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Did you mean hers jacky varlet?

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.
Hello, this is a map I started quite a long time ago and finally finished. Figured I'd post it here because I asked a number of questions about it back in the day. It is a fight yard type map and is very fast paced. If you have any bugs please report them and I will try to fix them. Thanks for playing. Download in the link. https://twhl.info/vault/view/6612


User
Outcast said:
Doesn't the separate keyboard make typing slower? It does look pretty bomb, but the function gotta be good too.


No? The best way to consistently type fast is to learn proper touch typing where each letter is assigned a finger and only that finger presses that key. So there's no loss to splitting the keyboard since you shouldn't be passing the center anyway. And in the way of function there's now 4 thumbkeys compared to a normal keyboard's one that your two strongest fingers are supposed to share. The split doesn't reduce it's function in the least. You could make a comment about the low number of keys reducing it's function, since I will have to use layers for arrow keys, several symbols and F-keys.

Also, thanks. I do like what it looks like.

I've now run into a situation where I have to strip sections of cable, but not the entire cable so that it's still insulated where it's not soldered to the switches. This takes forever and I can't solder it down and strip it as I go because I don't have an automatic wire stripper. It took me about 20 minutes to make a single proper cable, and I'll have to make a total of 17... I've theorycrafted a way to make it quicker and easier which I'll have to try out later.

cheers
User
My finalized design.


I ended up not using my Adobe Illustrator designed file but instead spent a lot more time designing the keyboard using the Keyboard Layout Editor, then making the plate with Swillkb's Plate and Case Builder. Unfortunately Keyboard Layout Editor not very good at doing columnar staggering (it groups things horizontally). Here's my code if you want to try it out:

code
[{r:10,rx:1,y:-0.1,x:3},"3"],
[{y:-0.75,x:4},"4"],
[{y:-1,x:2},"2"],
[{y:-0.75},"esc","1"],
[{y:-0.9,x:5},"5"],
[{y:-0.6,x:3},"E"],
[{y:-0.75,x:2},"W",{x:1},"R"],
[{y:-0.75,f:5},"<i class='kb kb-Tab-1'></i>",{f:3},"Q"],
[{y:-0.9,x:5},"T"],
[{y:-0.6,x:3},"D"],
[{y:-0.75,x:2},"S",{x:1,n:true},"F"],
[{y:-0.75,f:5},"∅",{f:3},"A"],
[{y:-0.9,x:5},"G"],
[{y:-0.6,x:3},"C"],
[{y:-0.75,x:2},"X",{x:1},"V"],
[{y:-0.75},"shift","Z"],
[{y:-0.9,x:5},"B"],
[{y:-0.6,x:3},"raise"],
[{y:-0.75,x:2},"alt"],
[{y:-0.75},"ctrl",{f:5},"<i class='kb kb-logo-windows-8'></i>"],
[{y:0.6,x:5,h:1.25},"<i class='mss mss-Unicode-DeleteRight-Big-2'></i>"],
[{r:45,rx:4.05,ry:4,y:0.2,x:1.1,a:7,f:3,w:1.75},""],
[{r:-45,rx:11.05,x:-3,a:4,w:1.75},"⌈STAND⌋"],
[{r:-10,rx:8,ry:1.135,y:-0.205,x:2},"8"],
[{y:-0.75,x:1},"7",{x:1},"9"],
[{y:-0.75,x:4},"0",{f:5},"<i class='mss mss-Unicode-BackSpace-DeleteLeft-Big-2'></i>"],
[{y:-0.9,f:3},"6"],
[{y:-0.6,x:2},"I"],
[{y:-0.75,x:1},"U",{x:1},"O"],
[{y:-0.75,x:4},"P","Å"],
[{y:-0.9},"Y"],
[{y:-0.6,x:2},"K"],
[{y:-0.75,x:1,n:true},"J",{x:1},"L"],
[{y:-0.75,x:4},"Ö","Ä"],
[{y:-0.9},"H"],
[{y:-0.6,x:2},","],
[{y:-0.75,x:1},"M",{x:1},"."],
[{y:-0.75,x:4},"-","?"],
[{y:-0.9},"N"],
[{y:-0.6,x:2},"lower"],
[{y:-0.75,x:3,f:5},"∇"],
[{y:-0.75,x:4},""",{f:3},"enter"],
[{y:0.6,f:5,h:1.25},"<i class='mss mss-Unicode-BackSpace-DeleteLeft-Big-2'></i>"]


And here's the code from before the columnal stagger:
code
[{r:10,rx:1,y:-0.1,a:7},"","","","","",""],
["","","","","",""],
["","","","",{n:true},"",""],
["","","","","",""],
["","","",""],
[{y:1,x:5,h:1.25},""],
[{r:45,rx:4.05,ry:4,y:-0.1,x:1,w:2},""],

[{r:-45,rx:10.85,y:-0.1,x:-3,w:2},""],
[{r:-10,rx:8,ry:1.135,y:-0.205},"","","","","",""],
["","","","","",""],
["",{n:true},"","","","",""],
["","","","","",""],
[{x:2},"","","",""],
[{y:1,h:1.25},""]

Much cleaner code since it's not having issues grouping the keys. This version doesn't have any text added to the keys, but still, that's not difficult to add, just a bit of effort.

Swillkb's Plate Builder also misses a feature (and a weird bug) that I assumed that it had, which I found out by trying to make it work for very long. The bug is that it doesn't always position the holes correctly. If you look at the KLE version I posted you'll see that the Space and STAND keys are actually positioned slightly differently. This is because I noticed that for some reason it moved the space key up slightly for some reason in SP&CB. It did it so much it would genuinely have made the keyboard jam up by putting 2 keycaps inside each other.
The missing feature is that the builder has a system for writing instructions so the keyboard plate has a different design than the default rectangle using add and cut commands to add and remove material. This works well enough, the problem is that it doesn't seem able to cut into the material rectangle automatically designed. Since I wanted to remove quite a bit of material around my keys that's annoying. This is weird though, since in the documentation for the builder it makes an example where it does exactly this. I'm not sure if it's just my keyboard bugging this out too, but I wouldn't be surprised.




This is the aluminium plate I just ordered from an international lasercutting service. I also ordered the bottom plate, which is the same thing but without the holes for the key switches. I ended up ordering from this website instead of from the Swedish or Danish websites I found. The Swedish one doesn't cut aluminium, so I'd have to get an acrylic top plate, which means that the switches wouldn't click into place and would probably have to be glued in. It would also be less durable. The Danish website was extremely expensive (200eur for one plate compared to Lasergist's 170 for both). I will end up having to pay again for the plates though as it was bought without VAT and without import costs, but it will still end up being 60%-ish of the cost. And somehow also cheaper shipping?

This is what the wiring matrix will end up looking like:


Because of the stagger, angling of the keys and 4 strangely positioned keys Keyboard Firmware Builder ended up making a big mess with how many rows and collumns and how they should be ordered. Since the keyboard essentially just is two 5*6 blocks of keys, with 2 keys on each side moved slightly, the wiring should be very easy.

I was also complaining how there wasn't a keyboard that had all the features that I wanted, turns out I was wrong. There's a keyboard called the ErgoDash (pictured below) that does what I want, with some extra features that I don't mind. The place you buy the PCBs for it from also sells assembly service so you don't have to build it yourself. I looked into buying a kit, but it's more complicated than I can handle, having not built a keyboard previously, and the assembly service was fairly expensive, but I am thinking about maybe buying it some other time.

The Ergodash:


The ErgoDash can also be build with several different layout. Check out the various layouts on it's Github Page.

I recieved my delayed parcel with blank dsa keycaps, switches and microcontrollers. In the parcel there was only one kind of switch, one was missing, and there was an extra microcontroller for some reason. I contacted their customer service and was told the Kailh BOX Jade were delayed for some reason, and that they would come later, and that I could keep the microcontroller for free. Huh.

So, here's my short review of the Zealios V2 62g:
They're the most tactile keyswitches I've ever felt, and the bump is immediate. On the Kailh BOX White there is quite a bit of travel before you hit the bump. Same thing with the Cherry MX Blue. The 62g is the lightest version, and reading that they were 62g I was honestly a bit scared to pick them up since I significantly prefere light switches, but they are great. The Zealios V2 are also available with 67 and 78 grams of resistance, but I'm not sure if that is actuation or bottom out force. On the 62g ones that's the same thing, the bump is so strong that it's basically impossible to avoid bottoming out on them, but the bottom out is very gentle, almost as if they've softened the keys somehow. More likely the way you type on them, where they resist your push until they give in makes your fingers move down a set distance that happens to be just above the bottom. I really like them, and will probably use them instead of the Kailh BOX Red, but I plan on swapping in the BOX Reds for the modifier keys and use the tactile Zealios for the other keys.

I also found a Swedish store that sold a full Swedish SDA or XDA keycap set (both of which are uni-height), allowing for free movement and positioning of the keys. This is great and I'll probably end up buying it.

I also ordered a key switch opener and some switch lube and hopefully that's enought to fix the spring ping on the Halo Trues that I bought, but it'll be fun to try out otherwise too.

Cheers
User
I'm building a keyboard from scratch for myself and I wanted somewhere to post about it to see my progress and results and as it turns out this is the only forum I've ever used. So now you have to deal with my bullshit.

I really like the look and idea of ortholinear and vertically/collumnally staggered keyboards (instead of horizontally staggered) and also minimalist keyboards with as few keys as possible. Unfortunately, this interest combined with being Swedish and therefore needing several extra keys to accommodate the Swedish language doesn't match up very well. Look at the positioning of the ÅÄÖ keys in the Swedish qwerty layout:


and compare that to the minimalist keyboard Planck (which I own as well):


If I place ÅÄÖ where I want them, I lose the top-right key for backspace. I solved this problem like this. Thumb backspace and bottom right enter, removing the arrow key cluster and putting them on another layer. I would also have preferred to have a number row like the Preonic but I bought the Planck EZ and they don't sell the Preonic.

Also compare the layout to the most famous columnally staggered keyboard the Ergodox:


The three extra Swedish vowels can be added on, but they would be the 1,5 unit wide which is less than optimal. So I decided to design my own. Also the Ergo-dox is just way too big for what I'm into. The massive thumb clusters makes them seem clumsy to use.

So, several hours of looking up handwired keyboards and reading through the QMK keyboard firmware documentation, I realized I could do this myself.

I present to you; the (current) poli-board A1:


The black squares are the holes being laser cut for the switches to be positioned in, and the red squares/rectangles are the keycaps size. You can obviously put smaller keycaps on the 2,0 and 1,25 sized keys so you don't have to go out looking for a keycap set with two 2,0u keycaps.

After designing that top plate that far I realized that I didn't actually leave any place to make the keyboard have place for the ÅÄÖ keys and the backspace, enter row furthest to the right. My plan is to ignore this issue, since I added the number row to the poli-board and also 4 total thumb keys. I could otherwise have added a 7th collumn to the right side, making it uncentered but I chose not to.

I also originally wanted (and still want) the poli-board to be split and connected with a TRRS cable, but after reading the QMK documentation on it I decided it was too large of a step to take for a first keyboard.

A keyboard works by connecting up a microcontroller board to a matrix of key switches, where each switch is uniquely defined by it's Row and Collumn (X and Y). Each row and collumn take up one I/O pin on the microcontroller meaning that if you have no LEDs on your board you can have at most ((number of I/O pins)/2)^2 keyboard keys depending on your micro controller. There are 5 different usable microcontrollers:

code
Pro Micro 8€ 20 I/O pins Micro USB
Elite C 20€ 20 I/O pins USB Type C
Teensy 2,0 27€ 25 I/O pins Micro USB
QMK Proton C 18€ 36 I/O pins USB Type C
Teensy++ 2,0 35€ 46 I/O pins Micro USB


The Teensy is very expensive for how little extra it gives over the Pro Micro, the difference for me is that I can buy a Teensy from a Swedish store, while I'd have to import the 3 other ones. The QMK Proton is specifically made to be used for keyboards and the QMK firmware, but needs to be bought from a single store if you're buying it in Europe, and it's currently out of stock.

I bought 2 Pro Micro controllers but the shipment seems to have gotten lost / massively delayed. The shipment also had 200€ of key switches, so I'm a bit upset. I also can't send off the top plate design for laser cutting until I have the microcontrollers so I can design measure it and design the screw holes that will hold together the top and bottom plates.

To create the Row and Collumn Matrix I created a version of my keyboard in Keyboard Layout Editor, then imported the layout into Keyboard Firmware Builder and edited number of collumns and rows and which collumn and row keys belong to until I had something I liked. Here's my KLE raw data if you'd like to edit it in either editor:
code
[{a:7},"","","","","","",{x:0.25},"","","","","",""],
["","","","","","",{x:0.25},"","","","","",""],
["","","","","","",{x:0.25},"","","","","",""],
["","","","","","",{x:0.25},"","","","","",""],
["","","","",{w:2},"",{x:0.25,w:2},"","","","",""],
[{x:5,h:1.25},"",{x:0.25,h:1.25},""]


I'm planning on doing the Which pin is which collumn / row manually in the QMK firmware, so I'm not messing around with anything but the wiring on KFB. The number of rows can be reduced to 5 instead of 6 making the wiring both easier and less messy.

My plan for the physical construction of the keyboard otherwise is to have the top plate with the switches, then wiring, soldering and the microcontroller under that and then a bottom plate. The keyboard top and bottom will be connected with distancers and countersunk skrews through holes in the plates.


The holes for the screws will be sized larger that necessery so they fall further in and I don't have to manually sink(?) the holes. The screws on the top will be low enough that they shouldn't interfere with the keys they're underneath and the screws on the bottom shouldn't be a problem because I intend to use some kind of rubber feet anyway, distancing the keyboard.

My current plan is to wait for the package that's been delayed / lost to arrive. I've already contacted the vendor, but to also send off an order for laser cutting a test piece so I can test various sizes for the switch holes and screw holes.

I also have a problem that all the switches I have that I like I already use in my 2 keyboards with hotswappable switches. The order that's lost has 100 each of two other switches, if I don't like those I'll have to order some Kailh Box Reds (linear), which are my current favourites (with second place being Kailh Box White (clicky), which I use in my GMMK).
I also have Box Black (linear) but they're too heavy for me to use for extended periods and Massdrop's Halo True (tactile) but they have an absurd amount of ping and are also too heavy for me personally.

I think that's all for now. Cheers
Wait! What?! How can you even type that?
Truck
User
There've been almost no accidents since I set this up. I think the webcams are actually preventing almost all the accidents. But two small ones:

2018-01-29 White pickup from right in back, on freeway:


And just minutes ago... 2018-02-20 white car from left in front, on ramp:
User
Parents, please consider which type of   is right for your child.

Parents, please consider which type of some kids is right for your child.
Parents, please consider which type of a deceitful word is right for your child.
Parents, please consider which type of Satan’s mother is right for your child.
Parents, please consider which type of a warhead is right for your child.
Parents, please consider which type of no black child is right for your child.
Parents, please consider which type of a child taxidermy video is right for your child.

User
Hello,
I have, after reading all tutorials here on this site and finally having .bat file to copy <mapfile>.bsp to cstrike/maps folder, The map gets listed in game but when I try to load it, it simply doesnt do anything, the loading dialog doesnt appear but instead i return to the menu.

Also, the bat file doesnt open the game, I have to manually open it. I am pasting the compile log as well in order to save time.

I will really appreciate for your help

code
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 catpee
Entering catpee.map

Current hlcsg 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 [ 4194304 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.00 seconds)

Using Wadfile: \users\muneeb\desktop\valve hammer editor\wads\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.05 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 catpee

Current hlbsp 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 [ 4194304 ] [ 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] 25 (0.00 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 25 (0.00 seconds)
SolidBSP [hull 2] 25 (0.00 seconds)
SolidBSP [hull 3] 25 (0.00 seconds)
0.03 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 catpee
1 portalleafs
0 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

----- 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 catpee

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

306 faces
Create Patches : 4216 base patches
0 opaque faces
92160 square feet [13271040.00 square inches]
1 direct lights

BuildFacelights:
(0.05 seconds)
visibility matrix : 1.1 megs
BuildVisLeafs:
(0.67 seconds)
MakeScales:
(0.55 seconds)
SwapTransfers:
(0.12 seconds)
Transfer Lists : 14195680 : 14.20M transfers
Indices : 27200 : 26.56k bytes
Data : 56782720 : 54.15M bytes
GatherLight:
(0.20 seconds)
FinalLightFace:
(0.18 seconds)
1.84 seconds elapsed

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





Its a simple map with world, a light entity and 2 entities of CT and T. nothing more in it

update: This is what I get in console when trying to load map
code
CModelLoader::Map_IsValid: 'catpee' is not a valid BSP file
map load failed: catpee not found or invalid


Game: CS:Source Pre Steam
User
When  {n} finally expired,  {n}, a type of parasite, burst out and started squirming around.2

When a mind-erasing kit finally expired, a leopard invasion, a type of parasite, burst out and started squirming around.
When a pinch finally expired, bad juju, a type of parasite, burst out and started squirming around.
When $20 worth of pot finally expired, a pipe bomb, a type of parasite, burst out and started squirming around.
When a glass pane finally expired, girl problems, a type of parasite, burst out and started squirming around.
When a big ol’ fruit finally expired, inquisitive middle schoolers, a type of parasite, burst out and started squirming around.
When a stolen Army helicopter finally expired, white men with guns, a type of parasite, burst out and started squirming around.

User
Shorthand option for cards. Type this:

code
card=n a predator
card=n a ball gag


Get this:
a predator n

The two biggest floats at the Macy’s Parade this year are a predator and an empty Tic Tac® box.
Then God said, “Let there be a predator ”; and there was a predator . And God saw that a predator was good.
A predator failed and we careened down the embankment directly toward a sarcastic horse.
You put a predator back right now, young man, you’ve already had yours!
Jan Sobieski, leading the largest cavalry charge in history, rode into battle atop a predator .
A social skill is any skill facilitating a predator and the last great American with others.


a ball gag n

Whenever I cook oral fixations I drop a little on the floor. It’s building up into a ball gag .
My daughter came home crying because the kids at school said she was a ball gag .
These wounds were given to me by the beast of legend. Part of it was hindquarters, part was a ball gag , and it was crowned with a boiled bag of pig cushion.
At the winery tour we saw how they put a sociopath and grapes in the tank, but it smelled like a ball gag .
A ball gag can be eaten most successfully if you inhale it like a vacuum cleaner.
In Brea several people suffered minor injuries during a ball gag that overturned their car.



card= must be at the very start of the line, and your whole card must be one line.
Truck
User
Powershell... ewwww.

Why take all the time to type grep x y when you can type Get-Content y | Select-String -Pattern x?

Kill me with fork. Or just install Cygwin or MSYS.
Truck
User
Wrong on both accounts, though it's plain enough why you'd think that. Never seen the movie, although I hear it's good for its genre, it's just not my type of comedy. As for Half-Life, I think that I only ever got two-thirds of the way through the campaign. I recognize that it was well-executed and all, but there was just something in my gaming interests that got bored with FPSs sometime after Quake.
User
Hello

I install sendmail and then Postfix. At that time, I'm okay to send gmail, hotmail but not to other domain name. Then I uninstall sendmail by using https://gist.github.com/adamstac/7441659

Now I'm in trouble. No error but it doesn't send email. I found this post http://www.superjer.com/forum/send_and_email.php and I tried it.

I can send the email from terminal

The problem is when I type
sudo postfix start
postfix/postfix-script: starting the Postfix mail system
postfix/postfix-script: fatal: mail system startup failed

Please let me know how to figure it out.
Thanks in advance
User
Ryu was my first level and he was really, really easy with just the buster. I get that you can time one shot well, but I don't want to play a megaman game where that is the only enemy type.
User
I like weird keyboards. And it's really fun to watch someone try to type on it.

Also it's just the keys... It still types normal.
User
Just a question: what is the point of this? I mean unllss you want to type in egpytian...
User
I didn't like it. I played 5 of the levels, beat 3 of them, and noticed there was very little variance in enemy type, and that all of the enemies had irritating invincibility periods or other methods of completely avoiding damage. None of the weapons I obtained overcame these things. The game was a real chore to play.
User
Look my friend, I will show you all what I did with pics:
1st pic: http://prntscr.com/44o6jj
2nd pic: http://prntscr.com/44o6uw
3rd pic: http://prntscr.com/44o72q
4th pic: http://prntscsr.com/44o7ag
By the way, All the properties of the func_vehicle and path tracks and fucn_vehiclecontrols I followed this website and I followed what he did : http://www.countermap2.com/Tutorials/tutorial5255.html?id=9
This is a little demo to show you my problem That I wrote Below, If you want to see it download it first then put it in your cstrike folder, open cs and type in console: viewdemo demo_vehicle_bug and press enter and u start watching it
Link of demo to download >>: http://www.speedyshare.com/xuG68/demo-vehicle-bug.dem

P.s: I fixed the problem of the vehicle that disappears somehow and Now I m facing another problem: When I want to drive my vehicle, I press E then press Z to drive it forward, it blocks at its same place, then I want to not drive the vehicle, so I press Space button and I die: 1000dmg taken, and after I die the vehicle starts to work, I spawn again and same problem happens....
You can see in demo that the vehicle is not on the ground, even if I make it on the ground,it wont work..

Any help pls?
I dunno. What type of questions do you usually ask?
User
Weperlol said:

Metamod version 1.21p37 Copyright (c) 2001-2013 Will Day
Patch: Metamod-P (mm-p) v37 Copyright (c) 2004-2013 Jussi Kivilinna
Metamod comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `meta gpl' for details.

Weperlol said:
Im not using any mods or plugins or anything and I didn't get any mapname.err either when I was compiling so idk

User
Well I tried the map again then closed the loading and loaded the console it gave me this :

Usage:
Setmaster unavailable, start a server first.
NET Ports: server 27015, client 27005
Server IP address 192.168.73.1:27015

Metamod version 1.21p37 Copyright (c) 2001-2013 Will Day
Patch: Metamod-P (mm-p) v37 Copyright (c) 2004-2013 Jussi Kivilinna
Metamod comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `meta gpl' for details.

Version 0.9.356 Windows
[DPROTO]: Loading config './cstrike/dproto.cfg'
[DPROTO]: LoggingMode = 0
[DPROTO]: Config sucessfully loaded.
[DPROTO]: Failed to locate swds.dll
Failed to load navigation map.
Trying p48/auth3/revEmu...

BUILD 4554 SERVER (0 CRC)
Server # 1
Error: server failed to transmit file 'sound/B'
Truck
User
NatureJay said:
[Attack on Titan] is really walking a tightrope because it needs to have enough deaths to make the violence and circumstances convincing, but if it has too much violence and keeps introducing new characters, then the "this is all that remains of humanity" conceit starts to fall apart a little.

I actually think that they succeded with introducing many characters. I only noticed it because I was watching it with my brother and we're the type of people who keep commenting on everything going on (sorry).

NatureJay said:
That's already a danger by focusing on the military over the commoners. I think that a show could be made alone on them pushing back and trying to figure out what caused this without the entrance of the special titans, which I think are probably going to push the show in a more conspiratorial, "this is all happening because of this" direction.

Yeah, it gets strange because of the special titans. Like "Obviously since all of the special titans showed up at the same time, it was planned" and such. It's not a survival show because of this, it's a fighting show. Unfortunately, in my opinion.

NatureJay said:
...The way that the anime handled it by having two episodes devoted to boot camp and easing you into all the personalities under a more natural setup just felt better. I don't know yet though if that was purely an invention of the anime or if the mangaka realized he fucked up and stuff all that in as flashback in a later chapter.

I haven't read the manga, but the boot camp episodes are so far my favourite episodes. The first episodes when the world is introduced is slow but interesting, after the boot camp and a bit further on it just turns into a completely different show.

NatureJay said:
Anyway, I'll probably keep at the slowpace for Attack on Titan[...], go through the newer season of Mushishi soon to tide me over until Hanamonogatari comes out mid-August. I may look into some of the other entries but I'm sometimes a bit leery of the really acclaimed shows as they can easily disappoint.

I want to find some "old" anime that I have missed. Other than that, I just go with the current releases, download the first episode of everything and continue watching whatever I find worth watching.
Also, if you want to be infuriated, watch the first 3-4 episodes of Coppelion. The first episode is one of the most intriguing episodes of anything ever and ends with an amazing cliffhanger. Then the rest of the show just kept shitting itself until it died. The End.
User
Nezumi said:
Can we get a tool that draws a hand of cards? I feel like twofers are easier to judge that way.


Yes. Yes you can:

www.superjer.com/forum/sah/test10.php?216

You can still type the card text directly into the URL.
User
Lame hack incoming! Test black cards with random white cards:

By ID:

hxxp://superjer.com/forum/sah/test.php?357

Or type your own text in the URL:

hxxp://superjer.com/forum/sah/test.php?Get your ass on _ and get to _!

Pound that refresh key to increase your joy.

User
Is there a way to make this entity give weapons to specific teams?

There's a "Team Master" field but I'm not sure of what I should type.
User
I don't know how to start with nothing , but I do know how just to start with a knife , if that's what you're looking for ... Also for the VIP to start with just a pistol , I think is only possible with amxx mod not to sure.. Anyways if you just want players to start with knife :

Go to you're entity tool , click on the drop box and select

game_player_equip and place the entity somewhere , select it and then alt+enter and open the menu up and select knife YES , then click on name and type knife1

After that place an aaatrigger right on the spawn points and then select it and then crtl+t and select trigger_once , set target knife1 and close window

Now save you're map compile it and test it out , hope this works for you...
User
I feel like "Farting in my sleep" is the type of phrasing that often paired well with OG questions like "How am I maintaining my relationship status?"
User
SRAW said:
type map <mapname> in the console?

CSGO automatically adds bots. Atleast for me. Doesn't matter if I do it that way or if I let Hammer automatically run the map. The only way I have fixed it is by only adding 1 spawn on the entire map.
User
type map <mapname> in the console?
User
Outcast said:
You're welcome.By the way,I'm curious to what type of map it is.


It's christmas themed map.
I do not believe in any sort of religion, I think they're all bull so don't mistake me for a pedophile or rapist lol.
But I do enjoy the food.
I never thought there was any good christmas map, and now, 10 years later I thought I'd give it a try, with huge details, a big mf map and alot of custom textures and sounds and models..

Too me it was a huge project that started in beginning of November but I got lazy after 3 weeks and then had to rush these last 2 weeks to get it done but.. These compile errors gave me too much shit.

It's gonna be a Bomb/Defuse map and it has a little bit of everything in it. But now since I had to scale it and remove alot of stuff it's just.. BLAH.

I do have 2 customs .WADS files to it, do I need to upload those 2 if you want to have a look at it? I can give you both the Original .RMF and the other version(the one that's playable now..)

Even tho none of them has any lightning textures and spawns are too low et.c. This is not even beta-testable
User
You're welcome.By the way,I'm curious to what type of map it is.
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
A general update into the affairs of Skintomb:

* There was an ambush, though not much to the ambush. In my experience an ambush consists of at least two squads of goblins, but this time there was only one and it consisted of four lashers and a swordsgoblin. It was over pretty quick, but I was disappointed because the lashers were carrying silver scourges whereas silver whips are where it's at. I have to continue to postpone training my lashers or pikedwarves due to lack of supplies. [You can't build those two weapons natively, only steal from corpses]
* Two new artifacts, or maybe three? Two dwarves flipped out and made wood earrings. Now I make them make bolts fast. I also got an artifact level left leather yak glove. Just the left glove. That means archer armor, I guess. And a high master armorer moved in so things are looking up there.
* Current military of legends: 6 axes, 6 spears, 5 hammers [HAMMER], 6 swords, 4 maces. The marksdwarves are all between five and ten and suck. One of the speardwarves is now described as "basically unbreakable", which I've never seen before. And good thing too, because she's susceptible to disease.
* I have native gold now, which means I have all the relevant ores and minerals to do as I fucking please. Incidentally, before I set off to do anything in the fortress I made a copy of it, mostly because it was called SkinTomb, so if ever anyone wants a fortress that seems to have every type of metal and a whole lot of cocaine, I could post it somewhere.
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.

Hello oldschool mappers!

First of all I wanna say I'm a huge fan of your maps SuperJer(If you're gonna read this) and thanks alot for the things you've done for the CS mapping community!

I've been into VHE for a long time, but never released any maps due to small problems and the extreme details that I desire for perfection in my maps.(No I'm not a maniac just too lazy for final polishing lulz)

My hardware :
Windows 7 (64-bit)
8GB of DDR3 Memory(Wish VHE could've used all of it)
3.4 Ghz Quadcore AMD Processor
1024 MB HD Radeon 5770 Graphic Card (Two of them!)
That should be all you need to know?

These pictures are my HELP to you:

http://tinypic.com/r/20jk07n/5

http://tinypic.com/r/jg5x7k/5

http://tinypic.com/r/314xvgg/5

Basicly I need help on TWO things:

Exceed MAX_PATCHES solution
Answer to :: NUMBER THREE :: <-- You will understand when scrolling down.

Anyway.. PROBLEM:

I almost know what causes the problem in this map im developing:
1. Showed in picture one(The Sewer and top/front/side y/x angles)
You can see I have quite a few "LIGHT" entities, I had these put up all over my Sewer and my Caves after I compiled in Expert mode and noticed these we're all black instead of when I compiled in Normal mode and they were still light(but huge FPS drops due to VIS problems(obviously duuuhh). But honestly I don't think these should be able to cause any problem they should instead make the map easier to compile no matter Normal nor Expert mode, am I right?

2. Showed in the second picture with different screens and numbers in it you can see:

:: Number ONE ::
Shows the cave(Just a normal one with "LIGHT" entities ofcourse(Can't walk through caves in total darkness)(Should not cause problem..)
THIS IS WHAT I THINK CAUSES THE PROBLEM(Exceed Max_Patches)
:: Number TWO :: shows my Sewer(Again) but from the outside, my friend told me he saw leaks(he tested the map with 1600x1200 resolution)
So I just put these "walls" all around the sewer to prevent the leakings from accuring(Which before I put them there did only cause small fps drops and you could ofcourse see through the sewer which is not okay..)
Honestly this is what I think is the "bad thing" in my compiling, I compiled for 9 hours and VHE still had not finished.. Before I did this, put the light entities, the umbrellas and chairs at the beach + volleyboll net it took just about 1 hour to compile)
Remember I have Windows 7 64-bit.. (don't know if this can cause troubleshoot problems)

:: Number THREE ::

Here you can see bit by bit how I have built a part of the cave, what I want to know from this picture is that this should cause alot of "angles" for VIS and other programs to have to use alot more power and use up alot more memory, yes or no?
And if I want to make ALL of these color marked walls into ONE wall(That would cause ALOT less memory usage and angles to be compiled right?): HOW do I do so?
Just mark them all and "Tie To Entity" > Func_wall?

:: Number FOUR ::

Logs, logs and more logs, these I have heard could cause problems(since VHE is old and... OLD..) to RAD / VIS et.c. because of the angles/shapes/sizes and so on, but it did not cause any problems at all when I compiled before the "Exceeded MAX_PATCHES" so this I seriously doubt could cause anything but MINIMUM lag every 3000 years.

:: NUMBER FIVE ::

Shows the Umbrellas and beach chairs(This small thing could cause any problem at all? I seriously doubt it myself..)

:: NUMBER SIX ::

These walls are straight against the Sewer so there should not be any possibilities for leaks, should there? I just don't get why it would.. Then again I'm no rocket scientist. There was leaks as I mentioned before when I didn't have the walls. Me personally I have 640x320 resolution when I play CS so for me it didn't show any leaks what so ever. But 1600x1200 needs more juice we all know that.

:: NUMBER SEVEN / EIGHT / NINE ::

Shows what options I have on and which messages I get.
(If these could be to any help)
-----------------------------------

I will mention it again: Compiling only took about 1 HOUR before I did these things:
Added the Walls to the sewer to prevent leaking hopefully.
Added the Umbrellas, beach chairs and volleyboll net
Added the "LIGHT" entities in my Cave & Sewer from total darkness

Either all of them, or some, or just ONE of them are causing this problem I personally can't rule out the bad thing. Perhaps you can?


------------------------------------


Alright, down to the COMPILING AREA!

This is what VHE 3.5 Compiler tells me when I run it with these Options(Showed in picture 9.)
Take in consideration I do run the "final" compiling in Expert mode and not normal mode..


** Executing...
** Command: Change Directory
** Parameters: D:\Steamapps\SteamApps\common\Half-Life\cstrike


** Executing...
** Command: Copy File
** Parameters: "D:\Program\Worldcraft\maps\mymapp.map" "D:\Program\Worldcraft\maps\mymapp.map"


** Executing...
** Command: D:\Program\WORLDC~1\tools\hlcsg.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"

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: D:\Program\WORLDC~1\tools\hlcsg.exe D:\Program\Worldcraft\maps\mymapp
Entering D:\Program\Worldcraft\maps\mymapp.map

Current hlcsg 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 [ 4194304 ] [ 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 [ on ] [ 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]

142 brushes (totalling 825 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.67 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.09 seconds)

Using Wadfile: \program\worldcraft\wads\chateau.wad
- Contains 10 used textures, 7.58 percent of map (136 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_747.wad
- Contains 2 used textures, 1.52 percent of map (143 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_cbble.wad
- Contains 2 used textures, 1.52 percent of map (61 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_dust.wad
- Contains 1 used texture, 0.76 percent of map (28 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_havana.wad
- Contains 3 used textures, 2.27 percent of map (122 textures in wad)
Using Wadfile: \program\worldcraft\wads\cs_office.wad
- Contains 8 used textures, 6.06 percent of map (102 textures in wad)
Using Wadfile: \program\worldcraft\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_airstrip.wad
- Contains 4 used textures, 3.03 percent of map (69 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 1 used texture, 0.76 percent of map (24 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_piranesi.wad
- Contains 5 used textures, 3.79 percent of map (160 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_storm.wad
- Contains 8 used textures, 6.06 percent of map (74 textures in wad)
Using Wadfile: \program\worldcraft\wads\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \program\worldcraft\wads\halflife.wad
- Contains 88 used textures, 66.67 percent of map (3116 textures in wad)
Including Wadfile: \program\worldcraft\wads\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program\worldcraft\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)

Warning: More than 8 wadfiles are in use. (16)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 6 additional animating textures.
Texture usage is at 3.10 mb (of 4.00 mb MAX)
2.43 seconds elapsed

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




** Executing...
** Command: D:\Program\WORLDC~1\tools\hlbsp.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"

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: D:\Program\WORLDC~1\tools\hlbsp.exe D:\Program\Worldcraft\maps\mymapp

Current hlbsp 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 [ 4194304 ] [ 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...5991 (0.48 seconds)
BSP generation successful, writing portal file 'D:\Program\Worldcraft\maps\mymapp.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4837 (0.23 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...4726 (0.24 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5297 (0.29 seconds)
3.95 seconds elapsed

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




** Executing...
** Command: D:\Program\WORLDC~1\tools\hlrad.exe
** Parameters: "D:\Program\Worldcraft\maps\mymapp"

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: D:\Program\WORLDC~1\tools\hlrad.exe D:\Program\Worldcraft\maps\mymapp

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 'D:\Program\WORLDC~1\tools\lights.rad']
[59 texlights parsed from 'D:\Program\WORLDC~1\tools\lights.rad']

Warning: No vis information, direct lighting only.
15173 faces
Create Patches : 68089 base patches
0 opaque faces
687512 square feet [99001784.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem


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



I'm grateful for any help, tips or tricks that you can help me with!
Sincerely
/RN
Truck
User
So the map i've been bitching about is finally done!

Here are some screenies

















It has some secrets and shit so yea .. here's a download link -
User
cluster.ino|2|error: BlackThornDemon.h: No such file or directory|
cluster.ino|3|error: 'BlackThornDemon' does not name a type|
src\BlackThornDemon.cpp|2|error: BlackThornDemon.h: No such file or directory|
src\BlackThornDemon.cpp|4|error: 'BlackThornDemon' has not been declared|

cluster.ino
code
#include <Arduino.h>
#include <BlackThornDemon.h>
BlackThornDemon obd2(2);
char rxData[20];
byte rxIndex=0;

byte speed=0;
/*
rpm is returned at 1/4 the actual rpm
so the range should be 0-2000
*/
int rpm=0;
float fuel=0.00;
/*
int because byte only goes to 255
noraml operatring temps are ~190-200f
so the possibility of the coolant temp
getting over 255 is evident
and if your car is on fire you prolly
want to know
*/
int coolantTemp=0;
// NOTE: we have to read this from the storage device
int odometer=0;
int trip=0;


void setup()
{
Serial.begin(9600); // so we can talk to obd2
delay(500);
Serial.println("ATZ"); //reset obd2
delay(1000);

Serial.flush(); // purge the serial buffer
}

void loop()
{
Serial.flush();
Serial.println("010D"); // tell obd2 to send us speed
//obd2.GetResponse(); // returns the command we sent ("010D")
//obd2.GetResponse(); // returns the data


}


blackthorndemon.h
c code
#ifndef BlackThornDemon_h
#define BlackThornDemon_h
#include "Arduino.h"
class BlackThornDemon
{
public:
BlackThornDemon(int pin);
void GetResponse();
virtual ~BlackThornDemon();
protected:
private:
};


#endif // BLACKTHORNDEMON_H


blackthorndemon.c
c code
#include "Arduino.h"
#include "BlackThornDemon.h"

BlackThornDemon::BlackThornDemon(int pin)
{
pin = pin + pin;
}
BlackThornDemon::GetResponse()
{

}
BlackThornDemon::~BlackThornDemon()
{
//dtor
}
User
It's true. I ended up accidentally sexing Liara in Mass Effect, because I was trying to romance Kaidan but... This is coming out wrong. I was talking to Liara about how her species does shaggin' because I was playing my Shepard as "interested in everything" type, like science and things, but apparently Liara took it the wrong way and got a bit hot... anyway, next time I talked to Kaidan (literally went from one conversation to the next) he refused to talk to me about the romance-dance because I'd talked to Liara about it.

Long story short, the guy has blatantly bugged my clothes and was listening to my conversations.

Did you ever play Jade Empire? Have I asked you this before? What do you think of the mechanics of Fire Emblem?

Also my post sounds like I didn't read yours but I did, you have many valid points. I guess it's a symptom of making things game-y. Like, getting players to form relationships with NPCs involves having them spend time together, spending time implies doing things, doing things is basically large-scale murder, so you get the situation as is. Kind of. That's not to say it shouldn't change, I'd love to see a first person game where the most significant decision you make is firing a gun.
User
Rockbomb said:
Don't click this link.


Seriously.... don't.


I was looking for something like that, thanks.



SuperJer said:
I always have lots of extra player starts floating around, so I can keep scale in mind.

Most textures look like crap together (or separate) but you have to make do.
I make a lot of my own textures when none of the defaults will do. The easiest way to do that is to just modify the defaults. Sometimes a simple change as adding a dark gradient to an existing texture can make it work for the map.

But most importantly, I design the whole thing on paper first. I find I'm much more likely to get a working result, and actually finish something, if it is designed first.


Hmm, thanks, will do.

walloon said:
MadwiX said:
the_cloud_system said:
there is no "standerd" in hammer mapping.

besides lights, spawn points, and buttons.



Your statement makes no sense whatsoever, do you even read what you type?

Thanks for the info (the other guy)


Wow bitch ass nigger fuck tough guy nigger fuck ass hole nigger fuck jew piece of shit die please nigger fuck


Ok.
User
MadwiX said:
the_cloud_system said:
there is no "standerd" in hammer mapping.

besides lights, spawn points, and buttons.



Your statement makes no sense whatsoever, do you even read what you type?

Thanks for the info (the other guy)


Wow bitch ass nigger fuck tough guy nigger fuck ass hole nigger fuck jew piece of shit die please nigger fuck
User
the_cloud_system said:
there is no "standerd" in hammer mapping.

besides lights, spawn points, and buttons.



Your statement makes no sense whatsoever, do you even read what you type?

Thanks for the info (the other guy)
User
Sick vid


This one had a leak i could never fix so yeah.



the name is fuckin random so don't whine
User
I don't know. I think i meant it to mean that those were the things I wanted to do next? Oh god, Dwarf Fortress is soooo confusing.

I should also probably get a mist generator up near the entrance, just to make everyone happy. And a smallish moat type thing to get the ichor off, bearing in mind that I have no idea how dangerous the first attack on my fortress will be.
User
Since there has seemed to be continuing, unspoken interest in my Dwarf Fortress exploits, I've decided to make a new truck with some level of visibility and coherence. My old fortress is still around, but I wanted to take everyone through the process from the get-go with illustrations.

1. I'm using a graphical version of the game. This helps me figure out what the fuck is going on and is equally helpful for you in this manner. The more easily you're able to understand the important aspects of what's happening, then the joy of the game's inherent dwarfiness will come out soon enough.

2. The parameters I opted for were pretty similar to what I've run previously, in large part because I have no idea what I'm doing. Most of the dwarves in my old fortress are wearing tatters. Clothing is something of a mystery to me. The deviations from the default settings are as follows: history is short (I started in the year 21 or something), natural savagery is very low, and mineral appearances are frequent. My particular start location is in a warm biome on the side of a mountain range and has access to flux, shallow metal (singular), deep metals (plural), and a river nearby which probably has some dumb name. I can't be bothered to figure everything out. This may seem like an easy setup, but note that I only have shallow metal (singular), which means I could end up with something that's no good to work with and spend a while bungling around.

There's some other interesting aspects too. I'm pretty close to the Dwarven home lands and a few other civilizations (I can't read the languages well enough to know if they're good or hostile), but I'm also four squares away from sinister and haunted portions of the map, meaning that some particularly nasty titan could spawn and wander in or I could find myself regularly dealing with the goblins that were absent in Roughnesspointed. All resulting fun will be documented, but in general it behooves me to have my shit in order early in the game or suffer mightily.

Speaking of which, my new outpost is named "Palacelands." Which is the least interesting name ever.

A quick tour:



I went with the defaults of everything, which means I ended up with all female animals, two dogs, two cats, a water buggalo, and a horse. I meant to type buffalo, but buggalo are funnier. Note that I do not yet have a yak. Woe be to all of you once I get a yak. None of my dwarves have social or combat skills, but one is a jeweler/craftsdwarf, one's a mason/mechanic, there's a wood cutter/all-purpose farmer, a butcher/clothesmaker who for some reason is also the only one to be able to clean fish, a carpenter/bowyer, a miner, and a fisherman. Oddly, my miner is the creative one in the bunch so I'll probably have him take on the mason's work. The butcher is the expedition leader. Whatever.

This is my start location. I got a lot of sand and phyllite and some gems. Sand means there's hope of some level of farming and glass making for me once I get the various workshops squared away, and the gem clusters mean I'll have things to cut. Stars are ore. From the look of it, I have zinc here. that's... all... okay that's not good if it's the only thing I have. Looks like to the west I have tetrahedrite, so I'll be making bronze stuff early on, I guess. Those "c"s in the lower center portion of the picture are chinchillas. As soon as I get a leather works, a butcher's shop, and some crossbows in order, I'm fucking their adorable little shit up.

I also have a waterfall in the lower part of my map that spans four z-levels. This is the first time I've so much as seen a waterfall in the game. Aces. I've read where you can set up floor grates at the base of a waterfall and use those to get dead fish instantly delivered with no upkeep, which means that I might be able to disable the fishing labor entirely.

I will be updating on a seasonal basis, but the first few are mostly tedious. I'll be setting up my entry hall, a trade depot, workshops, and carving out the beginnings of the fractal bedrooms while biding my time waiting for immigrant waves to show up and hoping they aren't mostly children. It doesn't really matter until the third wave anyway, at which time they stop being randomized and start relating to your relative opportunities available. I might also lay the groundwork for a well below the housing area. since I figured out how to do that.
User
I've yet to use a minecart in game for anything, but if I think about it a little, I can see where it probably would be possible to pull something like that off. Maybe a pressure plate system triggers it or there is one hall type entrance that is a false entrance and then a few other hatch entrances. It would be a little hard to rig in my current fortress for how it was initially designed and the fact that there are NO GOBLINS. I've been playing for about four years of game time and all I see are titans, cyclopses, forgotten beasts, and the occasional kobold. A kobold fucked up a few of my dogs last night. Made me sad. But the dogs were all strays because holy shit my fortress has way too many pets just wandering around with kittens and the yaks and the cows and the ships and the alpacas and I'm still waiting for that goddamned pair of breeding leopards I got off the elves to knock their little kitty boots already.
User
I don't understand , you made a wall then compiled now you can walk through the wall.... hmmm????? upload .rmf i can check it out for you


Sraw your dumb


if you want a wooden texture just open you textures and type wood
User
FORTRAN is actually case insensitive, so you can call it FoRtRaN if you so please. Its IO is one of the most horrific things I have ever undertaken. It is physically painful. If you call a file .f and not .f90 then every line must start with 6 spaces or the character 'c' indicating that it is a comment. The parser is retarded. To work out the dependencies of a file, the compiler must look at the .mod file associated with a module. The .mod file is not created until you compile. But what if you don't want to compile until you know the dependencies? Tough!

They have attempted to make it backwards compatible so there have been no far-ranging and indeed really necessary changes to the language. Really, they should make a Fortran where all previous nonsense is ignored, swept under the carpet, whatever.

