on my fy map:

http://twhl.info/vault.php?map=6119

The thing is with fy_massachusetts is I didn't even make the "proper" sounds for Goldsrc and they work fine. They are 8-bit mono but are at 44.1Khz and they still play fine.

When that didn't work with the sounds for my latest map I thought, "OK, fair enough." and converted it to a 22Khz sound file. Still nothing.

"Maybe I have the entity set up wrong?" I thought, since this is my first time making constantly looping sounds on a map. So I go grab a known sound out of the sound folder (xmas_snl.wav from de_xmas) and it was playing perfectly. So the entity is clearly set up right. Not to mention, xmas_snl.wav is at 48Khz and still plays perfectly fine.

So I'm at my wits end. I've done everything I'm supposed to do with the sound file. 22Khz, 8-bit, mono .wav file with loop points added to the beginning and end with wavosaur (just to make sure it wasn't the output from wavosaur I even checked the sound without the loop points to see if it would play at least once, it still would not). The entity is set up with the proper flags and I know it works because I tested it with another sound. Am I missing something here?
Posted 7 years ago2016-09-10 14:28:13 UTC
in The Command Failed VHLT Post #331630
The thing is I can't discern if there is actually a problem or not. As far as I can tell the map is running just fine. I just don't want to find out there is some kind of underlying server-crashing issue with it later when I submit it to my clan's server (especially since recently a few popular maps have been pulled from the rotation due to suddenly crashing the server after a recent update).

I did get it to produce a log file now. The error message I'm getting in the process window doesn't even show up in the log. So as far as I can tell at this point, there is nothing wrong. If this really is just a phantom error message than all is good, but like I said in the original post, I just don't want this to come back to haunt me on some more complex map or something.

[quote]
hlcsg v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\VALVEH~1\VHLT\tools\HLCSG_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza" -wadinclude goo -wadinclude 88 -wadinclude mistameasures
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -wadinclude goo -wadinclude 88 -wadinclude mistameasures -high -threads 4 -wadautodetect
Entering c:\program files\valve hammer editor\maps\de_cof_plaza.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[goo]
[88]
[mistameasures]

CreateBrush:
(0.03 seconds)
CSGBrush:
(0.18 seconds)

Including Wadfile: \program files\valve hammer editor\zhlt\zhlt.wad
  • Contains 1 used texture, 2.13 percent of map (8 textures in wad)
Including Wadfile: \program files (x86)\steam\steamapps\common\half-life\cstrike\mistameasures.wad
  • Contains 1 used texture, 2.13 percent of map (10 textures in wad)
Including Wadfile: \program files (x86)\steam\steamapps\common\half-life\cstrike\all_standard_mistax88.wad
  • Contains 45 used textures, 95.74 percent of map (1740 textures in wad)
Wad files required to run the map: (None)
Texture usage is at 2.21 mb (of 32.00 mb MAX)
0.24 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\VALVEH~1\VHLT\tools\HLBSP_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza"
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -high -threads 4 -chart

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ High ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]

SolidBSP [hull 0] 500...1000...1031 (0.07 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\de_cof_plaza.prt'
SolidBSP [hull 1] 500...1000...1172 (0.08 seconds)
SolidBSP [hull 2] 500...1000...1035 (0.07 seconds)
SolidBSP [hull 3] 500...1000...1254 (0.10 seconds)
Reduced 2603 clipnodes to 2418
Reduced 449 texinfos to 441
Reduced 47 texdatas to 47 (2322136 bytes to 2322136)
Reduced 2916 planes to 1040
FixBrinks:
Increased 2418 clipnodes to 2782.

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 10/512 640/32768 ( 2.0%)
planes 1040/32768 20800/655360 ( 3.2%)
vertexes 2533/65535 30396/786420 ( 3.9%)
nodes 880/32767 21120/786408 ( 2.7%)
texinfos 441/32767 17640/1310680 ( 1.3%)
faces 1830/65535 36600/1310700 ( 2.8%)
  • worldfaces 1814/32768 0/0 ( 5.5%)
clipnodes 2782/32767 22256/262136 ( 8.5%)
leaves 458/32760 12824/917280 ( 1.4%)
  • worldleaves 398/8192 0/0 ( 4.9%)
marksurfaces 2301/65535 4602/131070 ( 3.5%)
surfedges 8857/512000 35428/2048000 ( 1.7%)
edges 4624/256000 18496/1024000 ( 1.8%)
texdata [variable] 2322136/33554432 ( 6.9%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 6415/2097152 ( 0.3%)
  • AllocBlock 7/64 0/0 (10.9%)
47 textures referenced

