Forum posts

Posted 3 months ago2023-12-18 23:00:44 UTC
in Trying to spawn an item from another game. Post #348274
Okay so it works perfectly now, the helmet now spawns and I can pick it up finally. Thanks for linking this to me I never would have known it existed otherwise, it's actually really good with the amount of features it provides. Thanks for all the help, I got a bit frustrated earlier but I still greatly appreciate it.
Posted 3 months ago2023-12-18 19:08:00 UTC
in Trying to spawn an item from another game. Post #348269
Yeah visual studio doesn't like it. It's thrown up an error complaining about being unable to format ClangFormat or something I don't understand. Almost all of the code has red lines underneath it. I knew it wasn't that easy, I was right.
Posted 3 months ago2023-12-18 19:01:35 UTC
in Trying to spawn an item from another game. Post #348268
So shall I just copy those over to the SDK I've decided to use? You'll have to excuse me, I'm very sceptical of the solution being that simple. I'll try that now.
Posted 3 months ago2023-12-18 00:02:43 UTC
in Trying to spawn an item from another game. Post #348258
Okay so I got the most recent version of half life updated which should hopefully work. All I'm asking for is some more clarification. Please can you tell me the code I need to write or copy into items.cpp like you mentioned so I can get this to work? I don't plan on doing any more programming after this than is necessary. I know how to build a project and I know how to write lines of code I just need to know what to write.
Posted 3 months ago2023-12-17 16:52:46 UTC
in Trying to spawn an item from another game. Post #348256
So I tried removing the line that prints hello world into the console every time I load a map that I added ages ago so I can test if this whole endeavour will even work at all. For some reason, even after building it and replacing the old files in my mod folder, it still prints hello world, supposedly using some invisible code that I clearly don't know about. I decided to ignore it and download the unified SDK you recommended and I found some code that pertains to a "helmet" in the items.cpp file of that SDK, it's structured similarly to the code that adds the suit battery into the game but missing a few things and it could be unfinished. I'm wondering if all I have to do is just copy that code into the items.cpp of the project I'm using and that will be it, but I sincerely doubt that.

There's also something else, I went back to that tutorial and there's a part there that I don't really remember doing. It tells you to change the platform toolset to another version. The projects I had downloaded were using a different version to what was mentioned in the tutorial so when I tried changing it for each project, a lot of the code was made non functional and there were red and yellow blocks on each line which I assume is bad. Building the whole thing printed errors into the console so I decided to switch back to the platform toolset I was using before. It would really help if I could get some extra clarification on all this.
Posted 3 months ago2023-12-17 15:51:37 UTC
in Trying to spawn an item from another game. Post #348255
Oh ok. I downloaded one of those projects ages ago for my mod, I can't remember which. I followed that tutorial to make it print hello world into the console. I'll try and figure it out and come back later with the result.
Posted 3 months ago2023-12-17 12:36:53 UTC
in Trying to spawn an item from another game. Post #348253
Okay that makes sense. But how? And what code do I add? If I end up doing something mega stupid please don't be harsh because I'm not a programmer. If it helps I have access to the means to do it, I think. I followed a tutorial a while back but I'm still clueless.
Posted 3 months ago2023-12-17 02:30:30 UTC
in Trying to spawn an item from another game. Post #348250
I'm using an edited FGD file that allows me to add guard helmets and armour vests to my maps. The problem is, is that they won't spawn. Even putting them in an empty room totally unobstructed will not yield the desired result. I'm not an expert but what I did basically was add the lines at the bottom of the blue shift FGD to my own FGD which itself is copied from the original half life FGD. Is there something I'm missing? Please for the love of god don't tell me I have to go into the main game files, the ones labelled dll and stuff. Thanks in advance for any help you can provide, my mod depends on this feature being available and fully functioning.
Posted 1 year ago2023-02-01 20:06:14 UTC
in Having trouble loading a map. Post #347293
In that case, I guess the only fix I can really think of is compiling regularly in between making changes or additions to maps. I could be mistaken but I seem to recall reading somewhere that you're supposed to do that anyway but I'm not sure.
Posted 1 year ago2023-01-24 19:15:37 UTC
in Having trouble loading a map. Post #347252
So I created this map with a rather complex puzzle. You need to turn three valves all in different places and push a button in another room somewhere in order to open a door. It compiles fine but whenever I try to load the map using the console after launching my mod it fails and prints this error:

