player stays crouching Created 18 years ago2006-05-01 08:39:53 UTC by gordonfreeman gordonfreeman

Created 18 years ago2006-05-01 08:39:53 UTC by gordonfreeman gordonfreeman

Posted 18 years ago2006-05-01 08:39:53 UTC Post #177650
dunno if it was posted before, but here it is:
player goes in some vent. stuff, crouching, then after it gets enough space again it stays crouching... somehow like this:
User posted image

does anyone know any cause, solution?
Posted 18 years ago2006-05-01 08:55:26 UTC Post #177652
Try resetting all of your keybindings.
Posted 18 years ago2006-05-01 09:54:19 UTC Post #177664
you mean the controls? Don't know, this happens at only one place. when I go back to the place where the player standed first, it stands there again. but not after the other exit
Posted 18 years ago2006-05-01 10:23:22 UTC Post #177669
Are you sure there is enough space for the player to stand up after the vent?
Posted 18 years ago2006-05-01 11:05:47 UTC Post #177677
I am a hundred percent sure, more then... 160 units high.
Posted 18 years ago2006-05-01 11:06:42 UTC Post #177678
:/

Post the map in the problem vault.
Posted 18 years ago2006-05-01 11:52:16 UTC Post #177687
Post the compiling log, I suspect you might have a leaf saw through portal error.
Posted 18 years ago2006-05-01 13:00:37 UTC Post #177704
Post the map in the problem vault.
don't really want that, it's a map of my SP project, and I met the problem before, too.
Post the compiling log, I suspect you might have a leaf saw through portal error.
there you go

** Executing...
** Command: Change Directory
** Parameters: D:GamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:GamesHalf-LifeHammermapssp1d2.map" "D:GamesHalf-Lifevalvemapssp1d2.map"

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlcsg.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlcsg.exe D:GamesHalf-Lifevalvemapssp1d2
Entering D:GamesHalf-Lifevalvemapssp1d2.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 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.33 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.58 seconds)

Including Wadfile: gameshalf-lifehammerzhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 33 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 15 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
4.31 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlbsp.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlbsp.exe D:GamesHalf-Lifevalvemapssp1d2

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 'D:GamesHalf-Lifevalvemapssp1d2.prt'
5.42 seconds elapsed

--- END hlbsp ---
Posted 18 years ago2006-05-01 13:53:37 UTC Post #177709
Thats not the complete log. You only posted the hlcsg and hlbsp log. Where's the rest (hlvis and hlrad)?
Posted 18 years ago2006-05-01 15:48:09 UTC Post #177721
Post a screeni of the area too, it wont spoil alot but will help you solve the problem.
Posted 18 years ago2006-05-01 16:53:06 UTC Post #177750
If you don't want to post it in the vault because its a single player project, cut out the vent part or whever you're having the error and put it in a new map and post that instead.
Posted 18 years ago2006-05-01 16:55:44 UTC Post #177752
First post the compiling log, maybe you wont need to post the map.
Posted 18 years ago2006-05-04 08:04:20 UTC Post #178357
OK I decreased quality (change a few textures, larger some blocks to block other ways in map, erased a few func_breakables) a bit, placed info_player start to entrance. the bad thing is that after this it worked well. but when I start at the start of the map, it still ain't working. so I didnt submit that map.
here's the compile log when I included rad and vis
[quote]

** Executing...
** Command: Change Directory
** Parameters: D:GamesHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:GamesHalf-LifeHammermapssp1d2.map" "D:GamesHalf-Lifevalvemapssp1d2.map"

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlcsg.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlcsg.exe D:GamesHalf-Lifevalvemapssp1d2
Entering D:GamesHalf-Lifevalvemapssp1d2.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 18 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.08 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.16 seconds)

Including Wadfile: gameshalf-lifehammerzhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
  • Contains 33 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
added 15 additional animating textures.
Texture usage is at 0.58 mb (of 4.00 mb MAX)
3.58 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlbsp.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlbsp.exe D:GamesHalf-Lifevalvemapssp1d2

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 'D:GamesHalf-Lifevalvemapssp1d2.prt'
4.47 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlvis.exe
** Parameters: "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlvis.exe D:GamesHalf-Lifevalvemapssp1d2
300 portalleafs
913 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.30 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.39 seconds)
average leafs visible: 59
g_visdatasize:5622 compressed from 11400
3.73 seconds elapsed