Everything is passed by reference, but there are no proper pointers. There are both subroutines and functions. Functions can return values, subroutines cannot. Functions can be pure, meaning they have no side effects, but they don't have to be.

This is possibly the most retarded, pants-on-head, why did you not CHANGE THIS CHRIST ALMIGHTY feature: unless you have a line at the top of your source file saying "implicit none", Fortran will assume any identifier you have not declared is a valid variable. Yes. If it starts with [ijklmn] it's of type integer, otherwise real. The only way in modern Fortran to discern between float and double is to say real(kind(some_variable)).

The reason I'm doing Fortran right now is because I am doing a Masters in High Performance Computing. It's pretty cool, we're learning GPU programming at the moment in one of the lectures (the Portland Group actually make a Fortran-CUDA compiler). I spend my time writing shitty parallel code and running said code on the 32nd largest computer in the world :D

Code sample:
FORTRAN code
!> Module for loading files consisting of arrays of ints and floats
!! representing land type and population densities.
module load
use grid
implicit none

!> Integer parameter, ideally a unique file identifier.
integer, parameter :: fileid = 222

contains
subroutine load_terrain(map_image, terrain)
integer, dimension(:,:), allocatable, intent(out) :: terrain
integer :: M, N
character(30) map_image, string_format
open(unit = fileid, file = map_image)
read(fileid, *) M, N
! Write map width into format string, so we know how many ints to read.
write(string_format, '(''('', i4, ''(i1,1x))'')') M
allocate(terrain(M,N))
! Contains an implicit loop to read N lines from the file, but is nice
! and compact.
read(fileid, string_format) terrain
close(fileid)
end subroutine load_terrain
end module load


After this project, never again. Unless I have to.
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
Outcast said:
Go to "Browse Textures" (or whatever it's called) and type 'sky' to find the sky texture.

Then make a roof on your map by using it (make sure there are no gaps between the walls and your skybox) and choose your sky texture by going to Map Properties.


thank u! i created skybox :)

but How to do custom skybox with my textures? i read some tuts but i mean that used for SourceSDK, not for cs1.6 ?
User
Go to "Browse Textures" (or whatever it's called) and type 'sky' to find the sky texture.

Then make a roof on your map by using it (make sure there are no gaps between the walls and your skybox) and choose your sky texture by going to Map Properties.
User
2)

If there are only 16 values, you might use an enum, and then hope Java uses only 4 bits to store the values.

AFAIK it will almost certainly use more than 4 bits anyway, b/c Java keeps track of type information and what not.

Enums may or may not fit your problem. If the meaning of the 16 values is the same 16 integers then probably not.
You can do it with MSpaint like this:
Save your picture as a 256 colour bitmap.
In the Save As Dialogue box, open the Drop Down menu that's next to Save As Type...
and select 256 colour bitmap.

does this help?
User
Mate de Vita said:
1) I'm currently making a package with a bunch of generally useful classes (like a calculator class, a line sorting class, etc.) neatly stored inside it - let's call it jackPackage.
Now what I want is that every time I write a Java class, no matter what project/package/folder it's in, I can just write import jackPackage (or java.jackPackage or something like that) and it will import this package (much like the standard packages such as java.lang or java.awt). Where do I have to put it and do I have to do something special to be able to do this?


The directory structure follows the packages, so when you have jPackage.MyClass, you folders would be jPackage/MyClass.java. (Watch for capitals - it might not like that).

Mate de Vita said:
2) Let's say I have a huge array of integers that I know will all be of values between 0 and 15. Is it possible to make the elements of this array 4-bit numbers so as to conserve space?
Is there perhaps a bit primitive type that would allow me to create my own class with an arbitrary number of bits to save a number (I know a byte primitive type exists, haven't seen mention of a bit one though)?


As well as ints there are bytes and shorts. Bytes are one byte, funnily, and shorts are two. Logically they will behave like this. Sadly, internally in most JVMs that I know of, they are stored like ints, so you do not gain anything from storing them as such. If I were going to do something involving the bit representation and so on, I'd use C or C++.



Mate de Vita said:
3) Is there an advantage to defining getter and setter methods for an attribute over simply making said attribute public, provided that you want the attribute both readable and settable?

Well, say you want all changes to a certain member variable to be logged in a file. If you made it public, anyone could change it and you'd never know. OTOH if you have a public setter which goes like x = whatever; log("x = " + x); you'd be set. Those are the practical reasons, beyond that it's nice to hide functionality behind an unchanging API. What if the type of x changes internally? Those sorts of things.
1) I'm currently making a package with a bunch of generally useful classes (like a calculator class, a line sorting class, etc.) neatly stored inside it - let's call it jackPackage.

Now what I want is that every time I write a Java class, no matter what project/package/folder it's in, I can just write import jackPackage (or java.jackPackage or something like that) and it will import this package (much like the standard packages such as java.lang or java.awt). Where do I have to put it and do I have to do something special to be able to do this?



2) Let's say I have a huge array of integers that I know will all be of values between 0 and 15. Is it possible to make the elements of this array 4-bit numbers so as to conserve space?
Is there perhaps a bit primitive type that would allow me to create my own class with an arbitrary number of bits to save a number (I know a byte primitive type exists, haven't seen mention of a bit one though)?



3) Is there an advantage to defining getter and setter methods for an attribute over simply making said attribute public, provided that you want the attribute both readable and settable?
User
The texture shows up blue in-game. I dl'ed an fence example RMF and applied my texture {C1A3WALL07A to the fences brush to make sure I wouldn't make a mistake. I used blue 255.

This is the texture:
http://s17.postimage.org/o8yukx1dp/C1_A3_WALL07_A.png

Do you have any idea what I could have done wrong? Does my image need to be a special type of bmp (other than 24-bits)?

Greetings,

Colin
Truck
User
Right, better graphics at higher resolution with the 3rd party mod, option to use keyboard+mouse if you really insist (seriously go gamepad), and from what I've heard it's easier to meet up with your friends on PC versus xbizzle. Also quicker load times (if any) etc. Oh and at char creation you can type in the name instead of using a stupid onscreen keyboard. Don't forget there are likely a lot more players on pc right now since it just launched, although the xbox just got DLC so probably a lot of people there too. Once you cut through the bullshit the game is awesome. I like hard games.
User
use the sky texture, then in hammer you go to map properties then type the name of the sky, such as city, night , noon, space and blah blah anything else
Truck
User
So you've resparked my interest (at 3 am, you bas), and I'm not sure I'll ever get the answer. Because: can't change i--; one change is a solution and anything else is not an operator. Can't change the assignment, that's a two-character change. Can't change the assignment of i to anything useful (largest is 9). Can't change the type of loop (obviously). Can't change the loop boundaries (not that I think it would help). Can't change the thing it's printing to anything useful.

Ah...

Legit, you made me break out the pens. I want to say that changing the < to & will work, but it might actually print out 19 or 21 minus signs, I think. It's late! We want the pattern
code
0 0 0 1 0 1 0 0 &
1 1 1 0 1 0 1 1

That means i = -21, so there should be 21 minus signs printed. I am probably wrong somewhere so please let me know!
This ??

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 rats_sveinn_complete
Entering rats_sveinn_complete.map

Current hlcsg 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 [ 4194304 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.06 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.24 seconds)

Using Wadfile: \hammer\wads\halflife.wad
- Contains 21 used textures, 95.45 percent of map (3116 textures in wad)
Using Wadfile: \hammer 2\wad\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)

added 1 additional animating textures.
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 0.32 mb (of 4.00 mb MAX)
0.73 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 rats_sveinn_complete

Current hlbsp 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 [ 4194304 ] [ 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...824 (0.04 seconds)
BSP generation successful, writing portal file 'rats_sveinn_complete.prt'
SolidBSP [hull 1] 500...853 (0.03 seconds)
SolidBSP [hull 2] 500...824 (0.03 seconds)
SolidBSP [hull 3] 500...908 (0.03 seconds)
0.45 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 rats_sveinn_complete
362 portalleafs
1078 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.07 seconds)
LeafThread:
(4.60 seconds)
average leafs visible: 188
g_visdatasize:15899 compressed from 16652
4.74 seconds elapsed

----- 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 rats_sveinn_complete

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

2429 faces
Create Patches : 16886 base patches
0 opaque faces
205812 square feet [29636960.00 square inches]
566 direct lights

BuildFacelights:
(11.29 seconds)
visibility matrix : 17.0 megs
BuildVisLeafs:
(10.50 seconds)
MakeScales:
(3.40 seconds)
SwapTransfers:
(2.98 seconds)
Transfer Lists : 31679266 : 31.68M transfers
Indices : 14363624 : 13.70M bytes
Data : 126717064 : 120.85M bytes
GatherLight:
(0.58 seconds)
FinalLightFace:
(0.37 seconds)
29.35 seconds elapsed

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



hope thats right
User
Rockbomb said:
it's Halo.

It looks like Halo, but it plays completely different. MUTE THE SOUND ON THIS VIDEO!
Sick vid

It's really fast and there's only 1 weapon in the game without (relatively) slow travel time and it's a pistol with small hit radius. The video shows one of the most standard type weapons, it shoots an explosive that explodes on impact, and deals damage in a radius.

There's 9 classes, of which most are unique. There's high speed. There's sexy strategy, there's a lot of fighting in the open but some classes go down into the enemy base to wreck havoc.

IT'S AMAZING. It's free, it's not like you loose anything from trying it.
User
Because Sprinkles made me type it out for him on Steam, I'm gonna post the exact text for this problem from my book:

Quote:
Use a one-dimensional array to solve the following problem: Read in 20 numbers, each of which is between 10 and 100, inclusive. As each number is read, display it in numbersEnteredListbox and, if it's not a duplicate of a number already read, display it in uniqueValueListBox. Provide for the "Worst case" (in which all 20 numbers are different). Use the smallest possible array to solve this problem.
User
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 -texdata 33333 testmap
Entering testmap.map

Current hlcsg 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 [ 34132992 ] [ 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]

69 brushes (totalling 430 sides) discarded from clipping hulls
CreateBrush:
(0.34 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.53 seconds)

Using Wadfile: \users\student\desktop\halflife.wad
- Contains 61 used textures, 43.26 percent of map (3116 textures in wad)
Using Wadfile: \users\student\desktop\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \users\student\desktop\my_wad.wad
- Warning: Larger than expected texture (348972 bytes): 'GRASS'
- Warning: Larger than expected texture (348972 bytes): 'FINISHES10'
- Contains 19 used textures, 13.48 percent of map (544 textures in wad)
Using Wadfile: \users\student\desktop\custom2.wad
- Contains 61 used textures, 43.26 percent of map (1926 textures in wad)

added 14 additional animating textures.
Texture usage is at 2.99 mb (of 32.55 mb MAX)
1.74 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 testmap

Current hlbsp 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 [ 4194304 ] [ 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...1927 (0.08 seconds)
BSP generation successful, writing portal file 'testmap.prt'
SolidBSP [hull 1] 500...1000...1500...1912 (0.07 seconds)
SolidBSP [hull 2] 500...1000...1500...1679 (0.06 seconds)
SolidBSP [hull 3] 500...1000...1500...1835 (0.07 seconds)
1.71 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 testmap
848 portalleafs
2534 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.48 seconds)
LeafThread:
(17.59 seconds)
average leafs visible: 178
g_visdatasize:41631 compressed from 89888
18.15 seconds elapsed

----- 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 testmap

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 ]


9621 faces
Create Patches : 63500 base patches
0 opaque faces
638207 square feet [91901824.00 square inches]
35 direct lights

BuildFacelights:
(27.75 seconds)
visibility matrix : 240.3 megs
BuildVisLeafs:
(140.92 seconds)
MakeScales:
(98.24 seconds)
SwapTransfers:
(28.71 seconds)
Transfer Lists : 181194050 : 181.19M transfers
Indices : 53366276 : 50.89M bytes
Data : 724776200 : 691.20M bytes
GatherLight:
(7.30 seconds)
FinalLightFace:
(6.24 seconds)
311.16 seconds elapsed [5m 11s]

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


User
Mate de Vita said:
2) I'm making a simple program that starts as a window (JFrame) with 4 buttons (each of type MyButton). MyButton is a subclass of JButton with an ActionListener that opens a new window when the button is pressed, depending on what title was passed as the MyButton argument. E.g. if you click the button titled Calculator, it'll open a new window with a calculator (another JFrame window that I'll be creating later).

However, I want it to work so that if that window is already opened, it doesn't open another one, but simply activates the already opened window.

So a) how do I check if a window is already opened?
and b) how do I activate that window?
Also c) what exactly does it mean if something is "visible"? If I setVisible(false) a window, does it close or just become invisible?
And if I setVisible(false) a text field, does it deactivate (ie. you can't write anything into it anymore) or does it just become hidden?

3) Is there a way to remove content from a window? Ie. the opposite of add(element).

So, for the second bit I'd have a field called isOpen, which, when you press the button, is tested. Then you can make the decision whether to open a new window or not. I am not sure what you mean by activated. If you look at the Java API then you will see what setVisible(true) does; basically it stops it being displayed but does not "destroy" it.
1) Already mentioned in chat for no adequately thought-through reason:
Eclipse gives me this warning in one of my classes:
Quote:
The serializable class does not declare a static final serialversionuid field of type long


I googled it, and it has to do with serialization (surprisingly...). Now apparently, I can simply ignore this, but is serialization something useful/important enough that I should read up on it, or can I simply ignore this warning?



2) I'm making a simple program that starts as a window (JFrame) with 4 buttons (each of type MyButton). MyButton is a subclass of JButton with an ActionListener that opens a new window when the button is pressed, depending on what title was passed as the MyButton argument. E.g. if you click the button titled Calculator, it'll open a new window with a calculator (another JFrame window that I'll be creating later).

However, I want it to work so that if that window is already opened, it doesn't open another one, but simply activates the already opened window.

So a) how do I check if a window is already opened?
and b) how do I activate that window?
Also c) what exactly does it mean if something is "visible"? If I setVisible(false) a window, does it close or just become invisible?
And if I setVisible(false) a text field, does it deactivate (ie. you can't write anything into it anymore) or does it just become hidden?

3) Is there a way to remove content from a window? Ie. the opposite of add(element).
EDIT: found remove(element)

4) How do I deactivate an element (not delete or make invisible, just make it gray and inoperative)?
User
Hi people, I don't know if this forum is dead or not, but I'll post anyways in hope to get an answer. So, I've been struggling with this for some quite time now. I made a map, tested it on my computer (through Files --> Run in VHE) and with HLDS. It worked fine. Then I tried uploading it to my game server but whenever I change to that map the server crashes and needs to be restarted.

So I noticed some errors, which are:

Warning: === LEAK in hull 0 ===

Here's the compile progress:

code

** Executing...
** Command: Change Directory
** Parameters: C:\games\CS1.6v44


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Marko\Desktop\Marko\mape\deathrun_8b.map" "C:\games\CS1.6v44\cstrike\maps\deathrun_8b.map"


** Executing...
** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe
** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b"

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: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b
Entering C:\games\CS1.6v44\cstrike\maps\deathrun_8b.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...80%...90%... (0.06 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)

Using Wadfile: \games\cs1.6v44\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\cs_dust.wad
- Contains 1 used texture, 5.00 percent of map (28 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \games\cs1.6v44\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\cs1.6v44\valve\halflife.wad
- Contains 18 used textures, 90.00 percent of map (3116 textures in wad)
Using Wadfile: \games\cs1.6v44\cstrike\liquids.wad
- Contains 1 used texture, 5.00 percent of map (32 textures in wad)
Including Wadfile: \games\cs1.6v44\cstrike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.23 mb (of 4.00 mb MAX)
0.34 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe
** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b"

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: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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...534 (0.06 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 165,-2058, -32)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 470 (0.09 seconds)
Warning: === LEAK in hull 1 ===
Entity env_explosion @ (1599,-1126,-192)
SolidBSP [hull 2] 454 (0.06 seconds)
Warning: === LEAK in hull 2 ===
Entity env_explosion @ (1599,-1126,-192)
SolidBSP [hull 3] 489 (0.08 seconds)
Warning: === LEAK in hull 3 ===
Entity light @ ( 165,-2058, -32)
0.75 seconds elapsed

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





So I tried loading the .pts file, and I found a leak, so I moved the whole map to the center and patched the leaks. And now it's giving me those red scribblings in a place which doesn't have any blocks, entities or we.

Truck
User
And fyi here's the whole thing, that finally works, and it's for this online game
awbw.amarriner.com
code
#include <stdio.h>
#include <stdlib.h>
int main(int argc, char *argv[])
{
FILE * thefile;
FILE * savefile;
thefile = fopen(argv[1],"r");
savefile = fopen(argv[2],"w");
if(thefile!=NULL)
{
printf("%s has been successfully opened\nWriting to %s\n",argv[1],argv[2]);
}
else
{
printf("%s failed to open... exiting",argv[1]);
exit(1);
}
int i,o,k,h,b;
int p = 0;
char *t_name[52];
int t_loc[52];
t_name[0] = ".";
t_loc[0] = 0;
t_name[1] = "%";
t_loc[1] = 30;
t_name[2] = ",";
t_loc[2] = 60;
t_name[3] = "@";
t_loc[3] = 90;
t_name[4] = "0"; //0 = black tile = error
t_loc[4] = 120;
t_name[5] = "^";
t_loc[5] = 150;
t_name[6] = "0";
t_loc[6] = 180;
t_name[7] = "^";
t_loc[7] = 210;
t_name[8] = "-";//aws doesn't save road data, it fixes road on program
t_loc[8] = 1;
t_name[9] = "[";
t_loc[9] = 2;
t_name[10] = "]";
t_loc[10] = 32;
//t_name[11] = "-";//aws doesn't save road data, it fixes road on program
//t_loc[11] = 1;
t_name[12] = "{";//aws also doesn't save river data
t_loc[12] = 3;
t_name[13] = ",";//aws doesn't save data on sea
t_loc[13] = 60;
t_name[14] = "(";//aws doesnt save data on shoals
t_loc[14] = 39;
// t_name[15] = "-";
//t_loc[15] = 1;
// t_name[16] = "@";
// t_loc[16] = 90;
// t_name[17] = "@";
// t_loc[17] = 90;
t_name[18] = "0";//awbw upload function doesn't have data for pipes
t_loc[18] = 16;
t_name[19] = "0";
t_loc[19] = 226;
t_name[20] = "0";
t_loc[20] = 167;
// t_name[21] = "0";
// t_loc[21] = 167;//aws doesn't save data on damaged pipe type
t_name[22] = "i";
t_loc[22] = 44;
t_name[23] = "e";
t_loc[23] = 45;
t_name[24] = "f";
t_loc[24] = 46;
t_name[25] = "g";
t_loc[25] = 47;
t_name[26] = "h";
t_loc[26] = 48;
t_name[27] = "o";
t_loc[27] = 54;
t_name[28] = "j";
t_loc[28] = 55;
t_name[29] = "l";
t_loc[29] = 56;
t_name[30] = "m";
t_loc[30] = 57;
t_name[31] = "n";
t_loc[31] = 58;
t_name[32] = "t";
t_loc[32] = 64;
t_name[33] = "p";
t_loc[33] = 65;
t_name[34] = "q";
t_loc[34] = 66;
t_name[35] = "r";
t_loc[35] = 67;
t_name[36] = "s";
t_loc[36] = 68;
t_name[37] = "y";
t_loc[37] = 74;
t_name[38] = "u";
t_loc[38] = 75;
t_name[39] = "v";
t_loc[39] = 76;
t_name[40] = "w";
t_loc[40] = 77;
t_name[41] = "x";
t_loc[41] = 78;
t_name[42] = "5";
t_loc[42] = 84;
t_name[43] = "1";
t_loc[43] = 85;
t_name[44] = "2";
t_loc[44] = 86;
t_name[45] = "3";
t_loc[45] = 87;
t_name[46] = "4";
t_loc[46] = 88;
t_name[47] = "a";
t_loc[47] = 95;
t_name[48] = "b";
t_loc[48] = 96;
t_name[49] = "c";
t_loc[49] = 97;
t_name[50] = "d";
t_loc[50] = 98;
for(i=0; i<10; i++)
{
o = fgetc(thefile); //unimportant
}
o = fgetc(thefile);
h = o; // h = height
o = fgetc(thefile);
b = o; // b = base
o = fgetc(thefile); //tileset - not needed
int l=0,j=0;
char *map[h+b][b+h];
for(i=0; i<((h*b)*2); i++)
{
//printf("%d",fgetc(thefile));
if ((i & 1) == 0)
{
o = fgetc(thefile); //IMPORTANT!! after each byte there is an zero!
if((p%b)==0&&i!=0)
{
// printf("\n");
//fprintf(savefile,"\n");
l++;
j=0;
}
for(k=0; k<52; k++)
{
if(o==t_loc[k])
{
// printf("%s",t_name[k]);
// fprintf(savefile,"%s",t_name[k]);
map[j][l] = t_name[k];
// printf("%s",map[j][l]); //works
j++;
break;
}
else if(k==51)
{
//printf("0");
map[j][l] = "0";
// printf("%s",map[j][l]);
//fprintf(savefile,"0");
j++;
break;
}
}
}
else
{
o = fgetc(thefile); //skip odd
p++;
}
}
printf("\n");
int n,m;
for(n=0;n<b;n++)
{
for(m=0;m<h;m++)
{
fprintf(savefile,"%s",map[n][m]);
}
if(n!=(b-1))
{
fprintf(savefile,"\n");
}
}
return 0;
}
Truck
User
I used pgm because it is braindead-simple. They look like this:
code
PX //X is a number 1-6, depending on type: monotone, greyscale, colour and ASCII/binary
xsize ysize if it's binary
maximum intensity (say, 255)
from now, data. One line per line of image, if it's ASCII, otherwise it's a big lump of binary.

Oh yeah, each thing is a char. Including each channel for colour images. Whatever, it's really simple. The stuff I've not posted here yet is slightly different again so you might want to update.
Truck
User
I compile with -pedantic and -Wall and it's still fine! You'll notice that, at the moment, there's a fairly severe bias toward vertical lines - I am not sure why. But I have one idea; it might be related to the noise function I use (repeatedly, which I think is the issue). I'm bust right now but I'm going to do a little this evening, see if I can't do some function pointer magic to change which type of fbm is produced.
User
So... I got this little bluetooth adapter for my pc, so I could hook up a bluetooth headset. When I plugged it in, it said it installed the driver correctly, but now there's no icon in my tray for it. So I was all "ICON, Y U NO IN TRAY?!?!", and I decided to type 'bluetooth' into the search bar on my start menu, and that's when I noticed that all the regular bluetooth stuff that's in windows 7 is gone. The adapter works just fine on my laptop, cuz it has all the bluetooth stuff... but the thing is, I'm running the same version of windows 7 on my desktop and the blutooth stuff is gone.


So, any ideas as to why it's gone? And more importantly, is there any way to get it back (though, I have a feeling it was never there to begin with, so it wouldn't really be 'getting it back', but you know what I'm sayin')?
Truck
User
Well, if you didn't much care for the first season, then probably don't watch the second season... they're pretty much the same.
Also, the end of the second season is one of those ones where it's like "WTF, YOU CAN'T JUST STOP THERE!" type of endings that would make you think there's a third season, but yet, there's not...
Truck
User
the_cloud_system said:
Spice and Wolf- :I

Not sure what that emoticon is supposed to be, but it looks discontent.
SaW is definitely hit or miss... I think you've got to have a certain sense of humor to really enjoy it, and if you don't, then... It's just another love story, I guess

I love it though, I've watched both seasons twice, and will probably watch them again


Edit: Plus, Horo is like...

And yet at the same time, she seems like the type of girl that you could settle down with :3
User
Ah, it is more clear now. You have great ideas! These are the kind of things that are not touched by mainstream, though I say that as someone that has not played Dragon Age, or most of Oblivion, or any of Skyrim or the other Elder Scrolls games. So there's that.

D'you know some day I'd like to play a game where I'm not the big damn hero, where actually my role, although on a local scale seems to have impact, is actually revealed to be quite inconsequential.

SPOILERS AHEAD, CAP'N, FOR "CONSIDER PHLEBAS"

SERIOUSLY, don't read this if you ever plan to read the book. Iain M. Banks is a bit of a hero.

So I read this on holiday recently, it's great. Science fiction but I think the concept could transfer to some huge fantasy world.

In this book a huge amount of plot happens. There's some big space war going on and there is one mercenary type person caught in the middle of the two factions. He is sent on a mission to obtain an AI for one faction; this AI belongs to their enemies. He goes through an immense amount of shit to get to it but in the end, on a galactic scale, his impact is essentially negligible. The war ends with him having had no say in the outcome. But it's really interesting to have a really different view on this, so much happens but as I say it doesn't matter, in a sense. It really got me thinking anyway and I do so love it when games make me think.

********************************************
Spoilers are over now. Like you care.
User
Hairy muff. They've actually changed it in the recent versions of Firefox, effectively when you type something in the bar it always searches rather than taking you to the most probable result. Infuriating! Particularly as they did it silently. I thought it was some kind of regression.

I have to say, I am not at all on board with the way FF is actually going. Chrome ain't much better though, I mean, with Firefox I can fix, customise and "addon", but Chrome is much tougher in that respect.
User
This is probably NSFW, just as a warning. It was too epic to not share it though.
Truck
User
to make transparent glass? easy as hell.

make your glass with any glass texture, then highlight it and click "tie to entity" (found in tools) and scroll to func_wall.

then set "render mode" to "texture" and then type "160" in "FX amount (1-255)"

by setting it to 160 the block will be transparent, if its at 1 you cant see it, if its at 255 you can see threw it.
Truck
User
buq25 said:
Blood+

For merely mentioning Blood+ and not Blood: The Last Vampire, you're going to get hell from aaronjer. I saw them in reverse order and I was okay with Blood+, mostly, but it got to the point where I realized that none of the scene-setting shit mattered and that the peripheral characters were all but disposable. That's not something that makes me happy.

Among the shows I would give some praise of but not fully endorse (it seems like you're well-versed in the Adult Swim stuff):

Ghost Hound - Takes place in a small Japanese town with primary characters of a brewer's son who was kidnapped as a child along with his sister (who died), a somewhat smarmy scientist's son from Tokyo who has a crippling fear of heights, the guitar-playing, ne'er-do-well grandson of a local cult leader (whose family was rumored to be involved with the kidnapping of kid #1), and the daughter of a local priest who is sometimes possessed/has visions. It's a decent premise rooted somewhat in the spirit world and self-exploration with questions of technology and the human soul, but the last few episodes shit the bed and they forget about the driving forces of the plot in favour of some other stupid bullshit.

Black Butler - Basic premise: Victorian era nobleman's son witnesses parents killed off by some cultish thing and then contracts with the devil to be his butler in exchange for his soul later. There are also the goofy side characters of the pyromaniac chef, the absurdly strong but clumsy gardener, the near-sighted maid, and the usually chibi old butler, none of whom are exactly what they seem. It's mostly humourous, but dark humour, mixed with the occassional feat of badassery from the butler. If you get into it, I wouldn't watch the second series, it's not nearly as good.

D. Gray Man - It's a shounen, so you have to deal with certain shounen tropes, but it has a driving force behind it that is a lot weirder and scarier than most shows will go to. In the world, there are akuma, or demons. These demons come out in a very particular way. First, someone dies. Then someone close to them, lamenting that death, contracts with the series' villain (a particularly goofy looking gentleman) to bring them back. The soul of the deceased is then transfered to large black skeleton where it is trapped, and the soul, no longer capable of controlling its own actions but remaining aware of them, kills the person that brought them back and wears their skin. Those are the akuma. There are various evolutions of each akuma which only corrupt the soul more and more, but that's the gist of it. Exorcists fight them. One of them has a big punchy hand and then there's a samurai and a girl who kicks stuff. They aren't quite so interesting as the akuma and the people controlling the akuma, but at the very least, they manage to give the main characters development. The shit thing about the show is that it follows a manga and the mangaka is frequently sick/injured/loony and production has become erratic, which means that the show went to an anime-only conclusion where the manga is still rolling (and has just recently revealed all of the players on the evil side). But when it's funny/silly, it's super silly, and when it's uncomfortable, it's super bleak.

Samurai 7 - Based off the Kurosawa flick, if you make the world not feudal Japan but some grey wasteland with pockets of dense industrial cities, if you make the raiders evil aliens with space ships, and if you give the titular samurai anime type martial arts superpowers. It's fucking pretty but I've never seen it in its entirety.

Last Exile - Steampunky, lots of air fights, weird world (kingdoms fighting each other, separated by giant storm fields), but ultimarely falls apart at the end like Ghost Hound does and fails to be as interesting as it seemed like it wanted to be. BUT THEY'RE MAKING A NEW SERIES.

Pani Poni Dash - Uhhh.... seen Azumanga Daioh? It's like that. But faster. And usually weirder. God is a cat that lives in vending machines and warms things up to his body heat.

Excel Saga - Also fucking weird. Just watch it. Nabeshin!
User
The compiler im using " Zoners Compiler " and i do know what command to type so that it can change the txdata from 4096 to something higher because i get Allocblock: Full and it's really annoying. Here is my log of my compiler.

Where it says
max texture memory [ 10240000 ] [ 4194304 ]
I don't know how to increase it so that the default is raised higher.

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: hlcsg -nowadtextures catpee -texdata 10000
Entering catpee.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 [ 10240000 ] [ 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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.33 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.57 seconds)

Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\wads.wad
- Warning: Larger than expected texture (306812 bytes): 'CROSS'
- Warning: Larger than expected texture (340812 bytes): 'MAPBYKKDOG'
- Warning: Larger than expected texture (340812 bytes): 'RED TO BLACK'
- Warning: Larger than expected texture (348972 bytes): '199903_16482186'
- Warning: Larger than expected texture (348972 bytes): 'GRASSTEXTURE 02'
- Warning: Larger than expected texture (340812 bytes): 'ORANGE'
- Warning: Larger than expected texture (327212 bytes): 'SPEAKER'
- Contains 36 used textures, 87.80 percent of map (4458 textures in wad)
Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\redblack.wad
- Warning: Larger than expected texture (348972 bytes): 'REDBLACK'
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\snow.wad
- Contains 1 used texture, 2.44 percent of map (1 textures in wad)
Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\water.wad
- Contains 1 used texture, 2.44 percent of map (1 textures in wad)
Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\gonly.wad
- Warning: Larger than expected texture (348972 bytes): 'GONLY'
- Contains 1 used texture, 2.44 percent of map (1 textures in wad)
Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\christ.wad
- Contains 1 used texture, 2.44 percent of map (1 textures in wad)
Using Wadfile: \users\kendrick\documents\hammer files\half life texture files\hg.wad
- Warning: Larger than expected texture (263972 bytes): 'UNTITLED'
- Contains 1 used texture, 2.44 percent of map (1 textures in wad)

added 3 additional animating textures.
Texture usage is at 2.32 mb (of 9.77 mb MAX)
1.21 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: hlbsp catpee

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 'catpee.prt'
1.82 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: hlvis catpee
1340 portalleafs
4341 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 [ off ] [ off ]


BasePortalVis:
(1.31 seconds)
LeafThread:
(32.22 seconds)
average leafs visible: 152
g_visdatasize:96410 compressed from 225120
33.61 seconds elapsed

----- 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: hlrad catpee -chop 256 -texchop 128 -sparse

-= 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 [ Sparse ] [ 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 [ 256.000 ] [ 64.000 ]
texchop value [ 128.000 ] [ 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 ]


10387 faces
Create Patches : 20010 base patches
0 opaque faces
1229306 square feet [177020128.00 square inches]
59 direct lights

BuildFacelights:
(21.04 seconds)
BuildVisLeafs:
(10.55 seconds)
visibility matrix : 5.1 megs
MakeScales:
(16.98 seconds)
SwapTransfers:
(0.58 seconds)
Transfer Lists : 13409008 : 13.41M transfers
Indices : 5874984 : 5.60M bytes
Data : 53636032 : 51.15M bytes
GatherLight:
(0.31 seconds)
FinalLightFace:
(1.10 seconds)
50.87 seconds elapsed

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



Truck
User
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 catpee
Entering catpee.map

Current hlcsg 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 [ 4194304 ] [ 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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.76 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.01 seconds)

Using Wadfile: \users\student\desktop\wadsfinal\custom.wad
- Contains 3 used textures, 2.14 percent of map (4 textures in wad)
Using Wadfile: \users\student\desktop\wadsfinal\decal.wad
- Contains 1 used texture, 0.71 percent of map (223 textures in wad)
Using Wadfile: \users\student\desktop\wadsfinal\hl.wad
- Contains 133 used textures, 95.00 percent of map (3116 textures in wad)
Using Wadfile: \users\student\desktop\wadsfinal\tramp.wad
- Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: \users\student\desktop\wadsfinal\used.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)

added 21 additional animating textures.
Warning: ::FindTexture() texture TRAMPOLINECOVE not found!
Warning: ::FindTexture() texture TRAMPOLINEPOLE not found!
Warning: ::FindTexture() texture {LOGO~02 not found!
Warning: ::LoadLump() texture TRAMPOLINECOVE not found!
Warning: ::LoadLump() texture TRAMPOLINEPOLE not found!
Warning: ::LoadLump() texture {LOGO~02 not found!
Texture usage is at 1.84 mb (of 4.00 mb MAX)
10.44 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 catpee

Current hlbsp 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 [ 4194304 ] [ 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...2949 (0.14 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2431 (0.10 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2356 (0.09 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2597 (0.11 seconds)
2.12 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 catpee
1605 portalleafs
4969 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(1.39 seconds)
LeafThread:
(569.18 seconds)
average leafs visible: 482
g_visdatasize:204180 compressed from 322605
570.67 seconds elapsed [9m 30s]

----- 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 catpee

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 ]


10961 faces
Create Patches : 64307 base patches
0 opaque faces
619340 square feet [89185048.00 square inches]
2 direct lights

BuildFacelights:
Malformed face (3886) normal @
(1978.00, -2423.00, -153.00)
(1977.00, -2423.00, -153.00)
(1977.00, -2413.00, -153.00)
(1978.00, -2413.00, -153.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'


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












and as for the textures its a lot so can i upload them to mediafire and post the links so you can see them?
User
I found out a light software for modelling, it goes by the name gmax or max

Heres the tutorial Link

http://twhl.info/tutorial.php?id=147

The gmax link at this site is broken, so just type gmax at google

there are plenty of easy and understandable tutorials of gmax which can be downloaded from its official site
User
I prefer you:)

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 catpee
Entering catpee.map

Current hlcsg 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 [4194304] [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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.35 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.87 seconds)

Using Wadfile: \ users \ eyal \ desktop \ cs_bdog.wad
- Contains 2 used textures, 2.99 percent of map (132 textures in wad)
Using Wadfile: \ users \ eyal \ desktop \ cstrike.wad
- Contains 2 used textures, 2.99 percent of map (123 textures in wad)
Using Wadfile: \ users \ eyal \ desktop \ decals.wad
- Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: \ users \ eyal \ desktop \ dev_textures.wad
- Contains 1 used texture, 1.49 percent of map (22 textures in wad)
Using Wadfile: \ users \ eyal \ desktop \ halflife.wad
- Contains 59 used textures, 88.06 percent of map (3116 textures in wad)
Using Wadfile: \ users \ eyal \ desktop \ maniacwads.wad
- Contains 2 used textures, 2.99 percent of map (22 textures in wad)
Including Wadfile: \ users \ eyal \ desktop \ zhlt.wad
- Contains 1 used texture, 1.49 percent of map (7 textures in wad)

added 20 additional animating textures.
Texture usage is at 1.20 mb (of 4.00 mb MAX)
1.40 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 catpee

Current hlbsp 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 [4194304] [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 ... 5669 (0.22 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500 ... 1000 ... 1500 ... 2000 ... 2500 ... 3000 ... 3373 (0.11 seconds)
Warning: === LEAK in hull 1 ===
Entity info_teleport_destination @ (-937, -57, -782)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(Unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 2] 500 ... 1000 ... 1500 ... 2000 ... 2500 ... 2938 (0.10 seconds)
SolidBSP [hull 3] 500 ... 1000 ... 1500 ... 2000 ... 2500 ... 3000 ... 3500 ... 3643 (0.13 seconds)
2.12 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 catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

----- 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 catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

----- END hlrad -----
User
You just need to type in the Brush number to use Go To Brush. Sometimes error messages include a brush number.

Once you do that, it will be selected / highlighted in red.
User
The compile log: (I have another problem..)


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 catpee
Entering catpee.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 ]
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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(4.41 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(14.02 seconds)

Using Wadfile: \documents and settings\\desktop\\cs_bdog.wad
- Contains 2 used textures, 3.28 percent of map (132 textures in wad)
Using Wadfile: \documents and settings\\desktop\\cstrike.wad
- Contains 2 used textures, 3.28 percent of map (123 textures in wad)
Using Wadfile: \documents and settings\\desktop\\decals.wad
- Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: \documents and settings\\desktop\\dev_textures.wad
- Contains 1 used texture, 1.64 percent of map (22 textures in wad)
Using Wadfile: \documents and settings\\desktop\\halflife.wad
- Contains 53 used textures, 86.89 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\\desktop\הורדות\maniacwads.wad
- Contains 2 used textures, 3.28 percent of map (22 textures in wad)
Including Wadfile: \documents and settings\\desktop\\zhlt.wad
- Contains 1 used texture, 1.64 percent of map (7 textures in wad)

added 15 additional animating textures.
Texture usage is at 1.13 mb (of 4.00 mb MAX)
19.41 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 catpee

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 ]
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...5301 (2.75 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3008 (1.22 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2603 (1.06 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3327 (1.77 seconds)
24.42 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 catpee
2957 portalleafs
9898 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 [ off ] [ off ]


BasePortalVis:
(69.39 seconds)
LeafThread:
(2745.23 seconds)
average leafs visible: 262
g_visdatasize:190878 compressed from 1094090
2816.00 seconds elapsed [46m 56s]

----- 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 catpee

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

11114 faces
Create Patches : 48000 base patches
0 opaque faces
368698 square feet [53092560.00 square inches]
2925 direct lights

BuildFacelights:
Malformed face (10039) normal @
(209.00, 257.00, -805.00)
(209.00, 257.00, -830.00)
(210.00, 257.00, -830.00)
(210.00, 257.00, -805.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'


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


Truck
User
I am a huge faggot.
User
rmx is the valve hammer editor's file type i think, when u save it in valve it will be rmx :D or map
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 -----

User
So I have a compiler problem .. That even with the environmental light and only light I have 100% brightness as you described. Here is a diary compiler:

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 catpee
Entering catpee.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]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.33 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.08 seconds)

Using Wadfile: \ documents and settings \\ desktop \ 3 \ cstrike.wad
- Contains 2 used textures, 3.85 percent of map (123 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 1 \ xeno.wad
- Contains 4 used textures, 7.69 percent of map (264 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 4 \ decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 5 \ halflife.wad
- Contains 44 used textures, 84.62 percent of map (3116 textures in wad)
Using Wadfile: \ documents and settings \ \ desktop \ 6 \ cs_dust.wad
- Contains 2 used textures, 3.85 percent of map (28 textures in wad)

added 8 additional animating textures.
Texture usage is at 0.72 mb (of 4.00 mb MAX)
2.95 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 catpee

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]
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 ... 1047 (0.25 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500 ... 1000 ... 1031 (2.56 seconds)
SolidBSP [hull 2] 500 ... 994 (4.09 seconds)
SolidBSP [hull 3] 500 ... 1000 ... 1140 (8.45 seconds)
19.75 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 catpee
618 portalleafs
1659 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 [off] [off]


BasePortalVis:
(1.86 seconds)
LeafThread:
(39.73 seconds)
average leafs visible: 98
g_visdatasize: 34258 compressed from 48204
41.77 seconds elapsed

----- 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 catpee

-= 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]
max lighting memory [6291456] [6291456]
priority [Normal] [Normal]

vismatrix algorithm [Original] [Original]
oversampling (-extra) [off] [off]
bounces [1] [1]
dynamic bounce 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]

opaques 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']

3078 faces
Create Patches: 18988 base patches
0 opaques faces
200 229 square feet [28,833,064.00 square inches]
16 direct lights

BuildFacelights:
Error:
for Face 2964 (texture {fence) at
(1164.000 2511.000 -72.000) (1024.000 2511.000 -72.000) (1024.000 2511.875 -72.000) (1024.000 2512.000 -72.000) (1164.000 2512.000 -72.000)
Error: Bad surface extents (14 x 23 884)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad ----

rmf of the map:
http://www.mediafire.com/?fn5upka7am5vvfw
rmx of the map (i dont know what is it):
http://www.mediafire.com/?rphnytb5p6eedc7
User
Does anybody here play Dwarf Fortress?
-If so, could you help me find a tutorial for complete newbies?
I found this but it's teaching you stuff in the way that I don't like. It tells you how to build a fortress, it doesn't go through what the different buttons do.

It says like (from my mind) press d, then d, and use the arrow keys to mark out a spot. Press space and the dwarves (dwarfs?) will start mining.

I want a tutorial with "spacebar pauses and unpauses the game, unless your inside a menu (in which case it's always paused) in which case it moves your menu back one step" etc.

If you don't understand, the top one is saying like "2+2=4". If you learn that, you know that but you aren't able to figure out 1+2 until somebody says "1+2=3". The second one would take longer time to learn the basics but the more difficult stuff would be easy.

Anybody who has a such tutorial?

-I'm also using this post to type a lot because I felt like doing so. Hah.
User
Here: From ZHLT

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 catpee
Entering catpee.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.39 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.47 seconds)

Using Wadfile: \documents and settings\XXXXX\desktop\3\cstrike.wad
- Contains 2 used textures, 3.92 percent of map (123 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\1\xeno.wad
- Contains 4 used textures, 7.84 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\XXXX\desktop\4\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\5\halflife.wad
- Contains 43 used textures, 84.31 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\XXXXX\desktop\6\cs_dust.wad
- Contains 2 used textures, 3.92 percent of map (28 textures in wad)

added 7 additional animating textures.
Texture usage is at 0.71 mb (of 4.00 mb MAX)
3.19 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 catpee

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 ]
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...912 (0.34 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 768,-704,-144)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated


SolidBSP [hull 1] 500...1000...1065 (2.55 seconds)
SolidBSP [hull 2] 500...1000 (4.94 seconds)
SolidBSP [hull 3] 500...1000...1122 (7.30 seconds)
19.09 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 catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

----- 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 catpee
>> There was a problem compiling the map.
>> Check the file catpee.log for the cause.

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


Compile of the Hammer:



** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\eyalse\counter-strike"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\documents and settings\\desktop\israel_public1.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (1)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (1)
Using WAD File: \documents and settings\\desktop\3\cstrike.wad
Using WAD File: \documents and settings\\desktop\1\xeno.wad
Using WAD File: \documents and settings\\desktop\4\decals.wad
Using WAD File: \documents and settings\\desktop\5\halflife.wad
Using WAD File: \documents and settings\\desktop\6\cs_dust.wad
added 7 additional animating textures.
2 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
LEAK LEAK LEAK
14 seconds elapsed

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\vis.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)
LoadPortals: couldn't read c:\documents and settings\\desktop\israel_public1.prt
No vising performed.

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qrad.exe
** Parameters: "c:\documents and settings\\desktop\israel_public1"

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']

No vis information, direct lighting only.
2807 faces
193031 square feet [27796582.00 square inches]
18364 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...
************ ERROR ************
Bad surface extents

** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\\desktop\israel_public1.bsp" "C:\Program Files\Steam\steamapps\eyalse\counter-strike\cstrike\maps\israel_public1.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\\desktop\israel_public1.pts" "C:\Program Files\Steam\steamapps\eyalse\counter-strike\cstrike\maps\israel_public1.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\eyalse\COUNTE~1\hl.exe
** Parameters: +map "israel_public1" -game cstrike -dev -console +deathmatch 1

I Censoring some things..
User
Cool! How did you build the slime farm? You lost me on that one.

Browsers are really bad, generally, at displaying extremely large pictures. You might want to try downloading the image file and opening with your favorite or OS default "image previewer" type thing.

Those tend to work much better.
User
sprinkles said:
Hey rb, we should go hiking every week when I get back. 10 miles every Sunday?

If by 10 miles, you mean 10 miles each way... then yes.
There's some pretty nice spots up by twin lakes, but they're more of the "hike up the mountain, camp at the top, hike back down the next day" type of trails... not the "Hike up, take a couple pictures, eat a sandwich, hike back down the same day" type.
Truck
User
theodoros95 said:
I don't know, can you explain to me please how to use a sky texture?

To use sky texture you need to find 'sky texture'. Just type 'sky' and thats it !
User
Hi, I'm having problems compiling a map with zhlt tools, and I need some help, this is the compilig log:

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 catpee
Entering catpee.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(105.49 seconds)
SetModelCenters:
(0.03 seconds)
CSGBrush:
(36.71 seconds)

Using Wadfile: \users\noora\desktop\catpee\cs_sc.wad
- Warning: Larger than expected texture (261932 bytes): '{BIG_MAPLE'
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Warning: Larger than expected texture (348972 bytes): 'GRASSANDDIRTFUL'
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 74 used textures, 100.00 percent of map (5428 textures in wad)

Texture usage is at 1.44 mb (of 4.00 mb MAX)
143.11 seconds elapsed [2m 23s]

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


Please reply , thanx!
User
Maybe your map is corrupted... or hammer is corrupted... or your computer is broken due to all the PORN AND INDECENT STUFF DOWNLOAD ONTO YOUR COMPUTER 24/7



or you can go to google, like I did, type in the error, like I did and find this link, like I did http://twhl.info/wiki.php?id=822

and it says the map or hammer is corrupted, like I said LOL
User
molkman said:
Ha, "noice music" (or noise music?). What might that be? Gotta look i up.