GAME SKILL LEVEL:1
Last 32 messages parsed.
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
0 0000 svc_bad
BAD: -1:svc_bad
Wrote erroneous message to buffer.dat
Host_Error: backwards mins/maxs

After some quick research I discovered the cause behind this error is kind of ambiguous apparently. It's speculated to be caused by entity overload whereby there are too many entities calling on each other in the map. So I recompiled the map with almost zero entities and even recreated a basic version of the puzzle in another map. The map still wouldn't load and the recreation worked perfectly so it can't be an entity problem.

Posting here is usually a last a resort so yeah I'm pretty stuck right now. I like what I've done with the map and I'm not keen on starting over. Thanks in advance for anything you can tell me.
Posted 3 years ago2021-01-19 20:19:15 UTC
in I want to be clear on fgds Post #345257
So instead of basing my mod on half life I have to base it on blue shift? In order to do that, do I have to swap out the dll files in my mod folder with the ones from blue shift? Or something like that? Least that's the rough idea I have gathering from the response.
Posted 3 years ago2021-01-19 18:19:52 UTC
in I want to be clear on fgds Post #345253
So this mod I'm making, it's going to use the same armour mechanics from blue shift (as in picking up vests and helmets as opposed to suit batteries or chargers). I've worked out I need a blue shift fgd in order to gain access to the required entities, which I have, but I'm rather confused. Can it/does it have to be loaded alongside the half life fgds? And would it make any difference? Or do I actually have to have only bshift's fgd loaded?

There's also two half life fgds and I don't know if I need them or not. To be honest I don't really understand anything about fgds to begin with and I'm flying completely blind so to say. What's also annoying is that if I loaded any other fgd besides the base ones, the models of entities are not rendered in the 3d viewport I think it's called. That includes half life's models and the models for the newly added entities. That's how I am able to place them accurately.

Also, after taking a look at the first map from blue shift I noticed the info_player_start entity has an item_suit placed within it, no doubt to facilitate the hud showing up even though barney doesn't have an hev suit. But how does one make it so it plays no sound when one picks up said suit entity? Without of course, going directly into the game files and replacing the sound file with a half second audio clip of nothing.
It works. Thanks.
I honestly can't think of any other way to word the title unfortunately.

Anyway, there's this scripted sequence I'm trying to make that involves the player passing through a trigger but not activating it. It's only when they pick something up further along when the trigger is able to be activated when the player comes back through it. I'm a bit clueless as to how to get this to work, if it's even possible at all.
Posted 3 years ago2020-08-27 12:08:58 UTC
in I am convinced scripted_sentences hate me. Post #344659
Also can I just ask...

Is it at all possible to stop sentences mid way through? To give the impression that someone is saying something else?
Posted 3 years ago2020-08-27 10:49:02 UTC
in I am convinced scripted_sentences hate me. Post #344658
I see. It's just that I've seen other examples where multi managers aren't used so I hoped I wouldn't have to use them. I've also seen examples of scripted sentences working fine without any flags ticked so, not sure how that works.
Posted 3 years ago2020-08-26 23:46:13 UTC
in I am convinced scripted_sentences hate me. Post #344654
So I've got this setup where there's two characters standing at the mouth of a hole that the player is at the bottom of. I've planned an elaborate conversation but just for testing reasons I only placed two scripted_sentences for each monster for now. I have this trigger_once connected to the first sentence which in turn is connected to the next sentence. But for whatever reason, both sentences won't fire unless I check the interrupt speech flag, but when I do that both characters say their lines at the same time even though I've set a reasonable delay for the second sentence.

I don't know why, but I always seem to have problems with scripted sentences.