Total BSP file data space used: 2549353 bytes

Wad files required to run the map: (None)
0.65 seconds elapsed

--- END hlbsp ---

hlvis v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\VALVEH~1\VHLT\tools\HLVIS_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza"
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -high -threads 4
360 portalleafs
1063 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ High ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.03 seconds)
LeafThread:
(6.39 seconds)
average leafs visible: 145
g_visdatasize:13775 compressed from 16200
6.44 seconds elapsed

--- END hlvis ---

hlrad v3.4 VL34 64-bit (Aug 17 2015)
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 (vluzacn@163.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\VALVEH~1\VHLT\tools\HLRAD_~1.EXE "c:\program files\valve hammer editor\maps\de_cof_plaza" -extra
Arguments: "c:\program files\valve hammer editor\maps\de_cof_plaza" -extra -high -threads 4

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ High ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.010 ] [ 0.010 ]
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 texlight gap [ 0.000 ] [ 0.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]

Load Textures:
47 textures referenced
Reading texlights from 'C:\PROGRA~1\VALVEH~1\VHLT\tools\lights.rad'
0 opaque models
0 opaque faces
1830 faces
Create Patches : 6864 base patches
105848 square feet [15242216.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(0.30 seconds)
BuildFacelights:
(5.17 seconds)
BuildVisLeafs:
(0.48 seconds)
visibility matrix : 1.4 megs
MakeScales:
(0.54 seconds)
Transfer Lists : 2720275 : 2.72M transfers
Indices :     2207824 :     2.11M bytes
   Data :     5460965 :     5.21M bytes
Bounce 1 GatherLight:
(0.02 seconds)
Bounce 2 GatherLight:
(0.02 seconds)
Bounce 3 GatherLight:
(0.02 seconds)
Bounce 4 GatherLight:
(0.03 seconds)
Bounce 5 GatherLight:
(0.02 seconds)
Bounce 6 GatherLight:
(0.02 seconds)
Bounce 7 GatherLight:
(0.02 seconds)
Bounce 8 GatherLight:
(0.03 seconds)
CreateTriangulations:
(0.02 seconds)
AddPatchLights:
(0.42 seconds)
FinalLightFace:
(0.00 seconds)
8.34 seconds elapsed

--- END hlrad ---

[/quote]
Posted 7 years ago2016-09-09 01:33:54 UTC
in The Command Failed VHLT Post #331600
Just recently decided to upgrade from ZHLT to the latest version of VHLT (don't know why I didn't in the first place, but that's not for this topic).

I keep getting this message at the end of the compile process:

The command failed. Windows reported the error:
"The system cannot find the file specified."

It will first show up in a window and it will ask, "Do you want to continue? Yes or No" and I just click yes and the process finishes with the same error message at the end of the process window.

But here's the thing...I have no idea what command it's talking about. No log file is being produced which would normally happen when there is an error, and pouring through the compile process window, there are no listed errors. The map compiles fine, it runs fine, it looks good, everything seems ok. Weirdly, it does not show this error message when I intentionally compiled the map with a leak (had a tight spawn area so just compiled early on before I sealed it off to test the spawns with bots to ensure no insta-death or getting stuck before I worked on more geometry).

So, as far as I can tell, there's no actual issue. So why am I posting it here? Well, one, just in case someone else had this problem and can tell me if I might run into issues down the road with bigger/more advanced maps or something, and two, just in case there really is no problem but someone else has this seemingly phantom error message, at least a search should point them at this topic because I couldn't find this specific error (that wasn't tied to a real error in their log file) trying to search here or anywhere else online.
Posted 7 years ago2016-09-05 19:16:41 UTC
in how to set up cs 1.6 for steam Post #331587
You're going to want a newer fgd than the halflife-cs.fgd. A better one more than likely came packaged with your Hammer install. When I downloaded Hammer 3.5 it came with cs_expert-tom793c_wc35.fgd so check to see if you have an updated fgd (in fact, I think it defaults to choosing this fgd when you choose the Counter-Strike configuration in 3.5 iirc but I set it up a while ago so I can't remember for sure).