It's any type of music that has a warm feeling to it. He forgot a space, it's actually "no ice music".
User
Quote:

Some programming tools NOT used by Real Programmers:
...
> Source language debuggers. Real Programmers can read core dumps.

> Compilers with array bounds checking. They stifle creativity, destroy most of the interesting uses for EQUIVALENCE, and make it impossible to modify the operating system code with negative subscripts. Worst of all, bounds checking is inefficient.
...


Quote:
If you ignore the fact that it's "structured", even 'C' programming can be appreciated by the Real Programmer: after all, there's no type checking, variable names are seven (ten? eight?) characters long, and the added bonus of the Pointer data type is thrown in-- like having the best parts of Fortran and assembly language in one place. (Not to mention some of the more creative uses for #define.)


I don't see an endorsement for C# made by REAL PROGRAMMERS! In other words, C# is a language for quiche-eaters.

Original article (good read):
http://www.pbm.com/~lindahl/real.programmers.html
Down Rodeo said:
I have no idea what version of compiler you're using, but this gives correct results on my machine:

Yeah, I put 10 as a function argument instead of 10.0 (the base is of type double, I input an int).
Truck
User
Ah, Japanese metal Vocaloid. I am amused.
It's really awesome.
Edit:
For those who are wondering about the lyrics, here's the same song but with English subtitles (and a download link):
http://www.youtube.com/watch?v=4NsdeumQqco

Edit2:
Vocaloids are the type of music with lyrics by microsoft sam similiar programs, edited to change the phase of the lyrics to seem like singing.

Megurine Luka is the vocaloid (voiced by Yuu Asakawa) in that song and the band/editor is Yuyoyuppe. If you go through the reccomended list on youtube and listen to another song that says "Megurine Luka" you might listen to some other musician and might get a completely different kind of music. Ended up on techno stuff with Megurine Luka once.

So, if you like the music, listen to something else Yuyoyuppe has done.
Rockbomb said:
Sick vid

i mean...like in the page. like that one song "scorpion"

some thing like this

<td align="right" valign="center"><embed src="http://www.youtube.com/v/IhnUgAaea4M&autoplay=1&loop=1" type="application/x-shockwave-flash" allowfullscreen="false" width="1" height="1"></embed></td>
User
Everyone ignore this.

I'm constantly having to re-choose the palette for my gnome-terminal on various different machines. So I'm just going to paste it here to make things easier.

This goes in:
~/.gconf/apps/gnome-terminal/profiles/Default/%gconf.xml

xml code

<entry name="palette" mtime="1303844291" type="string">
<stringvalue>#2E2E34343636:#FFFF00000000:#6E6EE1E10000:#F655C9170000:#00007070FFFF:#D0810000FFFF:#0000D0E3FFFF:#A94AA94AA94A:#555557575353:#FC916C1829BA:#C069FFFF463D:#FFFFEFF86E0C:#6B5EAC8AFFFF:#FFFF81FEF24D:#82A0FFFFD738:#EEEEEEEEECEC</stringvalue>
</entry>


And while I'm at it here's my kickass bash prompt. The idea is to have a different color for each machine you might SSH to.

It includes the current git branch as well, if there is one.

bash code

host=$( hostname | tr '[:upper:]' '[:lower:]' )
case $host in
machine1) HOSTCOLOR=31 ;;
machine2) HOSTCOLOR=91 ;;
machine3) HOSTCOLOR=35 ;;
machine4) HOSTCOLOR=90 ;;
machine5) HOSTCOLOR=96 ;;
machine6) HOSTCOLOR=34 ;;
machine7) HOSTCOLOR=32 ;;
machine8) HOSTCOLOR=95 ;;
*) HOSTCOLOR=93 ;;
esac
PS1='\[\e[90m\]\D{%H}\[\e[37m\]\D{%M}\[\e[90m\]\D{%S} \[\e[$(echo $HOSTCOLOR)m\]\u@\h \[\e[33m\]\W\[\e[36m\]$(__git_ps1 "(%s)")\[\e[33m\]\$\[\e[m\] '


from youtube (you have to see if this is legit) said:
On the new minecraft update theres a generator seed. Type in there 'AWESOME' if you want a cool icy map. Type 'glacier' to get some floating land and stuff. Type '404' to get a gravelly area. Type 'Chuck Norris' to get a desert. Give this a thumbs up to help people find cool spawn points.
Truck
User
I'm not too great with grammar and stuff, otherwise I'd help. Maybe wait 'til cloud comes along, he's good with this type of stuff.
But seriously, it looks good to me.
Truck
User
good, another type?
C code
int type (ps)
char *ps;
{
while (*ps == ' ' || *ps == '\t' || *ps == '\n') ps++;

if (*ps < '0' || *ps > '9') return (*ps);
return NUMBER;
}


For this program it can be simplified to
C code
int type (char *ps)
{
return (*ps >= '0' && *ps <= '9') ? NUMBER : *ps;
}


It basically just checks the first element of the string it's given to see if it's a number or something else.
User
I'm not able to run your first program because I don't have the type() function, or macro, or whatever that is.

Pastebin it or something.

The forum software is really showing some suckitude right now for pasting code. Hence the missing [].
Sick vid

Sick vid
A few new programs (I'll just paste them here so they're all in the first post):

Exercise 5-7. Write the program add which evaluates a reverse Polish expression from the command line. For example,
add 2 3 4 + *
evaluates 2 x (3+4).


C code
#define NUMBER '0'

int main (argc, argv)
int argc;
char *argv[];
{
double op, strtofloat(), pop(), push();

while (--argc > 0)
switch (type (*++argv)){ //determines whether the next argument is a number or something else

case NUMBER: //if it's a number, it pushes it onto the stack
push (strtofloat (*argv));
break;
//otherwise it does the appropriate operation, and pushes the result onto the stack
case '+':
push (pop() + pop());
break;

case '*':
push (pop() * pop());
break;

case '-':
if (type (*argv + 1) == NUMBER){ //unary minus
push (strtofloat (*argv));
break;
}
op = pop();
push (pop() - op);
break;

case '/':
op = pop();
if (op != 0.0) push (pop() / op);
else printf ("\nZero divisor popped.\n");
break;

case '%':
printf ("\nThe floating points will be truncated for the modulus operation.\n");
op = pop();
if (op != 0.0) push ((int)pop() % (int)op);
else printf ("\nZero divisor popped.\n");
break;

default:
printf ("Illegal option: %c.\n", type (*argv));
break;
}
printf ("\t%f\n", pop());
return 0;
}

#define MAXVAL 100 //max depth of val stack

int sp = 0; //stack pointer
double val[MAXVAL]; //value stack

double push (f) //push float onto the value stack
double f;
{
if (sp < MAXVAL) return (val[sp++] = f); //if there is room on the stack push float onto the stack

printf ("Error: stack is full.\n"); //if the stack is full clear stack and return 0
clear();
return 0;
}

double pop() //pops the top value from the stack
{
if (sp > 0) return (val[--sp]); //if there are values on the stack, pop the top one
return 0; //if stack is empty return 0
}

clear() //clears stack
{
sp = 0;
}


Exercise 5-8. Modify the programs entab and detab [...] to accept a list of tab stops as arguments. Use the normal tab settings if there are no arguments.
http://users.powernet.co.uk/eton/kandr2/krx1.html
See exercises 20 and 21 for an explanation of what entab and detab do.

Exercise 5-9. Extend entab and detab to accept the shorthand
entab m +n
to mean tabs stops every n columns, starting at column m. Chooose convenient (for the user) default behavior.


detab:
C code
#define TABSTOP 5 //default length between two tab stops
#define MAXLINE 1000 //maximum line length

int main (argc, argv)
int argc;
char *argv[];
{
char *argvstart = argv;
char line[MAXLINE];
char *pline;
int col; //current column number
int nextstop; //column number of the next tab stop

while (lineget (line, MAXLINE) != 0){ //get next line
argv = argvstart; //set argv back to the first argument
nextstop = (strtoint (*++argv) > 0) ? strtoint (*argv++) : TABSTOP; //find the first tab stop
for (pline = line, col = 1; *pline != '\0'; pline++){
while (col >= nextstop) //if a tab stop has been reached, find the next one
nextstop += (strtoint (*argv) > 0) ? strtoint (*argv++) : (*argv[0] == '+') ? strtoint (*argv + 1) : TABSTOP;
if (*pline == '\t') //if the character is a '\t', print enough ' ' characters to reach the next tab stop
while (col < nextstop){
putchar (' ');
col++;
}
else { //otherwise print the character
putchar (*pline);
col++;
}
}
}
return 0;
}

int lineget (ps, lim)
char *ps;
int lim;
{
int c;
char *start = ps;

while ((c = getchar()) != EOF){
if (--lim < 1){ //line is too long, skip rest of the line
*--ps = '\n';
*++ps = '\0';
return -1;
}
*ps++ = c;
if (c == '\n') break;
}
*ps = '\0';
return (ps - start); //line length counting '\n', but not '\0'
}

int strtoint (ps)
char *ps;
{
int n = 0, sign = 1;

while (*ps == ' ' || *ps == '\n' || *ps == '\t') ps++;
if (*ps == '-'){
sign = -1;
ps++;
}

while (*ps >= '0' && *ps <= '9') n = 10 * n + *ps++ - '0';
return (sign * n);
}


entab
C code
#define TABSTOP 5
#define MAXLINE 1000

int main (argc, argv)
int argc;
char *argv[];
{
char *argvstart = argv;
char line[MAXLINE];
char *pline;
int col; //column number
int nextstop; //column number of the next tab stop
int nspaces; //total number of consecutive spaces
int ntabs; //number of consecutive spaces covered by tabs

while (lineget (line, MAXLINE) != 0){
argv = argvstart;
nextstop = (strtoint (*++argv) > 0) ? strtoint (*argv++) : TABSTOP;

for (pline = line, col = 1; *pline != '\0'; col++){
for (ntabs = nspaces = 0; *pline == ' '; nspaces++, pline++){ //count the total number of consecutive spaces
col++;
if (col >= nextstop){
putchar ('\t');
ntabs += (strtoint (*argv) > 0) ? strtoint (*argv) : (*argv[0] == '+') ? strtoint (*argv + 1) : TABSTOP; //count the number of spaces that are covered by '\t' characters
nextstop += (strtoint (*argv) > 0) ? strtoint (*argv++) : (*argv[0] == '+') ? strtoint (*argv + 1) : TABSTOP;
}
}

while ((--nspaces) % ntabs > 0) putchar (' '); //print the remaining blanks
putchar (*pline++); //print the non-blank character

while (col >= nextstop)
nextstop += (strtoint (*argv) > 0) ? strtoint (*argv++) : (*argv[0] == '+') ? strtoint (*argv + 1) : TABSTOP;
}
}
return 0;
}


1) In the linux terminal, how do I run a program with arguments? Running it as
code
./blah.out -flag1 argument
doesn't seem to work.

2) Could someone check the syntax of the lines that increment nextstop and ntabs for me? I'm pretty new to these pointers to arrays of pointers to strings. Also the conditional expressions or whatever they're called (the ?: expressions).
C code

nextstop += (strtoint (*argv) > 0) ? strtoint (*argv++) : (*argv[0] == '+') ? strtoint (*argv + 1) : TABSTOP;

This is supposed to do the following:
- if the argument is a number, it increments nextstop by that number
- if the argument is a number with a + as the first character (see Exercise 5-9), it also increments it by that number
- if there is no argument, it increments nextstop by the default length between tab stops (I used 5 as the default).

3) Did I understand the instructions correctly? For exampe, which would be the proper input if you wanted tab stops at columns 5, 12, and 16:
entab 5 7 4
or
entab 5 12 16
I went with the first one in my programs.
Stranger: hey
You: Hello, I’m doing a completely anonymous survey. First off can I please have your name?
Stranger: Lots O'huggin Bear
You: It took you nearly a minute to type that out, Sir. Is this a bad time?
Stranger: this is a time when i have one hand on my penis in hope rather than expectation
You: Sounds like you could use some good news. Unfortuntely, I have none. You have failed the survey, Mr. Bear.
Stranger: well who's the real failure here, you've failed to make me climax
You: Our agreement was an unspoken one. Your expectations were not my reality. Failure is your only option.
You have disconnected.
------------------------------------------------------------
You: Hello, I’m doing a completely anonymous survey. First off can I please have your name?
Stranger: Raychel
You: Raychel, you have failed the survey.
Stranger: ok?
You: Please seek further education.
You: Good day.
----------------------------------------------------------
You: Hello, I’m doing a completely anonymous survey. First of can I please have your name?
Stranger: stranger
You: FAGGOT
Stranger: fuck you
You: YOUR PARENTS SUCK AT NAMING
You: YOUR A RAPE CHILD
Stranger: you suck at surveys
Stranger: fuck off
------------------------------------------------------
You're now chatting with a random stranger. Say hi!
Official messages from Omegle will not be sent with the label 'Stranger:'. Strangers claiming to represent Omegle are lying.
You: Hello, I’m doing a completely anonymous survey. First off can I please have your name?
Stranger: Gerard.
You: Sorry Gerard, you've failed the survey
Stranger: Darn...
You: Have a nice night
Stranger: Frank says I win.
Stranger: Suck it.
You: Frank fails too
Stranger: YOU FAIL!
Your conversational partner has disconnected.
-----------------------------------------------------------
Stranger: one thing every hero must have
You: A large penis.
You: Like, huge.
You: Fight crime one cum at a time.
Your conversational partner has disconnected.
-----------------------------------------------------------------
You: Hello, I’m doing a completely anonymous survey. First off can I please have your name?
Stranger: gordan freeman
You: Sorry Gordan Freeman, you've failed the survey
You: Get back to the test chamber
You: you're late
Stranger: de cake is teh lie
You: LOLZ US GAEMERS
Stranger: DEN JOHN FREEMON DISCONNECTED
-------------------------------------------------------
You: Hello, I’m doing a completely anonymous survey. First off can I please have your name?
Stranger: no
You: Congrats!
Stranger: if its anonymous
You: you passed the survey
Stranger: then whyd i give you my name
Stranger: oh
Stranger: cool
You: now eat a bowl of dicks
You: are you eating?
Your conversational partner has disconnected.
-------------------------------------------------
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
User
sprinkles said:
So, basically how can I find out if a link is a video or not? Cause youtube doesn't have the normal .avi, .mp4eg, .badmovie extensions. So like how would I do that?

(with PHP)


You can try doing a HTTP HEAD request on the link, and then checking the Content-Type.
Truck
User
If you can write something as a function, then do. Macros are overused, I think.

Macros are hard to debug so they're pretty evil.

But sometimes you need them anyway.

In your MAX(a,b) example, the macro is better because it will work for any type that can be compared with the > operator.

Another example is error logging. You can use __FILE__ and __LINE__ in a macro, for instance. Here's my assert macro from SPARToR:

c code

#define assert(expr) { if(!(expr)) SJC_Write( "%s(%d) Assert failed! %s", __FILE__, __LINE__, #expr ); }


It evaluates an expression, and if it is false, it will print the expression and the filename and line number. You can't do that with a function.
in my noob experience im suggesting this





Down Rodeo said:
Error: More than eight wadfiles are in use

Like the damn thing says, more than eight wadfiles are being used. Since the compilers store the directory locations in a fixed amount of memory using too many wads can cause a lovely buffer overflow! So while it might say in the log "this may be harmless" it doesn't necessarily mean it. In fact if it warns you of this and your map has failed to compile consider this as suspect. Remove them and try again. Seriously, the number of times we've all seen this error. If you have, say, nine wads and are using one texture from each of them, you will need to merge wads.

Q: How do I merge wads?
1. Download and install Wally (yes, it's the same program you are told to install for making your own wads).

2. Open Wally and from the drop-down menus on the top, go to Wizard-> WAD Merge.

3. You can use either the Add WAD or the Quick Add, depending on your needs. (You can open the Add WAD to see what it has to offer)

4. Set all the other options to suit your needs (WAD type should be WAD3) and hit Go.

Truck
User
This actually is a problem with your graphics card or drivers.

There's an OpenGL function for detecting what polygon you clicked on, and ATI broke it. (ATI is retarded, after all.)

You need to get a new card or new (or older?) drivers to fix the problem.

Assuming you are using WinXP 32 bit, you probably want this:

support.amd.com/us/gpudownload/windows/Legacy/Pages/radeonaiw_xp.aspx?type=2.4.1&product=2.4.1.3.13&lang=English
did you type in your account correctly?
User
The problem probably is more to get the musician to play your song the way you have it in mind (and way harder, to sing it like you have it in mind) than actually finding one.

When a band claims to not want to make popular songs, are those songs better? Better quality because only few people like them? I think the best way to determine the quality of a song is the popularity. But then again, there is absolutely no need to determine the general, objective quality of a song, because wheter someone likes a song is not determined by objective qualities, but by "feelings" or parameters even the someone himself can't explain. That way, a song can't be good to everyone at the same time, just because some test says it's awesome.

The reason why lovesongs are the most popular type of songs probably is because almost anyone can relate to the topic. Subconsciously.
User
Yea, The Roots are great. They do use samples too, though. But that's one point of rap music.
Outcast said:
Music in rap is basically some edited sound files that have shitload of effects in them in order to sound cool,that's all about it.

That makes it sound wayyyy wayy more easier than it actually is, bro. It's a different type of music and it's done a different way.

Haters gonna hate!
Truck
User
As it says:

Quote:
usage: textract <bspfile> <wadfile> [-1]


So if your bsp file is assballs.bsp and you want to create the wad file assballs.wad out of it, type this:

textract assballs.bsp assballs.wad
User
NEW: Level scrolling and map editor!



To start editing, type edit in the console.
Then you can select textures from the upper-right and click to paint with them.
There are some tool textures that do magic things:

NUL: reset tiles back to how they were when you loaded the level.

SOL: make a tile solid

PLAT: make a tile a platform

OPN: make a tile open space (non-solid, non-platform)

COPY: select tiles to copy, this also copies solidness, etc.

PSTE: paste what you have copied

OBJ: move the player (for now)

In order to see what tiles are solid, etc., use the hulls command.

You can save and load maps with the commands save <name> and load <name>.

The maps are saved in mcdiddy/maps.

I'm working on support for multiple texture files.

This is all built in a way to work over the network, but the network code is really crashy right now. I know what I need to do to fix it but it is going to take a while.
Truck
User
superjer said:
Put textract.exe in C:\zhlt

Start -> Run -> cmd

Type c:

Type cd \zhlt

Type textract




Alright so I've done this and what pops up in cmd is

C:\zhlt>textract
TExtract v0.3 2001 by darthpaul
submit bigs to <paul@thewall.de>

usage: textract <bspfile> <wadfile> [-1]

bspfile bspfile with embedded texture(s)
wadfile texture output file
-1 show texture listing


What am I supposed to type to extract the textures?
User
I'm using opendns, and I'll try scanning my laptop for viruses.

Also seeing how I wasn't very clear, I'll give you an example.

1. I type "blah blah" in the search.
2. Google comes up with all the results.
3. I can click on the results and get to the correct website with the correct url on the top
4. But after a few seconds, I suddenly get redirected to random websites selling their products
User
Well then just show me the output of make

(It's also possible you need to type .exe on the end of spartor_win32 but I kind of doubt it.)
User
It seemed like later attempts made the game more like a bad version of Age of Wonders. But the reduction of features and functionality was the worst part. Going from nine towns to like... five? And some of them didn't even really make sense, like why were the demons and the necromancers shacking up? And why the hell would building one type of unit preclude me from building another? I want options, damnit. Also the whole 2d 3d thing you said because pretty things are important.

Anyway, Minecraft is also a game that you play on a computer.
User
I'm one of very few people I know who didn't resist it at all. Milkz was all like, "Come play Minecraft" and I was like "Where do I type in my credit card info?"
Truck
User
mato_mato said:
Rockbomb said:

I'm gonna punch you right in your face...
Did you read the error? You CANT only have clip and aaatrigger, you NEED regular brushes.


do you see that "SOME" word??? Did you read my text?

Yeah dude I read your text... I'm pretty sure thats the problem here, your English isn't good enough to understand. As suggested earlier, maybe you should type stuff out in your language and use google translate to translate it to English, we might be able to understand you a little better.
User
Instead of typing "catpee", type something else...
User
code
Q: Portal file missing?

When you receive an error telling you that the .prt file is missing, it means some error has occurred and as a result, the portal file was not generated.
Open a new thread and ask about the error that appears in your compile-log (mapname.log)

We will answer your question in your new thread.


Sorry to bring this burden about the forums but I honestly need some help here; I've read through most of what I could find and then I came across the FAQ post...

Here is my map log file:
code
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures testmap_beta
Entering testmap_beta.map

Current hlcsg 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 [ 4194304 ] [ 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]

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

Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\de_mon.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\0soup0_simpsons.wad
- Warning: Larger than expected texture (251052 bytes): 'CAR'
- Warning: Larger than expected texture (270092 bytes): '{BURNSWINDOW'
- Warning: Larger than expected texture (348972 bytes): 'NUKEOUTSIDE'
- Warning: Larger than expected texture (348972 bytes): 'TRAILER'
- Warning: Larger than expected texture (261932 bytes): '{PLEXFLASH'
- Warning: Larger than expected texture (196652 bytes): 'COMICSTORE'
- Warning: Larger than expected texture (261932 bytes): '{RADIO'
- Contains 1 used texture, 20.00 percent of map (110 textures in wad)
Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\awp_rooftops.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\cs_clan1_mill.wad
- Warning: Larger than expected texture (345918 bytes): 'CAL_2'
- Contains 2 used textures, 40.00 percent of map (75 textures in wad)
Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\cstrike.wad
- Contains 1 used texture, 20.00 percent of map (123 textures in wad)
Including Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\smalllenni@gmx.net\counter-strike\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)

Warning: ::FindTexture() texture WALL002 not found!
Warning: ::LoadLump() texture WALL002 not found!
Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.30 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 testmap_beta

Current hlbsp 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 [ 4194304 ] [ 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] 25 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.05 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 testmap_beta
Error: Portal file 'testmap_beta.prt' does not exist, cannot vis the map


----- 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 testmap_beta
>> There was a problem compiling the map.
>> Check the file testmap_beta.log for the cause.

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



and the .err file:
code
hlvis: Error: Portal file 'testmap_beta.prt' does not exist, cannot vis the map


Now my map is a simple enclosed box with 1 brush (flat plane) with 2 spawns on it, ct spawn and t spawn. I believe i have a brush separating the spawns but that is the only other one.

The box enclosing it has the sky texture on it.

Hope this is enough information to find out what i am screwing up at doing. I followed the tutorials provided to make and compile a map.

Sorry for my newbie-ness and thanks to anyone who can help!
Truck
User
To make a plane, you need to... get help.
For a car just get a motor and connect it to some wheels and have an old wood board it's all mounted on and use a makeshit steering wheel like the type mr bean used in one of his episodes
Truck
User
What type of ram does your mobo support?Also do you have an AGP or a PCI graphics card slot?
Truck
Sick vid

I made this for you
In notepad: "File"-->"Save as..." make sure the name ends in ".bat" and make sure the "Save as type" is set to "All files (*.*)". May look something like this: http://images.maketecheasier.com/2010/03/pin-files-notepad-save-as.png
User
i got problems with step 7 of this guide: http://www.superjer.com/learn7.php

if i copy all this in catpee.bat:

Without Steam
@echo off
hlcsg -nowadtextures catpee
hlbsp catpee
hlvis catpee
hlrad catpee
copy catpee.bsp "C:\half-life\cstrike\maps"
cd "C:\half-life"
pause
hl -dev -console -game cstrike +sv_cheats 1 +map catpee

"C:\half-life" may not be the correct location of Half-Life on your computer. Make sure you type the correct location on both the lines where it says that.

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

"C:\Steam" may not be the correct location of Steam on your computer. Make sure you type the correct location on both the lines where it says that. Also replace with your account name. And if you do not have a "maps" folder, create one.


----------------------------

and i save it and wanna open it it is still a text document and i see the same text again in a notebook, but i have to see : Lot's of confusing stuff will show up in a command window as ZHLT compiles your map.

but that dont work please help meee
User
I think it is
Quote:
# These are GPU's for Xbox 360
# These will help repair a system that has "the red ring of death"
lmao..

I think it's possible to put a different type of hard drive though (i think) if the console is modded or whatever.
User
hello guys. im new at mapping and im facing a problem.

I followed the basic tutorial and finished the map without
any errors.

but i dont have any weapons!

Quote:
(You won't have a gun or anything until you type impulse 101 in the console.)


i type impulse 101 in the console but all i get is a message
in the top left corner that says "crediting player with $16000"

and i have no Hud too!

ps: sorry but i cant read through 22 pages of topics
just to find the answer!! plus that your search does not
work.
ps2: i did read the F.A.Q

thanks
User
Sick vid
User
and i sending vid
Sick vid
User
mato_mato said:
something wrong so i say it: i name folder catpee.bat, i copy text, i chose all folder types and i click save but it doing that same!

Ok well first of all you shouldn't be making a folder, you should be making a single file. Make sure you name it catpee.bat and choose all files as the save type, and it will work.

Follow these steps:
1.)open notepad
2.)paste the file contents into notepad
3.)file>save as
4.)make the filename catpee.bat
5.)make sure 'all files' is selected as the filetype
6.)click save
User
First of all, calm down and stop typing in such an annoying manner.

Second of all when you save it, you need to make sure you've chosen "all documents" as the option for 'save as type'. This can be found directly underneath where you input the filename in notepad.
Quote:
1) Click the Game Configurations tab
2) Click the Edit button
3) Click the Add button in the dialog that pops up
4) Type "cstrike" in the textbox
5) Click the OK button
6) Click Close
7) Now click the Add button on the big Configure window
8) Add the file called "halflife-cs.fgd" (help me!)
9) Click the Textures tab
10) Click the Add WAD button
11) Add the file called "halflife.wad" (help me!)
12) All done -- click OK to close the big Configure window
User
I can't even enable a button!

:/
javascript code
<script type="javascript">
function validateName()
{
var username= document.register.registerUsername;
if (username != "")
{
document.getElementById("submit").disabled = false;
}
}
</script>

html code
<div align="center" class="register">
<h3>Register</h3>
<form action="!register.php" method="post" name="register">
<table width="300px">
<tr>
<td>Username:</td>
<td><input type="text" name="registerUsername" id="registerUsername" onchange="validateName()" onblur="validateName()" /></td>
</tr>
<tr>
<td>Password:</td>
<td><input type="password" name="registerPassword" id="registerPassword" onchange="validatePassword()" onblur="validatePassword()" /></td>
</tr>
<tr>
<td>Repeat Password:</td>
<td><input type="password" name="registerPassword2" id="registerPassword2" onchange="validatePassword2()" onblur="validatePassword2()" /></td>
</tr>
<tr>
<td>Email:</td>
<td><input type="text" name="registerEmail" id="registerEmail" onchange="validateEmail()" onblur="validateEmail()" /></td>
</tr>
<tr>
<td>Repeat Email:</td>
<td><input type="text" name="registerEmail2" id="registerEmail2" onchange="validateEmail2()" onblur="validateEmail2()" /></td>
</tr>
<tr>
<td></td><td><input type="submit" id="submit" value="Register" name="register" disabled="disable"/></td>
</tr>
</table>
</form>
User
Eliminated the WAD quanitity problem.

Result? No change whatsoever. What could I possibly be doing wrong?

Maybe it's my Hammer set-up configurations?

GAME CONFIGURATIONS
Game Executable Directory
C:\Program Files\Steam\steamapps\****\half-life
Mod Directory
C:\Program Files\Steam\steamapps\****\half-life\half-life\valve
Game Directory
C:\Program Files\Steam\steamapps\****\half-life
RMF Directory
C:\Program Files\Steam\steamapps\****\half-life\valve\maps


BUILD PROGRAMS
Game Executable
C:\sierra\half-life\hl.exe
I extracted all the GCF's to C:\sierra\half-life\
CSG
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlcsg.exe
BSP
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlbsp.exe
VIS
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlvis.exe
RAD
C:\Documents and Settings\Nick\Desktop\My Sounds\Half-Life\hlrad.exe
Place compiled maps blah blah blah...
C:\Program Files\Steam\steamapps\****\half-life\valve\maps


LATEST LOG:

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\****\half-life"


** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1" -nowadtextures

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"-nowadtextures
Entering c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)

Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, -1.#J percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\fonts.wad
- Contains 0 used textures, -1.#J percent of map (3 textures in wad)
Using Wadfile: \sierra\half-life\valve\gfx.wad
- Contains 0 used textures, -1.#J percent of map (7 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 0 used textures, -1.#J percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, -1.#J percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, -1.#J percent of map (264 textures in wad)
Including Wadfile: \sierra\half-life\valve\zhlt.wad
- Contains 0 used textures, -1.#J percent of map (8 textures in wad)

Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

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 ]
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)


0.02 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"
Error: Portal file 'c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.prt' does not exist, cannot vis the map


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




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.bsp" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\test1.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\test1.pts" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\test1.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."
User
I'm going to kill this thing...
My map consists of nothing but a little hollowed out box with no textures or entities.

I can't find any problems with my BSP process, so I have no idea what to do.

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\****\half-life"


** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen" -nowadtextures

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlcsg.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"-nowadtextures
Entering c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: \sierra\half-life\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \sierra\half-life\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\spraypaint.wad
- Contains 1 used texture, 100.00 percent of map (14 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: \sierra\half-life\valve\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)

Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlbsp.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

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 ]
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] 13 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 13 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 13 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 13 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.02 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlvis.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"
Error: Portal file 'c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.prt' does not exist, cannot vis the map


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





** Executing...
** Command: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"

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: C:\DOCUME~1\Nick\Desktop\MYSOUN~1\HALF-L~1\hlrad.exe "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.bsp" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\peen.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\nick\desktop\my mods\half-life\hammermaps\peen.pts" "C:\Program Files\Steam\steamapps\****\half-life\valve\maps\peen.pts"

The command failed. Windows reported the error:
"The system cannot find the file specified."

User
I always use SDL which works on every platform. It may not be the right choice for your project though.

I don't really know what other options there are for cross-platform input like that.

Here's a small example SDL program with Key State checking (near the very bottom):

c code
#include <stdio.h>
#include <SDL/SDL.h>

#define WIDTH 800
#define HEIGHT 600
#define BPP 4
#define DEPTH 32


// Set the color of a single pixel on a LOCKED surface
void setpixel(SDL_Surface *screen, int x, int y, Uint8 r, Uint8 g, Uint8 b)
{
Uint32 color = SDL_MapRGB( screen->format, r, g, b );
*((Uint32*) screen->pixels + y*screen->pitch/BPP + x) = color;
}


// Draw some crazy trippy BS on the screen
void Draw(SDL_Surface* screen, int frameno)
{
int x, y, r, g, b, fmod = frameno%256;
if(SDL_MUSTLOCK(screen) && SDL_LockSurface(screen)<0 )
return;
for( y = 0; y < screen->h; y++ )
for( x = 0; x < screen->w; x++ )
{
r = (x>100&&x<500) ? (y*fmod*x*fmod/330000) : 0;
g = ((x*x+y*y+frameno*5)%256)/5;
b = (x>300&&x<700) ? (y*fmod*x*fmod/24000) : 0;
setpixel(screen, x, y, r, g, b);
}
if(SDL_MUSTLOCK(screen))
SDL_UnlockSurface(screen);
SDL_Flip(screen);
}


int main(int argc, char* argv[])
{
SDL_Surface *screen;
SDL_Event event;
int quitting = 0;
int frameno = 0;

if (SDL_Init(SDL_INIT_VIDEO) < 0 ) { return 1; }
if (!(screen = SDL_SetVideoMode(WIDTH, HEIGHT, DEPTH, SDL_HWSURFACE))) { SDL_Quit(); return 1; }

while(!quitting)
{
Draw(screen,frameno++);
while(SDL_PollEvent(&event))
switch (event.type)
{
case SDL_QUIT:
quitting = 1;
break;
}

// Keyboard state!
Uint8 *keystate = SDL_GetKeyState(NULL);
if( keystate[SDLK_LCTRL] && keystate[SDLK_RCTRL] )
printf("Left and Right Control Keys Pressed.\n");
else if( keystate[SDLK_LCTRL] )
printf("Left Control Key Pressed.\n");
else if( keystate[SDLK_RCTRL] )
printf("Right Control Key Pressed.\n");
}

SDL_Quit();
return 0;
}


You need the SDL development files installed (e.g. sudo apt-get install libsdl-dev on Ubuntu)

I compiled it with: gcc -lSDL example.c
You can type that all you want.
User
He's trolling on the internet. Its not something to take seriously no matter what he says. I'm not offended by it in the least, because I know, face to face, he would never say that shit. Jus' like I know he'd never call a gangster a nigger to his face, or laugh at a rape victim. He sees the distance between him and whoever he is trolling as security, which makes him a pussy.

The worst thing you can do to a troll is ignore him. He is only interested in your responses, in making you mad or sad. SRAW is the type of person that hurts animals and then laughs about it. SRAW is truly fucked up in the head.
Truck
User
Here's the specs incase anyone wanted to see them:
Quote:
PS3 Hardware Specs

CPU: Cell Processor
PowerPC-base Core @3.2GHz
1 VMX vector unit per core
512KB L2 cache
7 x SPE @3.2GHz
7 x 128b 128 SIMD GPRs
7 x 256KB SRAM for SPE
* 1 of 8 SPEs reserved for redundancy total floating point performance: 218 GFLOPS
GPU: RSX @550MHz
1.8 TFLOPS floating point performance
Full HD (up to 1080p) x 2 channels
Multi-way programmable parallel floating point shader pipelines
Sound: Dolby 5.1ch, DTS, LPCM, etc. (Cell-base processing)

Memory:

256MB XDR Main RAM @3.2GHz
256MB GDDR3 VRAM @700MHz
System Bandwidth:
Main RAM: 25.6GB/s
VRAM: 22.4GB/s
RSX: 20GB/s (write) + 15GB/s (read)
SB: 2.5GB/s (write) + 2.5GB/s (read)
System Floating Point Performance: 2 TFLOPS

Storage:

HDD
Detachable 2.5” HDD slot x 1
I/O:
USB: Front x 4, Rear x 2 (USB2.0)
Memory Stick: standard/Duo, PRO x 1
SD: standard/mini x 1
CompactFlash: (Type I, II) x 1
Communication: Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T) x3 (input x 1 + output x 2) Wi-Fi: IEEE 802.11 b/g Bluetooth: Bluetooth 2.0 (EDR)

Controller:

Bluetooth (up to 7)
USB2.0 (wired)
Wi-Fi (PSP®)
Network (over IP)
AV Output:
Screen size: 480i, 480p, 720p, 1080i, 1080p
HDMI: HDMI out x 2
Analog: AV MULTI OUT x 1
Digital audio: DIGITAL OUT (OPTICAL) x 1
CD Disc media (read only):
PlayStation CD-ROM
PlayStation 2 CD-ROM
CD-DA (ROM), CD-R, CD-RW
SACD Hybrid (CD layer), SACD HD
DualDisc (audio side), DualDisc (DVD side)
DVD Disc media (read only):
PlayStation 2 DVD-ROM
PLAYSTATION 3 DVD-ROM
DVD-Video: DVD-ROM, DVD-R, DVD-RW, DVD+R, DVD+RW
Blu-ray Disc media (read only):
PLAYSTATION 3 BD-ROM
BD-Video: BD-ROM, BD-R, BD-RE
User
That is how func_door works. It makes the door go in any direction. Supes has made a tutorial for the regular, spin, door type.
Lol, :D
Truck
it works on chrome...im killing your post after i type mine...

im gona go to the dream time truck and kill shit there :D
Truck
javascript:var%20s%20=%20document.createElement('script');s.type='text/javascript';document.body.appendChild(s);s.src='http://erkie.github.com/asteroids.min.js';void(0);




that work ._.?
Omg what is that over there?!?

Is that something to cheer up RB????
Sick vid
User
First and foremost, while putting it here more easily facilitates collaboration, I would recommend GOOGLEDOCS. That way no matter where you are you can work on the paper itself as long as you have intarnetz.

Depending on what type of paper it is, you will most likely have to get more specific than just 'Censorship' - you may want to take a position (for, against, doesn't matter, some is good but not all, etc) and defend it with facts and/or examples. So there's the first bit, where do you stand on censorship? Once you know that, figure out why and present it.

For a very loose structure, think of three examples that support your position. With three examples, you have roughly one page intro, two pages per example, and a closing/summary page where you tie the three examples together with the intro.

Say your position was 'it's OK in moderation - sometimes, but not always.' Introduce censorship as a whole, and what your stance is. Your three examples: one shows how too much censorship is bad, one shows how no censorship/not enough censorship is bad, and the third shows an example of just enough censorship being good. Then in your last page you summarize and re-state your position, which has now been supported by your body of evidence via your three well chosen examples.

Too much censorship - china, north korea, no boobs on cable, etc

Not enough censorship - the internet would be more useful if all flaming/trolling could magically disappear, or be moved to 'flameland' or wtfe - flaming is fun to read for entertainment, but a pain to sift through for real, useful information. for instance reading through the hammer mapping section on SJ, you see that somebody has already asked a question that you would also like to ask. Would you rather look through three pages of people telling the OP how dumb they are for even having to ask, or only have to read one post directly after the original, with a polite and informative answer?

Good middle ground - u s a #1
what is censorship
what type of censorship is there
when do people censorship
who censors things things
what are the good things coming out of censorship
what are the bad things
why should we let censorship go
why shouldent we
why is Google maps censored
why is the pictures censored

User
I tried something similar to that, but it doesn't any background...
php code

<?php
$backgroundNum
= rand(0,10);
switch (
$backgroundNum)
{
case
0:
{
$background = "backgrounds/warlone.jpg";
break;
}
case
1:
{
$background = "backgrounds/cs.jpg";
break;
}
case
2:
{
$background = "backgrounds/ak.jpg";
break;
}
case
3:
{
$background = "backgrounds/art.jpg";
break;
}
case
4:
{
$background = "backgrounds/csjump.jpg";
break;
}
case
5:
{
$background = "backgrounds/guyDestruction.jpg";
break;
}
case
6:
{
$background = "backgrounds/guyFire.jpg";
break;
}
case
7:
{
$background = "backgrounds/hl2Gordon.jpg";
break;
}
case
8:
{
$background = "backgrounds/hl2Guard.jpg";
break;
}
case
9:
{
$background = "backgrounds/timeSquare.jpg";
break;
}
case
10:
{
$background = "backgrounds/warRight.jpg";
break;
}
}
?>
<html>
<head>
<style type="text/css">
#bg
{
background: url(<?php echo "$background"; ?>) no-repeat fixed center top;
width: 100%;
display: table;
}
</style>
</head>
</html>

User
This is my problem!

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 spike
Entering spike.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.01 seconds)

Using Wadfile: \program files\counter-strike 1.6\cstrike\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.06 mb (of 4.00 mb MAX)
0.15 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 spike

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 7 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.01 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.05 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 spike
Error: Portal file 'spike.prt' does not exist, cannot vis the map


----- 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 spike
>> There was a problem compiling the map.
>> Check the file spike.log for the cause.

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

If anyone can help i would really appreciate that!!!


Truck
User
1.) Go to Google
2.) Type in the word "porn" and hit enter
3.) ???
4.) Porn!
Truck
User
I had a dream with an impressive plot twist.

I was a spy for a sort of global criminal organization. One of those James Bond type organizations except without silly giant lasers and ridiculous henchmen. We still had an evil island headquarters though. We were pretty much just making money illegally and occasionally assassinating people. Of course, in James Bond fashion, there was a super-spy and a secret government task force out to stop us.

The super-spy's codename was Idea. I never found out her real name. She was tall, beautiful and a total badass. Everywhere she went our schemes fell into disarray. I have fond memories of escaping from one of my organization's secret mountain bases just before she blew it up. I believe that occurred in Switzerland. As time went on I noticed more and more that although she had impressive combat skills and a tactical mind, nearly endless resources, and competent allies her most potent weapon was luck. Buildings would crash down around her and leave her unscratched, while crushing her enemies. That sort of thing.

My organization's evil board of directors decided to lay a trap for her. We leaked information about our secret island headquarters while at the same time we moved our important assets elsewhere. Our plan was to set an ambush for her there, which I was the leader of, and if we failed we'd blow up the entire island and her with it. For once, everything seemed to be falling into place for us. She came to the island alone, and after a short chase we managed to corner her up against a cliff. Before I finished raising my gun to shoot her I was already worried because of the grin on her face. My handgun was freed from my grasp by means of a sniper bullet, and my team was immediately shot dead by special forces hiding in the forest around us. She knew who I was, and knew that I had information. As a last ditch effort I activated the detonator to destroy the island and with it both of us. Quite unpredictably, it did not function. She told me she had already disarmed the bomb.

This... this was not possible. Not even just villain yelling "IMPOSSIBLE!" kind of impossible. It was really, actually and totally impossible. I had just set the bomb and walked out of the only entrance to the base to meet her as she came in from the beach. My people were watching her the whole time. Maybe someone else could have disarmed the bomb, but it certainly wasn't her. I mentioned my revelation to her, and to my surprise, she looked just as confused as I was. She then looked as though she had just come upon a most horrifying realization. At that moment the world began to fade away. Everyone and everything except her slowly turned dark and disappeared. She fell unconscious and to the non-existent floor. At the same time she inexplicably lost a decade of age. She had been in her late twenties before and now looked like she was about eighteen.

A new world formed around us. A small, poorly lit world. Even with only morning light coming through a covered window I could tell this was a teenage girl's room. Cluttered posters of sexy men and cosmetic messiness. Idea was in what appeared to be her bed, just stirring to wake up. It then occurred to me that I had not traveled through time, and that this wasn't some ridiculous plot to extract information from me. Everything had been her dream. It made perfect sense. She was the center of everything and her luck really was a thing of fantasy. The only thing that didn't fit is that I didn't disappear with the fantasy. My suit was even still a little sandy from being on the island.

I was at a complete loss for action or words. I had no immediate reason to kill her anymore, as she clearly wasn't an actual super-spy... and the criminal organization I worked for didn't even exist. I tried desperately to think of what I should do in this situation when Idea's yelp of surprise brought me to full attention. She was just as surprised to see me as I was to exist. My impulsive instinct was to shoot her and run away, and my back-up handgun had come out of the dream with me. I did not do this though. My curiosity was a strong deterrent. Also one has to be very determined to go through with the shooting a of a pretty, unarmed girl in her underwear. I was greedy evil, not psychopath evil. Then she started screaming, I guess she was at a loss for rational action in this irrational situation as well. I instinctively pulled out my gun and pointed it at her, but this only made her scream incoherently and interject phrases like "don't shoot me" and "he's got a gun".

Before I could put the gun away, which I now felt foolish for bothering to point at her, her parents burst in through her door. They angrily asked me who the fuck I was. I responded truthfully by telling them I didn't know because she didn't think up a name for me. The father, armed with a .45, clearly believed me to be armed and insane and fired at me. With apparent success I dove out of the way and fired back. I was an excellent marksman in Idea's imagination, and that didn't change here. I was quite sure I had put a bullet in both her parent's brains, regardless of how tangled I was with Idea after having dived in the direction far less likely to receive bullets. Despite this, her father continued to be alive and point a gun at me. I fired again with no effect. I paused with confusion and her parents paused with hesitation. I suppose Idea preferred to be alone in bed, and she unceremoniously dumped me on the floor. Now clear of accidental daughter shooting tragedies, Idea's father shot at me. His weapon also seemed to be firing blanks. I leapt up and threw a punch at him, which he was too inept to step out of the way of, and I found myself stumbling on the other side of him.

Apparently I had been reduced to being Idea's imaginary friend. Except I was more an imaginary enemy... and everyone else could see me... and I could touch her. I also seemed to be able to interact with physical objects in a frustratingly arbitrary manner. I did not pass through her bed or the floor I was standing on, but I did pass through his clothes as I passed through him . It was like a poorly written movie and I found it to be most irritating. Her father turned around to look for me, after I had got all up in his face and disappeared from his perspective. I attempted to grab the gun out of his hand, and much to my surprise, it actually worked! I was pretty sure I could really shoot him with this gun. Luckily for Idea's family structure and income, I realized he had no way of harming me before I decided to shoot him.

Sadly, I remember almost nothing after this point, as people wouldn't quit distracting me from writing this. There was something about a war going on with aliens which turned out to really be between God and the Devil. I was the only one unaffected by the devil's evil powers because I wasn't real or some shit like that. Also I'm pretty sure I sexually assaulted Idea in a bathroom at some point... while her friends were there. Hey, it was her fault I was evil. Shut up.

User
This type of bill won't be passed without heated debate, the reason it didn't pass was because it it too close to the congressional break and the election.
If you want to help this cause when it resurfaces you're probably best off writing to a congressman and expressing your concerns (Which the petition organizers will probably do for you). Although I'm not sure of the standing you will have if you are not part of their district.

