Forum posts

Posted 6 years ago2017-12-07 22:22:21 UTC
in Questions surrounding entity limit Post #338342
The problem is that it's a multiplayer map. I can't afford requiring people to specify the num_edicts switch for playing.

I think the only solution is to get num_edicts count as low as possible (800 seems reasonable) and do a lot of testing.
Posted 6 years ago2017-12-07 21:59:13 UTC
in Questions surrounding entity limit Post #338340
"Am I doing something wrong?"

I had an issue with JACK, now I can see my changes.

The required num_edicts value has dropped from 1112 to 996. Which is far from being bad. However it's still a bit far from the target.

Note that I removed as well as turned a lot of entities into func_details.
Posted 6 years ago2017-12-07 21:41:14 UTC
in Questions surrounding entity limit Post #338339
I transformed a couple of complex objects into passable func_details and added a clip brush on top of them, but I see no difference in game, meaning that I can't walk on them as a big rectangle.

Am I doing something wrong?

I also went dichotomic with the -num_edicts switch and figured out that I need to pass 1112 as a minimum value for the game to run. It exceeds the default value of 900 by 212. Yikes! Granted we're talking about entities here. That's a lot of stuff to cut!
Posted 6 years ago2017-12-07 03:58:39 UTC
in Just something I wanted to share Post #338331
I had problems with a little setup of mine. I created a screen (func_button) pointing on a func_camera with a button on the side creating explosions with a countdown shown using env_text.

The explosions were too far away in deathmatch mode (only) and weren't displaying (only the decals were showing through the camera).
I created a 2x2 underground tunnel from the remote location to the target location and it worked! Explosions are now seen through the screen.

I guess it's a matter of vis leaves threshold. Things happen up to a certain vis leaf offset.

That's all!
Posted 6 years ago2017-12-07 00:13:37 UTC
in Startmovie doesn't ouput wav file Post #338330
I'm going to get an OBS tattoo. That's all I have to say.
Posted 6 years ago2017-12-06 18:30:26 UTC
in Startmovie doesn't ouput wav file Post #338329
I'll try this baby tonight! However mine is 10 years old. : S

M2N32SLI-Deluxe
AMD Phenom II X4 965
EVGA GeForce 8800 GTS 640mb
256gb Raid 0 SSD
Posted 6 years ago2017-12-06 06:52:41 UTC
in Startmovie doesn't ouput wav file Post #338327
I tried D3Dgear, but wasn't satisfied by it. My computer isn't fast enough (said I), there was a little bit of lag. The resolution I used was 720p.

I then tried the startmovie command in 1080p and to merge the bmps into a xvid avi. After I went through 18 demo files (OMG so painfully long) I discovered that my PC isn't fast enough to edit xvid 1080p vids (in most common editors).

I spent my whole day on startmovie and I didn't even reached the step of recording the sound and synchronizing it manually. Screw this sh*t.

I tried D3Dgear again and did this video (less for demonstration purpose, more for rewarding my wasted efforts):

https://youtu.be/_411Oo99VfI

Anyways, after this day of startmovie torture I think I can live with such slight lag in my vids.

Thanks!
Posted 6 years ago2017-12-06 03:06:25 UTC
in Startmovie doesn't ouput wav file Post #338325
Anyone else has tips on recording videos with goldsrc? I'm killing myself merging those .bmps and trying to synchronize the sound manually.
Posted 6 years ago2017-12-05 03:29:25 UTC
in using a door as a button Post #338313
"Try adding "zhlt_noclip 1" keyvalue to your func_button." +1

Something else to add to my toolkit!
Posted 6 years ago2017-12-04 22:39:34 UTC
in using a door as a button Post #338310
Perhaps try targetting a passable func_wall with the wanted texture which covers the same place than your func_door?

Edit: Try targetting on close if that suits you otherwise you'll have to create a buffer as the target is triggered both on open and on close. The buffer would be a multi_manager that triggers your action, but also disable itself for let's say 2 seconds. Within that 2 seconds the second targetting will occur and does nothing. You'll have to create changetarget entities to both enable / disable the target of your door (which switches the target between nothing and your multi_manager).

Edit2: There's no such thing as a passable func_wall and I guess func_illusionary doesn't switch texture. I'll make some tests tonight.
The reason why the animated texture doesn't show, might be because both on open and on close is targetted. So basically, the texture might turn on, but only a fraction of time.

If my theory is right, you might want to set the toggle flag of your func_door and automatically trigger the close with a delay long enough so the animated texture can show.
Posted 6 years ago2017-12-04 17:44:22 UTC
in Startmovie doesn't ouput wav file Post #338308
Thanks, but I already saw that page. Passing tga and wav doesn't work. It returns the syntax help for the command.

Can someone please test this on his side to see if the wav is created?

Edit: Nevermind. This link (https://gamebanana.com/tuts/11018) suggests what I was fearing... basically, sound must be recorded and matched separately. What a painful process. It's either this or a slightly laggy 800*600 video.
Posted 6 years ago2017-12-04 17:14:13 UTC
in Questions surrounding entity limit Post #338307
"it'll clip through walls and other objects."