--- END hlvis ---

** Executing...
** Command: D:GamesHALF-L~1Hammerzhlthlrad.exe
** Parameters: -extra "D:GamesHalf-Lifevalvemapssp1d2"

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: D:GamesHALF-L~1Hammerzhlthlrad.exe -extra D:GamesHalf-Lifevalvemapssp1d2

= 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)[ on ] [ 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 ]

[Reading texlights from 'D:GamesHALF-L~1Hammerzhltlights.rad']
[50 texlights parsed from 'D:GamesHALF-L~1Hammerzhltlights.rad']

1819 faces
Create Patches : 7529 base patches
0 opaque faces
49051 square feet [7063412.50 square inches]
225 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (45.41 seconds)
visibility matrix : 3.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.34 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.70 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.95 seconds)
Transfer Lists : 2849794 : 2.85M transfers
Indices :     1470136 :    1.40M bytes
   Data :    11399176 :   10.87M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.52 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.53 seconds)
65.33 seconds elapsed [1m 5s]

--- END hlrad ---
[/quote]
Posted 18 years ago2006-05-04 13:26:27 UTC Post #178411
You may be 100% sure that there's room for the player to stand up, but the game obviously does not think so. I strongly suspect that there's a brush edge protruding somewhere in your "tunnel." An edge protruding even a fraction of a unit may prevent the player from standing up.

I'm assuming you've rebuilt the tunnel brushes a lot larger until the player can stand up and then gradually reduced the size until the problem occurs. That should've revealed the problem.
Posted 18 years ago2006-05-04 17:07:07 UTC Post #178445
the players walking quite a while after, and theres like 200 units of space up high.. higher then a door. I could remake the whole ventillation part though, but I'm telling you it wasnt changed, I only replaced the info_player_start and erased breakables from the "tunnel". no other important changes, and it worked... only that I need the breakables and.. will always start at the level change from the previous map
Posted 18 years ago2006-05-04 18:33:08 UTC Post #178453
If nothing was changed, then it must still work. /me shakes his head.

"None are so blind as those who will not see."
Posted 18 years ago2006-05-05 00:21:15 UTC Post #178480
Sounds like you might have an invisible brush "keeping you down".

If you have any complex brushes--anything that doesn't have square edges--around that area, make them func_walls and see if that fixes it.
Posted 18 years ago2006-05-05 04:37:03 UTC Post #178507
Rowleybob, the archtitecture isn't the problem here. It doesn't create any invisible brushes because there is no leaf saw through portal error.
Posted 18 years ago2006-05-05 05:08:17 UTC Post #178512
Um, invisible brushes can occur without that, or any other error in the compile log.
Posted 18 years ago2006-05-05 05:11:01 UTC Post #178513
I always thought they were problems with the vis... : Post a screeni of the area.
Posted 18 years ago2006-05-05 05:19:00 UTC Post #178517
I just tested it, so I'm absolutely sure this can happen with no logged compile errors.

In an older version of my compo 20 map, I have a table that has an invisible barrier around certain parts of it...it's a oval, semi complex confrence-style table.

I didn't care, because it was not accessible to the player. I checked the log, and no errors whatsoever.

Func_walling it eliminated the error.
Posted 18 years ago2006-05-05 06:39:41 UTC Post #178520
You can't be 100% sure of anything... There's always a TINY LITTLE chance that you're wrong... You can be 99.99999999% sure anyhow :biggrin: ;) :P
Posted 18 years ago2006-05-05 07:12:46 UTC Post #178524
I suggest you remake the tunnel.
Posted 18 years ago2006-05-08 05:31:04 UTC Post #178979
okay I made the tunnel higher. but now, the previous tunnel does the same, which before didn't! I can't think of anything now so I'd PM a link to the map to anyone who could help, concentrating on the problem, leaving the rest of the things to me, thanks. pm me or tell here pls. I really need your help as it's more then 10th map of my HLSP project.
Posted 18 years ago2006-05-08 17:42:11 UTC Post #179115
2 choices you have:

1. Do as SpaG said and rebuild that whole area from scratch. "From Scratch" meaning delete the whole thing and start anew. This is the cleanest way to go, but will take the most time.

2. Make the entire thing a func_wall, or start making suspect brushes func_walls first, to determine where the problem is. This is the sloppier way to go about it, but could possibly save some time, depending how detailed the whole area is.

Now you know....and knowing is half the battle.

G.I. Joe!!!!!!!!!!!!!!!!!!!
Posted 18 years ago2006-05-09 05:40:09 UTC Post #179143
tried the second one as I didn't feel like remaking it, would be too complicated for me. But it worked without any noticable problem, so the players probably won't notice anything, so thanks rowleybob and eveyone :)
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