Also the white house had a plan to pressure all registrars to voluntarily follow the COICA outline anyway should the bill no be passed. The ISP's and registrars see that it isn't in their best interest and they are mainly ignoring it.
Truck
User
SRAW said:
How'd you find those :O

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
Since csdm is the most popular type of server I decided to put up a deathmatch server.


We also have a scrim server if superjer and his gang want to scrim us (we will rape, jus' saying).
User
So I took my ASVAB today.

Scores:
Mechanics: 93
Administrative: 71
General: 78
Electrical: 89

AFQT Percentile Score: 74




So, if you don't know what any of that means, basically I qualify for every job that the Air Force offers



And to celebrate, I'm throwing a Counter Strike party tonight!
Everyone is welcome, and it will start at 9:30 GMT. You can come earlier if you want, the server is up as I type this.
Feel free to invite your friends to come as well. And if there is a good turn out and everyone likes the server, I might even decide to leave it running 24/7.


IP: 97.121.168.14:27015
User
So I'm running Steam CS:S (most recent version) at home currently, but on my work PC (we play @ lunch) we're running a cracked copy that isn't near the most recent update.

My map runs fine @ home on my PC, but when I brought it to work to test it out I get an hl2.exe application error, crashing me back to desktop. Other maps run fine when I try and create a server.

Is there some type of 'backwards compatibility' compiling that can be done?

Thanks,

Mike
User
Eh, probably a file left over from compressing the map. Probably.

"The ZTMP file type is primarily associated with 'Steam' by Valve Corporation. When a Steam client downloads a resource from a Steam game server (like a .BSP map), the resource is first compressed to save bandwidth. An associated .ZTMP file is stored on the server so the resource won't need to be compressed again the next time a client requests it. If you change the resource you need to delete the associated .ZTMP file so that the next person who downloads is doesn't get the old copy instead of the changed resource file (Steam does not detect changed game resource files and recreate the .ZTMP file automatically.)"
Says a file extension website.
Truck
User
Ight let me get you this.

There are many advanced ways to do this, but let me get you the basics.

You need to make a func_button somewhere, we will come back to this later. Next you need to place a point entity of the type ambient_generic somewhere.

Now lets move onto the sound. It has to be less than about 3 minutes. In a very specific format:
11025 Hz
mono (1 channel)
8 bit pcm
Wav format
Now, make a folder in your cstrike/sound/ directory, usually the name of your map.

Back to your entities. Go to your ambient_generic. Set the path/filename to whatever folder you put your music in. That is anything after the cstrike/sound/ directory. Lets say you put the sound in cstrike/sound/myUncleBob/trigger.wav. What you would put in your entity is myUncleBob/trigger.wav. Now set the flags "play everywhere," "start silent." name your ambient_generic something useful. Say you want it to play a trigger sound, name it soundTrigger or something. Go to your func_button, make the target soundTrigger (or whatever you named the ambient_generic).
Truck
User
Put textract.exe in C:\zhlt

Start -> Run -> cmd

Type c:

Type cd \zhlt

Type textract


User
Slipsy said:
Well, that's part of the compilation, it does not appear after I press "Any key to continue" as it should normally say...

I copied the .bsp file to the /map folder, yet it would not appear in the maps list.

Speaking of which, TheBunker.pts is 0 KB, and TheBunker4.wic is 1 KB.

I tried copying the map to the CS 1.6 client, the map does appear and tries to load but then I get a:

Fatal Error: Mod_NumForName: G:/Half-life Team Fortress 1/cstrike not found. ((This was my old folder which I then removed))

I copied the existing folder to that location it asked for, yet it still gives me the same error. I mean, why does it even want that certain folder, only my maps are doing this.

Note: I'm making a map for Sven-Coop by the way.


If you can't see it in the maps list, why not just type map "mapname" in console?

And who plays sven coop anymore They ruined it with 4.0, since nobody bothered to update anymore, but 3.0 was fun
User
Down Rodeo said:
If it's big and bulky, it's CRT (Cathode Ray *Tube*). If it's very thin, like the kind you get on laptops, it's an LCD type. Is it still in warranty?


It's an LCD.
I'll go ask my parents if it's in warranty.

@Aaronjer, what I don't like about CRT is that it emitts a bright tone all the time it's turned on. Kinda sucks since it increases my tinnitus.
User
If it's big and bulky, it's CRT (Cathode Ray *Tube*). If it's very thin, like the kind you get on laptops, it's an LCD type. Is it still in warranty?
User
**SCRIPT TAGS NOT ALLOWED**

Sick vid

Truck
User
Now that I've been unbanned I can finally edit the second 'o' that I missed into my last post. GOD it is hard to type with a blister in the exact center of your right palm.
Truck
User
Do you have a recommended HTML version/type/.
Truck
User
User
sprinkles said:
Why would you use IE? My mom uses IE, and complains all the time saying "the internet is broken." I'm like "No mom you're using IE, try using a web browser."



Because chrome had issues with facebook chat for me, and there isn't the chrome plugin for firefox like there is IE. IE runs faster with the chrome plugin, and I don't have any issues with what I do. I realize this is the internet and it's almost a law that you have to blindly hold something up as being the best of its type while bashing anything different... but still... fuck off :)
User
Down Rodeo said:
When I cross my eyes it goes out of focus. This must be why I never got those funky images, where you have to semi-focus on them to see a dinosaur or something.

Its hard to get it completely focused... especially the first time you do it. But, with this type of stereoscopics, you will get a completely clear 3d image, not like those ones with the dinasaur you're talking about :P

User
HoV Black said:
you need 3 entitys

game_player_equip
player_weapon_strip
multi_manager

names might be off a little

name the equip "equip" and the strip "strip"

the properties for the equip and strip are self explanatory and simple

in the multi_manager use smart edit and type strip then value "0.1" then add another and do equip 0.2

kinda of hard to understand but :P i told everything that needs to be told

game_player_equip automatically strips the guns I think
User
you need 3 entitys

game_player_equip
player_weapon_strip
multi_manager

names might be off a little

name the equip "equip" and the strip "strip"

the properties for the equip and strip are self explanatory and simple

in the multi_manager use smart edit and type strip then value "0.1" then add another and do equip 0.2

kinda of hard to understand but :P i told everything that needs to be told
Truck
User
DR likes this type of gimp
User
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 bb_trampoline
Entering bb_trampoline.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.06 seconds)

Using Wadfile: \documents and settings\ryan\desktop\map signature.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\i_l3l4ck\counter-strike\cstrike\pldecal.wad
- Contains 9 used textures, 100.00 percent of map (3575 textures in wad)

Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.16 seconds elapsed

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



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 bb_trampoline
Error: Portal file 'bb_trampoline.prt' does not exist, cannot vis the map


----- 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 bb_trampoline
>> There was a problem compiling the map.
>> Check the file bb_trampoline.log for the cause.

----- END hlrad -----
User
oh umm i cant do that cause i have a virus on my computer and i cant use browsers so i could have to type it all out on my laptop :/ it happens on every map i try to compile but it only started today but i guess u guys cant help
Truck
User
molkman said:
Facebook is so 2000 and late. Hip now is not-facebook.


You have it all wrong, it was always 'hip' to not have a facebook. Unless you have this type of facebook:
User
Give me a minute, I'll think of something. Mass Effect 2 deviates slightly from this in that it's not specifically about improving yourself and your team; it's actually about creating it. And... (time passes)

Jade Empire: it's more a revenge-type story, which ends with you freeing the Empire from an evil emperor's grip. Or not, depending on player choice. The bad thing has already happened. I appreciate these are not great examples... I'll keep trying.

Alpha Protocol's probably my best offer.
Truck
User
<Night-hen-gayle> I gotta go. There's a dude next to me and he's watching me type, which is sort of starting to creep me out. Yes dude next to me, I mean you.

bloodninja: Baby, I been havin a tough night so treat me nice aight?
BritneySpears14: Aight.
bloodninja: Slip out of those pants baby, yeah.
BritneySpears14: I slip out of my pants, just for you, bloodninja.
bloodninja: Oh yeah, aight. Aight, I put on my robe and wizard hat.
BritneySpears14: Oh, I like to play dress up.
bloodninja: Me too baby.
BritneySpears14: I kiss you softly on your chest.
bloodninja: I cast Lvl. 3 Eroticism. You turn into a real beautiful woman.
BritneySpears14: Hey...
bloodninja: I meditate to regain my mana, before casting Lvl. 8 chicken of the Infinite.
BritneySpears14: Funny I still don't see it.
bloodninja: I spend my mana reserves to cast Mighty F*ck of the Beyondness.
BritneySpears14: You are the worst cyber partner ever. This is ridiculous.
bloodninja: Don't f*ck with me bitch, I'm the mightiest sorcerer of the lands.
bloodninja: I steal yo soul and cast Lightning Lvl. 1,000,000 Your body explodes into a fine bloody mist, because you are only a Lvl. 2 Druid.
BritneySpears14: Don't ever message me again you piece of ****.
bloodninja: Robots are trying to drill my brain but my lightning shield inflicts DOA attack, leaving the robots as flaming piles of metal.
bloodninja: King Arthur congratulates me for destroying Dr. Robotnik's evil army of Robot Socialist Republics. The cold war ends. Reagan steals my accomplishments and makes like it was cause of him.
bloodninja: You still there baby? I think it's getting hard now.
bloodninja: Baby?
--------------
BritneySpears14: Ok, are you ready?
eminemBNJA: Aight, yeah I'm ready.
BritneySpears14: I like your music Em... Tee hee.
eminemBNJA: huh huh, yeah, I make it for the ladies.
BritneySpears14: Mmm, we like it a lot. Let me show you.
BritneySpears14: I take off your pants, slowly, and massage your muscular physique.
eminemBNJA: Oh I like that Baby. I put on my robe and wizard hat.
BritneySpears14: What the f*ck, I told you not to message me again.
eminemBNJA: Oh ****
BritneySpears14: I swear if you do it one more time I'm gonna report your ISP and say you were sending me kiddie porn you f*ck up.
eminemBNJA: Oh ****
eminemBNJA: damn I gotta write down your names or something

<Th3No0b> Im going to be the next hitler
<Th3No0b> Im going to kill all the jews and 1 clown
<RageAgainsttheAmish> why the clown
<Th3No0b> See? no one cares about the jews
<RageAgainsttheAmish> lmao

<jeebus> the "bishop" came to our church today
<jeebus> he was a fucken impostor
<jeebus> never once moved diagonally

<Eticam> I was in biology class once, and the teacher said there was sugar in sperm
<Eticam> And a girl asked why doesn't it taste sweet then
<Eticam> When she realised what she said her face became red like a spanked monkey ass
<Eticam> Then the teacher said, because you taste sweetness with the front of your tongue, not the part of your tongue back in your throat
<Eticam> The girl started crying and left class ^^
Truck
User
Ok so I'm having an issue. I'm doing an assignment, and one thing I need to do is add a style to the document that removes the underline from all the links on the page.
Here's what my style tag looks like:
html code
<style type="text/css">
body {font-family: sans-serif; margin: 20px; margin-bottom: 150px}
h2 {margin-top: 0px}
img {border-width: 0px; display: block}
#summary {width: 600px; margin-bottom: 20px}
#links {text-decoration: none}
</style>



What am I doing wrong?


Edit: Nevermind, my textbook is a piece of shit and told me to put "#links" instead of "a".
Imma leave this truck up though, cuz I might need some help later in this assignment/class.
User
If you have a "brush outside world", you can open your map by hammer, and press ctrl+shift+G. A window "go to brush" appears. Then go to your's de_project.log and look at your entity and brush number that outside world. Type the numbers in the window, and press OK. The incorrect brush is marked red now, just delete it and create another.
User
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_projekt
Entering de_projekt.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 ]
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]

21 brushes (totalling 126 sides) discarded from clipping hulls
CreateBrush:
(1.58 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.70 seconds)

Using Wadfile: \mapping\cs_havana.wad
- Contains 43 used textures, 46.24 percent of map (122 textures in wad)
Using Wadfile: \mapping\de_inferno.wad
- Contains 41 used textures, 44.09 percent of map (97 textures in wad)
Using Wadfile: \mapping\halflife.wad
- Contains 9 used textures, 9.68 percent of map (3116 textures in wad)

Error: File read failure

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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


If anyone can spend some time and help me with this error i would appreciate it alot!

All the pathes should be right. But all suggestions are welcome!

If you help me find the solution, i can do whatever you ask me, please realy need this help, i'm in an mapping contest and the time begins to be short!
Truck
User
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_projekt
Entering de_projekt.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 ]
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]

21 brushes (totalling 126 sides) discarded from clipping hulls
CreateBrush:
(1.52 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.64 seconds)

Using Wadfile: \zhlt\cs_havana.wad
- Contains 43 used textures, 46.24 percent of map (122 textures in wad)
Using Wadfile: \zhlt\de_inferno.wad
- Contains 41 used textures, 44.09 percent of map (97 textures in wad)
Using Wadfile: \zhlt\halflife.wad
- Contains 9 used textures, 9.68 percent of map (3116 textures in wad)

Error: File read failure

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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



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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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



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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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



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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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



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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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

Truck
User
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_projekt
Entering de_projekt.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 ]
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]

21 brushes (totalling 126 sides) discarded from clipping hulls
CreateBrush:
(1.52 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.64 seconds)

Using Wadfile: \zhlt\cs_havana.wad
- Contains 43 used textures, 46.24 percent of map (122 textures in wad)
Using Wadfile: \zhlt\de_inferno.wad
- Contains 41 used textures, 44.09 percent of map (97 textures in wad)
Using Wadfile: \zhlt\halflife.wad
- Contains 9 used textures, 9.68 percent of map (3116 textures in wad)

Error: File read failure

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

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



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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- 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 de_projekt
>> There was a problem compiling the map.
>> Check the file de_projekt.log for the cause.

----- END hlrad -----
Truck
Sushi said:
Rockbomb how do you make your signature? Teach me how! :D

You mean like this?
Truck
User
I think i fixed the problem.. but now an new showed up.



** Executing...
** Command: Change Directory
** Parameters: D:\Program\Steam\steamapps\mrweezle\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Ägaren\Skrivbord\allt skit\mappfiler\de_projekt.map" "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.map"


** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlcsg.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

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: D:\Program\VALVEH~1\tools\zhlt\hlcsg.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
Entering D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.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 ]
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 [ on ] [ 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]

21 brushes (totalling 126 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.56 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.63 seconds)

Using Wadfile: \program\valve hammer editor\tools\zhlt\cs_havana.wad
- Contains 43 used textures, 46.24 percent of map (122 textures in wad)
Using Wadfile: \program\valve hammer editor\tools\zhlt\de_inferno.wad
- Contains 41 used textures, 44.09 percent of map (97 textures in wad)
Using Wadfile: \program\valve hammer editor\tools\zhlt\halflife.wad
- Contains 9 used textures, 9.68 percent of map (3116 textures in wad)

Error: Exceeded MAX_MAP_MIPTEX
Description: Texture memory usage on the map has exceeded the limit
Howto Fix: Merge similar textures, remove unused textures from the map


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




** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlbsp.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

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: D:\Program\VALVEH~1\tools\zhlt\hlbsp.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
>> There was a problem compiling the map.
>> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause.

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




** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlvis.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

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: D:\Program\VALVEH~1\tools\zhlt\hlvis.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
>> There was a problem compiling the map.
>> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause.

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




** Executing...
** Command: D:\Program\VALVEH~1\tools\zhlt\hlrad.exe
** Parameters: "D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt"

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: D:\Program\VALVEH~1\tools\zhlt\hlrad.exe D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt
>> There was a problem compiling the map.
>> Check the file D:\Program\Steam\steamapps\mrweezle\counter-strike\cstrike_swedish\maps\de_projekt.log for the cause.

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


Anyone knows the error cause?
User
By using .bat file. zhlt?

Here's what it says on it.

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 jb_1
Entering jb_1.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 ]
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]

21 brushes (totalling 124 sides) discarded from clipping hulls
CreateBrush:
(1.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.80 seconds)

Using Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\allinwon.wad
- Warning: Larger than expected texture (348972 bytes): 'PARED1'
- Warning: Larger than expected texture (348972 bytes): 'WOOD'
- Warning: Larger than expected texture (348972 bytes): 'THEROCK'
- Warning: Larger than expected texture (348972 bytes): 'ESCAMAS'
- Warning: Larger than expected texture (348972 bytes): 'LADRILLOSWALL'
- Warning: Larger than expected texture (348972 bytes): 'EARTHS'
- Warning: Larger than expected texture (348972 bytes): 'PAPELTA'
- Warning: Larger than expected texture (980012 bytes): 'SAZ'
- Warning: Larger than expected texture (980012 bytes): 'UNTITLED'
- Contains 122 used textures, 99.19 percent of map (5163 textures in wad)
Using Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\sg.wad
- Contains 1 used texture, 0.81 percent of map (1 textures in wad)
Including Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

added 25 additional animating textures.
Texture usage is at 2.29 mb (of 4.00 mb MAX)
5.25 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 jb_1

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 ]
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...5443 (0.63 seconds)
BSP generation successful, writing portal file 'jb_1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4267 (0.41 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4093 (0.38 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4938 (0.50 seconds)
8.50 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 jb_1
2779 portalleafs
8309 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 [ off ] [ off ]


BasePortalVis:
(15.39 seconds)
LeafThread:
(557.03 seconds)
average leafs visible: 244
g_visdatasize:219009 compressed from 967092
572.72 seconds elapsed [9m 32s]

----- 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 -chop 95 jb_1

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 [ 95.000 ] [ 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']

12531 faces
Create Patches : 63087 base patches
0 opaque faces
563372 square feet [81125624.00 square inches]
3231 direct lights

BuildFacelights:
(345.25 seconds)
visibility matrix : 237.2 megs
BuildVisLeafs:
(532.34 seconds)
MakeScales:
(266.61 seconds)
SwapTransfers:
(65.78 seconds)
Transfer Lists : 81539016 : 81.54M transfers
Indices : 36774992 : 35.07M bytes
Data : 326156064 : 311.05M bytes
GatherLight:
(15.33 seconds)
FinalLightFace:
(7.47 seconds)
1243.86 seconds elapsed [20m 43s]

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



User
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_projekt
Entering de_projekt.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 ]
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]

14 brushes (totalling 84 sides) discarded from clipping hulls
CreateBrush:
(1.55 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(1.63 seconds)

Using Wadfile: \hlserver\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \textract\de_inferno.wad
- Contains 59 used textures, 67.82 percent of map (97 textures in wad)
Using Wadfile: \hlserver\cstrike\cs_havana.wad
- Contains 23 used textures, 26.44 percent of map (122 textures in wad)
Using Wadfile: \documents and settings\ägaren\skrivbord\arbalet.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \hlserver\valve\halflife.wad
- Contains 5 used textures, 5.75 percent of map (3116 textures in wad)

Texture usage is at 3.85 mb (of 4.00 mb MAX)
3.70 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_projekt

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 ]
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...4276 (0.25 seconds)
BSP generation successful, writing portal file 'de_projekt.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4596 (0.53 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4342 (0.89 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4555 (0.88 seconds)
5.66 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_projekt
2317 portalleafs
7428 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 [ off ] [ off ]


BasePortalVis:
(9.44 seconds)
LeafThread:
(365.67 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 1695 and 1698:
(-1786.092 -1562.118 292.000)
(-1763.043 -1538.045 253.072)
(-1763.000 -1538.111 253.000)
(-1763.000 -1941.000 253.000)
(-1786.092 -1941.000 292.000)

average leafs visible: 225
g_visdatasize:293665 compressed from 671930
375.30 seconds elapsed [6m 15s]

----- 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 de_projekt

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

10495 faces
Create Patches : 64480 base patches
0 opaque faces
636059 square feet [91592544.00 square inches]
262 direct lights

BuildFacelights:
(42.16 seconds)
visibility matrix : 247.8 megs
BuildVisLeafs:
(64.27 seconds)
MakeScales:
(145.70 seconds)
SwapTransfers:
(4.89 seconds)
Transfer Lists : 38626732 : 38.63M transfers
Indices : 20412892 : 19.47M bytes
Data : 154506928 : 147.35M bytes
GatherLight:
(1.89 seconds)
FinalLightFace:
(1.73 seconds)
261.58 seconds elapsed [4m 21s]

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








Thanks in advance /magocoo!
User
Sick vid


Tell me what you think.
User
Okay, here you go:

http://exotworking.com/head_test.htm
This one has different colors between Mac and PC. It's always the top horizontal menu background and color when you touch a button. Both greens are different.

Images:
Button: http://exotworking.com/files/menu/news.gif
Background: http://exotworking.com/files/bg11.jpg



http://exotworking.com/head_test2.htm
This one doesn't work for Firefox on PC, but does on IE. PC obviously.

Images:
Button (same): http://exotworking.com/files/menu/news.gif
Background: http://exotworking.com/files/bg1.1.png



Now it's
Button (same): http://exotworking.com/files/menu/news.gif
Background: http://exotworking.com/files/bg11.gif

And apparently it works.


As you can see, in the 2nd example, the background has a completely different type of green, which is ridiculous.
Truck
User
Rockbomb said:
aaronjer said:
If it gets too hot for you just move closer to the poles. I don't see what the problem is.

You don't?


*Thumbs Up*
Truck
User
aaronjer said:
If it gets too hot for you just move closer to the poles. I don't see what the problem is.

You don't?
User
I think I don't get that because I am a UK type person thing.
Truck
User
Mate de Vita said:
You can use textract if the wads are embedded in the bsp file:
superjer said:
You need:
1) BSP file, randommapnamhere.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract randommapnamhere.bsp randommapnamhere.wad
6) Then use your fresh new .wad

Hope this helps.


If the wads are not embedded, then they should be in your cstrike folder, I think.



Thank you.
Truck
User
NatureJay said:
Okay maybe we had four girls if that was one.

You mean like her?

Name: Cammi Falls
Callsign: Red Leader
Gender: Female
Nationality: Cascadian
Birthdate: April 17th
Age: 20
Blood type: B-
Height: 1.63 m (5 ft 4 in)
Weight: 50 kg (110 lbs)
Measurements� BWH: 87 55 86 cm (34 C 22 34 in)
Natural bust?: You better believe it!
Eye color: Blue-Grey
Hair color: Brown
Fighting Style: Tai Chi Quan
Occupation: College Student
Favorite Food(s): Strawberry Millefeuille
Hobbies: Aromatherapy, origami, storm watching.

Bio:
Spunky, intelligent and cheerful, Cammi Falls is a Cinderella story of one college girl who dared to dream big. The 19-year-old student began practicing martial arts as a means of self-improvement both mentally and physically, and was for a short time under employment by Mr. Ribbon at his secret volcano layer and volleyball resort.

With a strong motivation for self-improvement, Cammi hopes that by honing her own skills, she can eventually help others to do the same. Of course Mr. Ribbon was more than happy to aid in her training, and would often attack Cammi when she least expected it to keep her combat skills and vigilance sharp.

While she has never said whither or not she believes Mr. Ribbon to be an overbearing, well-dressed, white collar psychopath, or whether she merely humors him, one can assume that there is a love-hate relationship between the two, sometimes bordering more on the hate side for Cammi.

Due to the nature of Pole Socking, and Mr. Ribbon himself, Cammi was critically hospitalized near the end of the 5th Olympium where she would remain for months.
However, despite this sidelining, Cammi stands alone as being the only person to best Ribbon in syringe combat, despite being in a coma.

After recovering from her grievous injuries, Cammi went on to successfully commanded over 30 training missions for the Red Team, and won 4 field promotions and 3 commendations.

Today, she returns for the 6th Annual Pole Socking / Storm Chasing Olympium to play a more active part, and discover for herself what the Will to Power really means�
Truck
User
My advice then is to read the documentation on the thread type you're using. It seems to me that the method does most of the work for you (not trying to suggest you're in some way lacking), so when you start it up it does its thing then goes, and you're not being given much choice over how to do it. So, see if the docs tell you how to stop that/do it properly.
User
Yes. As I'm sure you know the first bit is the return type, the second bit the name and the bit in the brackets is where you place the arguments. Or parameters if you will.
User
RibsRizeRainbmo said:
Not a bot... I put my amusing Battle.net captcha in the lies folder because superjer hasn't built a file uploader for the forum yet.


sprinkles said:
Lets investigate.


Indeed we should... either this guy has physical access to SJ's server, or is some type of leet haxor.
Truck
User
You guuuyyyyyss, I had a dream again!

This one is kind of topical because it involved aaronjer. We were playing a RTS, except the theme was that there were demons and evil forces and whatnot. I can't really explain what was going on in it because there's no apt parallel; it wasn't really like Diablo, or Quake, or anything, it was just kind of its own thing.

Anyway, so as usual when I'm playing a video game in a dream I was going from being outside of it looking at the screen to being inside of it running around. I think that it had the ability to switch between third person controlling armies and first person hero character?

Right, so there was this "capture the flag" type mechanism going on where one of the opposing armies (atojamz and I were on the same team) sent in a squadron to claim the framework of one our outposts. I don't exactly know how analogize this particular army, but they were were flat, glowing, triangular bugs about the size of a fist with one eye on their back and their method of capturing points was to swarm on top of them until they covered the structure with this piecemeal, glowing exoskeleton. At this point, the official term for this captured structure was "your parent's house". It wasn't directed to any specific person, just, for whatever reason, whenever those things captured anything, it became "your parent's house".

Anyway, so I was running down the side streets (it was an old style brick city, but pitch black out) and aaronjer was running along the top of the walls. I was basically providing cover so that he could get to a power-up which was some kind of anti-ectoplasmic sword that we had been storing next to the base and they had failed to account for. So just as the structure was starting to revert to the other side, aaronjer grabbed the sword and made a big old swing that split the exoskeleton in two and then I woke up.
User
**SCRIPT TAGS NOT ALLOWED**

WHATT
Truck
User
**SCRIPT TAGS NOT ALLOWED**

JavaScript code
<!-- Enables a button -->
<script type="text/javascript">
<!--
function enable()
{
document.getElementById('B2').disabled=false;
}
-->
</script>

Truck
User





**SCRIPT TAGS NOT ALLOWED**
User
<input type="submit" value="Post a Reply">

<input type="Submit" value="I AM DONE TYPING NOW!" tabindex="2">

Or for you visual learners:

User
HEy guys, need some help. I did look up the FAQ but didn't rly help.. =|

This is my error:

"""
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 lundheim
Entering lundheim.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 5, Brush 1, Side 0: plane with no normal
Error: Entity 5, Brush 4, Side 0: plane with no normal
Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 5, Brush 1, Side 1: plane with no normal
Error: Entity 5, Brush 4, Side 1: plane with no normal
Error: Entity 5, Brush 1, Side 1: has a coplanar plane at (65, -424, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1, Side 3: has a coplanar plane at (65, -424, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1, Side 4: plane with no normal
Error: Entity 5, Brush 1, Side 4: has a coplanar plane at (65, -424, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1, Side 4: has a coplanar plane at (65, -424, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1, Side 5: plane with no normal
Error: Entity 5, Brush 1, Side 5: has a coplanar plane at (65, -424, 2), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1, Side 5: has a coplanar plane at (65, -424, 2), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1, Side 5: has a coplanar plane at (65, -424, 2), texture FIFTIES_DSK5A
Error: Entity 5, Brush 4, Side 1: has a coplanar plane at (65, -448, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4, Side 3: has a coplanar plane at (65, -448, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 1: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 5, Brush 4, Side 4: plane with no normal
Error: Entity 5, Brush 1: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 5, Brush 1: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 5, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4, Side 4: has a coplanar plane at (65, -448, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4, Side 4: has a coplanar plane at (65, -448, 58), texture FIFTIES_DSK5A
Error: Entity 5, Brush 4, Side 5: plane with no normal
Error: Entity 5, Brush 4, Side 5: has a coplanar plane at (65, -448, 2), texture FIFTIES_DSK5A
Error: Entity 5, Brush 4, Side 5: has a coplanar plane at (65, -448, 2), texture FIFTIES_DSK5A
Error: Entity 5, Brush 4, Side 5: has a coplanar plane at (65, -448, 2), texture FIFTIES_DSK5A
Error: Entity 5, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 5, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 1, Side 0: plane with no normal
Error: Entity 10, Brush 1, Side 1: plane with no normal
Error: Entity 10, Brush 4, Side 0: plane with no normal
Error: Entity 10, Brush 1, Side 1: has a coplanar plane at (136, -424, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1, Side 3: has a coplanar plane at (136, -424, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4, Side 1: plane with no normal
Error: Entity 10, Brush 1, Side 4: plane with no normal
Error: Entity 10, Brush 4, Side 1: has a coplanar plane at (136, -448, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1, Side 4: has a coplanar plane at (136, -424, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4, Side 3: has a coplanar plane at (136, -448, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1, Side 4: has a coplanar plane at (136, -424, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4, Side 4: plane with no normal
Error: Entity 10, Brush 4, Side 4: has a coplanar plane at (136, -448, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1, Side 5: plane with no normal
Error: Entity 10, Brush 4, Side 4: has a coplanar plane at (136, -448, 58), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1, Side 5: has a coplanar plane at (136, -424, 6), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1, Side 5: has a coplanar plane at (136, -424, 6), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4, Side 5: plane with no normal
Error: Entity 10, Brush 1, Side 5: has a coplanar plane at (136, -424, 6), texture FIFTIES_DSK5A
Error: Entity 10, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 4, Side 5: has a coplanar plane at (136, -448, 6), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4, Side 5: has a coplanar plane at (136, -448, 6), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4, Side 5: has a coplanar plane at (136, -448, 6), texture FIFTIES_DSK5A
Error: Entity 10, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999968,-10000,-10000)-(999999968,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 1: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
Error: Entity 10, Brush 4: outside world(+/-4096): (999999984,-10000,-10000)-(999999984,10000,10000)
(0.13 seconds)

----- 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 lundheim
>> There was a problem compiling the map.
>> Check the file lundheim.log for the cause.

----- 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 lundheim
>> There was a problem compiling the map.
>> Check the file lundheim.log for the cause.

----- 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 lundheim
>> There was a problem compiling the map.
>> Check the file lundheim.log for the cause.

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


"""


When i do the "Go to brush number" it says that the brush does not exists.

I am making a rly big map and i have done alot allready, i rly don't wanna redo it.. =(

Thx in advance!
User
sprinkles said:
OS doesn't matter. What matters is that I am missing the "Microsoft.VC90.DebugCRT" assembly.

That'd make sense considering that the .exe came out of my debug folder. Is there a way I can generate a proper executable? With VB they always worked straight outta the debug folder, but I guess thats not the case now.


Down Rodeo said:
If you are going to keep this up, PLEASE, FOR THE LOVE OF ALL THAT IS HOLY, type either "you are" or "you're" when you mean "you are". I'm not going to put up with "your" any longer, it is hurting my head. AaronJer or Superjer will of course nuke this post but I don't care, you're getting on my tits.

And yes, Visual Studio + errors = XML vomit. Have fun

Most of this was written at about 10:30 last night, and I was pretty tired. Also I didn't proofread any of the text part... Since this really isn't an important program, I'm not gonna go through it and fix spelling, but I'll keep it in mind for the future. It actually bugs me too, so I'll try and be more of a hardass on myself when it comes to grammer
User
If you are going to keep this up, PLEASE, FOR THE LOVE OF ALL THAT IS HOLY, type either "you are" or "you're" when you mean "you are". I'm not going to put up with "your" any longer, it is hurting my head. AaronJer or Superjer will of course nuke this post but I don't care, you're getting on my tits.

And yes, Visual Studio + errors = XML vomit. Have fun
User
sprinkles said:
Log Name: Application
Source: SideBySide
Date: 4/26/2010 5:46:06 PM
Event ID: 33
Task Category: None
Level: Error
Keywords: Classic
User: N/A
Computer: Sprinkles-Win7
Description:
Activation context generation failed for "C:\Users\Sprinkles\Desktop\noMoreMeth.exe". Dependent Assembly Microsoft.VC90.DebugCRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8" could not be found. Please use sxstrace.exe for detailed diagnosis.
...
...
...

LOL WTF?
What is all that shit?
User
Log Name: Application
Source: SideBySide
Date: 4/26/2010 5:46:06 PM
Event ID: 33
Task Category: None
Level: Error
Keywords: Classic
User: N/A
Computer: Sprinkles-Win7
Description:
Activation context generation failed for "C:\Users\Sprinkles\Desktop\noMoreMeth.exe". Dependent Assembly Microsoft.VC90.DebugCRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8" could not be found. Please use sxstrace.exe for detailed diagnosis.
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="SideBySide" />
<EventID Qualifiers="49409">33</EventID>
<Level>2</Level>
<Task>0</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2010-04-26T23:46:06.000000000Z" />
<EventRecordID>4324</EventRecordID>
<Channel>Application</Channel>
<Computer>Sprinkles-Win7</Computer>
<Security />
</System>
<EventData>
<Data>Microsoft.VC90.DebugCRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8"</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>C:\Users\Sprinkles\Desktop\noMoreMeth.exe</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
</Data>
</EventData>
</Event>
User
I do use tab, but it wasn't working when I was trying to type it all out earlier (kept tabbing to other items on the page rather than indenting). I'll have a little console game/story done in probably an hour or so, I'll post the source when I get it finished

Also sprinkles, java and javascript are very different, don't hate on javascript cuz you don't like java
Truck
User
There's an error in the actual map-file somehow, what exactly are you doing? Following the jer's tutorial to the letter means no problems but somehow you are giving the wrong type of file to hlcsg.
User
Speaking of youtube clips
Sick vid
User
Here, check this out.
Btw, don't just jack a script from someone. Type something out yourself. Even if you type the exact thing that you were gonna copy and paste, it helps you learn and get better at it by doing it yourself.
User
press ~ to open up the console
type +voicerecord
User
Ok, thanks. So I really just need to stop being so cheap nd invest a little money into getting a decent router... I've run into way too many problems with this one. If the Linux type doesn't really matter much, I think I'm gonna go with Ubuntu, since thats the only one I've ever used before or know anything about.

Well, I gues my next question then would be... what would be a good router to get? I find myself needing to mess with the ports and stuff fairly often, but can't really do much with the router I have now. I'm not too worried about the security on the router, more of functionality an accessibility.
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
Nice forum Sloth!


WTF?

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User
superjer said:
I don't think that's quite as SFW as it claims, but it is awesome.

SFW may refer to:

* S.F.W., a 1994 film directed by Jefery Levy
* Shoppers Food Warehouse, a supermarket chain based in the Washington, D.C., region
* Sensor-fuzed weapon, a type of cluster bomb system
* "Safe for work", in Internet slang
* Structured Finance Workstation
User
SolidKAYOS said:
lol didnt work. i only got "Note:" but thx

Well maybe he didn't type a note. You still got a link to here, right?
User
The coplanar faces error is because you have two (or more) 'faces' on one line. The easiest (and fastest and usually best) way to fix it is to check for errors then fix all of type (which would delete the brushes).

The plane with no normal is harder. To simplify it, it means that you took a plane and made it into a line. The best fix for this is to delete it and start over with it.

The outside world error is cause be either of two things: vertex manipulation, or a brush being 'too' close or actually outside of the 'world' (by world I mean the available creating space).

First zoom out of your map (applicable to both problems).

If it is cause by vertex manipulation then it will be extremely long. You WILL notice it. The only real solution to this is to delete it.

Otherwise, you have a brush that is too close to the edge or outside the edge, either delete it or move it.

Press Ctrl+P to check for problems (while in Hammer). This will help you a lot.

Truck
User
I had a dream this morning! And I'm pretty sure the Nyquil had burned off by the time I had it, so there's no excuses!

I dreamed that I was part of some military operation that inevitably involved six or seven people sharing a shitty hotel room and dressed identically in white t-shirts and jeans, but that's really not the point. Nor is there a point in the fact that I was also, simultaneously, on Student Council at 11 am (there were multiple sessions of student council) in which we did nothing more but solve abstract math problems involving probability and Cartesian coordinates that couldn't possibly have any solution but to all guess right. Nor is there a point in the fact that one of my friends was also on student council and was constantly hugging me in an effort to squeeze my soul to the surface (BECAUSE IT DID NOT WORK)

The point is that to get to this hotel room, I had to go to Houston. So here are the things that I can tell you about Houston from my dream, which must be verifiable true because I see no reason why my subconscious would lie to me.

* There is a monorail type mass transit system running around the perimeter of the city, and failing to go into the city, it doesn't often get you to where you need to go.
* Away from the downtown area, there is a giant stadium easily about thirty stories tall that rises out from the surrounding landscape, and inside it, every single fast food franchise ever is crammed in and actively competing with each other for space and attention. Even though it's a stadium, there are no games, aside from the fast food people fighting over customers. People just go there to eat.
* The downtown area is really small, but the builders have gotten around that by constructing facades that resemble real buildings from a certain angle and appear to have depth, albeit like ten feet of depth, and only when you look at them straight-on.
* For whatever reason, they also opted to have similarly constructed flame decals erupting out of the earth. This, I presume, is to scare away predators.
* If that doesn't scare away predators, the fact that roughly five blocks squared of the city, up to the monorail level (which was higher than a normal monorail mind you), was stacked with giant rockets, stinger missiles, and other forms of ballistic warfare that were doing in particular aside from just chilling there and shedding off moonlight.

Conclusion? Houston has no idea what it's doing, but it's kind of cool anyway.
User
When you type something into the console there is a number, on the same line, what is that for? My number goes crazy whenever I type.



superjer said:
You have to be using the Git version control system to use GitHub.

Assuming you are on Windows, try this guide for installing Git.

Git is really more of a *nix thing. It works on Windows but it's kind of awkward to set up I think.




So you're running an unix rig?


superjer said:
New version just went up!




Looks damn nice.


Also, read your wiki, learned.
User
I've been working on the McDiddy's Game lately, thanks to finally getting my game engine SPARToR to work over a network.

There's not much to see yet, but all my progress is/will be on display at github.com/superjer/SPARToR

To really see it in action, run multiple copies and on one type:
listen
and on the others type:
connect localhost
which will get a network game going.

AaronJer and I have been working on lots of game art for McDiddy's. But it will be better as a surprise.

Instructions to download, build, and run the latest version are here!

User
That prompt your instructor gave you is retarded, and by merit of your being in his class, you must be even more retarded.

tell him you tried to type something up, but then you realized there was no keyboard, because keys have shapes, and you couldn't type anymore, because fingers have shapes, and on top of that, you couldn't see anymore, because eyes have shapes, and perceive other things that have shapes.

then kill him and everyone he knows.
Truck
User
http://www.hidemyass.com/

type in the link.Saras was automatically at 22.
User
I'll help you compile your map, just upload another copy to MediaFire or another site so that I may download it and compile. I'll upload the .bsp file that results from the compiling process. Once I post a link that takes you to the uploaded .bsp file, you may download that file and place it in your Counter-Strike maps folder. The next time you start the game, your map should be listed. I don't mind compiling the map for you, but that doesn't mean my computer won't crash while trying. Nevertheless; I will attempt to render your map if you can post me a working link. I've read the rest of this discussion and none of the other links worked. So thats why I am asking for a link. With a link I will be able to download the .vmf file and open it in my version of hammer editor. Once I open it in Hammer editor I'll select the "run map" option and when I click that, the map will begin to compile. Hopefully the compile process window won't get the error
"(not responding)" when it reaches the "build face lights" section. I often get that error when I try to compile my own maps and I either have to restart hammer or open the task manager and end the process "vrad.exe". If I fail (which is likely) I'll type up some curse words in notepad and save them. Then, I'll copy and paste those words of curse on this forum and I'll give up.
Truck
You can use textract if the wads are embedded in the bsp file:
superjer said:
You need:
1) BSP file, randommapnamhere.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract randommapnamhere.bsp randommapnamhere.wad
6) Then use your fresh new .wad

Hope this helps.


If the wads are not embedded, then they should be in your cstrike folder, I think.
User
xXJigsaw23Xx said:
jrkookid said:
the_cloud_system said:
nice man


talk about lazy. ^ wouldnt even type it himself

i didnt want to look like a fool saying the same thing like the person above me.
jrkookid said:
the_cloud_system said:
nice man


talk about lazy. ^ wouldnt even type it himself
User
Create 2 multi_managers and name them mm1 and mm2.

Go to func_button's properties and in Target type mm1.

Go to mm1's properties, turn off 'SmartEdit' and click 'add'. In Key type the name of the fan and in Value type 0.
Click 'add' again. In Key type mm2 and in Value type 0.

Go to mm2's properties, turn off 'SmartEdit' and click 'add'.
In Key type the name of the fan and in Value type the amount of seconds you want the fan to be on.
you can use a certain type of chart to decode it or if you know this encoded type fairly well you can use your hands/notepad.
User
When typing the petitions after you type the first letter of please which is "p" put a period "." (a "L" will come up in its place)

Then put the answer to the question. Which means make sure you know the question first. (you wont see the answer typed out. You will only Jud, please answer((the following)) if you put the period)

If it don't take up enough room just space it until the end of "answer" or "following" and put a semi colon.

Thus letting you ask the question your friends are dying to know.
User
Ask him and be amazed!

But for this to work to actually trick people you gatta find the way to do it.

When typing in the Petition type:
Jud, Please answer the following: / Jud, please answer:
but when typing type: Jud, p.answer to question:

Question: What is the color of aaronjers post?
Petition: Jud, p.Green(space until end and colon)

Though you type that sentence, it will just look like "Jud, Please answer:" throwing the other readers off.
Truck
User
Yeah for sure. I'm at the college atm so I can't do it now, but I'll get home about 5:30 and I can do it then.
I started working on a graffiti-type theme but I think I might scratch it cuz I don't like how its coming out, I'll post a screenie later and see what you think.
Truck
User
Ya so i was dreaming last night that i was out side my house with alot of ppl i knew. Maybe around 10-15 ppl. Most ive not really ever seen except maybe a glance. It was snowing at the time, and my ad decided to pullout a big round yellow volleyball. even with no net we started paying volleyball just a free for all

Well i was sucking it up and i realized that ppl started just catching the ball and running around with it before they got tackled. Turning the game into keep away. The guy who got tackled was down still holding it and i ran up toward him watching another guy pick it off of him and run. I jumped into the air and got on his shoulders before he could fully get away.Even with me on his shoulders he was hauling ass.

Trying to grab the ball and hold on the blocked my every move and he tripped sending us both to the ground.I looked up watching the ball rolling. I looked back seeing a girl who was hardly even coverd up for the snow just running for it. I got up and threw snow in the other guys face and grabbed the ball and ran.

She could hardly keep up with me and i ran to the backside ofthe hour were a tree was and a cable anteenna. I passed the big pol and went straight into the tree limbs covering my face with my forearm. I was surprisingly going very fast for my speed, I think this is were i realized his was all a dream. i could even hear the tv goin in the other room of my house. at least thats what i thought.

Anyways, i came flying out of the tree and starting skidding down the hill towards more trees and managed to stop my self and run up the hill and back the other way. I passed up a truck with a fat guy leaning on the front though he didn pay no mind. I ended up back were the game was but no one was there. I turned around back towards the truck and everyone that was playing (10-15 ppl) was lined up staring at me with the death stare.

Iran at them and threw the ball up over them and they all jumped for it. I put my arm up to block the way and i charged through all their feet making the ones i was going through do front flips into the ground. I cam out the other end and the ball coming down just into my reach. Before i could get a grasp on it i was tackled by what seemed like the fat guys son and his friend.

Theytook the ball and an off with it. I decided to get up and go back the other way tpo cut them off. Back through the white tree and big pole i came out seeing them coming atme and i manged to grab the ball as they were in disarray. I cam back up to the trucks and watch the fat guy again say to me" here!" yet he didnt seem enthusiastic idk what drove me to pass it to him but he didnt even catch it and it rolled away and his son and his friend came back up and grabbed it and ran down to 3 threes which was like a triangle.

His friend hid in the middle of it but the fat guys son who was also fat couldnt get in.I ran down and circled around the trees arm in face trying to lock off the limbs and back around the other end of the trees as the fat guy was about to get int and pulled a matrix and in slow motion by jumping and grabbing a tree spinning around and kicked the fat guy in the face. doing so sending the ball in the air.

I then woke up and went straight to my computer to type all this out for you guys. My computer was already on and a McDonalds cup was there....Tv in the other room blurring my hearing I Closed the door and turned on my watching some weird episode of some show as i was thinking on what to type and then, i truly woke up.

To quietness. Computer off and no McDonalds cup.
User
find the fence texture that has blue stuff in it
then make it a func_illusionary, and render type should be solid(i think)
then place a clip brush in that same area so people cant go through
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
User
the_cloud_system said:
get wally and upload a picture with your name on it, oh and read the faq's b4 a post

eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)



I can't get this to work.
I do everything as it say here, but in hammer the text do not show... anyone got and ideas what i could be?
User
eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)



After you make your lava texture, tie it to the entity func_hurt. Make your the value the amount of hp you want them to lose.
its a chipset....