Game executable directory:
Steam\steamapps\common\Half-Life

Mod directory:
Steam\steamapps\common\Half-Life\cstrike

Game directory:
Steam\steamapps\common\Half-Life\valve

The RMF directory is a folder of your choosing. Wherever you want to save your .rmf map files (editable, non-compiled maps).

Edit: Obviously you're going to want the full directory addresses, I just started it at the Steam folder because the rest will depend on where you installed Steam.
Posted 7 years ago2016-08-19 00:57:59 UTC
in Prevent Bomb from Falling Post #331300
I was already considering slapping some default textures on it for now. I made the ceiling different colors in different areas to make it "easier" to differentiate but it's still easy to get turned around making quick movements and such.

This is honestly my first real attempt at making a playable map, and thus, the first time I've put an early version together to be played. I've slapped some together in the past with no real thought to gameplay because I was too set on a certain setting or aesthetic that I couldn't let go of.

My thing with making a higher railing was it kinda defeats the danger of a player not paying attention and hopping over one in a firefight. But in reality most of the time it will probably only happen when players intentionally kill themselves, so I suppose I shouldn't stay too hung up on it.

I'm thinking I'll take your transparent func_wall advice but make it some kind of "safety glass" straight up to the ceiling. But I'll leave the trigger_hurt just above the "goo" because it being there and set to radiation damage creates a Geiger counter sound that I want to stay.

I'll still have a few openings (including the window within the bombsite looking out to the rest of the big room) but it would still eliminate a large majority of lost bomb cases.
Posted 7 years ago2016-08-18 22:10:08 UTC
in Prevent Bomb from Falling Post #331298
I'm working on a CS 1.6 map and just recently finished the basic layout. I'm trying to figure out if I can get some player feedback so I can make any major changes before I start detailing it but until then I've been taking care of other little things and trying to come up with a rough idea of the aesthetic I want the map to have. One thing that's been on my mind is the lower bombsite. The approach is open but walking area is limited by way of catwalks over some radioactive goo.

The problem comes in when a bomb carrier gets shot while close to the edge and facing the railing. The bomb tends to get thrown off and then it cannot be retrieved. This is an issue that bots had constantly because they are stupid and I feel like it won't happen as often with human players, but I know it will still happen. Is there any way to stop the bomb from going past the railings without blocking players or bullets?

Map:
http://twhl.info/vault.php?map=6114
Posted 13 years ago2010-05-10 22:27:19 UTC
in func_train disappears after 1 round Post #281143
Aha! Figured it out.

I kept the setup with the trigger multiple setting off the multimanager each round, but I set up a second mutlimanager with a different name and without the 3 second delays and had it triggered by a func_door outside the map. I then lowered the trigger multiple below the players feet so it takes half a second to hit it when spawning. That way, I can ensure that the func_door trigger acts without interference from the trigger_multiple (though, because it uses multimanagers and a delay, I don't think that was actually necessary, it was just an extra precaution.

Recorded a test run:
http://www.youtube.com/watch?v=_92bJvMxwxA
It'll be a lot cooler when the map is all together and the other events I have planned happen simultaneously.
Posted 13 years ago2010-05-10 19:13:04 UTC
in func_train disappears after 1 round Post #281140
I know what you mean. When I made a map with a sound starting up at every round, it worked perfectly after I got the setup right, but then, when I tried the same setup with a different sound on the CT side, it wouldn't even play the sound. I understand why some might be buggy since they're not designed for round based play, but some of them seem finicky and they have nothing to do with map loads or anything.

I do know that resetting this elevator should be possible. The elevators in as_resident_evil work flawlessly every round and I know there are a few other maps I've seen with working elevators that reset every round too (though, they all used buttons to trigger them, but I can't see how that would affect it resetting).
Posted 13 years ago2010-05-10 19:07:14 UTC
in Source sounds in GoldSrc. Post #281139
I've gotten away with 16 bit pcm in my last map. But I don't think 16 bit would do so well with a long or looping sound file (not really sure because I've never done a looping sound).

Audacity is a great program, it gives you a lot of freedom and it's freeware (not just a free trial either, the full version is completely free). You can adjust the output settings to get exactly what you want for the finished sound file.
Posted 13 years ago2010-05-10 00:19:52 UTC
in func_train disappears after 1 round Post #281123
I'm having a bit of an issue.

I started up a new map (I had a better idea for the use of an elevator). I am having the elevator go through a range of motions. I haven't finished making the sequence yet, but what I have so far works fine (player spawns, elevator starts up after a few seconds, doors open, stationary doors close but elevator doors do not by design, because the next step is to have the elevator drop from an explosion I'm going to stick in later).