Also, seeing as the player won't ever see the top of the hole they're in. Both characters are basically standing on a flat brush with the null texture applied surrounded by a sky. HOWEVER, for some unknown reason both characters are apparently stuck with yellow particles flying around them even though there is absolutely nothing they could possibly be stuck to. No matter how I arrange them.

I would definitely appreciate some assistance, as this problem is particularly annoying.
Posted 3 years ago2020-08-06 10:09:03 UTC
in I have a serious issue with curved brushes Post #344605
I don't think I'm familiar with shearing.
Posted 3 years ago2020-08-05 20:48:35 UTC
in I have a serious issue with curved brushes Post #344600
I appreciate the help, but unfortunately my problem still persists.

How can I put a screenshot on here?
Posted 3 years ago2020-08-05 19:49:34 UTC
in I have a serious issue with curved brushes Post #344597
So I have this road in a map I'm making. The road is supposed to turn right but not at a 90 degree angle. However, I am completely clueless as to how to make a curved road without the result looking absurdly thin. I've also been trying to do the same with tracks and hollow circular objects but I run into the same problem.
It worked. For some reason some random brush was causing issues so I deleted it and replaced it. All is good, for now.
In all likelihood I may discover the answer to my predicament shortly after posting this thread which will inevitably be followed by me getting extremely humiliated again. But I am literally stumped right now.

For some strange reason, my hlcsg is messing up (or more likely I've messed up) and is refusing to compile my map because apparently there's a remote brush in a restricted area of my map. I have checked thoroughly and there isn't a single entity out of bounds as far as I'm concerned.

Here's what the console says:

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ 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 [ Low ] [ 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]

CreateBrush:
Error: Entity 0, Brush 34: outside world(+/-32767): (41,20,-80000)-(64,47,36)
Error: brush outside world
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

Warning: Illegal Brush (edge without opposite face): Entity 0, Brush 34

Error: Entity 0, Brush 34: outside world(+/-32767): (25,4,-80036)-(80,63,72)
Error: Entity 0, Brush 34: outside world(+/-32767): (9,-12,-80032)-(96,79,68)
Error: Entity 0, Brush 34: outside world(+/-32767): (25,4,-80018)-(80,63,54)
(0.11 seconds)

----- END hlcsg -----
Having followed the link provided, unfortunately they do not provide a "detailed" explanation as much as I would prefer. I haven't a clue how to find areas of a map using coordinates, and fixing any broken brushes caused by vertex manipulation hasn't fixed the problem.

It's very awkward, but I require further assistance in my mapping endeavours and such assistance will be greatly appreciated.
Thanks in advance.
I JUST REALISED HOW TO DO IT. Please ignore this incredibly stupid post like you have been doing already.

Oh wow. I really am making a good first impression on this website huh.
Posted 4 years ago2019-09-17 20:24:27 UTC
in I have a problem with registering Milkshape Post #343138
Okay, I've got it sorted out. I'm quite familiar with modelling so I should be fine (for now) in that area. However now I need to get good at making textures...
Posted 4 years ago2019-09-16 16:38:44 UTC
in I have a problem with registering Milkshape Post #343135
Yeah sorry about that. I got frustrated at how complex blender is and what should be a simple task that would normally take a few seconds took me a about a day to find out how to do it.
Posted 4 years ago2019-09-15 12:42:23 UTC
in I have a problem with registering Milkshape Post #343131
Already a few minutes in, and simply adding a texture to a model is an impossibly complicated task. I don't suppose anyone here knows?
Posted 4 years ago2019-09-15 10:13:48 UTC
in I have a problem with registering Milkshape Post #343129
But how do you import smd files like you would in milkshape in blender? Is there a plugin or something that I have to download?
Posted 4 years ago2019-09-14 15:49:38 UTC
in I have a problem with registering Milkshape Post #343126
I know this sounds really stupid but I need to know this so please help, but first some background...

So I've used Milkshape 3D before and after a while I've gotten used to how it works. Now I've decided I want my mod to use custom models because I want it to be original. I've found a way to create such models but the only problem is I can't save them unless I register Milkshape. Here is the problem.