It worked flawlessly so far.
Posted 6 years ago2017-12-04 04:42:02 UTC
in Startmovie doesn't ouput wav file Post #338299
Hi, I don't know if this question belongs here, but I'm working on creating a presentation video of my map.

I created the demos successfully, but I'm having trouble with start/endmovie.

Basically, no wav file is created as output. bmps are created correctly though.

Any ideas?

Edit: Note that worst case I can capture audio separately and add it later using a video editor. I tried capturing audio/video using a third party software and it gave me sh*t. My computer is too slow for this. That's why I try to stick to startmovie.
Posted 6 years ago2017-12-04 03:52:08 UTC
in Questions surrounding entity limit Post #338300
Hi Guys,

I'm using UMHLT. Yes I imported its fgd. I see func_detail and stuff.

There's one sphere that was just for show. I turned it into a passable func_detail.

There's two other spheres that are func_pushables. I'll consider removing at least one of them when I'm desperate.

There's one last sphere that I'd like to leave as is. I want the player to be able to walk on it.

Thanks for the tips to spare clipnodes. That makes sense.
Posted 6 years ago2017-12-01 22:03:15 UTC
in Questions surrounding entity limit Post #338275
Yes I know, but none of the percentages where close to 100%, but still had the error message. It's not very helpful / straightforward. Like I can't conclude of how many entities I exceed with the provided numbers.
Posted 6 years ago2017-12-01 20:22:11 UTC
in Questions surrounding entity limit Post #338273
OK it's -num_edicts and not +num_edicts. I don't think it's a cvar.
This way I can keep mapping until then end (only lighting left) at which I will start cutting until the error goes away.

So guys, it seems that the -chart switch didn't really help isn't it?
Posted 6 years ago2017-12-01 20:10:48 UTC
in Questions surrounding entity limit Post #338271
Both are spheres cut in half. I don't know how to fix this and all seems to work anyways. Not that I don't want to fix it.

Can I leave it like this or it automatically breaks something else?

Edit: What I'll do is not cut the spheres. That's it. It worked. No more error.
Posted 6 years ago2017-12-01 19:40:09 UTC
in Questions surrounding entity limit Post #338267
"If you enable the -chart flag"

On what exe?

Edit: I see it's on every compile tools.

"Note that anyone that plays your map will also have to add this."

If it's a multiplayer map, does anyone playing need to add num_edicts 2048 or only the server?

"Named lights count toward the limit, unnamed lights do not."

Meaning you can add as many light entities you want as long as their aren't named?
This post was made on a thread that has been deleted.
Posted 6 years ago2017-12-01 00:28:35 UTC
in Questions surrounding entity limit Post #338257
Hi, I get the "ED_ALLOC: no free edicts" error. It's no surprise. I exaggerated with the entities.

Now I need to cut, but there are a few things I wanted to know:

-Is there a way to know of how many one's busting the entities limit?
-Do lights count as entities and can light textures replace them without creating entities?

Thanks as always
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-11-28 23:27:55 UTC
in Light InitiallyDark Flag Doesn't Work Post #338241
Thanks Unq! That is very helpful! This way I can toggle a flickering light.
Posted 6 years ago2017-11-28 20:36:44 UTC
in Light InitiallyDark Flag Doesn't Work Post #338237
Solved: Excerpt from http://twhl.info/tutorial.php?id=51 :

Appearance: This property applies only if your light does not have a name.
Posted 6 years ago2017-11-28 20:18:25 UTC
in Light InitiallyDark Flag Doesn't Work Post #338236
Part of the problem is fixed, I had "r_dynamic 0" set in userconfig.cfg. Now the lights can toggle. However they don't flicker as expected.
Posted 6 years ago2017-11-28 19:40:05 UTC
in Light InitiallyDark Flag Doesn't Work Post #338234
Hello,

I created this test map (http://www.filedropper.com/lighttest) to illustrate an issue that I have. The InitiallyDark flags as well as the Appearance property doesn't work. Lights are always rendered on and are still.

The example allows to switch between a normal light and a red strobing one. It doesn't work at all. I've tested using UMHLT and VHLT without success.

What am I doing wrong?

Thanks
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-11-24 23:09:45 UTC
in Post Your Entities Porn Post #338202
Thanks, I really cranked up the heat from the get go. I'm a programmer in real life so this is easier for me. (Still I fucked up my first map due to noobism and greed.)

I can't post much about my map, because texturing is left and I don't want to spoil it, but here's a sneak peak:

The gym, with working exercise machines, pushable/breakable exercise balls and climbable poles:
User posted image
Here's a screenshot of one of the numpads:
User posted image
(The 3x3 numpads aren't meant to be used by normal players....there's 2x2 numpads for them. Those 3x3 allow to either receive 500 frags or end the game. It's a secret to be shared with VIP.)

I can't wait to show people my scientist torturing machine, but it's not textured yet.
Posted 6 years ago2017-11-24 18:53:05 UTC
in Post Your Entities Porn Post #338197
"Might I suggest the [img] tag?"

Didn't know this site was blessed with such an advanced technology.

Anyways guys, the point was to post huge amounts of well ordered entities. I guess you don't care or get it. Whatever...