So, all the motions for the elevator and doors are working the way I want them to with the func_train entity. The problem comes with the next round start. The elevator just makes a loud "elevator stop" noise and doesn't move. This time, it is not in a remote lighting location, but it is in it's own place where it is supposed to begin at the start. The doors (which are separate func_train entities) do not move either.

I have the elevator and both doors triggered at the start by a multimanager called "kickstart" which is triggered by a trigger_multiple that resets itself after 60 seconds (giving enough time for players to drop back through it when I add in the elevator drop later before it resets to be ready for whenever the next round starts). I've been waiting 60 seconds before I end the round to ensure this trigger_multiple is ready to go again but I get nothing. I've also tried using a trigger once for the first round and then having a func_door trigger it for each round after (a technique that worked perfectly for having a sound startup at the beginning of each round in a different map I made). I also messed around with a trigger_auto and a few other complex trigger setups with no luck.

On the old map that I scrapped (the one where I was having the disappearing elevator issue), I ended up finding that after my trigger_multiple reset, the elevator would come up out of the floor and then do what it was supposed to do after being triggered. This was because my lighting room was directly underneath the shaft. I figured that if this was the case, then simply having a trigger_multiple that reset after a certain time limit would suffice because this time around I have the elevator already placed at the start point, but instead, I get nothing but a noise!
Posted 13 years ago2010-05-08 23:53:07 UTC
in func_train disappears after 1 round Post #281083
I realized after messing about a bit that the elevator was in the lighting room and had to move out of there, but I still didn't know how to work it from there. This should definitely help. Thanks!
Posted 13 years ago2010-05-08 20:18:38 UTC
in func_train disappears after 1 round Post #281078
So, I used the tutorial to create an elevator using a func_train to make an elevator in my cs 1.6 map.

In the first round, it works perfectly. You spawn in it, and immediately it triggers it to move after a few seconds, it moves up, and is set to automatically drop back down after 30 seconds (part of a sequence of startup events for an as_ map I'm creating).

It works perfectly for that one round. But then, when the next round starts, the elevator is not there. It's not at the top path_corner or the bottom_path corner. It is set in a remote location so I can artificially light it, I'm guessing it is still there for whatever reason and isn't jumping to the first path_corner in the second round for whatever reason. I don't know why because it does it just fine the first time.
Posted 14 years ago2009-11-19 22:14:32 UTC
in Black lines at texture edges Post #275874
It's harder to see in the pic than in game but there is a black line on both the top and the bottom of the top texture (can be seen better if you look at the pic in full size), so taking 1 unit off the top will probably only fix the top line.

Shifting the texture alignment up one unit would only bring the transparent part up and leave a gap of sky in the middle of the two textures. So I can't do that at all.

I guess I could always deal with the middle line and just get rid of the top line. The top line is much more noticeable.
Posted 14 years ago2009-11-19 19:30:03 UTC
in Black lines at texture edges Post #275869
I'm having some issue with the jungle textures from de_airstrip.

I'm using some of them in my map and they come out like this:
User posted image
I can't figure out how to get rid of those ugly black lines. I can see that this isn't an issue with the same textures on Airstrip:
User posted image
I tried searching around but couldn't find anything. Are there any remedies to this?
Posted 14 years ago2009-11-09 18:47:37 UTC
in Low Poly Count, but map still lags Post #275352
I messed around with it a bit (fixed that missing texture, it was too big, I removed it from the wad but forgot to remove it from a brush). I was wondering if the missing texture would cause the issue but it didn't. So I went and removed the flickering light. BINGO! Map ran fine.

My thing is, I've made a map before and I had 3 flickering lights, they caused issues so I took 2 of them away. The 1 remaining light caused no issues (and this map was, aside from the use of null textures, very poorly optimized), and I only had one flickering light on this map as well. I also find it weird that it affects the fps no matter where on the map I am, even if the light is well out of sight, and nothing over on that part of the map is being rendered.
Posted 14 years ago2009-11-09 18:17:59 UTC
in Low Poly Count, but map still lags Post #275346
It is worthy to mention that my laptop is on the slow side (1GB of RAM, integrated Intel GMA 950 video card, 1.6Ghz processor). But it runs CS 1.6 just fine unless the map has a really high wpoly count. Plus, I think it's a good thing because I want the maps that I make to be capable of being run on slower machines.