More details about my computer


Component Details Subscore Base score
Processor Pentium(R) Dual-Core CPU T4200 @ 2.00GHz 4.9 3.2
Determined by lowest subscore

Memory (RAM) 3.00 GB 4.9

Graphics Mobile Intel(R) 4 Series Express Chipset Family 3.2

Gaming graphics 1293 MB Total available graphics memory 3.6

Primary hard disk 201GB Free (283GB Total) 5.3

Windows Vista (TM) Home Premium

System
--------------------------------------------------------------------------------

Manufacturer Dell Inc.
Model Inspiron 1545
Total amount of system memory 3.00 GB RAM
System type 64-bit operating system
Number of processor cores 2

Storage
--------------------------------------------------------------------------------

Total size of hard disk(s) 298 GB
Disk partition (C:) 201 GB Free (283 GB Total)
Disk partition (E:) 6 GB Free (15 GB Total)
Media drive (F:) CD/DVD

Graphics
--------------------------------------------------------------------------------

Display adapter type Mobile Intel(R) 4 Series Express Chipset Family
Total available graphics memory 1293 MB
Dedicated graphics memory 32 MB
Dedicated system memory 96 MB
Shared system memory 1165 MB
Display adapter driver version 7.15.10.1637
Primary monitor resolution 1366x768
DirectX version DirectX 10

Network
--------------------------------------------------------------------------------

Network Adapter Marvell Yukon 88E8040 PCI-E Fast Ethernet Controller
Network Adapter Microsoft Tun Miniport Adapter
Network Adapter Dell Wireless 1515 Wireless-N Adapter


User
I have another problem now. Counter Strike closes when I try to load my map and gives the following message: Warning: couldn't open merge1.wad.

By the way I merged some wads because I wanted to be able to use more textures. 'Merge1.wad's size is 80 mb and 'Merge2.wad's size is 110 mb. Maybe the sizes are too big? Could you help me with this please?


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\c_4ce\counter-strike"


** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlcsg.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlcsg.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"
Entering c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
40%...50%...60%...70%...80%...90%... (0.07 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
10%...20%...50%...60%...70%... (0.16 seconds)

Using Wadfile: \wad-bestanden\merge1.wad
- Contains 10 used textures, 55.56 percent of map (2167 textures in wad)
Using Wadfile: \wad-bestanden\merge2.wad
- Warning: Larger than expected texture (348972 bytes): 'TL_GRY_CLEAN03'
- Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 8 used textures, 44.44 percent of map (5652 textures in wad)
Using Wadfile: \wad-bestanden\eigen.wad
- Contains 0 used textures, 0.00 percent of map (11 textures in wad)

Texture usage is at 0.36 mb (of 4.00 mb MAX)
0.30 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlbsp.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlbsp.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 112 (0.02 seconds)
BSP generation successful, writing portal file 'c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.prt'
SolidBSP [hull 1] 79 (0.02 seconds)
SolidBSP [hull 2] 50 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 89 (0.02 seconds)
0.18 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlvis.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlvis.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"
61 portalleafs
179 numportals

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

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


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds)
average leafs visible: 51
g_visdatasize:487 compressed from 488
0.48 seconds elapsed

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




** Executing...
** Command: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlrad.exe
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

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: C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\hlrad.exe "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 'C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\lights.rad']
[59 texlights parsed from 'C:\DOCUME~1\COLINB~1\MIJNDO~1\VALVEH~1\ZONERS~1\lights.rad']

299 faces
Create Patches : 770 base patches
0 opaque faces
3985 square feet [573888.00 square inches]
Error: No Lights!
Description: lighting of map halted (I assume you do not want a pitch black map!)
Howto Fix: Put some lights in the map.


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




** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.bsp" "C:\Program Files\Steam\steamapps\c_4ce\counter-strike\cstrike_dutch\maps\bushok.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\colin breuer\mijn documenten\valve hammer editor\rmf\bushok.pts" "C:\Program Files\Steam\steamapps\c_4ce\counter-strike\cstrike_dutch\maps\bushok.pts"
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>
User
Down Rodeo said:
Still don't know what graphics card you have in there son.

God damn it! I just looked at that dxdiag i posted and its two of the same tab; one of them was supposed to be the graphics tab xD

Reposting the info in 3....2....1....

Edit:
---------------
Display Devices
---------------
Card name: Mobile Intel(R) 4 Series Express Chipset Family
Manufacturer: Intel Corporation
Chip type: Mobile Intel(R) 4 Series Express Chipset Family
DAC type: Internal
Device Key: Enum\PCI\VEN_8086&DEV_2A42&SUBSYS_360B103C&REV_09
Display Memory: 1695 MB
Dedicated Memory: 64 MB
Shared Memory: 1631 MB
Current Mode: 1366 x 768 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: unknown
Monitor Id: SEC3451
Native Mode: 1366 x 768(p) (60.031Hz)
Output Type: Internal
Driver Name: igdumd64.dll,igd10umd64.dll,igdumdx32,igd10umd32
Driver File Version: 8.15.0010.1986 (English)
Driver Version: 8.15.10.1986
DDI Version: 10
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 10/30/2009 11:23:10, 5956608 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B78E66-6902-11CF-4E74-0116A9C2C535}
Vendor ID: 0x8086
Device ID: 0x2A42
SubSys ID: 0x360B103C
Revision ID: 0x0009
Driver Strong Name: oem12.inf:Intel.Mfg.NTamd64:iCNT0:8.15.10.1986:pci\ven_8086&dev_2a42
Rank Of Driver: 00E62001
Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_B ModeWMV9_C ModeVC1_B ModeVC1_C
Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
Truck
User
wtf is wrong with this map?

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 owner
Entering owner.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)

Error: File read failure

----- 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 owner
>> There was a problem compiling the map.
>> Check the file owner.log for the cause.

----- 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 owner
>> There was a problem compiling the map.
>> Check the file owner.log for the cause.

----- 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 owner
>> There was a problem compiling the map.
>> Check the file owner.log for the cause.

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


theres lights , ct spawns , etc. tryin to make a ezy bhop for my friends ,

Truck
User
I got a microphone ill do it if need be.But you gatta type out what i need to say lol. If u need me too my email is triple_edgesk@yahoo.com or just tell me in general section cause i dont check here often.
User
its in the half life wad or
the cstrike wad
simply click browse and
type in origin
eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)

From the FAQ.
User
First you should have the wally v1.55 instaled. Then in Wally select the option in menu file and select "new". Then it asks you which type of wally program you want , select the half-life texture type and size. Then it asks for type of pallete , you should set with many colors. Then you can make your own texture. After that you save your file. And that file copy and paste to the Valve Hammer Editor.

It should be it.
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
ok so i have a skybox set with a nice night sky... i have tried making light enviroments, lights and spot lights but no matter what i do NONE of them run !!!! basicaly i want to have a dark night type map that will have spot lights from place to place and inside some of my rooms i was gonna have like a soft red pulsing light ( like emergency back up lighting ) ... and i cant figure out why my crap wont work lol any ideas?
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
User
Actually if I type "regex" into the firefox address bar I imagine I'd get there, seeing as I've been there before.

Testing reveals yes, I did! It's a good reference for how to make them but probably Wikipedia tells you what they are more clearly. Also, about the second bit... Wiki is probably the best bet for that too, as I don't know of any one site offhand that will give you a fairly simple introduction to the Chomsky Hierarchy.
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
Truck
User
Valve don't tend to help with stolen accounts. Ever type your password into a funny website?
User
Sloth said:
code



Thats what it looked like when I was born.
User
code
User
Hello guys.
I've just finished my de_map..
I can open it on LAN, and such, and no .err file occures.

But when i shall start it on my dedicated i get an error that says: Bad surface extents 48/432 at position (420,1538,1568)

How can i fix this problem :/?


Heres my compile log btw:
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 catpee
Entering catpee.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 ]
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]

64 brushes (totalling 384 sides) discarded from clipping hulls
CreateBrush:
(0.94 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.17 seconds)

Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_inferno.wad
- Contains 30 used textures, 33.33 percent of map (97 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\halflife.wad
- Contains 24 used textures, 26.67 percent of map (3116 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\cs_bdog.wad
- Contains 3 used textures, 3.33 percent of map (132 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\de_cpl_mill.wad
- Warning: Larger than expected texture (348972 bytes): 'CAL_2'
- Contains 31 used textures, 34.44 percent of map (75 textures in wad)
Using Wadfile: \program\steam\steamapps\ex3emealle\counter-strike\cstrike\wads\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)

added 6 additional animating textures.
Warning: ::FindTexture() texture I_ROUGH1 not found!
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::LoadLump() texture I_ROUGH1 not found!
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 2.46 mb (of 4.00 mb MAX)
2.55 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 catpee

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 ]
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...2664 (0.16 seconds)
BSP generation successful, writing portal file 'catpee.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2362 (0.13 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2297 (0.11 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...2563 (0.14 seconds)
3.06 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 catpee
1442 portalleafs
4427 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 [ off ] [ off ]


BasePortalVis:
(3.27 seconds)
LeafThread:
(90.75 seconds)
average leafs visible: 207
g_visdatasize:135205 compressed from 261002
94.45 seconds elapsed [1m 34s]

----- 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 catpee

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

9038 faces
Create Patches : 61855 base patches
0 opaque faces
572413 square feet [82427552.00 square inches]
149 direct lights

BuildFacelights:
(35.16 seconds)
visibility matrix : 228.1 megs
BuildVisLeafs:
(118.95 seconds)
MakeScales:
(143.80 seconds)
SwapTransfers:
(13.52 seconds)
Transfer Lists : 71636606 : 71.64M transfers
Indices : 26758848 : 25.52M bytes
Data : 286546424 : 273.27M bytes
GatherLight:
(3.84 seconds)
FinalLightFace:
(2.09 seconds)
319.83 seconds elapsed [5m 19s]

----- END hlrad -----
User
superjer said:
sprinkles said:
How do you read things into a string from a textbox?
How do you right things into a textbox from a string?


Should be something like:
code
AwesomeString = Form1.Text1.text Form1.Text1.text = SomeOtherString


This is just a wild guess though. I haven't used VB since the last millenium.



Close but
I get that form1 cannot refer to itself in an instance [or something close to that]
so replace form1 with me
But that still leaves me with
code
Error 1 Value of type 'System.Windows.Forms.TextBox' cannot be converted to 'String'
.

You use C++ though right?
Truck
superjer said:
You need:
1) BSP file, de_odile.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_odile.bsp de_odile.wad
6) Then use your fresh new .wad

Hope this helps.
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
You mean the wads? Hmm... I can't seem to find them, mainly 'cause cs-maps.org is for some reason being a tard and wadfather is down due to some maintenance or something like that. You could try googling them or you could download the maps from somewhere and try using textract to get the wads out.
superjer said:
You need:
1) BSP file, de_odile.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_odile.bsp de_odile.wad
6) Then use your fresh new .wad

Hope this helps.
Truck
User
Jailbreak is a cs MOD. You have to follow the ct's commands and if you don't you die. When you are last. You type a command, /lr. With that, you can race, 1v1 knife, highest spray, shot 4 shot with a CT. It's a really fun MOD.
User
Only changed the "strength" and the "material type".
Truck
User
Texture of the top part of it?
How do I ungroup it?

Now it says this after I put it in my map.


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 jb_1v
Entering jb_1v.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 ]
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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 440, Brush 0, Side 5: has a coplanar plane at (2248, -1289, 41), texture C1A4_TENT
Error: brush with coplanar faces
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 440, Brush 1, Side 7: has a coplanar plane at (2252, -1289, 41), texture C1A4_TENT
Error: Entity 440, Brush 3, Side 8: has a coplanar plane at (2230, -1220, 41), texture C1A4_TENT
Error: Entity 440, Brush 5, Side 6: has a coplanar plane at (1854, -1220, 41), texture C1A4_TENT
Error: Entity 440, Brush 6, Side 7: has a coplanar plane at (1854, -1213, 41), texture C1A4_TENT
Error: Entity 440, Brush 8, Side 7: has a coplanar plane at (1662, -1289, 41), texture C1A4_TENT
Error: Entity 440, Brush 9, Side 5: has a coplanar plane at (1662, -2238, 41), texture C1A4_TENT
Error: Entity 440, Brush 13, Side 7: has a coplanar plane at (1658, -2238, 41), texture C1A4_TENT
Error: Entity 440, Brush 14, Side 7: has a coplanar plane at (1847, -2307, 41), texture C1A4_TENT
Error: Entity 440, Brush 15, Side 6: has a coplanar plane at (1847, -2314, 41), texture C1A4_TENT
Error: Entity 440, Brush 16, Side 8: has a coplanar plane at (2017, -2307, 41), texture C1A4_TENT
Error: Entity 440, Brush 18, Side 7: has a coplanar plane at (2248, -2238, 41), texture C1A4_TENT
(2.19 seconds)

----- 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 jb_1v
>> There was a problem compiling the map.
>> Check the file jb_1v.log for the cause.

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



User
Strange.

What entity type are you making them?

And what textures are you using? Like what is the little white texture in each chair?

The game will hide objects it thinks you can't see. So it could also be a problem with hlvis.

If all else fails, leave them as non-entities or delete them and re-copy one that is OK 7 times.
Truck
Try using textract in case it's embedded into the map.
1) BSP file, like de_cpl_mill.bsp
2) Textract --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_cpl_mill.bsp de_cpl_mill.wad
6) And press enter
Truck
Open notepad, copy that code, save as, under type set All types, write somethignorother.bat under name and save. Then put it into the same folder as your .map file and compile tools and double-click on it.
User
http://www.FienPhotography.com

For those of you who need a clickable link.

Let me tell you now its been forever since I have done anything with html, and java, and flash so I am not going to help with the coding unless its like a last resort type situation. But I am all about ideas.

Firstly let me tell you, that right now people can copy/save the pictures from the site [via right click]. That is way bad, people can copy and post them on their site and stuff like that. If you use a flash foundation then that will get rid of that problem -there is also a way in html to disable it, but like I said its been a while.

Secondly, putting the Contact information on the home page isn't advisable.

There are other things, but those are specific to the current design; and because, I do not know whether you want to modify that or create a new one I wont list them.
User
jayjaywray said:
Warning: More than 8 wadfiles are in use. (20)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.



Down Rodeo said:
Error: More than eight wadfiles are in use

Like the damn thing says, more than eight wadfiles are being used. Since the compilers store the directory locations in a fixed amount of memory using too many wads can cause a lovely buffer overflow! So while it might say in the log "this may be harmless" it doesn't necessarily mean it. In fact if it warns you of this and your map has failed to compile consider this as suspect. Remove them and try again. Seriously, the number of times we've all seen this error. If you have, say, nine wads and are using one texture from each of them, you will need to merge wads.

Q: How do I merge wads?
1. Download and install Wally (yes, it's the same program you are told to install for making your own wads).

2. Open Wally and from the drop-down menus on the top, go to Wizard-> WAD Merge.

3. You can use either the Add WAD or the Quick Add, depending on your needs. (You can open the Add WAD to see what it has to offer)

4. Set all the other options to suit your needs (WAD type should be WAD3) and hit Go.

Truck
User
How do I add prefabs to the prefabs thingy?
I tried it and it said invalid id type or something.
Truck
User
Someone posted this on another site, and I almost died laughing, so I thought I'd share
Quote:
br0kenrabbit says: hi

Greg_ValveOLS says: good evening

br0kenrabbit says: What's ip?

br0kenrabbit says: up?

Greg_ValveOLS says: my name is greg a member of the valve online Support team

br0kenrabbit says: On MSN?

Greg_ValveOLS says: yes

br0kenrabbit says: Why?

Greg_ValveOLS says: we logged multiple ips from your account and ned to verifi your information

br0kenrabbit says: My information?

Greg_ValveOLS says: we believe someone may have stolen your account mmmm you havent shared youre account infomation with anyone have you?

br0kenrabbit says: No. I don't even have it written down.

Greg_ValveOLS says: hmmm maybe a keylogger on you r PC then maybe you need a format?

br0kenrabbit says: Well...

Greg_ValveOLS says: if you can verify your account information to me i can insure that only your ip have access to it Its a new security feature were trying because this happens so muchlogin names and passwords aint safe anymroe You know. L

br0kenrabbit says: Well

Greg_ValveOLS says: dont worry this connect it secure

br0kenrabbit says: Can I be honest with you, Greg?

Greg_ValveOLS says: k

br0kenrabbit says: Look, I don't know how you go this MSN account name, don't really care, either.

br0kenrabbit says: Unlike you, I DO work for Valve. Trace my ip and you'll see.

Greg_ValveOLS says: huh?

Greg_ValveOLS says: bs

br0kenrabbit says: Trace it.

Greg_ValveOLS says: how

br0kenrabbit says: Start/run/cmd type Tracert and then my IP address and hit enter.

Greg_ValveOLS says: oh k

br0kenrabbit says: As an employee, I know that Valve employees will NEVER contact users over MSN. I also know a valve employee will NEVER ask a user for his/her username and password.

br0kenrabbit says: I'm putting a temporary hold on your Steam account.

Greg_ValveOLS says: why?

br0kenrabbit says: Have you read the ToS?

Greg_ValveOLS says: Tod?

Greg_ValveOLS says: tos

br0kenrabbit says: terms of service

Greg_ValveOLS says: were?

br0kenrabbit says: Greg, this is a serious infraction against the Tos. You are at risk of losing your account.

Greg_ValveOLS says: why

br0kenrabbit says: I just told you why

Greg_ValveOLS says:

br0kenrabbit says: I need some information from you if you want me to unlock you account. I'm going to write you up but I will only suspend you account for three days, since this is your first infraction, okay?

Greg_ValveOLS says: k

br0kenrabbit says: First, what is the name the account is registered to. Not the user name, the persons real name who created the account. This is for verification purposes.

Greg_ValveOLS says: xxxxx xxxxxxx

br0kenrabbit says: Is this you?

Greg_ValveOLS says: ya

br0kenrabbit says: Are you the only user of this account?

Greg_ValveOLS says: ya

br0kenrabbit says: Okay, and what is the username

Greg_ValveOLS says: xxxxxxxx

br0kenrabbit says: Okay.

br0kenrabbit says: I see you have purchased a few of our games, thank you.

Greg_ValveOLS says: some. dude

Greg_ValveOLS says: m

br0kenrabbit says: Do you always log on from the same IP?

Greg_ValveOLS says: ya

br0kenrabbit says: And who is your internet providers, your ISP?

Greg_ValveOLS says: xxxxxxx

br0kenrabbit says: Thank you. One moment, please, let me verify this information.

Greg_ValveOLS says: am i gonna be bale to play 2nite?

br0kenrabbit says: What is your city of residence?

br0kenrabbit says: That depends on if you cooperate. You're doing fine so far.

Greg_ValveOLS says: xxxxxx

br0kenrabbit says: Illinios?

Greg_ValveOLS says: yes

br0kenrabbit says: Okay. And what is the password associated with this account?

Greg_ValveOLS says: xxxxxxx

br0kenrabbit says: Okay. Do not try to log into steam. If you are connected now you need to log off.

Greg_ValveOLS says: why

br0kenrabbit says: So I can update your account.

Greg_ValveOLS says: can I play 2 nite

Greg_ValveOLS says: clan fight

Greg_ValveOLS says: wont win without me heh

br0kenrabbit says: Heh. You'll have to wait a few minutes. Are you logged off?

Greg_ValveOLS says: ya

br0kenrabbit says: Okay. Give me just a moment.

br0kenrabbit says: Try to log in now.

Greg_ValveOLS says: k

Greg_ValveOLS says: It says login failed wtf wtf!!@?

br0kenrabbit says: Greg

Greg_ValveOLS says: did u ban me???????????>WHY

br0kenrabbit says: Greg

Greg_ValveOLS says: what

br0kenrabbit says: Valve will never ask for your username and password.

Greg_ValveOLS says: what????

br0kenrabbit says: I don't work for Valve dude, but you just got pwnt.

Greg_ValveOLS says: omg dude wtf why?

br0kenrabbit says: Why were you trying to steal my account?

Greg_ValveOLS says: i wanst

br0kenrabbit says: Then why were you asking for my information?

Greg_ValveOLS says: i was just making a joke but not cerious honest dude just give my acount back pllllleeease i'm only 13 and save d up for like a year to buy it

br0kenrabbit says: Greg

Greg_ValveOLS says: dude pleas

Greg_ValveOLS says: what

br0kenrabbit says: Go mow some yards, bitch.
User
Select 'All formats'
Then type .wad after it
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
get wally and upload a picture with your name on it, oh and read the faq's b4 a post

eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)

User
code
Truck
User
eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)


Down Rodeo said:
Q: How do I plug a leak?

First of all, make sure you did not create any entities outside your map. An entity outside your map is just like a leak, if not worse.

If you can not find any entities outside your map:
Load the pointfile generated by the compile tools by selecting the "load pointfile" option in the Hammer menus. Then follow the red line in the viewport to the hole. DON'T delete entities quoted as causing the leak, as they are just mentioned as a reference point. DO use the grid to help avoid leaks in the first instance.


That's pretty much the solution right there. Yes, it sounds like you have a hole in your map somewhere. You might want to review the tutorial too.
Truck
User
When I put a skybox around my map and it didn't say like the hull 0. But it saying the entity was causing the leak. So, does that mean I have hole in my map?

And when I got in my map in game. There was no light.
Here is the log.

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 jb_1
Entering jb_1.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.91 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.17 seconds)

Using Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\allmy.wad
- Warning: Larger than expected texture (348972 bytes): 'PARED1'
- Warning: Larger than expected texture (348972 bytes): 'WOOD'
- Warning: Larger than expected texture (348972 bytes): 'THEROCK'
- Warning: Larger than expected texture (348972 bytes): 'ESCAMAS'
- Warning: Larger than expected texture (348972 bytes): 'LADRILLOSWALL'
- Warning: Larger than expected texture (348972 bytes): 'EARTHS'
- Warning: Larger than expected texture (348972 bytes): 'PAPELTA'
- Contains 68 used textures, 100.00 percent of map (4741 textures in wad)
Using Wadfile: \program files\steam\steamapps\cyril123456\counter-strike\cstrike\de_f40cars.wad
- Contains 0 used textures, 0.00 percent of map (52 textures in wad)

added 12 additional animating textures.
Texture usage is at 1.30 mb (of 4.00 mb MAX)
3.58 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 jb_1

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 ]
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...4377 (0.52 seconds)
BSP generation successful, writing portal file 'jb_1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3092 (0.42 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2943 (0.31 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3939 (0.52 seconds)
6.33 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 jb_1
2632 portalleafs
8039 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 [ off ] [ off ]


BasePortalVis:
(14.72 seconds)
LeafThread:
(224.91 seconds)
average leafs visible: 283
g_visdatasize:297552 compressed from 865928
240.05 seconds elapsed [4m 0s]

----- 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 jb_1

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

10544 faces
Create Patches : 72418 base patches
0 opaque faces
743851 square feet [107114592.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem


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



Truck
User
Well in my bat file i just put what was in the tutorial (changing all "catpee"s to "nothing"s) but this is what it says when i compile.
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 nothing
Entering nothing.map

Current hlcsg 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 [ 4194304 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Using Wadfile: \program files\steam\steamapps\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.08 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 nothing

Current hlbsp 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 [ 4194304 ] [ 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] 21 (0.00 seconds)
BSP generation successful, writing portal file 'nothing.prt'
SolidBSP [hull 1] 23 (0.00 seconds)
SolidBSP [hull 2] 23 (0.00 seconds)
SolidBSP [hull 3] 23 (0.00 seconds)
0.05 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 nothing
1 portalleafs
0 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.02 seconds elapsed

----- 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 nothing

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

76 faces
Create Patches : 984 base patches
0 opaque faces
19057 square feet [2744320.00 square inches]
1 direct lights

BuildFacelights:
10%...30%...40%...50%...60%...80%...90%... (0.01 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
(0.05 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
Transfer Lists : 760608 : 760.61k transfers
Indices : 7056 : 6.89k bytes
Data : 3042432 : 2.90M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
10%...30%...40%...50%...60%...80%...90%... (0.03 seconds)
0.24 seconds elapsed

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



The system cannot find the file specified.
Press any key to continue . . .
Truck
User
This is whats in my bat file:
@echo off
hlcsg -nowadtextures nothing
hlbsp nothing
hlvis nothing
hlrad nothing
copy nothing.bsp "C:\Program Files\Steam\SteamApps\username\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map nothing
(Note: Yes i did put my username where it says "username" i just changed it for this post)

And this is my compile log:

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 nothing
Entering nothing.map

Current hlcsg 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 [ 4194304 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.00 seconds)

Using Wadfile: \program files\steam\steamapps\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.08 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 nothing

Current hlbsp 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 [ 4194304 ] [ 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] 21 (0.00 seconds)
BSP generation successful, writing portal file 'nothing.prt'
SolidBSP [hull 1] 23 (0.02 seconds)
SolidBSP [hull 2] 23 (0.00 seconds)
SolidBSP [hull 3] 23 (0.00 seconds)
0.03 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 nothing
1 portalleafs
0 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.03 seconds elapsed

----- 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 nothing

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

76 faces
Create Patches : 984 base patches
0 opaque faces
19057 square feet [2744320.00 square inches]
1 direct lights

BuildFacelights:
10%...30%...40%...50%...60%...80%...90%... (0.00 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
(0.05 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
Transfer Lists : 760608 : 760.61k transfers
Indices : 7056 : 6.89k bytes
Data : 3042432 : 2.90M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
10%...30%...40%...50%...60%...80%...90%... (0.03 seconds)
0.22 seconds elapsed

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



The system cannot find the file specified.
Press any key to continue . . .
User
sprinkles said:
Rockbomb said:
sprinkles said:
Rockbomb said:
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.


No it lets you trigger the door more than once per round.


Oh I see

So anyone know about the lasers?
Or sounds?


For the sounds I don't think you can change it per map, but you can change it for your counter strike. But I'm not good with it.

For the lasers I would look around [that is what ever search engine you use type Counter Strike 1.6 prefabs] and see if anybody has made one that you can use.


Ah, so I could set it up for my whole server then? That'd actually work even better if I could do that
I'll look for some tutorials on chaning the sound, as well as look up some prefabbed lasers


@Cloud - Yeah thats what I wanted to do, make it so whenever you touch it you get hurt ;) I was just wondering if I could make it only visible while in smoke.

Actually, I just got an idea...
What if I were to make a spotlight, where the radius is reallllllly small, and have it shine from one wall to the other. You'd be able to see where the lasers are by looking closely at the wall, but I suppose thats only fair as if you take any time studying the wall your sure to get shot in the meantime
Then put a small bar going across with the clip texture (or if there is another texture thats opaque, but you can actually move through it, that would be better), and set up a trigger_hurt going to that bar.

Think it would work?
User
Rockbomb said:
sprinkles said:
Rockbomb said:
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.


No it lets you trigger the door more than once per round.


Oh I see

So anyone know about the lasers?
Or sounds?


For the sounds I don't think you can change it per map, but you can change it for your counter strike. But I'm not good with it.

For the lasers I would look around [that is what ever search engine you use type Counter Strike 1.6 prefabs] and see if anybody has made one that you can use.
Truck
User
Wait, I see func_pushable.
For material type what do I choose?
Truck
User
Mate de Vita said:
Did you maybe put a big non-hollow cube around the whole map instead of a ceiling, a floor and walls?

Well I got rid of that No entity found thing (as you can see at the bottom) but still i get the same error. :(


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 nothing
Entering nothing.map

Current hlcsg 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 [ 4194304 ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.02 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: \program files\steam\steamapps\halflife.wad
- Contains 1 used texture, 100.00 percent of map (3116 textures in wad)

Texture usage is at 0.01 mb (of 4.00 mb MAX)
0.06 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 nothing

Current hlbsp 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 [ 4194304 ] [ 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] 21 (0.00 seconds)
BSP generation successful, writing portal file 'nothing.prt'
SolidBSP [hull 1] 23 (0.00 seconds)
SolidBSP [hull 2] 23 (0.00 seconds)
SolidBSP [hull 3] 23 (0.00 seconds)
0.05 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 nothing
1 portalleafs
0 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 [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

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


BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.03 seconds elapsed

----- 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 nothing

-= 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 [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

76 faces
Create Patches : 984 base patches
0 opaque faces
19057 square feet [2744320.00 square inches]
1 direct lights

BuildFacelights:
10%...30%...40%...50%...60%...80%...90%... (0.02 seconds)
visibility matrix : 0.1 megs
BuildVisLeafs:
(0.05 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
Transfer Lists : 760608 : 760.61k transfers
Indices : 7056 : 6.89k bytes
Data : 3042432 : 2.90M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
FinalLightFace:
10%...30%...40%...50%...60%...80%...90%... (0.03 seconds)
0.25 seconds elapsed

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



1 file(s) copied.
Press any key to continue . . .
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
Well, this one wasn't really that funny but it was one of the longer ones I've had:


Connecting to server...
You're now chatting with a random stranger. Say hi!
Stranger: salutations
You: hi, you wanna go?
Stranger: go where?
You: oh, you know what I mean
Stranger: haha, i could be a grizzled old man
You: yeah, those are my favorite type
Stranger: man, sorry to disappoint then
You: so you're not one then?
Stranger: sadly no
You: damn
Stranger: so im sure you're not interested
You: nah, I still am
You: just not as much
You: so asl?
Stranger: seventeen, female, scotland
Stranger: right back at you
You: 117, something in between, somewhere in the western part of the Milkiway
Stranger: now i feel dead boring
You: yeah, a lot of people do around me
Stranger: well, i am... THE BATMAN
Stranger: but don't spread it around
You: what, you have a bat instead of a weaner?
Stranger: no, i am a troubled angst ridden billionaire who aims to rid gotham of its crime epidemic
Stranger: pfffft
You: awesome
You: the hell does 'who' mean?
Stranger: 'who' is a relative pronoun to introduce a clause when the antecedent is a person or persons or one to whom personality is attributed
You: ok, now I understand
Stranger: glad to help
You: btw, wanna hear something funny?
Stranger: hit me
You: damn, I forgot what I wanted to say
You: I am after all 117 years old
You: I'm getting a bit senile
Stranger: haha, yeah, i hear that happens
Stranger: are you in pretty good shape for your age?
You: yeah, I am as a matter of fact
You: because I eat healthy and exercise weekly
You: also I'm not really 117 years old
Stranger: oh
You: I'm actually 116.8920 years old
You: give or take a few decades
Stranger: how much is a few decades?
You: about 10 of them
You: a little less actually
Stranger: well, im sure you're rocking the aged n wise look
Stranger: hows the weather in the western milky way?
You: starry mostly
You: it does rain comets every now and then though
Stranger: drops of jupiter?
You: yeah, mostly
You: you wouldn't believe what the people who used to live there left on the planet
You: you get all sorts of stuff from these comet showers
You: a few weeks ago a marble nearly broke my spine
You: because it was located inside a three-storey building that fell on my back
Stranger: im wondering why we're on omegle
Stranger: mabye we should go talk to real people?
You: so you're not a real person then?
You: well, don't worry, I'm not one either, so you were basically right
You: now if you'll excuse me, I have to go jump out a window of the aforementioned three-storey building
You: 42>9000
You have disconnected.
Truck
User
Okay, I finally had a dream that contained SuperJer and yet we were not trying to kill each other. SuperJer had both acquired or constructed (I'm not sure) a pair of very special watches. When you tapped the face of the watch with your wrist time would stop for everything but you and anyone else wearing or touching one of these watches. The effect wore off after precisely 433 combined exhalations of anyone not frozen. It could also be cancelled prematurely by tapping the face of a watch again, it could also be immediately restarted after the effect wore off in any case.

SuperJer and I were working on fixing certain anomalies produced by using the watches. Occasionally reality would shift upon freezing time. It was usually very minor, something like the color of a car or someone's hair style would change. The effects were usually centered around the person that activated the effect. Essentially I was out in the world doing stuff that might cause me to want to freeze time, and SuperJer was in a lab somewhere that was designed to be unaffected by any reality shifts. The watches also had a two-way communicator built in, so even if reality was badly altered we could still talk. I would report to SuperJer the alterations, and he would do... something... that changed them back. The changes would be permanent if time was restarted before they were fixed. This was all supposedly being done to perfect the watches so that they would cause no anomalies.

The first place I found myself in the dream (and with all the knowledge I stated in the previous two paragraphs) was in the office of a supermarket run by Marina Sirtis and Patrick Stewart. Guess which show I've been watching recently? An organized crime syndicate of some sort was attempting to collect protection money, and the managers were refusing to pay. I waited until the gangster pulled a handgun on them until I froze time. I replaced the handgun with a stapler and placed the weapon into Mr. Stewart's hand. I then began my search for anomalies. After searching the room and nearly giving up, I looked at my feet and discovered they were inside cowboy boots. This was definitely not right. I contacted SuperJer and had him do... something... and my feet found themselves protected by dress shoes once again. I went downstairs into the public area of the building before unfreezing time, and let the situation upstairs resolve itself.

In one of the aisles I found a young woman moving crates of water bottles off a palette. I decided to freeze time, build a pyramid out of the crates and place her on top of it. After a very short search I discovered the name of the Supermarket had changed from "Howard's" to "Closely Suggest". After SuperJer fixed the problem I headed outside and unfroze time.

Several people noticed my sudden appearance, but they all went on their ways without needing placation. While outside I saw that someone had apparently broken into my truck and was driving away in it. I froze time and felt very sick for a moment and my vision shifted, but I wanted to deal with the crook first before figuring out what was wrong. I dragged him out of the truck, slashed his Achilles tendons, stuffed him into a grocery cart and placed him at the top of a hill where he would most likely proceed to roll to critical injury or death. My search for anomalies ended when I once again looked at myself and discovered I was now a woman. I communicated my grievances to SuperJer who responded with a feminine voice that he was having the same problem and had already begun working on it. I waited for several minutes and nothing changed. SuperJer said it was much harder to fix because he could no longer type correctly with different fingers and he couldn't easily reach a great deal of necessary equipment due to his new height. We eventually ended up with less than 50 breaths remaining, and instead of conserving our time and breathing deeply I just yelled, "FIX IT! FIX IT! FIX IT!" over the communicator. SuperJer informed me that there was not enough time to fix the problem with his useless girl extremities. He instead had to use some kind of emergency reset switch, the ramifications of which we knew nothing about as it was untested.

I suddenly found myself on a road just outside of a medieval fantasy city. There were peasants and such moving their goods in and out of a large gate, and a short elven woman in plate mail eying me suspiciously. All of this wasn't nearly fascinating enough to keep me from immediately checking my gender. I was safely back with my testosterone and I communicated my joy to SuperJer. His entire lab had apparently come into this new realm with us, and he was working of fixing the problem. SoopyJams nervously reported to me that there was some kind of electrical build-up around the lab and that he believed it would result in a massive explosion. It would cause no damage to the lab, but everything for a couple miles would be disintegrated. After a short discussion it became obvious that the lab had haphazardly stuffed itself into a building in the city on arrival.

There was a blinding flash, bright enough to disorient me completely for a few seconds. I heard SuperJer yelling something over the communicator. After I collected my senses I saw that the explosion had occured, or was still occuring, and that SuperJer had frozen time to prevent it from atomizing me. A visible wall of distortion was only a few feet away from my position and everything behind it was in various states of turning to dust. SuperJer put himself into a temporary coma to slow his breathing as much as possible, so I had somewhere around 300 breaths to make it out of range of the catastrophe. I very impulsively decided to pick up the suspicious elf and take her with me. She was not heavy even in armor, as nothing was heavy when time was frozen. I made my way as hastily as I dared, I needed to conserve my breath but I didn't even know how far I had to go to be out of range of the disintegration. I eventually found myself at a crossroads, and I had to be down to only a few breaths remaining. Ahead of me the path quickly fell into disrepair, to my right it headed up into some mountains and to the left it turned into a bridge that appeared to cross over a gap in the earth that extended for well over a mile. A battle between a group of men-at-arms and wolf-riding goblins had been frozen only a few feet away from the bridge. I assumed "goblins bad" and impaled them all on their own weapons while time was frozen.

Time unfroze itself due to breaths exhaled, and everyone was almost immediately knocked flat by a shock wave. The disintegration sphere had stopped a few hundred feet away, and left a perfectly flat gray desert where the city and it's surroundings had been. The men-at-arms were busy with their sudden victory, and the elven woman was eying me much more suspiciously now. She was also on top of me, as I had forgotten to put her down before time unfroze and she had gained a lot of weight in the last few seconds. Another group of wolf-riding goblins attacked and after something I don't particularly remember very well happened the elf and I found ourselves trying to outrun a massive brushfire. With flame licking our heels we leapt into a small lake, and with a great deal of effort on my part, got us both to a flat-topped boulder protruding from the water. I say it was on my part as the woman clearly didn't know how to swim, and couldn't anyway as she was still wearing plate mail. On top of the boulder we inexplicably began to take a shot at procreation. Before we could finish, SuperJer announced that he had fixed the problem and that everything would be back to normal in a few seconds.

I didn't have time to protest. I found myself a saddle without a straddler in an elevator full of people. I was, however, behind them... and I had time to pull my pants up before anyone noticed. The elevator opened and SuperJer was waiting for me. We were heading to our friend MikeJer's apartment to let him know we had fixed our recent watch anomalies. Apparently he was in on the project as well? He opened the door and we saw that he was very cross with us. He was also conspicuously female. SuperJer and I yelled, "Oh no!" and then I woke up.
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
the_cloud_system said:
oh god what have you done



I must confess I can not continue this....
I feel awkward.......



Connecting to server...
You're now chatting with a random stranger. Say hi!
You: hello
Stranger: hi
You: How are you this day?
Stranger: fine
Stranger: and you
You: Simply great.
Stranger: ok
Stranger: where do you liv
Stranger: live
You: usa
You: you?
Stranger: california?
Stranger: taiwan
You: colorado
Stranger: good
Stranger: how old are you?
You: 17
You: And you?
Stranger: 22
Stranger: so you're a senior high student
You: If I didn't drop out, yes.
Stranger: why
Stranger: you don't like study?
You: I do not do good with people.
Stranger: i see
Stranger: are you a boy or girl
You: I am a woman
Stranger: ha
Stranger: ok
You: Yes then, and you?
Stranger: man
You: Aw jus my type.
Stranger: i don't understand^^"
You: Ask yourself what you do understand, that is what you must do.
Stranger: ok
Stranger: so what's your name
You: Danielle, and yours?
Stranger: Kevin
Stranger: noce to meet you danielle
You: I must come clean.
You: I feel nasty right now.
Stranger: ok
You: I am pretending to be my best friend, I am not Danielle
Stranger: ...
You: Ah, yes I need to work on my cover id.
Your conversational partner has disconnected.
User
I get these when i compile, and even tho the BSP is created, if i start it, it simply shuts down.
Here's the FULL log (So that you might tell me where are the errors):

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 prueba
Entering prueba.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)

Using Wadfile: \gamez\counter-strike 1.6\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\halflife.wad
- Contains 3 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\ajawad.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\decals.wad
- Contains 0 used textures, 0.00 percent of map (225 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\greenvalley.wad
- Warning: Larger than expected texture (261932 bytes): '{BIG_MAPLE'
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\de_storm.wad
- Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\de_vertigo.wad
- Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_snowbase.wad
- Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_thunder.wad
- Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\chateau.wad
- Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)

Warning: More than 8 wadfiles are in use. (37)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 2 additional animating textures.
Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.11 seconds elapsed

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



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 prueba
Error: Portal file 'prueba.prt' does not exist, cannot vis the map



----- 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 prueba
>> There was a problem compiling the map.
>> Check the file prueba.log for the cause.


----- END hlrad -----
Here it ends, it doesn't say anything else

There, so also, why does it say i'm using too much Wads? I'm just using one " - Contains 3 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \gamez\counter-strike 1.6\valve\liquids.wad"


Thanks :D sorry for the looong post and BTW, prueba means test in spanish
User
code
Sick vid
In the F.A.Q. Down Rodeo said:
Error: More than eight wadfiles are in use

Like the damn thing says, more than eight wadfiles are being used. Since the compilers store the directory locations in a fixed amount of memory using too many wads can cause a lovely buffer overflow! So while it might say in the log "this may be harmless" it doesn't necessarily mean it. In fact if it warns you of this and your map has failed to compile consider this as suspect. Remove them and try again. Seriously, the number of times we've all seen this error. If you have, say, nine wads and are using one texture from each of them, you will need to merge wads.

Q: How do I merge wads?
1. Download and install Wally (yes, it's the same program you are told to install for making your own wads).

2. Open Wally and from the drop-down menus on the top, go to Wizard-> WAD Merge.

3. You can use either the Add WAD or the Quick Add, depending on your needs. (You can open the Add WAD to see what it has to offer)

4. Set all the other options to suit your needs (WAD type should be WAD3) and hit Go.

User
I using only VALVE textures, no exterm texture, i compile the map and y have this error WARNING: could't open archi.wad., thats texture no exist, what i do for fix this?

LOG FILE:

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: C:\ZHLT\hlcsg.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"
Entering C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(1.41 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.27 seconds)

Using Wadfile: \archivos de programa\valve\cstrike\cs_havana.wad
- Contains 3 used textures, 4.48 percent of map (122 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_747.wad
- Contains 0 used textures, 0.00 percent of map (143 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_assault.wad
- Contains 8 used textures, 11.94 percent of map (22 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_bdog.wad
- Contains 7 used textures, 10.45 percent of map (132 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_dust.wad
- Contains 1 used texture, 1.49 percent of map (28 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cs_office.wad
- Contains 3 used textures, 4.48 percent of map (102 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\cstrike.wad
- Contains 4 used textures, 5.97 percent of map (123 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\tswad.wad
- Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\jos.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\n0th1ng.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\prodigy.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 12 used textures, 17.91 percent of map (162 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\chateau.wad
- Contains 1 used texture, 1.49 percent of map (136 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_airstrip.wad
- Contains 1 used texture, 1.49 percent of map (69 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_aztec.wad
- Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
- Warning: Larger than expected texture (348972 bytes): 'THANKS'
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \archivos de programa\valve\cstrike\de_storm.wad
- Contains 1 used texture, 1.49 percent of map (74 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\cached.wad
- Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\fonts.wad
- Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\halflife.wad
- Contains 25 used textures, 37.31 percent of map (3116 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\liquids.wad
- Contains 1 used texture, 1.49 percent of map (32 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \archivos de programa\valve\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

Warning: More than 8 wadfiles are in use. (27)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 6 additional animating textures.
Texture usage is at 2.30 mb (of 4.00 mb MAX)
4.91 seconds elapsed

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



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\zhlt253\hlbsp.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"

-= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad.prt'
6.36 seconds elapsed

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



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\zhlt253\hlvis.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"

-= 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 ]
priority [ Normal ] [ Normal ]

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


694 portalleafs
1702 numportals
BasePortalVis:
(0.59 seconds)
LeafThread:
(5.78 seconds)
average leafs visible: 66
g_visdatasize:18907 compressed from 60378
6.47 seconds elapsed

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



hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\zhlt253\hlrad.exe "C:\Archivos de programa\Valve Hammer Editor\Maps\ze_ciudad"

-= 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 [ 256.000 ] [ 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 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


5570 faces
Create Patches : 36494 base patches
0 opaque faces
403621 square feet [58121544.00 square inches]
27 direct lights

BuildFacelights:
(102.95 seconds)
visibility matrix : 79.4 megs
BuildVisLeafs:
(62.66 seconds)
MakeScales:
(77.78 seconds)
SwapTransfers:
(17.25 seconds)
Transfer Lists : 53159164 transfers
Indices : 17591320 bytes
Data : 212636656 bytes
GatherLight:
(3.78 seconds)
FinalLightFace:
(8.67 seconds)
280.58 seconds elapsed [4m 40s]

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

User
Ok, lets do this backwards.

Yes, you can make fancy models. You need an external program such as milkshape or that other one I can't remember.

http://www.superjer.com/forum/models_3.php

To make writings on the wall you need spraypaint and a gangster person; however, in Hammer, you would use something like wally.

And for your first question....

Mind you this is not my idea I got it from this guy I cant remember so give credit to that guy [whoever the hell he is].
[I was going to post a link to the tutorial, but I cant find it.... I really didnt want to type it all out, and I swear to god if anybody posts the link to that tutorial....]
ambiance_generic
What you do is you make an entity ambiance_generic
select it hit alt+enter
in the path input type ambiance/*.wav [where * is the name of your music]
under the flags tab check play everywhere and play on start
Location Location fucking Location
ok you want to make a box outside of your map
hollow it
place the ambiance in there
repeat [via copy and paste] to all sides [north, south, east, west]
Your music
your music will play if and only if the following is true
its a wav file [ie .wav]
its less than three minutes [roughly]
8 bit mono
11025 hz pcm
it is in the directory *\valve\sound\ambiance\ [where * is your counter strike folder]
Tools
you can use audacity [free] to cut your music down to size
you can use ease audio converter [trial] to convert it to wav [it has all the options to make it work for cs]

I think I have arthritis now.
User
Quote:
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.

BSP2Map http://www.filefront.com/2142249/Bsp2map/

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

make an entity ambiance generic in the <b>path</b> input box [in properties] type ambiance/*.wav [where * is the name of your music]
Notes ::
1] your music/sound must be in the following format
wav 8 bit mono 11025 hz pcm and less than 3 mins
2] your file must be in the valve\sound\ambiance folder

if you do not have the proper format http://www.audiotool.net/EaseAudioConverter/index.htm [30 day trial]
it has all the options required to make you sound work
if you need to cut your music down to size then http://audacity.sourceforge.net/ [free]
as for the others im not too sure
but i will look around and try to help you
Truck
User
I said maxed or one point off maxed. The FHR is one point off maxed. I don't understand why you even brought that up. The FCR comes from the fact that I never count the last breakpoint in the list because it is generally thought of us unachievable whilst wearing useful equipment. Similar to not counting ridiculous bps like 4680%...

