where are they Created 17 years ago2006-10-14 17:07:24 UTC by LCP LCP

Created 17 years ago2006-10-14 17:07:24 UTC by LCP LCP

Posted 17 years ago2006-10-14 17:07:24 UTC Post #199678
ok i have this problem i made this map (for sven-coop hl1). and then when i try it out the monsters dont show up just the headcrabs and dead scientists but the rest dont. i have NO IDEA why this is happening i put nodes and everything please help.. :cry:

also when i compile it it is all bright and the trigger messages dont work, in half-life it works fine but in sven it doesent help!
Posted 17 years ago2006-10-14 19:30:25 UTC Post #199690
Are you using the svencoop.fgd??? You need to make the maps with the correct FGD file (in this case the svencoop.fgd). You can find this file on their site www.svencoop.com. The map works fine in Half-Life because you're probably using the regular halflife.fgd.
Posted 17 years ago2006-10-15 11:28:50 UTC Post #199757
Posted 17 years ago2006-10-15 14:17:05 UTC Post #199769
And make sure you have set everything up correct....
Posted 17 years ago2006-10-15 14:37:37 UTC Post #199771
i am using svencoop.fgd i did the map with half life.fgd (because svencoop MOdel support doesent work) and added the entities in svencoop.fgd

would that be it?
Posted 17 years ago2006-10-15 16:01:35 UTC Post #199778
"anything that runs in un-modded HL will run in Sven Co-op"

http://www.svencoop.com/spm.php

(to confuse me more :zonked:)
Posted 17 years ago2006-10-16 13:28:40 UTC Post #199839
Do not modify the fgd without knowing what you're doing, there's a SC 3.0 fgd with model support (i use it), use the search function on their forums and use that fgd, then do a check for problems and fix ANY problems (except the "there is no info_player_start" error).
Posted 17 years ago2006-10-16 16:57:37 UTC Post #199861
i didnt modify anything

nothing shows up in the search of the forums :(
Posted 17 years ago2006-10-16 17:25:59 UTC Post #199866
do you have a link or something because i cant find it
Posted 17 years ago2006-10-17 13:04:55 UTC Post #199917
I'm searching right now for this fgd, i know there was a thread about it recently.
http://www.svencoop.com/forums/showthread.php?t=29526
Do not revive the thread.
Posted 17 years ago2006-10-17 16:49:28 UTC Post #199940
My hero thanks :D

but no errors :|
Posted 17 years ago2006-10-19 16:59:45 UTC Post #200150
something else happens that i make changes

then i see the map in bsp biewer and they are there

when i run them for sven they arent there anymore

an example is that if i move a switch and then i compile it
the switch is still in the same position

i see the map in bsp viewer and it is moved


:nuke: :cry:
Posted 17 years ago2006-10-20 10:54:02 UTC Post #200231
You need to copy the compiled bsp to the svencoop/maps directory, if you didn't set "place compiled maps in this directory" to that.

Also, check the compile log for errors, if there's an error, post the compile log here.
Posted 17 years ago2006-10-20 16:56:32 UTC Post #200246
i did that and there is no errors changes dont happen i fixed the light problem but what i change isnt there :roll:
Posted 17 years ago2006-10-21 07:21:25 UTC Post #200273
Try deleting the old bsp, then compiling again.
Posted 17 years ago2006-10-21 11:40:41 UTC Post #200303
** Executing...
** Command: Change Directory
** Parameters:

** Executing...
** Command: Copy File
** Parameters: "C:My Documentszhltcitycity svencity sven.map" "C:My Documentszhltcity sven.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCSG.EXE
** Parameters: "C:My Documentszhltcity sven"

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: C:PROGRA~1VALVEH~1HLCSG.EXE "C:My Documentszhltcity sven"
Entering C:My Documentszhltcity sven.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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.24 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.09 seconds)

Using Wadfile: windowsdesktophalf-lifemappingwadhalflife.wad
  • Contains 94 used textures, 100.00 percent of map (3116 textures in wad)
added 5 additional animating textures.
Texture usage is at 0.69 mb (of 4.00 mb MAX)
7.91 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLBSP.EXE
** Parameters: "C:My Documentszhltcity sven"

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: C:PROGRA~1VALVEH~1HLBSP.EXE "C:My Documentszhltcity sven"

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 'C:My Documentszhltcity sven.prt'
6.16 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLVIS.EXE
** Parameters: "C:My Documentszhltcity sven"

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: C:PROGRA~1VALVEH~1HLVIS.EXE "C:My Documentszhltcity sven"
694 portalleafs
2445 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%... (11.87 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (83.87 seconds)
average leafs visible: 124
g_visdatasize:31749 compressed from 60378
96.07 seconds elapsed [1m 36s]

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLRAD.EXE
** Parameters: "C:My Documentszhltcity sven"

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: C:PROGRA~1VALVEH~1HLRAD.EXE "C:My Documentszhltcity sven"

= 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)[ off ] [ 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 ]

3605 faces
Create Patches : 14824 base patches
0 opaque faces
113010 square feet [16273451.00 square inches]
7 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (56.08 seconds)
visibility matrix : 13.1 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (73.21 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (30.59 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.08 seconds)
Transfer Lists : 6349222 : 6.35M transfers
Indices :     3959916 :    3.78M bytes
   Data :    25396888 :   24.22M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.81 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.49 seconds)
173.18 seconds elapsed [2m 53s]
Posted 17 years ago2006-10-21 18:00:49 UTC Post #200314
for get it i fixed it i just changed the name and played it and it worked :biggrin:

PS: its called sc_officees (es = escape)
Posted 17 years ago2006-10-22 04:35:47 UTC Post #200365
Ah yeah, don't have a space in map names. You have to remember that.
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