Milkshape has three different payment options. That and considering how old it is has immediately tripped an alarm inside my brain. I am very concerned whether or not the software will properly register after paying for it and which payment option will actually work and it worries me, but I can't make progress with my mod unless I have a working modelling software.

Put it simply, Milkshape makes me nervous, and I'm wondering if anyone here has registered it recently so that they can prove it is still legitimate so to speak.

Side Note: I have ruled out kHED and Blender.
Oh my god I am such a moron. I fixed the sentence problem by using a multimanager and the rotating button now works as intended. The crisis has been averted.
The map is coming along quite good at the moment. I've now decided to add some custom sentences so I can properly create my own scenes. I've set up a sequence in which a scientist is to walk up to a guard and say something followed by the guard saying something followed by the scientist saying something and then walking off.

Here's the problem, I can't get the sentences to work unless I check the interrupt speech flag in each sentence entity. However this causes every sentence to be spoken at the same time (except the last one which for some reason doesn't work at all). After looking at a few modding examples I've noticed the use of sentence time for custom sentences but i'm not exactly sure if it might help or not.

The second problem is about a rotating button. I'm trying to get the actual button to rotate clockwise from a point like a typical valve, but instead it seems to open outwards like a door.

Once again I would very much appreciate your help. I've been thinking about uploading the unfinished mod as a sort of demo but I've got some serious stuff to do to it first.
Posted 5 years ago2019-02-09 16:38:26 UTC
in Slight issue with map compiling (hlrad) Post #342001
Never mind crisis averted. I just checked the "fire once" and "interrupt speech" flags and it all works now.
Posted 5 years ago2019-02-09 15:42:34 UTC
in Slight issue with map compiling (hlrad) Post #341999
It's still not fixed. Some assistance would be greatly appreciated right now.
Posted 5 years ago2019-02-08 22:45:59 UTC
in Slight issue with map compiling (hlrad) Post #341992
I have discovered that it's the scripted sentence entity that's causing the problem. The sequence works fine but the sentence for some reason refuses to work even when triggered. It works fine for the first guard in the map so I can't see a reason as to why it won't trigger. The only difference between the two is that one is stuck doing an idle animation whilst the other is free to move but I don't see how this would have an effect.
Posted 5 years ago2019-02-06 17:11:59 UTC
in Slight issue with map compiling (hlrad) Post #341985
Fixed. Turns out there was a locked door exposed to the void so I put wall behind it.

So for the sequence I tried using an aiscripted sequence instead but that appears to have done nothing. I realised I made a mistake by not changing the move to position but even after rectifying it, nothing happens. It could be trigger related but I've checked everything thoroughly.
Posted 5 years ago2019-02-06 07:51:57 UTC
in Slight issue with map compiling (hlrad) Post #341981
Sorry. I didn’t think to look back at your previous post because I don’t remember that being mentioned. By the way I am reading everything you write and I’m finding it very helpful. So, thanks. Again
Posted 5 years ago2019-02-05 19:05:54 UTC
in Slight issue with map compiling (hlrad) Post #341977
Oh great, now ANOTHER problem has arisen. I deleted a bunch of stuff in the map for the "refurbishing" and now I can't compile the map because it tells me there's a leak. I try and follow the point file but it doesn't lead to anywhere. It just stops in the middle of the void. It's also curling around other stuff as well and I feel like that's trying to tell me something.

I have literally no idea why this is happening because the entire map is completely sealed off from the void.
Posted 5 years ago2019-02-05 17:18:59 UTC
in Slight issue with map compiling (hlrad) Post #341974
Yeah that makes sense. Only problem now is how I bring up these blue lines so I can see what's causing the issue.

Also these so called "sins"? I'm not entirely sure if I've already committed any of these but now I have a sinking feeling that I have.
Posted 5 years ago2019-02-04 20:52:18 UTC
in Slight issue with map compiling (hlrad) Post #341962
Hold on, I'm currently in the process of completely refurbishing my map. I can provide screenshots once it's finished. Also what's the difference between a regular scripted sequence and an aiscripted sequence? Don't they both do the same thing?