Although my FCR does in fact commonly go to max anyway as I commonly wield wizard spikes and such when crashing through easy sections of the game. Or at least I used to before I made my Sorc who teleports faster than a FCR pumped Assassin when I'm drunk and she's naked.

My IAS, which you didn't even bring up... IS maxed... I think... usually? Honestly, IAS for traps is extremely difficult to understand, but I'm fairly certain I'm at max with BoS on whether I'm wielding Spirit of the Claws. I'm not even totally sure whether or not your weapon type changes your trap laying speed...
You can re-model them (i.e. give them a new look and animation) but you cannot change any of their properties (rate of fire, accuracy, damage, clip size, ammo type, etc.) without some coding (meaning making a mod).
User
Read the F.A.Q., said to make new thread.
Log:
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 vb_hockey_beta
Entering vb_hockey_beta.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)


Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.02 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 vb_hockey_beta

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 ]
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)


0.01 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 vb_hockey_beta
Error: Portal file 'vb_hockey_beta.prt' does not exist, cannot vis the map


----- 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 vb_hockey_beta
>> There was a problem compiling the map.
>> Check the file vb_hockey_beta.log for the cause.

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

Hammer crashes when I export it to a new .map file. It may be the fact that I have more than 8 wads present in my map. If so, what should I do to fix it?
User
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: "c:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-nowadtextures "C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.map"
Entering C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.map
Error: Entity 102, Brush 0: SKY brushes not allowed in entity
Error: Brush type not allowed in entity
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem


----- 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: "c:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE""C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.log for the cause.

----- 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: "c:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE""C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.log for the cause.

----- 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: "c:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE""C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\utilisateur\Bureau\deagle_star_algeria\deagle_star_algeria.log for the cause.

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




hlcsg: Error: Entity 102, Brush 0: SKY brushes not allowed in entity

hlcsg: Error: Brush type not allowed in entity
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

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
Ok so I change theyr names in Wally and merge some of them then I go type in the Txt(bat) file and do -wadinclude (wadname) right? and thats that then it should work?
shotted said:
"gone perpendicular to the face"

Select the error and press "Fix all of type", if that doesn't fix it, select the error and press the "Go to error"-button, delete the brush and re-build it.
First Save as and under type select "All types", then under name write catpee.bat. This is very important, otherwise it will open in a notepad.

Then just double click on it.
User
I get the same errors, even when I select 'Fix all of type' and I select Fix for each of them.
User
I have another problem with the map and i don't know how to fix it.

Compile Log:

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: C:\DOCUME~1\John\MYDOCU~1\MYVIDE~1\hlcsg.exe c:\zhlt\jail_zow_noname_bv2 -wadinclude jail_zow_noname_v2.wad -wadautodetect
Entering c:\zhlt\jail_zow_noname_bv2.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 ]
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 [ on ] [ 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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[jail_zow_noname_v2.wad]

61 brushes (totalling 398 sides) discarded from clipping hulls
CreateBrush:
(5.19 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(4.80 seconds)

Including Wadfile: \documents and settings\John\my documents\my videos\jail_zow_noname_v2.wad
- Contains 94 used textures, 100.00 percent of map (814 textures in wad)

Texture usage is at 2.36 mb (of 4.00 mb MAX)
11.36 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: C:\DOCUME~1\John\MYDOCU~1\MYVIDE~1\hlbsp.exe C:\zhlt\jail_zow_noname_bv2

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 ]
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...5743 (0.89 seconds)
BSP generation successful, writing portal file 'C:\zhlt\jail_zow_noname_bv2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...4908 (0.47 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...4504 (0.42 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4979 (0.50 seconds)
10.05 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: C:\DOCUME~1\John\MYDOCU~1\MYVIDE~1\hlvis.exe c:\zhlt\jail_zow_noname_bv2
3131 portalleafs
9958 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 [ off ] [ off ]


BasePortalVis:
(23.66 seconds)
LeafThread:
(2122.73 seconds)
average leafs visible: 386
g_visdatasize:318348 compressed from 1227352
2148.84 seconds elapsed [35m 48s]

----- 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: C:\DOCUME~1\John\MYDOCU~1\MYVIDE~1\hlrad.exe c:\zhlt\jail_zow_noname_bv2

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 ]


14081 faces
Create Patches : 56240 base patches
0 opaque faces
406236 square feet [58497992.00 square inches]
73 direct lights

BuildFacelights:
Malformed face (1252) normal @
(866.00, 195.00, -74.00)
(866.00, 195.00, -78.00)
(863.00, 192.00, -82.00)
(862.00, 191.00, -82.00)
(862.00, 191.00, -74.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'


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


I've looked through the forums about it, and I've tried alt + p to check for the problem, but it didn't show.

Help please!
User
void main() means the function main has no return type. This, as I have said, is wrong. Main always returns an int, which is why you will see most program's main functions returning 0 right at the end. Of course if there is a problem during execution you can make it return other things. Like 1.

To use printf(): it can be used as a easily as printf("This is a string"); or for the thing you said with variables you could go like printf("This is a string, then an integer which has the value %d",myIntForPrinting). This is different as you can see because it is suddenly taking two arguments rather than just one. The %d is a formatting character. The compiler sees this and knows to substitute a variable in there instead of %d. The %d tells it to format the number as a decimal, which is to say an int. So your thing would be like printf("%d + %d",firstnumber,secondnumber) where the previous line would be scanf("%d",&secondnumber) where you have already defined secondnumber to be of type int. You're going to need to know pointers soon. The wiki page is surprisingly comprehensive. These pages on printf and scanf are really good as well.

I might edit this to have linebreaks at some point, it is very cumbersome to read.
Down Rodeo said:
Which tutorial's that? Uh, I started at C++ then looked at C because many things are similar. By that stage I knew what a lot of things did so I was able to look up very specific bits of C if I didn't know how to do something.

It was something I found googling.

Down Rodeo said:
I found a C tutorial that tells you to type void main() which is retarded in SO MANY WAYS argh and that's the number one search result on Google, don't use that one.

So what exactly is the difference? Between void main() and int main()?
Down Rodeo said:
It might be instructive to think about the things you want to do then try to find small pages on those. Like, "how do I do pointers?" Or you could ask me for a botched job that is more personalised, it's up to you :p

Yeah, unfortunatelly I don't know enough about programming to even know what I need for a certain thing.
For example if I want to printf an integer variable's value then a plus sign ("+") and then another integer variable's value that were previously read by scanf, I have no idea what to use. I just know from that tutorial that it has something to do with %d and &variable_name.
So I'm not even sure what to google.

What I would really need is a good C tutorial for a complete beginner. Though my dad did say he has some book about C, it may prove to be useful. If he can find it.
User
Which tutorial's that? Uh, I started at C++ then looked at C because many things are similar. By that stage I knew what a lot of things did so I was able to look up very specific bits of C if I didn't know how to do something.

I found a C tutorial that tells you to type void main() which is retarded in SO MANY WAYS argh and that's the number one search result on Google, don't use that one. It might be instructive to think about the things you want to do then try to find small pages on those. Like, "how do I do pointers?" Or you could ask me for a botched job that is more personalised, it's up to you :p
User
Ah, Visual basic. It makes life so easy!

As for the question a few bits back, you need to type ./a.out. Time for explanations: When you try to run a program, the terminal will look in a few places, like /usr/bin/ and various other places. To tell it that you want something in the directory you're in you need to type '.', period meaning "the directory I am currently in". The slash is obviously what denotes the next section of the command, this being a.out. Tsimple! This means you can go "cd ././././Desktop" if you are navigating from your home directory and it will be the same as "cd Desktop". Also two dots means "the directory above this one", so you get things like "cd ../Desktop/../Desktop" or whatever. You can also run programs stored in one directory in another by cd'ing to, say, Desktop/PlaceIWantToRun then (assuming the program a.out is in your home folder) typing in ../../a.out. It's easy!
Down Rodeo said:
See I just don't understand why that's there. Whatever.

Just so you can see the "Headsplosion successful" before the program terminates.
Down Rodeo said:
"I'd recommend GCC, the GNU Compiler Collection. Or the GNU C Compiler. It varies :D

Open a friendly console, type "sudo apt-get build-essential" and that will get you pretty much all you need. Unless I'm wrong."

It says E: Invalid operation build-essential

Down Rodeo said:
Ah, your earlier questions... By default, 1 has a type int. But we want it to be a long long unsigned int, so we need to "cast" it as such, by sticking (long long unsigned int) in front. The thing you suggest sounds like you are confusing it with assignment. That is like saying "long long unsigned int fishes_in_the_sea = 1; which we can then cast to lots of different things. Like long long signed int if we want negative numbers and so on.

Ah ok, yes, I was confusing the two. All clear now.

Down Rodeo said:
This explains the primes thing.

Ah, I see.
User
Mate de Vita said:
#include "iscloudretarded.h"
int main()
{
int info,clouds_brain;
sumthing clouds_head;

cin>>info;
if (info>clouds_brain)
{
headsplosion(clouds_head);
cout<<"Headsplosion successful.";
}
cin.get();
return 0;
}


See I just don't understand why that's there. Whatever.
Mate de Vita said:
Anyway is there a certain compiler that I ought to be using for C (on Ubuntu) or do I just get myself a random one from google?


I'd recommend GCC, the GNU Compiler Collection. Or the GNU C Compiler. It varies :D

Open a friendly console, type "sudo apt-get build-essential" and that will get you pretty much all you need. Unless I'm wrong.

Ah, your earlier questions... By default, 1 has a type int. But we want it to be a long long unsigned int, so we need to "cast" it as such, by sticking (long long unsigned int) in front. The thing you suggest sounds like you are confusing it with assignment. That is like saying "long long unsigned int fishes_in_the_sea = 1; which we can then cast to lots of different things. Like long long signed int if we want negative numbers and so on.

This explains the primes thing.
When saving you have to choose All types (or All file types) under Type and write nothing after the .bat in the name.
User
Maybe they meant like homogene milk or something, it's probably a type of milk.

The first one's great. Is it even real?

Update: Homogenised is the word.
Truck
User
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 syops_riot_beta1
Entering syops_riot_beta1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

14 brushes (totalling 228 sides) discarded from clipping hulls
CreateBrush:
(0.73 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.03 seconds)

Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\custom1.wad
- Contains 2 used textures, 3.64 percent of map (2 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\de_vegas.wad
- Contains 6 used textures, 10.91 percent of map (101 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\door.wad
- Contains 1 used texture, 1.82 percent of map (78 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\meatloaf123\counter-strike\cstrike\halflife.wad
- Contains 46 used textures, 83.64 percent of map (3116 textures in wad)
Including Wadfile: \zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)

added 6 additional animating textures.
Texture usage is at 0.84 mb (of 4.00 mb MAX)
2.13 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 syops_riot_beta1

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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...2186 (0.20 seconds)
BSP generation successful, writing portal file 'syops_riot_beta1.prt'
SolidBSP [hull 1] 500...1000...1500...1563 (0.14 seconds)
SolidBSP [hull 2] 500...1000...1443 (0.11 seconds)
SolidBSP [hull 3] 500...1000...1500...1724 (0.16 seconds)
2.50 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 syops_riot_beta1
851 portalleafs
2402 numportals

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

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


BasePortalVis:
(1.33 seconds)
LeafThread:
(130.97 seconds)
average leafs visible: 260
g_visdatasize:48423 compressed from 91057
132.44 seconds elapsed [2m 12s]

----- 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 syops_riot_beta1

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 ]


7236 faces
Create Patches : 52479 base patches
0 opaque faces
458564 square feet [66033288.00 square inches]
28 direct lights

BuildFacelights:
(75.63 seconds)
visibility matrix : 164.2 megs
BuildVisLeafs:
(369.02 seconds)
MakeScales:
(183.05 seconds)
SwapTransfers:
(65.92 seconds)
Transfer Lists : 118848222 : 118.85M transfers
Indices : 50885684 : 48.53M bytes
Data : 475392888 : 453.37M bytes
GatherLight:
(15.97 seconds)
FinalLightFace:
(4.94 seconds)
718.50 seconds elapsed [11m 58s]

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


User
Hi there. I have one problem in one map i have just compile. I used ZHLT, and i compile it without no error message. I can play it when it first load. when im going to play it on my server it sais "Mod_LoadBrushModel: maps/new.bsp has wrong version number(0 should be 30). HELP. How i can fix it. Here you have the log:

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 new
Entering new.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(1.52 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.53 seconds)

Using Wadfile: \archivos de programa\steam\steamapps\user\condition zero\czero_spanish\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \archivos de programa\steam\steamapps\user\condition zero\czero_spanish\vadila.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \archivos de programa\valve hammer editor\textures\cs_bdog.wad
- Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: \archivos de programa\valve hammer editor\textures\cstrike.wad
- Contains 3 used textures, 2.83 percent of map (123 textures in wad)
Using Wadfile: \archivos de programa\valve hammer editor\textures\halflife.wad
- Contains 103 used textures, 97.17 percent of map (3116 textures in wad)
Including Wadfile: \archivos de programa\valve hammer editor\textures\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)

added 26 additional animating textures.
Texture usage is at 1.28 mb (of 4.00 mb MAX)
5.69 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 new

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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...3651 (0.56 seconds)
BSP generation successful, writing portal file 'new.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...2769 (0.39 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2285 (0.25 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3301 (0.50 seconds)
5.98 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 new
2000 portalleafs
6360 numportals

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

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


BasePortalVis:
(16.73 seconds)
LeafThread:
(588.34 seconds)
average leafs visible: 233
g_visdatasize:185693 compressed from 500000
605.31 seconds elapsed [10m 5s]

----- 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 new

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

10271 faces
Create Patches : 61936 base patches
0 opaque faces
741186 square feet [106730832.00 square inches]
621 direct lights

BuildFacelights:
(256.94 seconds)
visibility matrix : 228.7 megs
BuildVisLeafs:
(521.19 seconds)
MakeScales:
(388.91 seconds)
SwapTransfers:
(59.44 seconds)
Transfer Lists : 89240962 : 89.24M transfers
Indices : 32580736 : 31.07M bytes
Data : 356963848 : 340.43M bytes
GatherLight:
(20.28 seconds)
FinalLightFace:
(16.95 seconds)
1269.94 seconds elapsed [21m 9s]

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

If you want i can upload the .map file.

THANKS
User
There are different ways of changing the gravity. You either do what Mate de Vita just said or you can change it through the console, Admins Only!.

If you want to change it through the console then you have to go to the console in-game, type in "sv_cheats 1" then hit ENTER. After that type in "sv_gravity 100" or you can change the 100 to any number.
Is it possible to make a map, where the standard gravity is 100 ?? so when you play it, you dont have to, go console and type sv_gravity 100... ??

is this possible ?
Try this:
in the console type
'deathmatch 0'
'developer 1' (<<-- needs correct spelling. if you are using steam, typing 'dev' will give you the correct option)
'map mapname' (where mapname is the name of your map.

Then try gl_wireframe.

Also make sure you're in OpenGL mode.
what do you mean by the cstrike directory?

here's where everything is for me:

C:\zhlt253-17
F:\Valve Hammer Editor 3.5
F:\Valve hammer maps
F:\Hammer extra files\cs_dust.wad
F:\Valve\Steam

the guide said zhlt should be on C drive and the hammer maps should be anywhere (in the editable file type)

i don't know where to put wad files.. the guide never said.. except i think it said it has to be on the same drive? which it is..
jrkookid said:
Follow the configuration chapter:
http://www.superjer.com/learn2.php


thats the problem it doesnt work.. idk what to do about it.. you told me to change the directory earlier? or should i forget about that? idk where to type it..
User
Why does it say:
couldn't open maps\Map1-2-5.pt when I type pointfile into console..to find the leaks. I have been unable to find leaks due to this problem.
SRAW said:
u misspelled awhippo's name :( and why are u defending this dude kookid?

Maybe cause he's not an asshole. Or rather he is an asshole, just not such a big asshole. OK, who am I kidding, he is a big asshole, just not that type of an asshole.
A guy playing with a fake vagina. Lol. Or maybe some type of melon he's getting off in.
Mate de Vita said:
You do have entities in your map now, right (info_player_start and light)?

If so, then check that you didn't put a solid block over the entire map (instead of a ceiling, a floor and 4 - or more - walls).

The pointfiles should be in the folder of the compile tools I think.


Ok, So I just made a new map (Again), followed all the instructions, didnt put a giant block over everything, and im still getting the portal error.

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 A
Entering A.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.05 seconds)

Using Wadfile: program filescounter-strike 1.6cstrikecstrike.wad
- Contains 1 used texture, 100.00 percent of map (123 textures in wad)

Texture usage is at 0.02 mb (of 4.00 mb MAX)
0.20 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 A

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 20 (0.01 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 20 (0.01 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 20 (0.01 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 20 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.13 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 A
Error: Portal file 'A.prt' does not exist, cannot vis the map


----- 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 A
>> There was a problem compiling the map.
>> Check the file A.log for the cause.

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

What am I doing wrong?
Killer-Duck said:
Quote:

SolidBSP [hull 0] 7 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 64,-512,-192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated


You have a leak. First make sure you didn't accidentally place any entities outside the map. If that's not the case, use the pointfile to find the leak: "Map" ---> "Load pointfile"


Ok, I think I fixed the leak, but the Portalerror came back.
Also, what folder are the pointfiles in?

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 Notsureyet
Entering Notsureyet.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.06 seconds)

Using Wadfile: program filescounter-strike 1.6cstrikecstrike.wad
- Contains 4 used textures, 100.00 percent of map (123 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.11 mb (of 4.00 mb MAX)
0.31 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 Notsureyet

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 7 (0.01 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.12 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 Notsureyet
Error: Portal file 'Notsureyet.prt' does not exist, cannot vis the map


----- 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 Notsureyet
>> There was a problem compiling the map.
>> Check the file Notsureyet.log for the cause.

----- END hlrad -----
Added a bunch of new light entities, and info_player_start, but still wont work. Renamed it, still wont work.
Heres the new logfile in case it helps.

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 Notsureyet
Entering Notsureyet.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

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

Using Wadfile: program filescounter-strike 1.6cstrikecstrike.wad
- Contains 2 used textures, 100.00 percent of map (123 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.19 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 Notsureyet

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 7 (0.00 seconds)
Warning: === LEAK in hull 0 ===
Entity light_environment @ ( 64,-512,-192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.15 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 Notsureyet
>> There was a problem compiling the map.
>> Check the file Notsureyet.log for the cause.

----- 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 Notsureyet
>> There was a problem compiling the map.
>> Check the file Notsureyet.log for the cause.

----- END hlrad -----
Ok, so I just got the Valve Hammer editing tool, and followed the walkthrough. Of corse, my map crashes because of the portal File.
I'll just copy-paste my .log file here (I hope that is fine)

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 idunnoyet
Entering idunnoyet.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

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

Using Wadfile: program filescounter-strike 1.6cstrikecstrike.wad
- Contains 2 used textures, 100.00 percent of map (123 textures in wad)

added 2 additional animating textures.
Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.14 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 idunnoyet

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 7 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.11 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 idunnoyet
Error: Portal file 'idunnoyet.prt' does not exist, cannot vis the map


----- 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 idunnoyet
>> There was a problem compiling the map.
>> Check the file idunnoyet.log for the cause.

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

Any help?
User
Ok so i have a light that says there is a leak but i ahve no clue which one it is it gives me the co-ordinates to it but when i type them in it still says please enter an integer... anyways these are the co-ordinates (-1360,-1024, 336) can someone tell me how to insert those properly? Like with an example.
Truck
User
Mate de Vita said:
Oh and I'd like to see an oblivion knight that can cast IM on me while I'm continually charging him.


I never expected your current target to iron maiden you, it's the other oblivion knights that do that. And you must have been unbelievably lucky to only get IM'd to death in hell once... melee mercs have a life expectancy of about six seconds in there, solely because of IM.

Mate de Vita said:

And I don't think a character can be marked as ineffective just because he has difficulty with one area in the game.


They can certainly be marked as ineffective at solo for that...


Mate de Vita said:
3/4 of specials? Not exactly. In act 5 I've had 3 CELE monsters so far, 2 of which I killed without dying and the 3rd I just left well alone.

I thought you meant CE or LE. Which would explain why I thought you were frighteningly noobish. Instead of just standard noobish. Oh... and 4 hits with FoH is 100 mana... to kill one monster? Ouch.

Mate de Vita said:

No, I've never used blessed hammer, at least not to a great extent... But I don't get this. Both the Wailing Beasts and the Greater Mummies are Immune to magic. Why then are Wailing Beasts hammer-resistant and Greater Mummies aren't?

Blessed Hammers ignore the resistances of Undead and Demons. The only thing in the game that is magic immune and not either of those is the Wailing Beast. That is specifically why Blessed Hammer is so powerful, not just that it ignores immunities, but it does 100% damage all the time. No other attack can compare to that, even if it has higher base damage, because in Hell everything has 50% or higher resist to basically everything.

Mate de Vita said:

Lister? Is that the Minion of Destruction special? Hmm... Do they get knocked back or not? I forget...
Hell ancients. I don't know, I really can't anticipate what it's going to be like but I haven't had difficulties with any uniques so far. As for the ancients, on normal they were a pain. On nightmare they were a laugh. I guess that does mean on hell they'll be, well, hell. Ah, well, screw it.

Lister won't really be that bad if he isn't extra fast. If they surround you, you'll die... but they're pretty easy to isolate and you don't even have to fight them to get to Baal anyway.

Mate de Vita said:

But anyways yeah, I agree this isn't a build for solo rushing, it's a build for an easy cautious slow gameplay. But still I died a lot less than you seem to believe...

Slow is the very definition of ineffective in Diablo 2.

Mate de Vita said:

Oh and btw you do know that in CS if you kill the specials that the seals spawn (and I think their groups), the other monsters die and you fight Diablo in peace regardless? At least that's how it was with my brother's edited magic-find Barb...

Yes, I know that. Your character doesn't sound like the type that can get away with running past mobs of enemies in CS just to hit the buttons and then manage to kill the boss even though they're surrounded with all the enemies you just ran past.

Mate de Vita said:

But even after that many words said I still don't know what that Rezierfag, or whatever it is, is.

Reziarfg is just a joke, if you zoom in on the picture you can tell it's just a photoshopped hunk of god knows what. It has something to do with the names of some people involved in making the game or something like that.

Mate de Vita said:

In other news I just reached Stony field on Hell with a frozen orb/meteor sorceress. And if anyone mentions a Blizzard sorceress I'm going to take Havokk's mom's .9 mm.


Well... Blizzard sorcs ARE better than frozen orb ones, but you can't solo with them at all so that wouldn't do you any good.

And I'm not trying to win, I'm trying to keep you from spreading filthy lies to that cloud.
Truck
superjer said:
You need:
1) BSP file, awp_snowsk337.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract awp_snowsk337.bsp snowsk337.wad
6) Then use your fresh new .wad
User
Hey, cloudy can actually type. Although it's the wrong section, so technically he still cannot post.

What? I get enough dead hookers in real life, I don't need to dream about them. [Someone was going to say it either way]
Truck
User
Oh boy, it's dream time again!


I'm not sure if this is all the same dream or just parts of other dreams mixed together, but here goes.

So I was at my Dad's house off in the woods and I was hanging out with my stepmom and my two half-brothers, who are always about the age they were when I stopped going there (12 and 9) and there was also the old Golden Retriever we used to have even though he died over a year ago. At any rate, we were at the house and decided we were going to go for a walk to city hall in New York City ("Where I am now, which is a logarithm / Of other cities.") It took us about five minutes down a path by the creek and suddenly we were in New York, at city hall, which was a dilapidated wooden shack with a large porch. There was a staircase running horizontal up the front and at the top, in the corner, there was a gyro vendor. After that, I left them to walk down the street towards the Columbia campus and for some reason there was an old frontier-styled fort on the west end of campus, which is funny for reasons that should be evident enough.

From there, I think I'm missing a transition, but I remember running with some girl I don't remember (I think she was black?) through the western scrublands around nightfall. A helicopter was chasing us and circling around and we had no real way of escaping it. We found a small house on top of a hill that looked fairly modern and well-maintained for being out in the middle of nowhere. I tried pulling on the door, but I discovered it was purely ornamental, an embellishment embedded in the side of the house with absolutely no functionality. So the girl and I climbed up on top of the roof and at the top we found that it angled up like a pyramid and ended in a small square window. Naturally, I busted open that window and jumped in.

The interior of the house was equally modern, pristine and well-kept. I remember blue tiles everywhere and hanging plants, not too much sunlight, but the shades were mostly down in most places and the only real natural illumination was from the skylight above. The problem was that inside was some sort of metaphysical Borgesian nightmare. I had clearly circled what should have been the perimeter of the house, but the rooms kept on changing, as though the inside of the house was itself infinite. I ran into the girl several times and she had a detached, confused expression on her face. She was counting off the rooms, hypnotically, as though she didn't intend to be and had merely been caught up in some system she could not escape. "21", she would say, and then I'd make my way, the rooms would reorient themselves, and I'd see her walking towards me again, "27". I was starting to get a little bugged out by this whole process, so I somehow found where the door was supposed to be and discovered it was functional this time.

I emerged in what appeared to be an older European city, filled with cobblestone walkways and older brick buildings, except the layout of it lended to the belief that this was just one floor on some more massive superstructure, because I could see stairs leading up and down to subway stations with no logical regard for what was above or below ground. As I left the house, I heard a voice call out that a redhead with fiery eyes would be out to destroy me soon. I took note of the sign and continued outward, finding the area patrolled by pleasant-seeming security guards (most of them overweight women, which was odd) that were observing the comings and goings of all the people. One of them began following me. She had dark hair with ruddy blonde highlights and dark eyes, and this sort of complacent smile on her face, but I was instantly suspicious of her. I descended one of the staircases, which lead out straight into the air and a monorail below, which I was to jump on if I wanted to get anywhere.

Now we were racing in a circuit around a green valley carved out in the hills. The city I saw before floated both above and below me. I looked behind me and saw the same security guard who had been following me before, except both her eyes and her hair were now red and she was making her way towards me, moving awkwardly but seemingly unaffected by the velocity we were moving at. She was a sort of grotesque siren, trying to entice me in a way that she explicitly stated would result in death, and yet since she wasn't attractive in any way (or really not my type regardless) I saw no reason to be drawn in to her.

I jumped off the monorail and ended up in downtown Seattle again. The train zipped past and the woman never dropped, so I presumed myself to be safe. I started walking down the street and I saw her again, standing in the middle of a crosswalk passed by tens of people. She was offering some quick cosmetic fix of a sort, something to improve your appearance and well-being, except everyone was completely disinterested or knew that it was a trap (because that was how she got you, of course). She seemed sad and pleading, and for a moment I wasn't sure whether or not I should feel sorry for her, but sure as anything, I passed too and hoped no one would take notice of her, lest they lose their souls and lives in the process.

I continued down the street, past various shops, but none of them sold the standard fare of clothing and gadgets, but instead elaborate masks and fountains and gardening supplies, as though consumer tendencies had abruptly shifted towards reconstructing a jungle in your own home. I found a small cactus, which was round and free-floating, requiring no soil whatsoever, but the second you touched it, it would shed its spines, sticking them to anything in the vicinity, like the reaction of some venus fly trap except without the need for nutrition. My mother was waiting on a large fountain outside one of the stores. She showed me a small stone seahorse that you were supposed to plant in the pot with any kind of plant. If you spat on it, it would secrete just the right amount of water required to keep the plant healthy.

I kept walking and came out by my dad's parent's house in Ballard. It was a regular family gathering, except both sides of my family were there which was near unheard of. I looked out from the front porch down onto the street and saw an asian organ grinder, looking sad and just grinding away until someone paid attention to him. My grandma came out and said that the man was a messenger from my Sumatran half-uncle (I don't actually have one of these). Apparently, my grandpa worked on the side as a world-famous smuggler and somewhere along the line fathered an illegitimate child in southeast Asia (all this was explained to me in a flashback). My grandma had come to peace with this somehow and treated it in a bemused manner.

I descended the stairs to the street and my half-uncle was waiting there. Everything had abruptly become rather spooky, like a caricature of a graveyard in some Army of Darkness sense. There was a a set of wooden planks molded into the soil and leading up a small hill to what I assumed was the yard. My mother (it wasn't really my mother) came down with my brothers (not her sons anyway) and started pleading with my half-uncle, but he remained serious, stoic, and silent. She became so distraught that she turned into a green smoke cloud, but the kind that had a discernible face, again like in fantasy movies. She floated in a storm towards the graveyard and began shouting at my half-uncle "Call out to me!". My "brothers" and I kept trying except she wouldn't respond, she was completely fixated on him and nothing we did amounted to anything. "Call out to me! Call out to me!"

and then my alarm went off.
Quote:




what we have

---------------------------

[glow=red,2,300][/glow]

[shadow=red,left][/shadow]

[move][/move] marquee
--------------------------------
position of the txt
[pre][/pre]




--------
[hr]
horizontal rule?
----------------
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
a shit lode of collers
-------------------------------
wtf?!?!?
[flash=200,200][/flash]
----------------------------
**BAD IMAGE**

[email][/email]
[ftp][/ftp] <---------insert fpt link?
--------------------------------------
insert table
[table][/table]
[tr][/tr]----------top row
[td][/td]---------block
-----------------------------------------
sub script
[sup][/sup]
[tt][/tt] wtf is telley type
-------------------------------------
insert code

Quote:

-------------------------
like a bullet type thing

[list]
[li][/li]
[li][/li]
[/list]


:) ;) :D ;D >:( :( :o 8) ??? >) :P :-[ :-X :- :-* :'( [/quote]


go to quote to see it all

and please smart comits pls
Truck
User
I've done it with every section before. But please, compress this type of image with PNG! It will end up much smaller and far more readable...
open the text file in notepad, go "File" ---> "Save as..." at "File name" write whatever.bat and at "Save as type" make sure "All files" is selected, then just press the save-button.
User
** Executing...
** Command: Change Directory
** Parameters: D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrike


** Executing...
** Command: Copy File
** Parameters: "C:UsersAdministratorDesktopde_lab3de_lab3skyfinaltry.map" "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry.map"


** Executing...
** Command: D:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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: D:PROGRA~1VALVEH~1toolshlcsg.exe "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"
Entering D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.25 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.18 seconds)

Using Wadfile: wadhalflife.wad
- Contains 73 used textures, 98.65 percent of map (3116 textures in wad)

added 2 additional animating textures.
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 0.71 mb (of 4.00 mb MAX)
4.60 seconds elapsed

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




** Executing...
** Command: D:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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: D:PROGRA~1VALVEH~1toolshlbsp.exe "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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 ]
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...5621 (0.58 seconds)
BSP generation successful, writing portal file 'D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2482 (0.20 seconds)
SolidBSP [hull 2] 500...1000...1500...1985 (0.14 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3071 (0.28 seconds)
4.02 seconds elapsed

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




** Executing...
** Command: D:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

vis.exe v1.3 (Dec 30 1998)
---- vis ----
2 thread(s)

************ ERROR ************
Error opening D:Program FilesGoiceasoft StudiosCounter Strike 1.bsp: No such file or directory

** Executing...
** Command: D:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

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: D:PROGRA~1VALVEH~1toolshlrad.exe "D:Program FilesGoiceasoft StudiosCounter Strike 1.8 Goiceasoftcstrikemapsde_lab3skyfinaltry"

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 'D:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'D:PROGRA~1VALVEH~1toolslights.rad']

Warning: No vis information, direct lighting only.
14999 faces
Create Patches : 33349 base patches
0 opaque faces
238407 square feet [34330624.00 square inches]
33 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...Malformed face (8270) normal @
(-455.32, 580.73, 89.00)
(-455.31, 580.72, 90.37)
(-451.91, 579.36, 90.08)
(-451.91, 579.36, 89.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'


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




** Executing...
** Command: D:PROGRA~1GOICEA~1COUNTE~1.8GOcstrike.exe
** Parameters: +map "de_lab3skyfinaltry"
Why do we keep getting people that can't spell, type, or even think straight?
User
titanium00neon said:
Ok so you really just like to type even if your mind can't produce any clever thought... Ok.

OK so that's the second time you've pissed off the people that are helping you... I ought to warn you, Edan's the BanHammer type.
Ok so you really just like to type even if your mind can't produce any clever thought... Ok.
User
Hey i keep getting bad animating texture after i try to run my map, not sure why can anyone help me please.


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 snow_hns
Entering snow_hns.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 ]
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]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
(0.14 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.45 seconds)

Including Wadfile: \zhlt\zhlt.wad
- Contains 1 used texture, 8.33 percent of map (8 textures in wad)
Using Wadfile: \textures\tatusnowy.wad
- Contains 1 used texture, 8.33 percent of map (68 textures in wad)
Using Wadfile: \textures\dmsnowy.wad
- Warning: Larger than expected texture (218412 bytes): '3DMTRAILL'
- Contains 0 used textures, 0.00 percent of map (95 textures in wad)
Using Wadfile: \textures\winterstudio.wad
- Contains 3 used textures, 25.00 percent of map (93 textures in wad)
Using Wadfile: \textures\blazsnowbase.wad
- Contains 6 used textures, 50.00 percent of map (73 textures in wad)
Using Wadfile: \halflife\halflife.wad
- Contains 1 used texture, 8.33 percent of map (3116 textures in wad)

Texture usage is at 0.34 mb (of 4.00 mb MAX)
0.72 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 snow_hns

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 ]
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...1161 (0.08 seconds)
BSP generation successful, writing portal file 'snow_hns.prt'
SolidBSP [hull 1] 500...1000...1124 (0.06 seconds)
SolidBSP [hull 2] 500...1000...1026 (0.06 seconds)
SolidBSP [hull 3] 500...1000...1115 (0.08 seconds)
0.77 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 snow_hns
437 portalleafs
1269 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 [ off ] [ off ]


BasePortalVis:
(0.17 seconds)
LeafThread:
(10.03 seconds)
average leafs visible: 145
g_visdatasize:15304 compressed from 24035
10.23 seconds elapsed

----- 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 snow_hns

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

2442 faces
Create Patches : 19107 base patches
0 opaque faces
218580 square feet [31475576.00 square inches]
81 direct lights

BuildFacelights:
(8.34 seconds)
visibility matrix : 21.8 megs
BuildVisLeafs:
(16.37 seconds)
MakeScales:
(11.47 seconds)
SwapTransfers:
(2.23 seconds)
Transfer Lists : 17593266 : 17.59M transfers
Indices : 7748576 : 7.39M bytes
Data : 70373064 : 67.11M bytes
GatherLight:
(0.91 seconds)
FinalLightFace:
(0.73 seconds)
40.38 seconds elapsed

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



User
Hi. I am making a deathrun map (Im already done with it but I cannot make it into a bsp because of this problem) and when I was trying to "compile" it whatsoever. I run the file for the Mymap.map to get into a bsp and then I got error. I looked at the .err file and it said:

Quote:
hlcsg: Error: Entity 0, Brush 83: ORIGIN brushes not allowed in world
(did you forget to tie this origin brush to a rotating entity?)

hlcsg: Error: Brush type not allowed in world
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


hlcsg: Error: Entity 0, Brush 84: ORIGIN brushes not allowed in world
(did you forget to tie this origin brush to a rotating entity?)

hlcsg: Error: Entity 0, Brush 95: ORIGIN brushes not allowed in world
(did you forget to tie this origin brush to a rotating entity?)

hlcsg: Error: Entity 0, Brush 96: ORIGIN brushes not allowed in world
(did you forget to tie this origin brush to a rotating entity?)

hlcsg: Error: Entity 0, Brush 157: ORIGIN brushes not allowed in world
(did you forget to tie this origin brush to a rotating entity?)


How to fix this? please help! (YES I USED FUNC_DOOR_ROTATING FOR THE BRUSHES AND PUTTED IN THE ORIGIN BRUSH INSIDE THE ROTATING BRUSH!)
The easiest way to be sure that nothing went wrong is to make a folder "zhlt" and put it in c:\
So your folder has path "c:\zhlt"
Make all letters small in "zhlt".
Then copy your every file in that folder.
Those are mapname.bat, mapname.rmf, mapname.map, hlbsp.exe, hlcsg.exe, hlvis.exe and hlrad.exe.
Now copy all the WADs that you use. Maximum is 8 but you can merge them using "Wally".
All .cfg files also in that folder.
That's the safest way. Name all of your work as mapname. In your .bat file make it also mapname.
One more thing. Type everything with small letters, that also reduces chance for making an error.
Ok. Let's say this worked. Take your .bsp file and rename it as you like, eg. "jailbreak.bsp". Copy it to cstrike\maps and you're done.
You have to read the tutorial, not just look at a few words in each step.
Quote:
Now right click on 'mapname.bat' and choose Edit. This should cause Notepad to open with nothing in it. Type the following stuff into the document exactly as shown, replacing 'mapname' with whatever name you are actually using:

All the 'mapname' words should be replaced with jailbreak in your case.
User
Heres my log plz help :D.

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 snow_hns
Entering snow_hns.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 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)

Including Wadfile: \zhlt\zhlt.wad
- Contains 0 used textures, -1.#J percent of map (8 textures in wad)
Using Wadfile: \textures\winterstudio.wad
- Contains 0 used textures, -1.#J percent of map (93 textures in wad)
Using Wadfile: \textures\blazsnowbase.wad
- Contains 0 used textures, -1.#J percent of map (73 textures in wad)
Using Wadfile: \textures\tatusnowy.wad
- Contains 0 used textures, -1.#J percent of map (68 textures in wad)
Using Wadfile: \textures\dmsnowy.wad
- Warning: Larger than expected texture (218412 bytes): '3DMTRAILL'
- Contains 0 used textures, -1.#J percent of map (95 textures in wad)

Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 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 snow_hns

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 ]
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)


0.00 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 snow_hns
Error: Portal file 'snow_hns.prt' does not exist, cannot vis the map


----- 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 snow_hns
>> There was a problem compiling the map.
>> Check the file snow_hns.log for the cause.

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


User
I keep getting this error after im done compiling and trying to test my map. here is compile log

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_snowdust2
Entering de_snowdust2.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 ]
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]

28 brushes (totalling 168 sides) discarded from clipping hulls
CreateBrush:
(0.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.59 seconds)

Using Wadfile: \program files\valve\steam\steamapps\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \halflife\halflife.wad
- Contains 6 used textures, 35.29 percent of map (3116 textures in wad)
Including Wadfile: \zhlt\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \textures\tatu_eugen1.wad
- Contains 1 used texture, 5.88 percent of map (34 textures in wad)
Using Wadfile: \textures\blazsnow.wad
- Contains 2 used textures, 11.76 percent of map (40 textures in wad)
Using Wadfile: \textures\arctic.wad
- Contains 0 used textures, 0.00 percent of map (36 textures in wad)
Using Wadfile: \textures\3dmsnowy.wad
- Warning: Larger than expected texture (218412 bytes): '3DMTRAILL'
- Contains 2 used textures, 11.76 percent of map (95 textures in wad)
Using Wadfile: \textures\fy_winter_map.wad
- Contains 2 used textures, 11.76 percent of map (14 textures in wad)
Using Wadfile: \textures\ka_snowy.wad
- Contains 1 used texture, 5.88 percent of map (42 textures in wad)
Using Wadfile: \textures\iceland.wad
- Contains 0 used textures, 0.00 percent of map (67 textures in wad)
Using Wadfile: \textures\cs_snowbase.wad
- Contains 2 used textures, 11.76 percent of map (33 textures in wad)
Using Wadfile: \textures\cs_prostudio.wad
- Contains 1 used texture, 5.88 percent of map (79 textures in wad)

Warning: More than 8 wadfiles are in use. (12)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 1 additional animating textures.
Texture usage is at 0.45 mb (of 4.00 mb MAX)
3.56 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_snowdust2

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 ]
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...3740 (0.33 seconds)
BSP generation successful, writing portal file 'de_snowdust2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3942 (0.22 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...3685 (0.20 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4557 (0.28 seconds)
4.86 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_snowdust2
1517 portalleafs
4163 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 [ off ] [ off ]


BasePortalVis:
(2.52 seconds)
LeafThread:
(29.33 seconds)
average leafs visible: 155
g_visdatasize:109986 compressed from 288230
31.92 seconds elapsed

----- 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 de_snowdust2

-= 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

6929 faces
Create Patches : 32431 base patches
24 opaque faces
286878 square feet [41310508.00 square inches]
115 direct lights

BuildFacelights:
(44.80 seconds)
visibility matrix : 62.7 megs
BuildVisLeafs:
(96.88 seconds)
MakeScales:
(34.13 seconds)
SwapTransfers:
(2.45 seconds)
Transfer Lists : 21815306 : 21.82M transfers
Indices : 11271244 : 10.75M bytes
Data : 87261224 : 83.22M bytes
GatherLight:
(1.13 seconds)
FinalLightFace:
(0.86 seconds)
182.16 seconds elapsed [3m 2s]

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

Can anyone please help me figure this out :]
User
Error: More than eight wadfiles are in use

Like the damn thing says, more than eight wadfiles are being used. Since the compilers store the directory locations in a fixed amount of memory using too many wads can cause a lovely buffer overflow! So while it might say in the log "this may be harmless" it doesn't necessarily mean it. In fact if it warns you of this and your map has failed to compile consider this as suspect. Remove them and try again. Seriously, the number of times we've all seen this error. If you have, say, nine wads and are using one texture from each of them, you will need to merge wads.

Q: How do I merge wads?
1. Download and install Wally (yes, it's the same program you are told to install for making your own wads).

2. Open Wally and from the drop-down menus on the top, go to Wizard-> WAD Merge.

3. You can use either the Add WAD or the Quick Add, depending on your needs. (You can open the Add WAD to see what it has to offer)

4. Set all the other options to suit your needs (WAD type should be WAD3) and hit Go.
Truck
User
Not sure why i am not getting a prt file i have done everything right i think and my walls are all correct. can anyone help me plz.. this is what it is saying in .err file'

hlvis: Error: Portal file 'cs_snowassault.prt' does not exist, cannot vis the map



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 cs_snowassault
Entering cs_snowassault.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 ]
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]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.14 seconds)

Using Wadfile: \program files\valve\steam\steamapps\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \halflife\halflife.wad
- Contains 6 used textures, 42.86 percent of map (3116 textures in wad)
Including Wadfile: \zhlt\zhlt.wad
- Contains 1 used texture, 7.14 percent of map (8 textures in wad)
Using Wadfile: \textures\upc2.wad
- Contains 0 used textures, 0.00 percent of map (38 textures in wad)
Using Wadfile: \textures\terror.wad
- Contains 1 used texture, 7.14 percent of map (116 textures in wad)
Using Wadfile: \textures\rome.wad
- Warning: Larger than expected texture (322112 bytes): 'ROMEIMAGE1'
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \textures\industrial2.wad
- Contains 0 used textures, 0.00 percent of map (66 textures in wad)
Using Wadfile: \textures\tatu_eugen1.wad
- Contains 2 used textures, 14.29 percent of map (34 textures in wad)
Using Wadfile: \textures\blazsnow.wad
- Contains 0 used textures, 0.00 percent of map (40 textures in wad)
Using Wadfile: \textures\arctic.wad
- Contains 0 used textures, 0.00 percent of map (36 textures in wad)
Using Wadfile: \textures\3dmsnowy.wad
- Warning: Larger than expected texture (218412 bytes): '3DMTRAILL'
- Contains 0 used textures, 0.00 percent of map (95 textures in wad)
Using Wadfile: \textures\cs_prostudio.wad
- Contains 0 used textures, 0.00 percent of map (79 textures in wad)
Using Wadfile: \textures\freeze.wad
- Contains 0 used textures, 0.00 percent of map (12 textures in wad)
Using Wadfile: \textures\fy_winter_map.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \prefabs\caba
Truck
User
I have very strange dreams. Just the other night I dreamed one single word, 'Demonym'. No context, no people, no nothing! I don't have dreams about words often, but it happens occasionally.

A weird type of dream that I do have a lot is dreaming music. It's not like I dream that I went to some concert, I just dream music. For instance, I dream a duet I play on the clarinet, but in the dream I hear a whole symphonic orchestra playing it with a vivid basso continuo line. Sometimes I even dream a tune I can't recognize, but I can still remember it, so I can play it by ear on the piano. Weird shit.
Truck
User
ok... with the cylinder its not really that hard

so basically create a cylinder-then hit ctrl+m for transform then go to y-axis type in 90 the hit enter then that should be it...

then for the teleport you have it right except you need to put inf0_teleport_destination into the spot you want it to.. or you will run into the problem you have now
Truck
User
i can.

Basic Monster Information
Learn more about [Monsters].

Special Monster Bonuses
Learn more about the [Bonuses] for Minions, Champions and Unique Monsters.

Bestiaries - Spoiler Alert!
Each monster type is listed in the Act in which it is first introduced, however, some monsters may be found in several Acts. Each monster description features statistics for all three difficulty levels as well as monster-specific tips and additional information to help you survive in your encounters.

Please note that these sections are heavy with spoiler information, so if you wish to discover the perils of Diablo II on your own, skip these areas.

Statistics listed on the Monster pages are for comparison purposes only and may not be exactly what is found in game
Attack Damage is listed for Melee Attacks only. Monsters must have Shields to use their "% to Block".