The issue I have is this:

This map is about half done. I compiled it, which didn't take too long, and ran it in developer mode (so there were no e_polys to speak of).

The point on the map with the most polygons isn't even bad, it's only a little over 400 w_polys, and most of the other higher polygon areas are in the 300 range, the rest of the map is below 200.

But for some reason, the framerate keeps dropping off and picking right back up. It'll run at around 60fps, but it keeps spiking down to 20fps, sometimes even down to 10. It will only do this for about a second or less each time, but it does it often enough that it makes the framerate look really jumpy.

One other thing I do want to mention is that I have one room with a flickering light (set to "florescent flicker"). I've had problems with flickering lights before, could this be what's causing this issue, or do you think there is more to it?

Here's the log file:

[b]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:\Games\ZHLT25~1\hlcsg.exe C:\Games\Steam\steamapps\mistax88\counter-strike\cstrike\maps\cs_nightrescue
Entering C:\Games\Steam\steamapps\mistax88\counter-strike\cstrike\maps\cs_nightrescue.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]

3 brushes (totalling 17 sides) discarded from clipping hulls
CreateBrush:
(0.30 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.33 seconds)

Including Wadfile: \games\zhlt253-17\zhlt.wad
  • Contains 3 used textures, 4.69 percent of map (3 textures in wad)
Using Wadfile: \games\steam\steamapps\mistax88\counter-strike\cstrike\colors1m88.wad
  • Contains 5 used textures, 7.81 percent of map (16 textures in wad)
Using Wadfile: \games\steam\steamapps\mistax88\counter-strike\cstrike\all_standard_mistax88.wad
  • Contains 55 used textures, 85.94 percent of map (1740 textures in wad)
added 1 additional animating textures.
Warning: ::FindTexture() texture TK_STONEWALLHI not found!
Warning: ::LoadLump() texture TK_STONEWALLHI not found!
Texture usage is at 3.98 mb (of 4.00 mb MAX)
1.92 seconds elapsed

--- END hlcsg ---

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:\Games\ZHLT25~1\hlbsp.exe C:\Games\Steam\steamapps\mistax88\counter-strike\cstrike\maps\cs_nightrescue

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:\Games\Steam\steamapps\mistax88\counter-strike\cstrike\maps\cs_nightrescue.prt'
1.66 seconds elapsed

--- END hlbsp ---

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:\Games\ZHLT25~1\hlvis.exe C:\Games\Steam\steamapps\mistax88\counter-strike\cstrike\maps\cs_nightrescue
620 portalleafs
1624 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:
(0.55 seconds)
LeafThread:
(10.45 seconds)
average leafs visible: 96
g_visdatasize:25465 compressed from 48360
11.03 seconds elapsed

--- END hlvis ---

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:\Games\ZHLT25~1\hlrad.exe C:\Games\Steam\steamapps\mistax88\counter-strike\cstrike\maps\cs_nightrescue

= 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 ]

2979 faces
Create Patches : 14803 base patches
0 opaque faces
215953 square feet [31097276.00 square inches]
18 direct lights

BuildFacelights:
(21.67 seconds)
visibility matrix : 13.1 megs
BuildVisLeafs:
(16.77 seconds)
MakeScales:
(15.70 seconds)
SwapTransfers:
(1.61 seconds)
Transfer Lists : 7258390 : 7.26M transfers
Indices :     4238388 :    4.04M bytes
   Data :    29033560 :   27.69M bytes
GatherLight:
(0.67 seconds)
FinalLightFace:
(2.20 seconds)
59.19 seconds elapsed

--- END hlrad ---

[/b]
Posted 14 years ago2009-11-09 17:54:13 UTC
in Hello thread! Here?s the hello thread! Post #275344
Hello!

My name is Dave. I usually use the name Mr. X, MistaX8, or MistaX88 online.

I joined here because I've gotten into playing CS 1.6, and I really like mapping. I've made a few maps, they're all small and they suck pretty bad. My most recent one is called de_snow_fort. It's a bit better than others but still not great.

http://www.fpsbanana.com/maps/114871

I've been slowly learning more about optimization and other things essential to making a good map, but I still have a lot to learn, which is why I joined here. I've already read multiple tutorials on here which have helped me out a great deal.

Now feel free to follow my post with a bunch of spam until the topic dies again! :P