env_beam Created 17 years ago2006-07-18 11:59:23 UTC by Unbreakable Unbreakable

Created 17 years ago2006-07-18 11:59:23 UTC by Unbreakable Unbreakable

Posted 17 years ago2006-07-18 11:59:23 UTC Post #190641
hey guys, been awhile since I last posted here.

Heres my problem:
I usually map for spirit, and now I am converting the map to HL:DM.
but when I change fgds, and run it with the original HL DLLs all the env_beams don't appear for some reason.

Picture:
User posted image


I don't get it. If anyone else has encountered this problem, and had it fixed, let me know how. :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-07-18 12:03:23 UTC Post #190642
Probably because the env_beam code in Spirit and the env_beam code in HLDM differ a lot.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-18 12:04:21 UTC Post #190643
hmm.. I'll do a check for problems, there may be an 'unused key' error for the env_beams.. sec
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-07-18 12:05:32 UTC Post #190644
Or you can just remake the beam in your map.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-18 12:09:55 UTC Post #190645
well, I had alot of unused keyvalue errors.. but after I fixed'em all it did'nt help..

going to try to recreate them. be back in a bit..

BTW Muzzleflash.. this map is being made for your server.. its done. Just need to get the beams working, and compile it. :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-07-18 12:21:16 UTC Post #190648
bump** Well, I recreated the env_beams and they're still not working.
It might be because of my hl dlls.

EDIT:

Ok, I fixed the beam.. almost.

The beam is now being lit to create the floresent effect, however, now what it does is flick on, then off, then on, and off.. and so on.
I'm sure others must have had this problem.. I got new dlls sent to me and everything.. what the hell going on!?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-07-18 13:36:07 UTC Post #190658
Looks like a compatibility problem.

I don't know what wrong. What exactly do you want to achieve with those beams?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-18 13:41:02 UTC Post #190660
wait I got it fixed now.. an overlooked option:
Life (Seconds: 0-Infinite): was set to 1. So I changed it to 0.

This is what I wanted to accomplish with the beams:

User posted image
:)

So, yep.. case closed.
It's now ready for final compile!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-07-18 14:00:29 UTC Post #190663
Yay.

Quick!
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-18 15:15:38 UTC Post #190671
well.. It's all good to go.. so I ran it on a lan.. and THE MONSTER_GENERICS WON'T SHOW UP!!!

so now the map kinda sucks without them..

I had many light fixtures, and dead body's and stuff.. I need those models in there.. is there a way around it?

I'll upload it so you guys know what I mean.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-07-18 15:32:52 UTC Post #190672
Upload it to the vault so i can download it and put it on my server so we can see if those still don't work.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-19 02:46:00 UTC Post #190747
monster_generics count as a monster i think so the server has to have monsters on (I think it's off by default).
Posted 17 years ago2006-07-19 04:54:06 UTC Post #190764
What about monster_furniture? I think they are ok.
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