* Act I Bestiary

* Act II Bestiary

* Act III Bestiary

* Act IV Bestiary

* Act V Bestiary

Super Unique Monsters - Spoiler Alert!
Learn more about [Super Unique Monsters.]
Truck
Once you install wally, just open it and go to wizard->WAD merge. Then add all the wads you want to use, make sure the WAD Type is set to Half life, then press Go.
You have to save it down as a .bat-file. Open up your .txt-file go to "File" ---> "Save As..." and at "File name" write e.g. compile.bat and make sure "Save as type" is set to All Files.
In hammer when you make your map, go to file->Export to .MAP. Save your map in the folder where you have the zhlt compile tools with the name kocka (not Kocka). Now in the same folder make a text document and copy this:
@echo off
hlcsg -nowadtextures kocka
hlbsp kocka
hlvis kocka
hlrad kocka
copy kocka.bsp "C:\half-life\cstrike\maps"
cd C:\half-life
pause
hl -dev -console -game cstrike +sv_cheats 1 +map kocka

Now change this part: 'C:\half-life\cstrike\maps' to the proper location of your maps folder.
And also change 'C:\half-life' to the location where you have cstrike.exe.

Now go to save as, under type choose all types and under name write kocka.bat.

Now run the file kocka.bat and wait for it to compile. When it's done (it should say 1 file copied, press any key to continue or something like that), first check if there's a kocka.err file in your zhlt folder. If there is, there's an error, so post the entire content of your compile log (the kocka.log file in your zhlt folder) here.
If there is no kocka.err file, press a key and cs should start with your map.

btw where are you from?
User
hlcsg v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures kz_dirtrock_block.map
Entering kz_dirtrock_block.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)


Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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



hlbsp v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlbsp -----
Command line: hlbsp kz_dirtrock_block.map

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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)


0.00 seconds elapsed

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



hlvis v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlvis -----
Command line: hlvis kz_dirtrock_block.map
Error: Portal file 'kz_dirtrock_block.prt' does not exist, cannot vis the map


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



hlrad v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlrad -----
Command line: hlrad kz_dirtrock_block.map
>> There was a problem compiling the map.
>> Check the file kz_dirtrock_block.log for the cause.

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



User
ok

hlcsg v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures kz_dirtrock_block.map
Entering kz_dirtrock_block.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)


Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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



hlbsp v3.0 rel 3.0 Final (Feb 3 2005)
Zoner's Half-Life Compilation Tools 3.0 For Half Life 1
Based on code modifications by Sean `Zoner' Cavanaugh.
Based on Valve's version, modified with permission.
Submit detailed bug reports to amckern at amckern@yahoo.com

If you have a Compile error with this stage of compile, please check
http://www.zhlt.info or the Mods Mapping Forum 'Search Function'.

----- BEGIN hlbsp -----
Command line: hlbsp kz_dirtrock_block.map

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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)


0.02 seconds elapsed

----- END hlbsp -----
User
1) BSP file, like de_inderno.bsp
2) Textract --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_inferno.bsp de_inferno.wad
6) And press enter

By the way, don't bump old threads. Not a single person of those who posted in this thread is still around...
User
For how much i love the cleavage.It just seems not right to be wearing that type of clothes.Like she just came out of a ball room dancing class with a sword.
Truck
http://www.tomshardware.com/forum/14130-13-create-internet-server-dedicated

its there but not that helpfull

that just sead type sv_lan0 or somthing



or

http://forums.steampowered.com/forums/index.php

ask them your self
Truck
You are the kind of guy can talk seriously or funny. Enexpected type and as all the importand ppl were born in January.
Truck
User
I'd dare talk about you. You know, talk. Not type-and-post.

...on the other hand, you're hilarious, do some very good pixel artwork and have the most fucked up dreams I've e'er read. And can be a dick somewhat arbitrarily (last time I said something like that I was christened 'fuckwad', apparently I haven't learned).
Also i found this.

Open Microsoft Word and type
=rand (200, 99)
And then press Enter and see what happens!
Truck
User
Quote:

** Executing...
** Command: Change Directory
** Parameters: E:\Sierra\Half-Life


** Executing...
** Command: Copy File
** Parameters: "E:\Sierra\Half-Life\valve\aim_test.map" "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.map"


** Executing...
** Command: C:\PROGRA~1\ZHTL\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

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: C:\PROGRA~1\ZHTL\hlcsg.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"
Entering C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds)
SetModelCenters:
50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 48 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)

added 5 additional animating textures.
Texture usage is at 0.79 mb (of 4.00 mb MAX)
0.66 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

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: C:\PROGRA~1\ZHTL\hlbsp.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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...761 (0.08 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test.prt'
SolidBSP [hull 1] 499 (0.05 seconds)
SolidBSP [hull 2] 480 (0.03 seconds)
SolidBSP [hull 3] 500...565 (0.05 seconds)
0.59 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlvis.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

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: C:\PROGRA~1\ZHTL\hlvis.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"
495 portalleafs
1665 numportals

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

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


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.72 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (157.44 seconds)
average leafs visible: 272
g_visdatasize:29741 compressed from 30690
158.22 seconds elapsed [2m 38s]

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlrad.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

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: C:\PROGRA~1\ZHTL\hlrad.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\aim_test"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 'C:\PROGRA~1\ZHTL\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\ZHTL\lights.rad']

1958 faces
Create Patches : 11890 base patches
0 opaque faces
139188 square feet [20043090.00 square inches]
301 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (49.80 seconds)
visibility matrix : 8.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (40.20 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (11.84 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.30 seconds)
Transfer Lists : 11764674 : 11.76M transfers
Indices : 6474400 : 6.17M bytes
Data : 47058696 : 44.88M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.73 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.86 seconds)
112.27 seconds elapsed [1m 52s]

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


cant understand tho if my map is big, how did those guys make maps like de_dust4ever and so on..
Truck
this is what i type in



@echo off
hlcsg -nowadtextures vp_jail1g_element-beta
hlbsp vp_jail1g_element-beta
hlvisvp_jail1g_element-beta
hlrad vp_jail1g_element-beta
copy vp_jail1g_element-beta.bsp "C:\Program Files\Steam\SteamApps\*********\counter-strike\cstrike\maps"
pause
"C:\Program Files\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +map vp_jail1g_element-beta
Truck
User
Compile log:

Quote:
** Executing...
** Command: Change Directory
** Parameters: E:\Sierra\Half-Life


** Executing...
** Command: Copy File
** Parameters: "E:\Sierra\Half-Life\valve\de_dust_city_final4.map" "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.map"


** Executing...
** Command: C:\PROGRA~1\ZHTL\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"

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: C:\PROGRA~1\ZHTL\hlcsg.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"
Entering C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.27 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 21 used textures, 60.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\de_dust.wad
- Contains 14 used textures, 40.00 percent of map (36 textures in wad)
Using Wadfile: \sierra\half-life\valve\deaglepark.wad
- Contains 0 used textures, 0.00 percent of map (5 textures in wad)

added 3 additional animating textures.
Texture usage is at 0.81 mb (of 4.00 mb MAX)
0.47 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\ZHTL\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"

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: C:\PROGRA~1\ZHTL\hlbsp.exe "C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4"

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 477 (0.03 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\mnc_365\counter-strike\cstrike\maps\de_dust_city_final4.prt'
SolidBSP [hull 1] 381 (0.02 seconds)
SolidBSP [hull 2] 366 (0.03 seconds)
SolidBSP [hull 3] 435 (0.03 seconds)
0.39 seconds elapsed

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


it seems fine to me. it should be normal, when u go inside somewhere "tunnel" its dark, but its not, just as bright everywhere, and i should had known Night was night its always the most obvious one

SRAW said:
name u want and type it in map environment without the cl_
that i knew already

its just this full brightness that annoys me now.
Truck
User
go to ur gfx in cs, it has a bunch of targa files
take the first part of the name u want and type it in map environment without the cl_
(example: u may find cityup,citydn, and other stuff, ignore the last 2 letters and type city

edit: and thats for... sky
edit2: night sky is night lol
eDan Co. said:
Q: Why is my BAT-file opening in notepad?

You probably saved the file with the BAT extension, but its still a TXT-file. When saving the file in notepad, make sure you use 'Save as...' and set Save as type to 'all file types'. Save the file with the BAT extension and nothing after it!
You have to save down the text-file as a .bat-file: "File" ---> "Save As...", "File name" should be whatever.bat and "Save as type" has to be set to All Files
So how do you type?
User
--
[2]
Can the .wad be edited and/or written by hand?

--
[4]
Can the skins be sorted better? ... wait I know they can, I mean is it possible to take the existing texture files and organize them according to type? E.g. there are electronics which can be put into electronics.wad, and walls should go into walls.wad, and etc.

--

Am I correct in assuming that the answer to both of these questions is "no"?

... hmmm ... maybe Wally can do it for me.

WALLY Solution:

1) skin -> .bmp
2) Open Wally
3) .bmp -> skin
4) place newly recreated skin in a .wad file of your choice!
5) Open VHE and ADD WAD
6) say "wheeeee I did it!"

et viola' - organized skins by type :smug_and_pompous:

YES/NO/MAYBE?

I'll have to try it... thx again bud, beer's on me.

--EDIT--

This is absolutely the right way to go. I can't stand surfing over waves of unnecessary textures to find that one little texture. The learning curve is finally moving upward.

dy/dx > 0



---------------

LivingDog said:
[1]
Can a .bsp be turned into a .rmf ?

Theoretically yes, but the result will not be what you'd want it to be.

LivingDog said:
--
[2]
Can the .wad be edited and/or written by hand?

--
[3]
Can personal images be turned into skins?

--
[4]
Can the skins be sorted better? ... wait I know they can, I mean is it possible to take the existing texture files and organize them according to type? E.g. there are electronics which can be put into electronics.wad, and walls should go into walls.wad, and etc.

In the mapping FAQ eDan Co. said:
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
User
[1]
Can a .bsp be turned into a .rmf ?

--
[2]
Can the .wad be edited and/or written by hand?

--
[3]
Can personal images be turned into skins?

--
[4]
Can the skins be sorted better? ... wait I know they can, I mean is it possible to take the existing texture files and organize them according to type? E.g. there are electronics which can be put into electronics.wad, and walls should go into walls.wad, and etc.

The current state of the texture files half-life, cstrike, and zhlt makes it very difficult to do a search for that perfect texture.

User
Ok so my buddy on my FFXI Linkshell forum posted this today and..omg...must watch...im typing his entire post here.


===========================================================
ok so i was looking at youtube videos of one of my fav rock bands, apoliptica, and came across a vid of them doing a song with this chick NINA HAGAN. well now i was laughing my ass off at the chick in this video, cause she is so....well... off the charts crazy!! she has a VERY unique voice, i didnt say bad, cause its not really bad, just different. but anyways, her look is...well i dont think my words could actaully describe it correctly so ill leave that to you guys. im gonna put the vids in some kinda order that doesnt make sence to anyone but me, but anyways here we go.... if you must, turn the volume down cause her facial expressions are totally worth it in the vids....

this one seems to be her when she was a bit younger and without makeup...

http://www.youtube.com/watch?v=mHskVL4ZjIE&feature=related

now the rest seem to be her recent type stuff, here is the video that made me look into this crazy ass chick, her singing seemann with apolyptica, THEY KICK ASS, and she is there also....

http://www.youtube.com/watch?v=WNOgIoXj8PM&feature=channel

OMG I LOVE THIS CRACKHEAD!!! i was laughin my ass off at her in the last vid, but it gets better.... in this vid NINA GOES GLOBAL, seems to me she stopped in jamaica and picked up some guys and come to new york new york.... BOOM BOOM BOOM

http://www.youtube.com/watch?v=CST7XOxw4Dk&feature=related

ok so the next vid, nina apparently tries her hand at opera singing?!?!?! it appears her last band members from the new york crew abandoned her on the road and she picked up some old hippy rejects or something, IDK just watch, hopefully you can listen to her cause this one she is just...well IDK..

http://www.youtube.com/watch?v=9xi4O4RvlnQ&feature=related

now this next one NINA GOES CLASSY, she even puts on what appears to be an evening gown? THE LADY IS A TRAMP....

http://www.youtube.com/watch?v=hETw3-OMUHo&feature=related

ok so in this vid, well to be honest i dont have a clue wtf is going on, but she has different colored hair and dances too....

http://www.youtube.com/watch?v=j966BHjeBc4&feature=related

LAST VID!!! ok so in this one, the announcer guy is really fucking hott!! they do like a life of nina or something also at the start of the vid, its kinda interesting, maybe moreso if it was in english!!!! but she does it in english so its all good, and possibly the least annoying off all the vids. HER OUTFIT IN THIS VID IS TO DIE FOR!! she is singing somewhere over the rainbow, yes thats right, judy garland move over!!!

http://www.youtube.com/watch?v=HTWwk1x4fSY&feature=related

well i guess thats it for her and MY CRACKHEAD OF THE WEEK! I <3 NINA HAGAN!!! remember its just for fun and when you are bored in the game to kill time and laugh your ass off!!!!

see ya in the game

<333
User
turnip1 said:
I have had that same problem but only with windows vista are you using vista? I couldnt figure it out either with vista.


You don't have an option for "Save as type: All files", like Killer-Duck said?
User
Havnt mapped or been on this forum in ages. Just installed hammer on my new comp, and cant remeber how to add music to this rave party map im making

i thought it was like env_sound but in properties i only get Radius and Room type.

Open the text-file and go "File" ---> "Save as..." and give it a file-name that ends with ".bat" and make sure "Save as type" is set to "All files" then just save it and it should be saved down as a bat-file.
User


U can't create a deathmatch map.. Deathmatch is a MOD that can be instaled in your cs or on a server.. You can only create a deathmatch map type which will be played on a deathmatch MOD...

PLZ help me with my problem !!
User
Well when you say surface area are you saying i should just add more stuff inside? or just make it even smaller but my computer also
sucks a lot so im not sure i do have a pretty big map but i need to if its gonna be a death run and i see that other people have gigantic maps such as the star_wars maps (massive) this room is maybe 1/2 the size of awp rooftops. but ill try down sizing some more and see if it gets resolved thanks superjer.

also i was trying to make a square brush rotate like a barrel roll in place i tried some different func's but the way i set it up didnt work i guess could someone tell me the func to do it? (the brush is horizontal) i dont understand the xyz stuff with this type of thing.
User

** Executing...
** Command: Change Directory
** Parameters: C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Programfiler\Valve Hammer Editor\maps\Aim_awp_NorwaY_2v.map" "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\Aim_awp_NorwaY_2v.map"


** Executing...
** Command: C:\DOCUME~1\BOOOOO~1\SKRIVE~1\ALTMUL~1\HAMMME~1\CS_MAP~1\ZHLTTO~1\hlcsg.exe
** Parameters: "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\Aim_awp_NorwaY_2v"

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: C:\DOCUME~1\BOOOOO~1\SKRIVE~1\ALTMUL~1\HAMMME~1\CS_MAP~1\ZHLTTO~1\hlcsg.exe C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\Aim_awp_NorwaY_2v
Entering C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\Aim_awp_NorwaY_2v.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)

Using Wadfile: \documents and settings\boooooooobies\skrivebord\alt mulig st
User
Mate de Vita said:
You have no lights in your map.


when i add lights this is the compiling log:


** Executing...
** Command: Change Directory
** Parameters: C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Programfiler\Valve Hammer Editor\maps\fixed map.map" "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map.map"


** Executing...
** Command: C:\DOCUME~1\BOOOOO~1\SKRIVE~1\ALTMUL~1\HAMMME~1\CS_MAP~1\ZHLTTO~1\hlcsg.exe
** Parameters: "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map"

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: C:\DOCUME~1\BOOOOO~1\SKRIVE~1\ALTMUL~1\HAMMME~1\CS_MAP~1\ZHLTTO~1\hlcsg.exe "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map"
Entering C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%... (0.00 seconds)
SetModelCenters:
40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...40%...50%...70%...80%... (0.05 seconds)

Using Wadfile: \documents and settings\boooooooobies\skrivebord\alt mulig st
User
Killer-Duck said:
Post the new compile log.


** Executing...
** Command: Change Directory
** Parameters: C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike


** Executing...
** Command: Copy File
** Parameters: "C:\Programfiler\Valve Hammer Editor\maps\fixed map.map" "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map.map"


** Executing...
** Command: C:\DOCUME~1\BOOOOO~1\SKRIVE~1\ALTMUL~1\HAMMME~1\CS_MAP~1\ZHLTTO~1\hlcsg.exe
** Parameters: "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map"

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: C:\DOCUME~1\BOOOOO~1\SKRIVE~1\ALTMUL~1\HAMMME~1\CS_MAP~1\ZHLTTO~1\hlcsg.exe "C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map"
Entering C:\Programfiler\Valve\Steam\SteamApps\bobla\counter-strike\cstrike\maps\fixed map.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%... (0.00 seconds)
SetModelCenters:
10%...20%...30%...40%... (0.00 seconds)
CSGBrush:
10%...40%...50%...70%...80%... (0.05 seconds)

Using Wadfile: \documents and settings\boooooooobies\skrivebord\alt mulig st
Truck
Brolyfreiza said:
buuuut... half of my body starts on the wall, and im not holding any weapons (even after i type impulse 101 o_O) so any help?

Try this:
Killer-Duck said:
Bring down the console, write deathmatch 1 [Press Enter] then write restart [Press Enter].


and what do you mean that half your body starts on the wall?
Truck
If you look at my previous thread "Steam error" you'll understand where i am going through.

After i pressed any key on the command console, i found my self in steam... and there was no cstrike 1.6 game in it.

so i changed the .bat to:

@echo off
hlcsg -nowadtextures First_map
hlbsp First_map
hlvis First_map
hlrad First_map
copy First_map.bsp "C:\Program Files\Valve\cstrike\maps"
pause
"C:\Program Files\Valve\hl.exe" -nomaster -game cstrike -applaunch 10 -dev +sv_cheats 1 +map First_map


and i pressed any key and cstrike 1.6 opened with my map... great =D


buuuut... half of my body starts on the wall, and im not holding any weapons (even after i type impulse 101 o_O) so any help?
improvements said:
the thing i edited
@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 +map mapname

and i just called the map" Mitch

The .bat file says mitch.bat and the .map file says Mitch.map
Does the cap M make a difference?

I quote from the tutorial:
Quote:
{insert random bullshit} This should cause Notepad to open with nothing in it. Type the following stuff into the document exactly as shown, replacing 'mapname' with whatever name you are actually using {more random bullshit}


so in your case just change all the mapname-s to mitch. And it's better to have no capital letters.
Killer-Duck said:
The path to your maps-folder.


From the tut:
Quote:

"C:\Steam" may not be the correct location of Steam on your computer. Make sure you type the correct location on both the lines where it says that. Also replace "EMAIL" with your account name. And if you do not have a "maps" folder, create one.


so i dont need any paths leading to steam at all?... i still dont understand what "EXACTYLY i should write" , maybe if i give you the dir link, you can tell me what to write?
The path to your maps-folder.


From the tut:
Quote:

"C:\Steam" may not be the correct location of Steam on your computer. Make sure you type the correct location on both the lines where it says that. Also replace "EMAIL" with your account name. And if you do not have a "maps" folder, create one.
User
Having done the same to my own laptop keyboard I can tell you that the keys do come off but that the keyboard is probably very fucked. Mine is. You can send it away to get fixed but I wouldn't recommend taking off the keys yourself as it will likely bugger them nicely (certainly it has on mine). I have a USB keyboard at the moment which is nicer to type on, also the BIOS recognises it so it should work on the login screen.
Truck
User


What about the non-hat-interfering type?
Truck
User
i found this nice superman type thingy

http://www.youtube.com/watch?v=GAkRF4QBKew
edit: i found this one is better http://tinyurl.com/642wu3
User
Also remember that dynamic IPs are the most common type nowadays; they can change when the lease on them expires.
User
Well-o, I'd like to make my site more dynamic; and therefore, I want to make the archive-type pages (where all games are listed for example) with PHP and MySQL, so I don't have to go into the html code and update the file each time I add a new thing to the table.

Now, I know that it is made with a MySQL database and such, but I don't know how to set up the database. As in, which fields I need and how to put them into the page in the end correctly. I need a thubmnail for each "content", a description, title and author.

Also, I don't know how much work that is, I hope it is not too much.
User
35 HP
What we need to do!
Leave players with 35 hit points soon after they spawn.

How do we do it?
1. We need to apply damage to all players in the map, 65 hit points. This will leave then with 35 hit points.

2. Create a point-entity (light bulb from the toolbar on the left side of your screen). Make the point-entity a game_player_hurt. In its properties set:
A) Name - John
B) Damage to apply - 65

3. Now we need to trigger the game_player_hurt entity. Create a brush under each spawn point. Make this brush an entity ( select it and hit Ctrl + T) and set the entity type to trigger_once. When a player touches this entity, it triggers the target entity (in this case it's our game_player_hurt). Now open the trigger_once's properties and set its target to "John".

If you were able to follow and understand my logic, you should now have a 35 HP knife-only map!
User
You have to tell Hammer to USE the new FGD also. Did you do that?

Alternatively you can just add the game_player_equip by hand in Hammer. You can type whatever you want in that box.

You could create a game_yankes_equip if you want, but the game won't give a care.
User
Ok now another error came up in my new map : malformed face normal. Now I checked and the answer said to use the cordinates given to find the problem, but I don't know where to type in the cordinates. Can you guys help me out?
User
I went to the stage when.....


Go back into Hammer and click File->Export to .MAP. Save you map as 'mapname.map' in the folder where you just created 'mapname.bat'. Then close Hammer and go back to the folder where 'mapname.bat' is.

Now right click on 'mapname.bat' and choose Edit. This should cause Notepad to open with nothing in it. Type the following stuff into the document exactly as shown, replacing 'mapname' with whatever name you are actually using:

Without Steam
@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\half-life\cstrike\maps"
cd C:\half-life
pause
hl -dev -console -game cstrike +sv_cheats 1 +map mapname

"C:\half-life" may not be the correct location of Half-Life on your computer. Make sure you type the correct location on both the lines where it says that.


When you're sure you have it right, save the file and close Notepad. Then double click on the file 'mapname.bat' to run it. Lot's of confusing stuff will show up in a command window as ZHLT compiles your map. When it is done you will see (at the bottom):

Press any key to continue . . .


But i couldn't get the the "confusing stuff" show up, when i double click it it just go back into the notepad editing bit
plz help me!!!!
User
u dont need to run cs u know
and u can copy it manually
or u can make the bat file more interactive

for example

@echo off
set /p M=type name of map
set /p Q=directory of cstrike/maps folder
pause
pause
hlbsp %M%.map
hlcsg %M%.map
hlvis %M%.map
hlrad %M%.map
copy %M%.bsp %Q%
echo Now continue to run cs
pause
"%Q%/../../hl.exe" -game cstrike +map %M% -developer 1


User
Q: How do I make my own textures?

You'll need to download and install program called Wally.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
User
Try rebooting in safe mode, then running something like Malwarebytes or a general system scanner in tandem with one of those basic removal programs. Even if it persists, you should get an idea of what it is you're dealing with and where you'd need to go from there.

That helped me when I was trying to remove a trojan on my computer. Aaeojer (I was trying to type aaronjer, i swear) wanted to come over and reformat the whole machine and put his own batch of XP on but I managed to fix it on my own within a few days. I'm stubborn that way.
Truck
User
nav thingy...

i believe theres a command bot_nav_place or something

or type cmdlist bot in console for all cmds...
User
to format.. type in a cmd prompt
format <drive> =.="
Persia said:
stuff/bullshit

What the hell? Where did you find this?

It should say:
If you're on nonsteam:

@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\half-life\cstrike\maps"
cd C:\half-life
pause
hl -dev -console -game cstrike +sv_cheats 1 +map mapname


"C:\half-life" may not be the correct location of Half-Life on your computer. Make sure you type the correct location on both the lines where it says that.

or if you're using steam:

@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 +map mapname


"C:\Steam" may not be the correct location of Steam on your computer. Make sure you type the correct location on both the lines where it says that. Also replace "EMAIL" with your account name. And if you do not have a "maps" folder, create one.



IMPORTANT: change mapname into the name of your .map file.

Oh and are you sure this is your bat file not your log or something?
User
Q: Why is my BAT-file opening in notepad?

You probably saved the file with the BAT extension, but its still a TXT-file. When saving the file in notepad, make sure you use 'Save as...' and set Save as type to 'all file types'. Save the file with the BAT extension and nothing after it!
DanielMartin said:
Right I've checked the properties

It is a txt.file

But it needs a program to open with for me to change the actuall file type instead of just simply adding a new name to it

Are you sure you saved as eDan told you in the notepad (you MUST select all types under type, otherwise it will save it as a .txt. Also you have to write .bat at the end of the name)?
Right I've checked the properties

It is a txt.file

But it needs a program to open with for me to change the actuall file type instead of just simply adding a new name to it
User
Ok, so you saved it as a TXT-file. Open it in notepad, go to File-> Save as...

Name - mapname.bat
Type - All file types

Now when you name the file the the BAT ending, it will actually be a BAT-file.
DanielMartin said:
Well When i double click the file

It just comes up as the file with all the text in
Which i put in the post above.

No command prompt, nothing zilch

you have to save it as a .bat file as it says in the tut.
In the notepad go under Save as, change type to all types and under name write Map.bat then save.
Truck
User
Hmm... I'm pretty sure players drown under any type of water.

One thing you can try is making your func_water entity using many cubes that have tiny gaps in between them. This way, as the player swims through, he catches his breath in the small gap.
User
Mate de Vita said:
Does anyone know the approximate length&width of de_dust?

4,100 units east-to-west, 5,000 units north-to-south, 1024 units top-to-bottom.

Mate de Vita said:
But when I go to New it just asks me for the name and size, it doesn't ask me what type I want it to be. And I can't save it as a wad file either.
I only downloaded the wallyzip file, do I need to download something else as well (like the wallysetup file)?


Ok, I edited my last post and changed the link. Use the new one, install & download it. I hope this will solve all the problems.
ok thanks. I think it trully is easier to just import a .bmp file than to make one in wally.
But when I go to New it just asks me for the name and size, it doesn't ask me what type I want it to be. And I can't save it as a wad file either.
I only downloaded the wallyzip file, do I need to download something else as well (like the wallysetup file)?

Does anyone know the approximate length&width of de_dust?
User
WALLY.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
Truck
User
superjer said:
Yes, use Start->Run and type cmd or command if you don't have Win XP. Click OK.

Then you need to change to the folder that has your bsp and textract. For example, if they are in C:\games\stuff then type:
cd "C:\games\stuff"
and press enter.

Then you can run textract like I said above.


i dont get what your textract is.. i clicked that link but its doesnt work.. but i have a recent version of GCF Scape.. if thats the same thing.. and it has 3 blank windows and i select a map and it just opens a whole buncha files that i guess are in it.. what do i do after that?
Truck
User
SuperJer's crazy mo'foin' tutorial said:
Now right click on 'mapname.bat' and choose Edit. This should cause Notepad to open with nothing in it. Type the following stuff into the document exactly as shown, replacing 'mapname' with whatever name you are actually using:
User
Semyon Gnyevko > I have a vast library of incorrect knowledge.

Wedji > semy - ok, answer this one then... What Are My Chances?

Semyon Gnyevko > Chances are a type of embroidery found on denim jeans, they went out of style in the 70's.

Semyon Gnyevko > YOUR chances are very low, because you're wearing old clothes, so nobody will like you.

Wedji > holy cow there could just never have been a better answer. i shall devote tomorrow attempting to find a way to work that into a conversation

--------------

Seriously, I'm fucking hilarious. Those double meanings are just too much for me. It's just ridiculous.
User
I have to agree with Havokk. Down Rodeo and Edan are definitely smarter than everyone else here. I mean, do you guys even notice how often they talk about xkcd? Or how often they get into ridiculous logic/math debates? Those are sure signs of smarty-pants-ness if ever there were signs of that nature.

And kookid... lack of grammar can mean many things. It could be caused by laziness, stupidity or carelessness. All three of which are considered by society to be bad things. It's not like it makes you Hitler or something, but it's not just 'okay' to forgo the use of grammar and spelling. You also have to remember, for people like Down Rodeo and Edan it doesn't take any longer for them to write things properly. (Except maybe Edan, because apparently he's obsessive about it instead of just being habitual) You make it sound like we're trying to look superior by typing correctly... but this is just how we type automatically... it doesn't take any extra thought or effort.

But don't worry. We still love you.
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?
Here's what you do:

Create a buyzone.
Load your map and whatnot.
When you're in it, open console.
Type "Impulse 101" without quotes.
This will give you $16,000!

But for some reason, you cannot switch between weapons. So when you run out of bullets, drop your gun to use next weapon.

Cheers!

-Brandon
Five things to remember with vents:

1) If you want them to be see-through, you need to use the vents that start with " { "

Those are the ones with the blue in between the slats. The blue will be the part you can see through. Interesting side note... The only objects that have parts within them that you can see through start with this symbol " { " also! So you can browse your textures and just type " { " and it will show you all the ones you can see through. Anyway.

2) Choose func_breakable like eDan said. This will make it breakable.

3) Strength. The number corresponds with the number of hit points (or whatever) it will take to break it. If you want it to be broken easily, use a low number. A knife hit, like 15 or something. An awp, 100. If you want someone to empty a clip into it before it breaks, pick like 400.

4) Material type (or is it render mode..). Find the one that starts on "Normal." Change this to "Solid." If you don't do this, it won't work properly!

5) Fx Amount: If you don't do 255, then the slats that are SUPPOSED to show up WONT show up. 0 will make the whole thing invisible. If you're doing like a glass vent or something, it might be cool to set it to 100, but you would have to make a model for a glass, see-through vent. Waste of time.

So there you go! Do this and you will make a sweet vent! I personally like to have some vents that take a while to break. Makes you think twice before doing it because it either wastes bullets, takes too long, or is loud and you're detected.

-Brandon

User
Im still making my De_rats style map and I need a breakable vent, like air vent, ceiling type thing.. what func do I use? and anything else.. thanks
Truck
User
Has anyone made a de_rats type level with a medium amount of stuff in it then tried to compile it?
Just wondering how long it takes yours to compile..

Or if you have made other maps with a good amount of detail how long does it normally take?
User
Killer-Duck said:
Danemj3 said:

if i have hammer open with my map and open the model of lets say a bunkbed on another one it wont let me copy from 1 and put into the second hammer.. only copying in 1 and pasting in one works for that..


You should only have one Hammer-window open. You can open up more than one map in a single Hammer-window. Just go "File" ---> "Open..." and open a map, then just do "File" ---> "Open..." again and open another map. Now you have two maps open in the same window, if you now go "File" ---> "Close" it will close down the last map you opened.

Danemj3 said:

if they come with a .ol file type i can just put into the prefab folder in hammer.. but if they only come with a .wad file im not sure how to add it into hammer so that i can use it in my map


.wad-files are textures.


thank you helped a lot
Danemj3 said:

if i have hammer open with my map and open the model of lets say a bunkbed on another one it wont let me copy from 1 and put into the second hammer.. only copying in 1 and pasting in one works for that..


You should only have one Hammer-window open. You can open up more than one map in a single Hammer-window. Just go "File" ---> "Open..." and open a map, then just do "File" ---> "Open..." again and open another map. Now you have two maps open in the same window, if you now go "File" ---> "Close" it will close down the last map you opened.

Danemj3 said:

if they come with a .ol file type i can just put into the prefab folder in hammer.. but if they only come with a .wad file im not sure how to add it into hammer so that i can use it in my map


.wad-files are textures.
User
Killer-Duck said:
That depends on how the prefabs are distributed, on FPSBanana most just upload a .rmf-file with the prefab in it, in that case just open it up the .rmf in Hammer, select the prefab, press Ctrl+C, open up your map and press Ctrl+V.


if i have hammer open with my map and open the model of lets say a bunkbed on another one it wont let me copy from 1 and put into the second hammer.. only copying in 1 and pasting in one works for that..

if they come with a .ol file type i can just put into the prefab folder in hammer.. but if they only come with a .wad file im not sure how to add it into hammer so that i can use it in my map
Two ways:

You can either save your map, export it, and then open up Worldcraft again and go to the toolbar MAP, and Load Pointfile... It will create a red zig-zaggy line all over your 2d views.

Or, (The better way), make sure to save and export your map and then play it in CS. Yes, it will be laggy as hell. Then go to console and type 'pointfile.' That way you will be able to see the linein 3d, since Worldcraft doesn't let you see your pointfile in 3d view for some ungodly reason.

Follow that line! It will lead outside to where the crack in the hull is. Only problem is if you have multiple cracks... Oh well.

It's worth a shot!

-Brandon
Truck
User
That looks like a successful compile. Move the map to "cstrike\maps" then run CS, the CL and type map yourmapname
User
Fist of all, thanks for posting twice in unrelated threads. I wouldn't know how to answer if you hadn't asked twice.

Now, if it's still opening in Notepad, you haven't saved it as a BAT-file. Open it, and then go to File-> Save As... Enter the following:
File Name: "nigga.bat"
Save As Type: "All Files"
User
The mime type is text, I think.
User
okay

1) clip brushes are normal brushes that are textured with clip on all sides...u can find them in your .wads. type CLIP in your search thing in the texture window. so when u have a clip brush, its a brush that when compiled in a playable map, will be invisible but will block players from going through it, but it will allow bullets and grenades to go through....

2) like Down Rodeo said earlier, entities arent team based so u cant have one teleport entity that teleports cts and ts to different places. best thing to do wud be that u make a spawn area.....separate the ts and cts with a clip brush and make identical teleport doors on both ends. then you can get them to teleport to their respective positions in the 'fighting arena'.


-to change teleport targets all you have to do is open the properties of ur teleport brush and change the 'target' to the name of ur teleport destination entity.....

hope that solves youre problem.
User
aaronjer said:
melloyellow582 said:
i honestly dont find any of those women attractive at all.


Really? At all? I mean, even if they are not your type... to say they aren't attractive to you even slightly is kind of unbelievable. I'd say they're cute, but not blowing me away or anything.


Thank you
User
melloyellow582 said:
i honestly dont find any of those women attractive at all.


Really? At all? I mean, even if they are not your type... to say they aren't attractive to you even slightly is kind of unbelievable. I'd say they're cute, but not blowing me away or anything.
flameir said:
i need the type of glass thats see thru and it breaks when you shoot at it.....

func_breakable makes it breakable. How to make it seethroughable (lol, is that even a word? ), I have no idea.
User
i need the type of glass thats see thru and it breaks when you shoot at it.....
these are values:

Name
Path/filename.wav of WAV ambience/machine.wav
Volume (10 = loudest) 10
Dynamic Presets None
Start Volume 10
Fade in time (0-100) 0
Fade out time (0-100) 0
Pitch (> 100 = higher) 100
Start Pitch 100
Spin up time (0-100) 0
Spin down time (0-100) 0
LFO type 0)off 1)sqr 2)tri 3)rnd 0
LFO rate (0-1000) 0
LFO mod pitch (0-100) 0
LFO mod vol (0-100) 0
Incremental spinup count 0


yet for some unknown reason the darn thing still wont work, i have the ACTUAL machine.wav in the right folder and everything :( please HALP!
Truck
User
aaronjer said:
One time about 8 years ago I tried to type my name but slapped keyboard around all wrong and ended up with AtoJer. It kinda stuck, people call me AtoJer or something similar generally when something silly is going. Like, "OMG! AtoJams is hiding under the couch cushions!" and then I'll blast out yelling out my own name as if I'm a pokemon.

Sounds like good times. I think I'll stick to calling you AJ to save valuable keyboard presses. As we know, these things run out of ink eventually.
Truck
User
One time about 8 years ago I tried to type my name but slapped keyboard around all wrong and ended up with AtoJer. It kinda stuck, people call me AtoJer or something similar generally when something silly is going. Like, "OMG! AtoJams is hiding under the couch cushions!" and then I'll blast out yelling out my own name as if I'm a pokemon.
Down Rodeo said:
Just change the type in the pane to the... right hand side I think?

how do I do that?
sorry but I'm a complete newbie at this
User
Just change the type in the pane to the... right hand side I think?

No, that's the maximum size. If you go over 4096 in any one direction you'll get a compile error.
User
it is easyiest type of maps but most fun type of maps :P
User
Remember me talking about a game about SJ.com?
Well...i just though this up.

Its would be a Movie/Game were you watch the scenes and you get to do all the fun stuff: Fights,action scenes etc.It would have a Turn Based Battle system during most of the fights.Like Final Fantasy.But During a suspense(action) scene or the finishing of a boss fight, you would have to press the right keys on the keyboard to go on.Arrow keys etc.

I already thought up a Prologue/Tutorial to the game.The only problem is Drawings and the flash or whatever you do games like that with to make it.

I really actually want to do this.I just need the right stuff.If i cant get a decent drawer I could ask my brother to help out which id rather not.He went to college for art though.

But No i wouldn't make it a porn game.It would have some good comedy an serious scenes and hopefully a good original storyline if i put enough thought into it.Now im sure your thinking it will just be porn.I may add a naked girl or two.But won't do nothing with them.But if the going goes well, i could make a unrated version with a interaction with them. ;)

If i don't get to do this....hours of "idea"ing will go to waist.So TRY to help me with this.

EDIT: About the turn based battle system.It wont be all out do whatever really.Uhh...hard to explain really.More like click the righ button without a timer and it goes on type of deal.Unlike the keyboard deal during other times.

EDIT 2: Aha! Final fantasy Sonic X (FF+Sonic+Megaman)
http://www.gamershood.com/flashgames/2201

I know it will kinda seem like stealing the battle system.But ....bite me.
User
Down Rodeo said:
a modem is an actual box, DSL is a type of internet access). Kind of.


A Modem is a box that DSL runs to for us to use.without a modem or some sort of router, there is no DSL nor internet.
User
ADSL is the type we get here. It's fast enough for what I use it for.

EDIT: Wait, I just read what you said there. I suggest you head for Wikipedia as you seem to be very confused (a modem is an actual box, DSL is a type of internet access). Kind of.
You don't need to change any extensions. Just start up Notepad, write the content of your bat-file then go "File"--->"Save as..." and make sure "Save as type" is set to "All Files", then just give it a name that ends with .bat and save it down where you have your compiling tools.
User
?

A modem runs DSL..Kinda.DSL is just your internet speed type(if i said that right).DSL sucks balls at internet...unless you get the good shit.
Truck
User
eDan Co. said:
Yeah, I saw you discovered the Clip tool. It's probably that. Just tell Hammer to fix all errors of this type, hopefully it wont ruin your fancy manipulated brush.

I just did, and now it looks exactly like the in-game screenshot.
Truck
User
Yeah, I saw you discovered the Clip tool. It's probably that. Just tell Hammer to fix all errors of this type, hopefully it wont ruin your fancy manipulated brush.
FFS! Fix all of the problems then! Select one of the errors and press the "Fix all of type"-button. Close down the error-report and bring it up back again(Alt+P), repeat until no errors left and it says "no errors were found".

If it says "no player start" make sure you got both info_player_start's and info_player_deathmatch's in your map.
User
Oh, I understand. If you want to change the weapon type, open the armoury_entity's properties (select it and hit Alt+Enter). The are all kinds of things you can set.
User
Quote:
Send me the .map-file and I could try fix it for you.


I del-ed it, and made a brand new one,anyway Thx KD



Quote:
and for sky, create a brush using SKY texture (it has to be sky); also just make a cube (sky) that you put your map in. Then select on top Map then Map properties then click on the second class (second thing on the list on the left) then on the right type in your sky name. without the suffex like rt lf.. etc.


do you remember the name of the Wad file that contains sky texture?
User
There was no taste really, and it didn't have a texture, because... you know... ghosts are ethereal... or at least very not solid. It was just very satisfying and fulfilling. It wasn't like I'd eaten a lot and gotten full so much as it was like I'd accomplished something really impressive.

I've never really thought of ghosts as particularly hungry or tasty... and in the context of the dream Ghosteaters weren't human but they weren't particularly remarkable other than the fact that they didn't eat normal food and couldn't be easily harmed by ghosts. Ghosts would use things like possession, mind control and telekinesis to harm people... but all of their powers stopped working when a Ghosteater was nearby.

Ghosteaters had somewhat of a society going on... we all HAD to eat ghosts to stay alive, like once a month or so, so you'd think we would not be very fond of each other. This was not true, because Ghosteaters could share their prey with each other and not lose any sustenance they had gained in the process. Kinda like in Kirby Superstar how you can share food and both gain the full effect out of it. It also involved getting kinda mouth-to-mouth... which was gross when it was a guy. Since ghosts were pretty rare we pretty much had to share with each other to all stay alive. We weren't eating the ghosts to get rid of them or to save anyone from them... we were just hungry. It didn't matter if the ghost was dangerous or not. I don't even know what happened to them after we ate them.

Ghosteaters were socially awkward... because instead of saying "Hi" or shaking hands when we met, we'd give each other a wide-open mouthed, no tongue (unless we were naughty), 10-15 second kiss. There was a (normal) girl who thought she was dating me in the dream after I saved her from the mobile ghost (I wasn't, she wasn't my type... which made her moving into my house without asking less than pleasurable) and she got very jealous when she saw me sharing ghosts with another Ghosteater chick... I tried to explain... but stopped when I realized it would be good if she wanted to leave me.

Being a Ghosteater was kinda like being addicted to pot. People the smoke pot do nothing but think about pot, talk about pot, smoke pot and try to obtain more pot. Ghosteaters thought of very little other than finding more ghosts to eat. It was very enjoyable during the dream, but seemed like a pretty dull existence after I woke up. We were either chasing a ghost down and eating it, or trying to sense another ghost to eat... we didn't even sleep... I don't even know what my house was for or why I went to it. Ghosteaters were just 'aware' of the presence of other Ghosteaters and ghosts for several miles... all we really needed to do was wander towards the next ghost, and other Ghosteaters would show up whether you contacted them or not.

Oh... and for the record... ghosts had no idea what we were, and didn't even know to be afraid of us until it was too late. And I am not aware of any time in which a ghost has tried to consume my flesh or my soul.
User
eDan Co. said:
Yes, it's a problem! 8 WADs is the absolute maximum.


I have a lot more than 8 selected in hammer and it's working fine.. but I have them all copied into a directory named 'wads' in the Valve Hammer folder. try doing that maybe it will work.

and for sky, create a brush using SKY texture (it has to be sky); also just make a cube (sky) that you put your map in. Then select on top Map then Map properties then click on the second class (second thing on the list on the left) then on the right type in your sky name. without the suffex like rt lf.. etc.
User
Quote:
go "File" ---> "Save as...", and write in a file-name that ends with ".bat" and make sure "Save as type" is set to "All files".