Yeah, the guard is supposed to say something and once finished proceed to walk towards a button and press it. This in turn will open the doors. Everything is set up like it should be, there aren't any problems that I can find. I could try and use an aiscripted_sequence entity instead but I'm not sure exactly in which way. I once made a mistake when I placed an aiscripted sequence instead of a normal one and the sequence didn't work so I can't say I really trust them.

Also... func_detail. How do I know which details to assign this entity to? And also what exactly does it do?

Sorry about all the questions, my knowledge on the Goldsource engine is quite limited.
Posted 5 years ago2019-02-02 19:44:20 UTC
in Slight issue with map compiling (hlrad) Post #341930
Also what's wrong with J.A.C.K?
Posted 5 years ago2019-02-02 19:42:15 UTC
in Slight issue with map compiling (hlrad) Post #341929
So now this problem has just arisen. I'm trying to get a guard to say something and afterwards proceed to walk over to a button were he'll do an animation and the door will open. I think this has done something because now I get this error.

SolidBSP [hull 0] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2464,-1422,-256)-(-1920,-1280,-64) in hull 0 of model 0 (entity: classname "worldspawn", origin "", targetname "")

And it goes on for ages. The hlvis supposedly froze at one point so I cancelled it. Only when the map started, no scripted sentences worked.
Posted 5 years ago2019-01-28 18:18:10 UTC
in Slight issue with map compiling (hlrad) Post #341876
It's okay. The situation has been contained. All I needed to do to make the sequences loop was check the repeatable flag for each one. The scripted sentence and the screen message problem appears to have resolved itself.
Posted 5 years ago2019-01-28 15:28:53 UTC
in Slight issue with map compiling (hlrad) Post #341872
Thanks, I was worried I might not get anything. Sorry my reply was a bit vague because I was rushing it. The two scripted sentences do both have each other’s names in the target boxes. I have learned to uncompile half life maps to view in the editor to see how valve have done it (I’m not trying to steal anyone’s maps or anything in case that’s what you might be thinking) and I noticed they used things called ai nodes. I’m wondering if these could have a role in scripted sequences?

I’ll see what I can do with the multimanager and the vehicle.
Posted 5 years ago2019-01-27 23:21:48 UTC
in Slight issue with map compiling (hlrad) Post #341867
I’m currently working on that issue. For now I’m going to be asking a lot of questions if you don’t mind.

At the beginning of the map there’s a trigger that activates a multimanager which activates both a scripted sentence and an on screen message. However the problem is that for some reason the message appears right on que but the sentence takes a few seconds to activate. I’ve checked and there’s no value in the delay before activation tab nor in the multimanager so I don’t know what’s going on.

Also I’m trying to get a scientist to loop between two scripted sequences but the problem is that he goes to one and just stays there.

ALSO at a later part in the map a vehicle is supposed to traverse across the map from one point to another. There’s no problem here it works fine but I’m wondering if there’s a way to get it to make a sound without giving it a move sound (because I made it a door entity) and just swapping that sound file in the mod folder with the desired sound. If you know what I mean.

Thanks
Posted 5 years ago2019-01-26 21:08:49 UTC
in Slight issue with map compiling (hlrad) Post #341856
So another problem has arisen. The map took ages to compile and when it did the lighting was still off. I looked at the log and it's telling me that the map is too complex and I need to switch to 64bit hlrad but I don't know how to do that. Also there's some strange yellow particles floating around a scientist I placed and I don't know why. Thanks for replying though.
Posted 5 years ago2019-01-26 20:11:58 UTC
in Slight issue with map compiling (hlrad) Post #341853
I'm currently in the process of creating a sort of custom campaign mod for Half Life. I'm using the J.A.C.K editor as I believe it's called and after exporting the map to test it the map is completely lit up with no light functionality whatsoever. I've had this problem before and I managed to fix it but the moment I get back into Half Life modding and making maps using a different and supposedly far superior editor compared Half Life SDK, it has to break again. Here's what it tells me...

