Forum posts

Posted 7 years ago2017-10-25 04:17:28 UTC
in Compiling crash when map gets too big Post #337835
Hey there,

I didn't really want to post any specific map, but in the further process i found out that this issue happens on pretty much every map I'm compiling now with the new compile tools.

Greetings
Posted 7 years ago2017-10-21 07:17:59 UTC
in Compiling crash when map gets too big Post #337812
Hey,

https://www.dropbox.com/s/1eqrjwrzh00y8ql/qd1a2hv6.log?dl=0

this is a link to the log file for one of my latest maps that didn't work with the old compile tools but are working for .bsp compilation now, however not for .pts compilation. It is an outdoor map with a skybox around it (I do that for every map to prevent light leaks).
Can you tell me what's wrong?

Greetings
Posted 7 years ago2017-10-20 18:26:21 UTC
in Compiling crash when map gets too big Post #337807
Now I tried to use these one here: https://forums.svencoop.com/showthread.php/44536-Modified-version-of-VHLT-34 (UnkleMike's ZHLT v34.zip). Now I assume, since it is kind of the same name as before, it doesn't differ that much from the files I had before. But this time i used the x64 versions. The program successfully compiled the .bsp files, even though in the end it gave me an error message. This message only occurred when it tried to build the .pts file. Now I looked into my compile folder and all the .pts files are 0 kb, even before i changed the compiling tools. But the .bsp is now working. I repeated this to make sure, and the .bsp compilation is now working (including the error message about the .pts file in the end).

What are .pts files? Are they important for anything?
Posted 7 years ago2017-10-20 17:58:42 UTC
in Compiling crash when map gets too big Post #337806
Now the thing is, i compile the map several times during the process of mapping. It starts taking like 5 seconds. The last time it usually works, it takes like max 30 seconds. Then suddenly the compiling doesnt finish anymore after 5 minutes and longer. So that doesn't fit together really.
I'm gonna try other compiling tools now and let you know what happens.
Posted 7 years ago2017-10-20 13:06:22 UTC
in Shooting through impassable grids and fe Post #337802
Hey Jessie and Windawz,

the thing with the clip brush worked, thank you! :)
Posted 7 years ago2017-10-20 12:59:28 UTC
in Compiling crash when map gets too big Post #337801
Hey there,

here is another one: when my map gets too big or whatever the problem is, the compiling program doesn't finish the compiling process. CPU-Usage goes to 100%. Even if I stop the editor, cpu-Usage continues to be 100% on other programs running.

I'm using Valve Hammer Editor 3.5.2. with zhlt 34f x86sse2 build files.

Also had some trouble to get water moving. I could imagine that's somehow connected.

Greetings
qd
Posted 7 years ago2017-10-20 11:15:40 UTC
in Shooting through impassable grids and fe Post #337798
Hey there,

I'd like to have fences and grids that i can shoot through without being able to go past them. I've seen in HL main campaign (for example "We've got hostiles") they had a grid set to a func_door. The compiling files i use dont give me the effect they had on the original Half-Life when i just copy paste the entity coding. Can someone tell me how to get it done?

Greetings
qd
Posted 7 years ago2017-09-04 21:15:15 UTC
in Half-Life 1 Speedtech Tutorial for Mappi Post #337294
No scripts my man. Only cutting off what has been added to include people in multiplayer sessions to get into the game without getting overwhelmed by experienced players. What these players use was always setup in the engine. What you might think is scripts, actually is the purity of the original game.

Greets
Posted 7 years ago2017-09-04 21:11:55 UTC
in Half-Life 1 Speedtech Tutorial for Mappi Post #337292
Hey 2muchvideogames,

we use a setup that you can look up on sourceruns page to speedrun hl in a way in its purity before steam bhop cap and stuff. Have a look at it.

Greetings
qd
Posted 7 years ago2017-09-04 21:07:49 UTC
in Half-Life 1 Speedtech Tutorial for Mappi Post #337290
Hey there,

I am a Half-Life 1 speedrunner. After having a look at a lot of the Tech that is necessary for speedrunning Half-Life, I've decided to make some maps specifically for speedrunning Half-Life myself. Atm this project is kind of still in development. But one of the ideas that derived from my efforts was to archive and document the basic Speedtech necessary to master the Half-Life Main Campaign. I've put up a tutorial that is designed not only for advanced runners to reconsider the Speedtech to improve their runs for HL, but also for Mappers to give an idea about what might be possible to explore in Mapping.

I'd like to encourage mappers to think more about how amazing Half-Life is for speedrunning purposes. Have a look at what you might be able to put into maps to provide what Half-Life holds as one of the unique games created for gameplay possibilities.

https://www.youtube.com/watch?v=Hv_ZlxBbfrk

Apologies for the bad render quality (especially in the WorldCraft videos). I've decided not to put up another vid for this again atm because all the necessary information are explained in the commentary and easily accessible via having a look at decompiled HL Main Campaign maps yourself.

Be invited to step forward, create maps or even mods, also if they are only created on (the pure) HL main campaign physics to give us something to run, explore the game, and advance in difficulty levels to reach the limits of HL potential. I'm pretty positive, there are not that many games anymore providing players with either the phyiscs nor the simplicity of mapping worlds for a game as HL does.

Also have a look at our leaderboards (for practical action and inspiration).

http://www.speedrun.com/hl1

Under

https://sourceruns.org

you'll find our discord channel to work with speedrunners, to ask questions and find collaborations and contacts to develop projects.

Greetings
qd
Posted 7 years ago2017-06-24 07:50:52 UTC
in Assigning a particular move sound to fun Post #335717
Soo,

I finally got to try this out and I didn't get it to work. Now I don't know how cuepoints are working, but maybe you could just have a look at the file and tell me, if it was fit for this usage: plats/talkmove2.wav
How do I work with cue points? Is there a guide?

Thx for your help fellas :D

Greetings
qd
Posted 7 years ago2017-06-19 08:11:12 UTC
in Assigning a particular move sound to fun Post #335580
Thx for your advice.

I tried to replicate that with a button triggering a multimanager triggering the door and the door sound. That actually worked, but the doorsound kept going even after the door had fully opened and after the door had closed again. Even if I manage to time the ambient generic door sound so that it actually stops in time (how do I do that :)), isn't this setup prone to errors as soon as someone gets stuck in the door?

Greetings
qd
Posted 7 years ago2017-06-16 13:28:55 UTC
in Assigning a particular move sound to fun Post #335550
Hey there,

I'm somewhat new to mapping, and I want to understand some of what you can do in Hammer editor.

My first question:

For a func_door I want to assign a particular movesound that is not available in the move sound list. How can I give the game a path to a sound that I would like the door to sound like when it moves? Is it possible to browse a sound that automatically gets repeated until the door is finished moving?

Greetings
qd