For what it's worth they are entities for two 3x3 numpads, a random 4 events generator, a teleport location cycler and a 9 tracks record player. They don't fit on the map so I created a separate box for them. Also there are buttons that are hurtable for the env_beam of the random event generator. I must put this outside the map area which gets hurt in a crossfire fashion at some point.

"There is one for both entities, brushwork, lighting and anything related. It is called: Post your screenshots! WIP thread"

PPParty Breakerrrrr
Posted 6 years ago2017-11-22 14:25:43 UTC
in Decals not rendered Post #338148
Thank you for thanking me.
Posted 6 years ago2017-11-20 23:30:24 UTC
in Decals not rendered Post #338125
I had the decals settings set to 0 in my userconfig.cfg. Thanks!
Posted 6 years ago2017-11-20 20:19:00 UTC
in Need Inspiration (Engine Room) Post #338122
Hi, I'm working on a map and I need to decorate an engine room.

I'm out of inspiration and don't know what to put in it. Do you have any idea?

I'd like the content to be interactive a little bit. Perhaps with a machine and some gear.

Post screenshot of some random stuff that coulud go in there!

Thanks
Posted 6 years ago2017-11-19 20:28:27 UTC
in Decals not rendered Post #338112
Hi, for some reason decals are not showing in the game. Is there any possible reason for this?

Edit: I'm using the transparent black on white textures with the decals tools. Decals are showing in the editor.
Posted 6 years ago2017-11-19 18:58:18 UTC
in Keeping the activator reference through Post #338111
Hi, that might very well work. I used a func_button instead and it worked super fine. I'll leave it like this, but will consider the game_counter the next time I face this need. This way I can save few brushes.
Posted 6 years ago2017-11-18 05:15:30 UTC
in Any tips regarding water Post #338098
I tested the cheap water and it worked like a charm. I used render mode texture and fx amount 0 for transparency. Additive with 255 wasn't hiding the shape completely.

I tested with gl_wireframe 2 and the polygons really aren't drawn when the shape is invisible.
Posted 6 years ago2017-11-18 04:32:33 UTC
in Any tips regarding water Post #338097
Nevermind. I did the move using VH instead of JackHammer and it worked. Thanks guys.
Posted 6 years ago2017-11-18 04:14:35 UTC
in Any tips regarding water Post #338096
OK, I tried creating water the size of the map, but I get the brush outside world error. I tried moving my map up using the move tool and I get this undescriptive error:

Warning: === LEAK in hull 0 ===
Entity func_wall @ ( 0, 0, 0)

Help!
Posted 6 years ago2017-11-18 03:47:20 UTC
in player_weaponstrip for all players Post #338095
Works great thanks!
Posted 6 years ago2017-11-18 03:34:26 UTC
in Keeping the activator reference through Post #338094
Hi, I noticed that the activator information is lost when using a trigger_relay. For instance, it I use a game_text using a button, but with a trigger_relay in between, the game_text will not show (granted it's not for all players). Is there a way to keep a reference to the activator?
Posted 6 years ago2017-11-17 16:51:31 UTC
in What editor do you use? Post #338090
Anyone tried Valve Hammer 4.x with GoldSource?
Posted 6 years ago2017-11-17 16:49:39 UTC
in How to import brushes and entities in Ja Post #338088
Ah OK, didn't know you could do that (open two maps within the same instance). Thanks!
Posted 6 years ago2017-11-17 02:52:08 UTC
in How to import brushes and entities in Ja Post #338079
How do you import brushes and entities from another map in Jackhammer? There seems to be no prefab system implemented.
Posted 6 years ago2017-11-16 16:08:26 UTC
in player_weaponstrip for all players Post #338071
Will look at this tonight!
Posted 6 years ago2017-11-16 15:56:26 UTC
in What editor do you use? Post #338070
Yes I'd like that very much. Thanks!
Posted 6 years ago2017-11-16 15:30:33 UTC
in What editor do you use? Post #338068
So far I've been using Valve Hammer 3.5.3 and I'm relatively satisfied about it. I wanted to know your thought about other editors and whether there are better alternatives. So far I heard of Jackhammer, Sledge and Valve Hammer 4.x. Any comments on these?
Posted 6 years ago2017-11-16 14:47:11 UTC
in Ungroup after tied to entity Post #338065
"tie the entity to world". What is that? I missed something.
Posted 6 years ago2017-11-14 22:21:49 UTC
in Make VOX Speak Sentences Post #338052
OK, but like I said, I'm making a multiplayer map, not a mod. I guess I can't edit or create a copy of sentences.txt?
Posted 6 years ago2017-11-14 21:42:47 UTC
in Make VOX Speak Sentences Post #338049
Hi, is there a way to make the VOX speak sentences? I mean I'm creating a map, not a mod so I suppose using sentences.txt doesn't apply. So far I used ambient_generic, but this creates a lot of entities and it's a lot of trial and error to configure.
Posted 6 years ago2017-11-14 20:27:41 UTC
in player_weaponstrip for all players Post #338048
Hi, do you know a way I could use player_weaponstrip on all players? Thanks