hlcsg v3.4 VL33 (Feb 2 2014)
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:/Program Files/Jackhammer/halflife/hlcsg.exe" E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception
Arguments: E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception -low -wadautodetect
Entering E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 8 ] [ 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 [ Low ] [ 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 ]
UTF8 game_text [ on ] [ on ]

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

CreateBrush:
(0.09 seconds)
CSGBrush:
(0.21 seconds)

added 15 additional animating textures.
Using Wadfile: \SteamLibrary\steamapps\common\Half-Life\valve\halflife.wad
  • Contains 100 used textures, 99.01 percent of map (3116 textures in wad)
Using Wadfile: \SteamLibrary\steamapps\common\Half-Life\valve\liquids.wad
  • Contains 1 used texture, 0.99 percent of map (32 textures in wad)
Wad files required to run the map: "halflife.wad;liquids.wad;"
Texture usage is at 0.93 mb (of 32.00 mb MAX)
0.53 seconds elapsed

----- END hlcsg -----

hlbsp v3.4 VL33 (Feb 2 2014)
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:/Program Files/Jackhammer/halflife/hlbsp.exe" E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception
Arguments: E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 8 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ 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...1044 (0.20 seconds)
Warning: === LEAK in hull 0 ===
Entity monster_scientist @ (-1420,1188, 64)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (464,536,156)-(465,537,244) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (464,487,156)-(465,488,244) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
956 (0.15 seconds)
Warning: === LEAK in hull 1 ===
Entity info_player_start @ (-256,-144, 100)
SolidBSP [hull 2] 500...794 (0.11 seconds)
Warning: === LEAK in hull 2 ===
Entity light @ (-1408,1088, 144)
SolidBSP [hull 3] 500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (464,536,174)-(464,537,226) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (464,487,174)-(464,488,226) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
1000...1032 (0.26 seconds)
Warning: === LEAK in hull 3 ===
Entity info_player_start @ (-256,-144, 100)
Reduced 3704 clipnodes to 3176
Reduced 684 texinfos to 538
Reduced 101 texdatas to 98 (4448 bytes to 4316)
Reduced 4558 planes to 1635
FixBrinks:
Increased 3176 clipnodes to 3232.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/512 1280/32768 ( 3.9%)
planes 1635/32768 32700/655360 ( 5.0%)
vertexes 8120/65535 97440/786420 (12.4%)
nodes 1268/32767 30432/786408 ( 3.9%)
texinfos 538/32767 21520/1310680 ( 1.6%)
faces 9366/65535 187320/1310700 (14.3%)
  • worldfaces 9035/32768 0/0 (27.6%)
clipnodes 3232/32767 25856/262136 ( 9.9%)
leaves 886/32760 24808/917280 ( 2.7%)
  • worldleaves 674/8192 0/0 ( 8.2%)
marksurfaces 10497/65535 20994/131070 (16.0%)
surfedges 42310/512000 169240/2048000 ( 8.3%)
edges 21180/256000 84720/1024000 ( 8.3%)
texdata [variable] 4316/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 6610/2097152 ( 0.3%)
  • AllocBlock 14/64 0/0 (21.9%)
98 textures referenced

Total BSP file data space used: 707236 bytes

Wad files required to run the map: "halflife.wad;liquids.wad;"
2.58 seconds elapsed

----- END hlbsp -----

hlvis v3.4 VL33 (Feb 2 2014)
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:/Program Files/Jackhammer/halflife/hlvis.exe" E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception
Arguments: E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception -low
There was a problem compiling the map.
Check the file E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception.log for the cause.
----- END hlvis -----

hlrad v3.4 VL33 (Feb 2 2014)
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:/Program Files/Jackhammer/halflife/hlrad.exe" E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception
Arguments: E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception -low
There was a problem compiling the map.
Check the file E:\SteamLibrary\steamapps\common\Half-Life\valve\maps\reception.log for the cause.
----- END hlrad -----

I would very much appreciate your help.