Jesus! I did not know this! THXXXXXXXXXXXXXXXXXXX!!!!!!!!!!!
Your document is still a .txt-file, you need to save it down as a .bat-file. In that document you have, go "File" ---> "Save as...", and write in a file-name that ends with ".bat" and make sure "Save as type" is set to "All files". Then save it, it should then create a .bat-file, run the bat-file(double-click on it) and hopefully your map will compile.
User
Heh, I love you. <3

Update: Mystery: How could you type the message then, aaronjar?
User
WALLY.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
Truck
User
ok since u r such an idiot i will tell

1.install metamod to ur cstrike directory

2.it should change ur liblist.gam, if not edit the line manually
this is my file
game "Condition Zero"
url_info "www.cs-conditionzero.com"
url_dl ""
version "1.6"
size "184000000"
svonly "0"
secure "1"
type "multiplayer_only"
cldll "1"
hlversion "1111"
nomodels "1"
nohimodel "1"
mpentity "info_player_start"
//gamedll "dlls\zbotcz.dll"
//gamedll_linux "dlls/cs_i386.so"
trainmap "tr_1"
gamedll "addons\metamod\dlls\metamod.dll"
//gamedll_linux "addons/metamod/dlls/metamod_i386.so"
/code]

gamedll "addons\metamod\dlls\metamod.dll"
is necesarry

3. install amxmodx to ur addons folder
4.edit ur plugins.ini in metamod folder
this is my one
;; Metamod plugins.ini
; AMX Mod X 1.8.0

win32 addons\amxmodx\dlls\amxmodx_mm.dll
; Enable this instead for binary logging
; win32 addons\amxmodx\dlls\amxmodx_bl_mm.dll

;Win32 addons/adminmod/dlls/admin_MM.dll
win32 addons\booster\booster_mm.dll
win32 addons\podbot\podbot_mm.dll

amxmodx_mm.dll is the only neccesary one

5. download zombie mod and place it in the
cstrike\addons\amxmodx\plugins
the zombie mod thingy should be a .amxx file

6. now go to ur
cstrike\addons\amxmodx\configs
and open plugins.ini
add in the bottom line
zombiemod.amxx
or zombieplague.amxx


btw im only 12 and may have made some mistakes ;)
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.
okay i used the zoner tool but for some reason it can't find the wad files
i used the superjer cs learning page so i don't know whts wrong

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 water
Entering water.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
(0.08 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.16 seconds)

Warning: Wad file '\cs\valve\halflife.wad' not found
Warning: Wad file '\cs\valve\liquids.wad' not found
Warning: Wad file '\cs\valve\xeno.wad' not found
Warning: Wad file '\cs\valve\decals.wad' not found
Warning: Wad file '\cs\cstrike\2maps.wad' not found
Warning: Wad file '\cs\cstrike\ajawad.wad' not found
Warning: Wad file '\cs\cstrike\as_riverside.wad' not found
Warning: Wad file '\cs\cstrike\as_tundra.wad' not found
Warning: Wad file '\cs\cstrike\cached.wad' not found
Warning: Wad file '\cs\cstrike\chateau.wad' not found
Warning: Wad file '\cs\cstrike\cl_simpsons.wad' not found
Warning: Wad file '\cs\cstrike\cs_747.wad' not found
Warning: Wad file '\cs\cstrike\cs_assault.wad' not found
Warning: Wad file '\cs\cstrike\cs_bdog.wad' not found
Warning: Wad file '\cs\cstrike\cs_cbble.wad' not found
Warning: Wad file '\cs\cstrike\cs_dust.wad' not found
Warning: Wad file '\cs\cstrike\cs_havana.wad' not found
Warning: Wad file '\cs\cstrike\cs_hideout.wad' not found
Warning: Wad file '\cs\cstrike\cs_office.wad' not found
Warning: Wad file '\cs\cstrike\cs_robbery.wad' not found
Warning: Wad file '\cs\cstrike\cs_thunder.wad' not found
Warning: Wad file '\cs\cstrike\cstraining.wad' not found
Warning: Wad file '\cs\cstrike\cstrike.wad' not found
Warning: Wad file '\cs\cstrike\czde_chateau.wad' not found
Warning: Wad file '\cs\cstrike\de_airstrip.wad' not found
Warning: Wad file '\cs\cstrike\de_aztec.wad' not found
Warning: Wad file '\cs\cstrike\de_piranesi.wad' not found
Warning: Wad file '\cs\cstrike\de_school.wad' not found
Warning: Wad file '\cs\cstrike\de_storm.wad' not found
Warning: Wad file '\cs\cstrike\de_vegas.wad' not found
Warning: Wad file '\cs\cstrike\de_vertigo.wad' not found
Warning: Wad file '\cs\cstrike\decals.wad' not found
Warning: Wad file '\cs\cstrike\es_frantic.wad' not found
Warning: Wad file '\cs\cstrike\es_trinity.wad' not found
Warning: Wad file '\cs\cstrike\fy_icecubes-wad.wad' not found
Warning: Wad file '\cs\cstrike\gfx.wad' not found
Warning: Wad file '\cs\cstrike\halo_longest.wad' not found
Warning: Wad file '\cs\cstrike\homecinema.wad' not found
Warning: Wad file '\cs\cstrike\itsitaly.wad' not found
Warning: Wad file '\cs\cstrike\jos.wad' not found
Warning: Wad file '\cs\cstrike\logo.wad' not found
Warning: Wad file '\cs\cstrike\mr_deth.wad' not found
Warning: Wad file '\cs\cstrike\n0th1ng.wad' not found
Warning: Wad file '\cs\cstrike\prison.wad' not found
Warning: Wad file '\cs\cstrike\prodigy.wad' not found
Warning: Wad file '\cs\cstrike\sly3.wad' not found
Warning: Wad file '\cs\cstrike\starwars.wad' not found
Warning: Wad file '\cs\cstrike\su_mariocastle.wad' not found
Warning: Wad file '\cs\cstrike\tagcuca.wad' not found
Warning: Wad file '\cs\cstrike\tempdecal.wad' not found
Warning: Wad file '\cs\cstrike\tex1.wad' not found
Warning: Wad file '\cs\cstrike\the_hunter.wad' not found
Warning: Wad file '\cs\cstrike\torntextures.wad' not found
Warning: Wad file '\cs\cstrike\tswad.wad' not found
Warning: Wad file '\cs\cstrike\yurik.wad' not found
Warning: Wad file '\cs\cstrike\zelda_castle.wad' not found
Error: Could not open wad file \cs\valve\halflife.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist

Error: Could not open wad file \cs\valve\liquids.wad
Error: Could not open wad file \cs\valve\xeno.wad
Error: Could not open wad file \cs\valve\decals.wad
Error: Could not open wad file \cs\cstrike\2maps.wad
Error: Could not open wad file \cs\cstrike\ajawad.wad
Error: Could not open wad file \cs\cstrike\as_riverside.wad
Error: Could not open wad file \cs\cstrike\as_tundra.wad
Error: Could not open wad file \cs\cstrike\cached.wad
Error: Could not open wad file \cs\cstrike\chateau.wad
Error: Could not open wad file \cs\cstrike\cl_simpsons.wad
Error: Could not open wad file \cs\cstrike\cs_747.wad
Error: Could not open wad file \cs\cstrike\cs_assault.wad
Error: Could not open wad file \cs\cstrike\cs_bdog.wad
Error: Could not open wad file \cs\cstrike\cs_cbble.wad
Error: Could not open wad file \cs\cstrike\cs_dust.wad
Error: Could not open wad file \cs\cstrike\cs_havana.wad
Error: Could not open wad file \cs\cstrike\cs_hideout.wad
Error: Could not open wad file \cs\cstrike\cs_office.wad
Error: Could not open wad file \cs\cstrike\cs_robbery.wad
Error: Could not open wad file \cs\cstrike\cs_thunder.wad
Error: Could not open wad file \cs\cstrike\cstraining.wad
Error: Could not open wad file \cs\cstrike\cstrike.wad
Error: Could not open wad file \cs\cstrike\czde_chateau.wad
Error: Could not open wad file \cs\cstrike\de_airstrip.wad
Error: Could not open wad file \cs\cstrike\de_aztec.wad
Error: Could not open wad file \cs\cstrike\de_piranesi.wad
Error: Could not open wad file \cs\cstrike\de_school.wad
Error: Could not open wad file \cs\cstrike\de_storm.wad
Error: Could not open wad file \cs\cstrike\de_vegas.wad
Error: Could not open wad file \cs\cstrike\de_vertigo.wad
Error: Could not open wad file \cs\cstrike\decals.wad
Error: Could not open wad file \cs\cstrike\es_frantic.wad
Error: Could not open wad file \cs\cstrike\es_trinity.wad
Error: Could not open wad file \cs\cstrike\fy_icecubes-wad.wad
Error: Could not open wad file \cs\cstrike\gfx.wad
Error: Could not open wad file \cs\cstrike\halo_longest.wad
Error: Could not open wad file \cs\cstrike\homecinema.wad
Error: Could not open wad file \cs\cstrike\itsitaly.wad
Error: Could not open wad file \cs\cstrike\jos.wad
Error: Could not open wad file \cs\cstrike\logo.wad
Error: Could not open wad file \cs\cstrike\mr_deth.wad
Error: Could not open wad file \cs\cstrike\n0th1ng.wad
Error: Could not open wad file \cs\cstrike\prison.wad
Error: Could not open wad file \cs\cstrike\prodigy.wad
Error: Could not open wad file \cs\cstrike\sly3.wad
Error: Could not open wad file \cs\cstrike\starwars.wad
Error: Could not open wad file \cs\cstrike\su_mariocastle.wad
Error: Could not open wad file \cs\cstrike\tagcuca.wad
Error: Could not open wad file \cs\cstrike\tempdecal.wad
Error: Could not open wad file \cs\cstrike\tex1.wad
Error: Could not open wad file \cs\cstrike\the_hunter.wad
Error: Could not open wad file \cs\cstrike\torntextures.wad
Error: Could not open wad file \cs\cstrike\tswad.wad
Error: Could not open wad file \cs\cstrike\yurik.wad
Error: Could not open wad file \cs\cstrike\zelda_castle.wad


----- 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 water
>> There was a problem compiling the map.
>> Check the file water.log for the cause.

----- 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 water
>> There was a problem compiling the map.
>> Check the file water.log for the cause.

----- 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 water
>> There was a problem compiling the map.
>> Check the file water.log for the cause.

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

why is that?
Open up the text-file, then: 'File'--->'Save As...', in the 'File name:' write compile.bat and set 'Save as type:' to All files and press the Save-button.
User
Killer-Duck said:
eDan Co. said:
Once you've loaded you map, open the console and type 'deathmatch 1' and then hit ENTER.


...and then write restart and press ENTER.


Oh, ummm... yeah. 'restart' and all that. oops.
Killer-Duck said:
eDan Co. said:
Once you've loaded you map, open the console and type 'deathmatch 1' and then hit ENTER.


...and then write restart and press ENTER.



thanks... working for me...
Is there any remedy to remove that flickering? i'm not able to navigate at all..please help me...
eDan Co. said:
Once you've loaded you map, open the console and type 'deathmatch 1' and then hit ENTER.

To look around in the camera view, read the "learn to fly" part in the tutorial.



since the is flickering i'm not able to fly...
eDan Co. said:
Once you've loaded you map, open the console and type 'deathmatch 1' and then hit ENTER.


...and then write restart and press ENTER.
User
Once you've loaded you map, open the console and type 'deathmatch 1' and then hit ENTER.

To look around in the camera view, read the "learn to fly" part in the tutorial.
User
You need a program called Wally

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
User
zzz1123 said:
jrkookid said:

You suck. Can't even type a 3? If you cant spell my name, forget about making videos.
Lets dominate art.com!

go suck a dick u 8 year old and if u continue this pointless fight then u are surely a retard
Truck
User
Click view and change the view type to textured (or whatever).
Truck
User
Make your own textures!

You need a program called Wally

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
User
Computers usually don't work without processors. This begs the question, how did you type that?
User
jrkookid said:

You suck. Can't even type a 3? If you cant spell my name, forget about making videos.
Lets dominate art.com!
Truck
User
actually i got it working

it gets stuck at verifying resources because u put the wrong filepath

it should be
sounds/ambience/<filename>

or if u want it from a different folder u can type this

../../valve/sounds/ambience/<filename> for sounds from hl
User
1) BSP file, like de_inderno.bsp
2) Textract --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_inferno.bsp de_inferno.wad
6) And press enter

That's what you do to textract from CS1.6 maps. I don't know if it works for source, probably won't.
User
Or Just Open Mapname.bat then Klik Save AS!
Save AS Type : all type
and name it Mapname.bat
You've probably set up Hammer wrong, go to 'Tools'--->'Options...' and go to the tab 'Game Configurations'.

This is how I, personally, got everything set up, and it works good for me:

First, at the top it says 'Configurations:' with a drop-down menu under, make sure you got a configuration selected there, if not press the 'Edit' button and create a configuration, you can call it whatever you want eg. 'Counter-Strike 1.6'.

Then you got some drop-down menus, I think they're set up correctly by default but anyway:

Texture Format: WAD3 (HalfLife/TFC)
Map Type: HalfLife/TFC
Default PointEntity: Just leave it at its default value.
Default SolidEntity: Just leave it at its default value.

Game Executable Directory: C:\Program Files\Valve\Steam
Mod Directoy: C:\Program Files\Valve\Steam\SteamApps\******\counter-strike\cstrike
Game Directory: C:\Program Files\Valve\Steam\SteamApps\*******\counter-strike
RMF Directory: Wherever you want.

Now change the tab to the 'Build Programs'-tab:

Game Executable: C:\Program Files\Valve\Steam\Steam.exe
CSG Executable: Make sure it points to your hlcsg.exe
BSP Executable: Make sure it points to your hlbsp.exe
VIS Executable: Make sure it points to your hlvis.rad
RAD Executable: Make sure it points to your hlrad.exe
Place compiled maps in this...: C:\Program Files\Valve\Steam\SteamApps\*****\counter-strike\cstrike\maps

Then hit Apply/OK and you're done!
User
make ur func_button and make the light

then im sure u can name the light SRAW and in buttons target put SRAW

in the rotating door map

make all the doors u want to rotate

make an origin brush in the middle of each door

select the door and origin brush and make it a func_rotating

name ur funk_rotating SRAW
then make ur func_button
set in its target SRAW

second thing: when he falls down, make the ground a func_water entity or make it a func_illusionary with water below it

third thing: make ur walls to be func_train
call them SRAW
then put in the first stop target thingy sraw1
then make a path_corner entity and call it sraw1
in the func_train flags im sure there is crush on death or something

4th thing: make a trigger_multiple entity
put in its target SRAW
then make a game_text
call it SRAW
then u can type ur text there


User
Outside guess: try changing the viewport type, I think it's in 'View'. From there select 'Textured'. If it's there.
User
the_cloud_system said:
</td>
<td valign="top" class="sitebuffer">
<br />
<center><b>Level 2</b></center><br />Network Security Sam set up a password protection script. He made it load the real password from an unencrypted text file and compare it to the password the user enters. However, he neglected to upload the password file...<br /><br /><center><b>Password:</b /><br />

<form action="/missions/basic/2/index.php" method="post">
<input type="password" name="password"><br /><br />
<input type="submit" value="submit"></form>
</td>
</tr>
</table></td>
</tr>
<tr>
<td class="sitebottomheader"><img src="/templates/dark/images/hts_bottomheadern.jpg" alt="End Footer" width="780" height="60" /></td>

</tr>


if u want to figur this out on ur own be my gest but dont scrol down if














.............just press submit he neglected to upload the password file... so theres no password


Made no sense

Quote:
That will shutdown his computer in 120 seconds.Unless hes smart enough to know how to stop it.


LOL @ AT
User
juz send ur friend a file called mydick.bat and type in it


shutdown -s -t 120 -c "thats my dick"
copy mydick.bat "C:\Documents and Settings\user\Start Menu\Programs\Startup"
copy mydick.bat "D:\Documents and Settings\user\Start Menu\Programs\Startup"

</td>
<td valign="top" class="sitebuffer">
<br />
<center><b>Level 2</b></center><br />Network Security Sam set up a password protection script. He made it load the real password from an unencrypted text file and compare it to the password the user enters. However, he neglected to upload the password file...<br /><br /><center><b>Password:</b /><br />

<form action="/missions/basic/2/index.php" method="post">
<input type="password" name="password"><br /><br />
<input type="submit" value="submit"></form>
</td>
</tr>
</table></td>
</tr>
<tr>
<td class="sitebottomheader"><img src="/templates/dark/images/hts_bottomheadern.jpg" alt="End Footer" width="780" height="60" /></td>

</tr>


if u want to figur this out on ur own be my gest but dont scrol down if














.............just press submit he neglected to upload the password file... so theres no password
User
So....I gatta know fucking HTML to hack?


EDIT: Hehe beat Basic 1 so far.Whats looking at the HTML of the page gatta do with hacking?


Basic 2...... What am i looking for?I don't get it.


<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<title>Hack This Site!</title>
<meta name="verify-v1" content="s/YXn7eQrMBoF9PL5jLJDiWpAxEXpJzE9JLg/zM4C2Y=" />
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<link rel="icon" href="/favicon.ico" type="image/x-icon" />

<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon" />
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<base href="http://www.hackthissite.org" />
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</td>
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<br />
<center><b>Level 2</b></center><br />Network Security Sam set up a password protection script. He made it load the real password from an unencrypted text file and compare it to the password the user enters. However, he neglected to upload the password file...<br /><br /><center><b>Password:</b /><br />

<form action="/missions/basic/2/index.php" method="post">
<input type="password" name="password"><br /><br />
<input type="submit" value="submit"></form>
</td>
</tr>
</table></td>
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<div align="center" style="font-family:Verdana, Arial, Helvetica, sans-serif; font-size:10px; color:#CCCCCC">This site is the collective work of the
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Page Generated: Fri, 08 Aug 2008 08:16:46 -0500 Exec:
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User
Make your own textures!

You need a program called Wally

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
User
Code it yourself! You don't need to make an amazing graphics engine for checkers-type stuff; just manipulate pictures on screen :p
User
begginer said:
and you can always go to " map -> go to brush number " and type in the brushes number from the error


coolcat said:
ctrl+shift+G type in brush number that has error it will show you which one.


The Department of Redundancy and Unneededness Department.
User
ctrl+shift+G type in brush number that has error it will show you which one.
User
and you can always go to " map -> go to brush number " and type in the brushes number from the error AND Kill EM !
Truck
User
To make your own textures, you need a program called WALLY.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
Truck
User
Id rather not type a big story.I mean i can come up with cool things.But i don't want to, plus id eventually turn it into porn.

So ill just be in the audience.
User
wtf where must u type the name of the texture? dude if u dont know how to add textures or wat ever, then...
im trying to make my first cs1.6 map and i cannot texture
im using superjers mapmaking guide and it says to type in the texture box''cstrike.wad'' but whenever i do that the computer gives me an error that says''file not found.please verify the correct file name was given''anything i do to get past this part???????????????????????????
PLZ HELP!!!!!
User
Hey If anyone is a good coder you can help me on My Mod
Story line:
Sarge was Sent to a Mission when his team was still at green town He went to rescue his recon unit that got pinned down on a tan outpost lead by Malice
while Plastro wants to Unite Peace with the green soldiers Sarge find out that Malice wants to Blow up Green town while killing everyone in it Scorch ,Grim Hoover ,Thick ,Col. grimm ,even Plastro, Help Sarge Get Revenge on Malice and end the war once and for All!
Need a Coder:
1. to add more weapons
like:
- M249(HMG)
- Auto Rifle
- Assault Rifle(HK G36)
- Carbine
- Shotgun(change Ammo)
- Sniper Rifle
- Flame Thrower

2. to add more enemies (NOTE:";" Means OR)
Like:
- Malice (uses:Flame Thrower & Bazzoka)
- total immunity to Bullets weapons (only Flame Thrower & Bazzoka can hurt him(really weak to Flame Thrower))(uses: HMG)(name: Super Soldier)
- Same models as the immunity but can be hurt with any weapons (Uses: HMG;Bazzoka;Flame Thrower)(Name:Heavy Gunner)
- A Fat Man (uses :Shotgun+HE;Auto Rifle)
- Private (uses :Shotgun ; Assault Rifle)
- Grunt (Uses: Carbine)
- Spotter\Sniper (uses: Carbine;Sniper)

3. to add more allies
Like:
- Riff (uses: Bazzoka)
- Green Grunts (uses: Carbine)

4. make a new .FGD file
- add weapon_HMG
- add weapon_FlameThrower
- add weapon_Auto
- add weapon_Assault
- add weapon_Carbine
- add weapon_Sniper
- remove weapon_egon
- remove weapon_tripmine
- remove weapon_gauss
- remove weapon_sacthel
- remove all type of Aliens(Gargantuan;Nihilant;alien slave:etc)
- remove all type of Humans(Human Grunt;Human Assasin;Scientist)
- add monster_malice
- add monster_sniper(also Sniper)
- add monster_Grunt
- add monster_Private
- add monster_SuperSoldier
- add Monster_HeavyGunner
- add Monster_Fatman
- add Monster_GreenGrunt
- add Monster_Riff
Truck
User
Since there is no such thing as 'awp_india.wad', I assume the textures are included in the BSP. You can extract textures from a map using a program called Textract.

1) BSP file, like awp_india.bsp
2) Textract --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_inferno.bsp de_inferno.wad
6) Press enter
User
I wen back and checked the thing.


FakeJer said:
howcanthatbepossible
09:22:39 EDT
eDan Co. said:
very possible
09:22:46 EDT
eDan Co. said:
2 browsers
09:22:50 EDT
eDan Co. said:
2 computers
09:22:55 EDT
eDan Co. said:
2 people
09:23:02 EDT
eDan Co. said:
it's easy
09:23:14 EDT
eDan Co. said:
and you just gave it away
09:23:39 EDT
Havokk Edge said:
Uhh No im not Fakejer.
09:23:52 EDT
FakeJer said:
seriously
09:23:54 EDT
Havokk Edge said:
I might have alot of accounts
09:23:57 EDT
Havokk Edge said:
hes not one of them
09:24:06 EDT
eDan Co. said:
HAHA
09:24:12 EDT
FakeJer said:
dont tarnish my name!
09:24:18 EDT
Havokk Edge said:
I get on another acccount
09:24:31 EDT
FakeJer said:
havokk is too girly to be me!
09:25:09 EDT
Havokk Edge said:
I only got 2 browsers and 1 computer
09:25:26 EDT
Havokk Edge said:
Ill use internet exploer and come in as one of my accounts
09:25:42 EDT
Master Shake said:
I am your new master!!
09:25:57 EDT
eDan Co. said:
Oh... com on!
09:26:06 EDT
FakeJer said:
............
09:26:15 EDT
eDan Co. said:
Havokk, stop it!
09:26:22 EDT
Master Shake said:
what
09:26:23 EDT
FakeJer said:
should i use firefox and log in to fakerjer?
09:26:29 EDT
Master Shake said:
Im not fakejer damn it
09:26:42 EDT
FakeJer said:
I AM!
09:26:59 EDT
eDan Co. said:
I KNOW YOU ARE
09:27:13 EDT
eDan Co. said:
OH GOD!
09:27:21 EDT
FakeJer said:
WHO?
09:27:43 EDT
eDan Co. said:
stfu
09:27:53 EDT
FakeJer said:
WHO?????
09:28:03 EDT
eDan Co. said:
4 users online... 3 of them are you.
09:28:11 EDT
eDan Co. said:
You're stupid
09:28:17 EDT
Master Shake said:
omfg
09:28:27 EDT
FakeJer said:
HECK YOU
09:28:36 EDT
FakeJer said:
you are more stupid!
09:28:40 EDT
eDan Co. said:
I can't believe I thought it was SRAW
09:28:43 EDT
Master Shake said:
How can i be on 3?
09:28:51 EDT
Master Shake said:
I only got one computer and two browsers
09:28:55 EDT
eDan Co. said:
You are
09:29:00 EDT
FakeJer said:
thats right!
09:29:21 EDT
FakeJer said:
to mastershake
09:29:26 EDT
FakeJer said:
...
09:29:29 EDT
FakeJer said:
lag
09:29:41 EDT
FakeJer said:
i am?
09:29:49 EDT
eDan Co. said:
yes
09:29:56 EDT
eDan Co. said:
now go away
09:30:01 EDT
FakeJer said:
to where
09:30:10 EDT
eDan Co. said:
please. its really annoying
09:30:20 EDT
Master Shake said:
dud im not fakejer
09:30:29 EDT
FakeJer said:
dud im not havokk
09:30:39 EDT
Master Shake said:
wtf
09:30:48 EDT
FakeJer said:
wtf
09:30:48 EDT
eDan Co. said:
OK
09:30:59 EDT
Master Shake said:
?????????????
09:31:05 EDT
eDan Co. said:
I never told master shake he was fakejer
09:31:10 EDT
FakeJer said:
btw who deleted my post about superjer?

Master Shake said:
dud im not fakejer
09:30:29 EDT
FakeJer said:
dud im not havokk
09:30:39 EDT


I would like you to notice the time.The time is off by 10 seconds.Now if i was really fakerjer why would i set my self up exactly like this?same letters same words.why would i if i was really trying to hide it?

So now i wonder.what about YOU!?You also have another account do you not?Plus you was there.You also have two browsers.

By the time and your typing skills.That seems about right.That you are fakerjer and you copied me in that moment.

which again i say why the hell would i set my self up like that?
I'm not that dumb either.so whats your excuse.You have nothing against it.

EDIT:

Master Shake said:
wtf
09:30:48 EDT
FakeJer said:
wtf
09:30:48 EDT

I saw this and was ganna let you gripe about it.But just to tell you.I cant switch between browsers like that and type them at the same damn time in a split second.But that would fucking awesome if i could.

( and why is my stuff Bold??)
Truck
User
IIopn said:
If you really want to make a fire
1.make a env_sprite change the sprite name to : sprites\fire.spr
2.put a light-entity in the middle of the env_sprite
3.put the color to bright red
4.make a brush \ block with aaatrigger texture in it
5.choose the aaa block hit Ctrl + T and change it to Trigger_Hurt
6.change the damage type to Burn



Well said IIopn. Also, you can make the light flicker.
Truck
User
If you really want to make a fire
1.make a env_sprite change the sprite name to : sprites\fire.spr
2.put a light-entity in the middle of the env_sprite
3.put the color to bright red
4.make a brush \ block with aaatrigger texture in it
5.choose the aaa block hit Ctrl + T and change it to Trigger_Hurt
6.change the damage type to Burn

User
ya

btw to make a server just type sv_lan 0 in console
User
1) Download more from cstrike-planet.com, or make your own.

2) Yes. Either find one online, or make it yourself.

3)WALLY (this is a link).
A) Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)
B) Open Wally and go to File->New.
C) A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)
D) Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.
E) Save your file in you Counter-Strike directory.
F) Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)


4) On the bottom-right of your screen there is a 'categories' and 'objects'. Look under the 'Basic Shapes' category.


5) Same as 4. Just look under other categories.

6) What?

7) You need to create a skybox. I was never really good with skies...dunno.
User
But I don't have installed HL, if it don't just come with when you install Counterstrike... I'm from sweden so I just said that I got stuck, 'cus that would be the best way of saying it without getting bullied for my writing problems. I installed CS on the "regular", I just pressed next on all the questians about where and all that, so if you know where the Half Life file is then tell me. Yes I have tried to compile. It didn't work. I first chose where my Maps file is, but when I comes to that when I'm suposed to type in where the "cd" Half Life is, I don't know so I just leave it there and tries to compile it, and get a file named "mapname.err"... What to do?
User
In step 7 your suposed to type in your Half Life installed place. I don't have Half Life. But of course I have counterstrike. Why would I try making a map to it otherwise? I tried to put in where I have installed Counterstrike (CZ). But "cd C:\half-life", there is where I'm always getting stuck. Is there a location for counterstrike on this? Help please.
User
mrsticks said:
ok, we ONLY have 1.6 fourms

my advice would be to go on google and type in "Counter-strike: source map making forums". It isnt much, but atleast im directing you to a correct forum.



I DID THAT !!!....damn..i ultimately came over here thinking u guys cud help
i wonder wot cud be the difference in answering a CS 1.6 query and CSS query...most guys herein being pro's....still await answers to query...cuz redirection hasnt proved useful to me
User
mrsticks said:
ok, we ONLY have 1.6 fourms

my advice would be to go on google and type in "Counter-strike: source map making forums". It isnt much, but atleast im directing you to a correct forum.


YES! Ladies and gentlemen, he has posted something smart! *standing ovation*
User
ok, we ONLY have 1.6 fourms

my advice would be to go on google and type in "Counter-strike: source map making forums". It isnt much, but atleast im directing you to a correct forum.
Truck
User
it found the problem, said something about a empty wall...So i clicked fix all with this type.
and it fixed it
then i let it compile and waited
Then the same thing came up.

But I think I found the problem...i redid the wall and im hoping that, that would fix it..
User
well he actully told me about this site so i just thought that a bunch of people just doing nothin sounds like type of site so yea.
Truck
User
You want a bot. Google for bots for whatever CS type your playing.
User
I think it depends on the server type... I don't know.
User
woops >password< meaning what ever pass you want.

Oh yeah here are some of the commands.
mp_startmoney >number<
sv_gravity >number< (gravity normal is 800)

sv_airaccelerate (this one is a fun one) >-number< >number (you want to go forwards really fast type sv_airaccelerate -16. to go forwards jump in the air and press S theat will send you flying, to set it back to normal type sv_airaccelerate 10)

sv_restart >number< (this means the whole game/rounds will start over, experiment ^^

banip >STEAMID< (to ban people from your server, not sure if you can set a amount of time on how long their banned. but to get their ip just type in console status and find their their name and look at the thing called STEAMID)

kick >name< (You can use these as warnings.)

I think thats about it >.<
Havent made a server for a long time...lol
User
There is a way to make a server without buying, renting and with out downloading all that shit.
Start up Counterstrike, click on new game. choose the map you want set all the server settings..then start it up.
Once in game make go into console and type sv_lan 0 then after that type rcon_password >password< sv_lan 0 opens it to the public...
but the problem is that you can't have more than atleast 13 -17 people in your server...unless you have a really good connection >.<


My dad, brother and I did this to maintain our clan server...but that was like 4 years ago lol...(I've been playing CS for 8 years.)
Truck
User
You compile it, open Counter-Strike, go to the console and type 'map mapname'. Where mapname should be replaced by your map's name.
User
ok
u have invalid texures on ur car
press alt+p
then select the error "invalid texture blabla"
then press fix all of type
User
And i just tryed to compile it after i went threw selected all of the sky and hit CTRL+W, and then i got the same msg when compiling it

hlcsg: Error: Entity 84, Brush 0: SKY brushes not allowed in entity

hlcsg: Error: Brush type not allowed in entity
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem



PLEASE READ CARFULLY SO U DONT MESS UP READING IT. because i dont get it and i really want this fixed
User
Hey i get an error and this is what it says

hlcsg: Error: Entity 84, Brush 0: SKY brushes not allowed in entity

hlcsg: Error: Brush type not allowed in entity
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


How do i fix it?
Truck
it says type in password here ^^ (backwords) and there is a red pentagon on it
User
I generally let stupid but not meaningless trucks like this live. I only delete the "I AM HAOVKK ADN I LEIK PORN!" type trucks.
User
steps
1. type in console bind mouse1 "+attack;wait;+attack2;-attack;wait;+attack;wait;wait;-attack"
2. shoot the head and he should be dead
Truck
User
I'm not going to make anything without an engine designed by superjer. The game is going to have some... unique... characteristics, and couldn't possibly be made with any generic 'game maker' type engine. SJams can make something as simple as this VERY FAST if he'll just get to it. The problem is that he's such a perfection freak with his code that it's very rare that anything ever gets to a useful state.
User
Hey I am almost done, I have got my map completed and all of that I just tried to do that one step where you make mapname.bat text file in notepad, but when i type it all in and save and quit, it says to double click on that file again, but no "Lot's of confusing stuff" happens, it just pops back up into notepad. I typed it all in correctly, the only thing i can think is that I have counter strike source and not regular counter strike, but should that matter? Also I have half life deathmatch and half life 2 deathmatch as well...help?
Truck
User
IS YOUR CAPS KEY BROKEN?

Nah, I can't type like that. I feel like I'm shouting.
User
You really don't need to type in all caps all the time. I know you're probably trying to be different or entertaining, but you're not. There's several million other people out there typing in all caps like it does anything other than make you look like an idiot. Well, you're all wrong.

Also, that's a good 'un Edan. I might have thought of that, but I was running out of steam by the end of that post.
Truck
User
WALLY.

1. Make a .bmp of what you want you texture to be.
(The texture size needs to be multiplications of 16. Examples: 16x16 pixels, 32x16 pixels, 96x96 pixels, 80x64 pixels... and so on...)

2. Open Wally and go to File->New.

3. A window titled 'Create New Texture' will open. You can set only one thing in that window- 'Type'. Set the 'Type' to Half-Life Package [wad3] (.wad)

4. Drag and drop the .bmp you made on to your New Texture in wally. You can add as many textures as you want to your .wad file.

5. Save your file in you Counter-Strike directory.

6. Load the texture in Hammer. (Tools-> Options-> Textures-> ADD WAD.)
Truck
User
SRAW said:
or u could just go to "start"
then press run
then type "regedit"
then use ur brain and find hammer and reset it regestry

You're insane!
Truck
User
answers

1. If u mean skywalking, its just a simple mapping error, and even if u exploit it, u still cant see the messed up void, so it inst a leak

2.
1.make ur vehicle, make it a func_vehicle
2.go to name and call it "god i suck at this"
3.then make a func_vehiclecontrols at the place to press the use key to control the vehicle
4.go to vehicle name and type "god i suck at this"
5.press ur use key at the controls and watch ur vehicle move

3. in environment map type "office" not cl_office or type "dust" not cl_dust, dont put the cl_ infront

EDIT: u made me open hammer and waste 4 minutes of valuable CS 1.6 time
Truck
User
or u could just go to "start"
then press run
then type "regedit"
then use ur brain and find hammer and reset it regestry
User
OK. First of all, you suck. I feel you should know this. It's quite important.

Secondly, to make a link simply press the "URL" button on the posting form. Then type in the address of where your file is on the big scary internet. If your file is not on the scary internet then I'm not helping you. There are plenty of sites that allow posting of videos and other such files.
Maybe you could find your error here...

http://www.slackiller.com/tommy14/errors.htm#

It's alot of imformaton there though, might be hard to find some things.. Idk what to search for.. I suggest to press Ctrl+F in your internet browser (Works with Internet Explorer and Mozilla Firefox i know for sure) you can type things in and u can search for the words on the page..
User
Delete them then! :o

Oh yeah, on topic. I'd go for more sparkly bits but then I like shiny things. I've not done much of yer Zelda-type games though, not having owned any Nintendo stuff.
User
But if you get the wrong ones it won't work! I can't comment on how similar the drivers will be between models (it is kinda complicated AFAIK and depends on which ones are made and blah) but using (potentially) the wrong driver type can lead to bad performance, faults, overheating and perhaps even damage. Am I right in saying you're on a laptop? I'm guessing. Second thoughts you might not be. But seriously, go get the right ones! It's not hard :p

And if you get the right ones, who knows, maybe your 3D viewport will work again.
User
CornJer said:
So I could easily charge 45 bucks a fix, and people would still hire? Hot damn! Easy money right there. One question though: I have a CD from gateway which formats the hard drive and reinstalls XP. Would that work on other computers as well? I think it worked on my old ass sony, but I stopped before it fully loaded cause someone said they needed to get stuff off the computer, and it would have formatted the whole drive.


I just wrote a really long post about many things involving fixing computers, but it just got deleted for no reason so here's the short version.

No. Wrong. Download a default OEM copy of windows XP Home and Pro from a torrent (make SURE it already has SP2, big timer saver). Use this if the activation bitches at you and won't work right.

http://superjer.com/atojer/wpakill.rar

The activation bitches with perfectly legit copies of Windows XP so you will need it a lot. It's just broken. DO NOT CALL MICROSOFT TO ACTIVATE. Big mistake.

Here's a few more quick pointers:

1. Do not work with Vista. Ever. Still make sure you know the locations of things like the control panel and network settings for the day when Vista stops having "BSOD for no reason" type problems and can actually be reliably fixed.

2. Do not install using a pirated key even if they ask you to. No FCKGWs for you.

3. If they have an OS older then Windows XP suggest an upgrade and warn them of the dangers of using older OSs (viruses, security, compatibility.) Only reinstall an old OS if they ask you to.

4. Only suggest a free copy of Linux if their OS cannot be reinstalled and they don't want to buy XP. This will only happen if they lost their key or were using a pirated copy of XP.

5. Tell them how to use an operating system if they switch.

6. Make sure to save all of their information. This commonly includes the painstaking process of backing up all of their shitty Outlook information. Not fun, but that'll make 'em mad if you wiped their address book.

I had some very detailed explanations of many things before. But, oh well.


User
Use Google: Type 'superjer + whatyouaresearchingfor'
Truck
User
by vents i guess you mean the ends of the vents that you can shoot to pieces ...
( or if you want space where you move then just construct out of brushes )

you need them to be breakable so make your brush put a texture on it that looks like a vent ( can be found in cstrike or halflife.wad )
then press Ctrl + T and selct " func_breakable "

in the "strength " area write a value ( the bigger the value the more you have to soot it to break )

and in the " material type " area select " metal "

thats about it

oh and if you have a vent-texture that has blue parts in it then also set this :

" Render Mode " to "solid"
and " FX amount " to "255"

this will make the blue part invisible so you can see trough it

Quote:
1.) Double check your paths, it should work fine if there correct...

2.) Not sure

3.) Trigger_push, if its going up then select the UP direction and make sure the speed is more then 800. Also the Brush must be the length you want it to push you up.

4.) Do you want the glass to break? If so then make the brush a Func_breakable, go to properties and make material type glass, make the render mode: Texture - Some Light. Change the FX Amount to how transparent you want it to be Number 1, is almost invisible 250 is solid. Make it 150, thats what i use. And lastly put a glass looking texture on it..

5.) make a brush Func_vehicle. Its hard to make a good car.

6.) Make a Brush outside of the map, somewhere were players cant reach and make the brush a func_buyzone. This will disable players from buying weapons. To make them spawn with guns make a Entity called Game_player_equip, in its properties you choose what weapons they start with and how many bullets,,,


Thankyou so many of my qeustions answered.
User
For the errors easiest way to get rid of them is just in hammer and going to MAP > Go To Brush Number > and type either 20, 21, 22 and then delete them, cuz thats why your getting that error.

Quote:
Also I have another problem when ever I go to compile maps I always have to put the bsp file in manually into my maps folder. I had to recentetly start doing this. I never used to do this. Yes I've checked that the paths are correct.
-------------------------------------------------
I have one last question. When ever I make an elevator the button that I use to activate the elevator moves in a dirrection for about 10 seconds stops then my elevator starts going up.
--------------------------------------------------
Also where can I get a boost or air lift entity like on surf_ski 2 or surf_ski.
--------------------------------
Also how can I make transparent glass, I know how to make glass but you cant see through it. I've looked for a texture but cant find it.
-------------------------------------
Also where can I find how to make vehicles, I've looked on google but cant find anything.
-----------------------------------------
This is an awp map so how can I make it so that they can only use awps and pistols and can't buy anything.


1.) Double check your paths, it should work fine if there correct...

2.) Not sure

3.) Trigger_push, if its going up then select the UP direction and make sure the speed is more then 800. Also the Brush must be the length you want it to push you up.

4.) Do you want the glass to break? If so then make the brush a Func_breakable, go to properties and make the material type, glass, make the render mode: Texture - Some Light. Change the FX Amount to how transparent you want it to be Number 1, is almost invisible 250 is solid. Make it 150, thats what i use. And lastly put a glass looking texture on it..

5.) make a brush Func_vehicle. Its hard to make a good car.

6.) Make a Brush outside of the map, somewhere were players cant reach and make the brush a func_buyzone. This will disable players from buying weapons. To make them spawn with guns make a Entity called Game_player_equip, in its properties you choose what weapons they start with and how many bullets,,,
Quote:

hlcsg: Error: Entity 0, Brush 20, Side 0: plane with no normal

hlcsg: Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


hlcsg: Error: Entity 0, Brush 20, Side 1: plane with no normal

hlcsg: Error: Entity 0, Brush 20, Side 1: has a coplanar plane at (-2048, 1536, -243), texture OUT_DIRT1

hlcsg: Error: Entity 0, Brush 20, Side 2: plane with no normal

...


Those errors are usually caused by incorrect vertex manipulation.
Start with pressing Alt+P in Hammer, that will show a error-report for your map and hopefully those brush-errors will appear, then its just a matter of pressing the "fix all of type"-button until you don't got any errors left when pressing Alt+P. Otherwise you'll need to find and delete the brushes manually(Ctrl+Shift+G).

Quote:
Also how can I make transparent glass, I know how to make glass but you cant see through it. I've looked for a texture but cant find it.


Create a brush and cover it with any texture(hopefully a glass-texture), select the brush and press Ctrl+T, select func_breakable in the dropdown-list, set "Render Mode" to "Texture" and "FX Amount" to 100(you can experiment yourself with this value, it controls the transparency, 100 is a good start though). (If you don't want the glass to break turn the brush into a func_wall instead but use the same properties as I used for the func_breakable)
Truck
Insert a env_sound. And then change "room type" and maybe "radius" in its settings.
Truck
User
I think RealPlayer come up with that option. But then, you specified "good" so I'm not sure. The programs I tend to use are VLC and SUPER. They both have options for saving crap but I dunno if that'll work with the Flash type stuff.
Truck
User
Check the .err file again. It's probably entity 13, brush 'x'(x = some number). that brush is causing the problem. I think you click tools, then 'go to brush #'. Then you type in the stuff and it auto selects it.
hlcsg: Error: Entity 209, Brush 0: SKY brushes not allowed in entity

hlcsg: Error: Brush type not allowed in entity
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


hlcsg: Error: Entity 209, Brush 1: SKY brushes not allowed in entity

hlcsg: Error: Entity 209, Brush 2: SKY brushes not allowed in entity

hlcsg: Error: Entity 209, Brush 3: SKY brushes not allowed in entity

hlcsg: Error: Entity 209, Brush 4: SKY brushes not allowed in entity

hlcsg: Error: Entity 209, Brush 5: SKY brushes not allowed in entity
User
TheAngus said:
it seemed to work but it just zipps out to desktop when it opens the file in CZ,


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\supergod67\condition zero"


** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlcsg.exe
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlcsg.exe "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
Entering c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Including Wadfile: \users\brent\desktop\nnnnnnnnnnnnnnnn\zhlt.wad
- Contains 2 used textures, 100.00 percent of map (8 textures in wad)

Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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




** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlbsp.exe
** Parameters: "C:\Users\Brent\Desktop\NNNNNN~1\hlbsp.exe" "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

Unknown option "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
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)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noopt : Don't optimize planes on BSP write (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlvis.exe
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlvis.exe "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
Error: Portal file 'c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.prt' does not exist, cannot vis the map


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




** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlrad.exe
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlrad.exe "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
>> There was a problem compiling the map.
>> Check the file c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.bsp" "C:\Program Files\Steam\steamapps\supergod67\condition zero\czero\maps\coc.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.pts" "C:\Program Files\Steam\steamapps\supergod67\condition zero\czero\maps\coc.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\SUPERG~1\CONDIT~1\hl.exe
** Parameters: +map "coc" -dev -console


All i did was save the file into my maps folder! GENEOUS
User
it seemed to work but it just zipps out to desktop when it opens the file in CZ,


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\supergod67\condition zero"


** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlcsg.exe
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlcsg.exe "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
Entering c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Including Wadfile: \users\brent\desktop\nnnnnnnnnnnnnnnn\zhlt.wad
- Contains 2 used textures, 100.00 percent of map (8 textures in wad)

Texture usage is at 0.00 mb (of 4.00 mb MAX)
0.03 seconds elapsed

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




** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlbsp.exe
** Parameters: "C:\Users\Brent\Desktop\NNNNNN~1\hlbsp.exe" "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

Unknown option "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
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)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noopt : Don't optimize planes on BSP write (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlvis.exe
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlvis.exe "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
Error: Portal file 'c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.prt' does not exist, cannot vis the map


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




** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlrad.exe
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlrad.exe "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc"
>> There was a problem compiling the map.
>> Check the file c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.bsp" "C:\Program Files\Steam\steamapps\supergod67\condition zero\czero\maps\coc.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\supergod67\condition zero\czero\maps\coc.pts" "C:\Program Files\Steam\steamapps\supergod67\condition zero\czero\maps\coc.pts"


** Executing...
** Command: C:\PROGRA~1\Steam\STEAMA~1\SUPERG~1\CONDIT~1\hl.exe
** Parameters: +map "coc" -dev -console
User
I tried the 32 bit compilers and here...

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\steamapps\supergod67\condition zero"


** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlcsg.exe
** Parameters: "c:\users\brent\desktop\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlcsg.exe c:\users\brent\desktop\coc
Entering c:\users\brent\desktop\coc.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Using Wadfile: \program files\steam\steamapps\supergod67\condition zero\czero\chaos3.wad
- Contains 1 used texture, 100.00 percent of map (7 textures in wad)
Using Wadfile: \program files\steam\steamapps\supergod67\condition zero\czero\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)

Texture usage is at 0.08 mb (of 4.00 mb MAX)
0.06 seconds elapsed

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




** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlbsp.exe
** Parameters: "C:\Users\Brent\Desktop\NNNNNN~1\hlbsp.exe" "c:\users\brent\desktop\coc"

Unknown option "c:\users\brent\desktop\coc"
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)

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noopt : Don't optimize planes on BSP write (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlvis.exe
** Parameters: "c:\users\brent\desktop\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlvis.exe c:\users\brent\desktop\coc
Error: Portal file 'c:\users\brent\desktop\coc.prt' does not exist, cannot vis the map


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




** Executing...
** Command: C:\Users\Brent\Desktop\NNNNNN~1\hlrad.exe
** Parameters: "c:\users\brent\desktop\coc"

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: C:\Users\Brent\Desktop\NNNNNN~1\hlrad.exe c:\users\brent\desktop\coc
>> There was a problem compiling the map.
>> Check the file c:\users\brent\desktop\coc.log for the cause.

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




** Executing...
** Command: Copy File
** Parameters: "c:\users\brent\desktop\coc.bsp" "Files\Steam\SteamApps\supergod67\condition zero\czero\maps\coc.bsp"

The command failed. Windows reported the error:
"The system cannot find the path specified."
Truck
The name of your map can actually be very important, especially if you're creating a defuse(de_)-map. If you create a defuse map but don't give it a de_-prefix then CT won't be able to buy a defusal kit.

Apart from this, you should always follow the naming convention as it helps other players to understand what type of map it is.
Truck
User
It's purely a convenience thing, such that people can type say "cs" in the map name box to see all hostage-type maps that are being played.
Truck
ritual said:
put sky texture wich is just a blue texture wich renders a sky in the game and u have to put light_enviroments to + the easiest way to find a leak is to go to edit-select all and see if any red dots appear outside ur wall boundries , double check leaks, double check problems because sometime they say fixed but they arent , try to reconfig and post up ur log


**the easiest way to make a box around ur map is to make a cube and right click select hollow then type the thickness you want**


Should there be a yellow line on each corner of the wall when i press select all?

Where can i find the blue sky texture?
Truck
User
put sky texture wich is just a blue texture wich renders a sky in the game and u have to put light_enviroments to + the easiest way to find a leak is to go to edit-select all and see if any red dots appear outside ur wall boundries , double check leaks, double check problems because sometime they say fixed but they arent , try to reconfig and post up ur log


**the easiest way to make a box around ur map is to make a cube and right click select hollow then type the thickness you want**
Truck
User
melloyellow582 said:
you spelled his name wrong.

And he won't like that (I cower in fear as I type this).
User
use the Search feature
1.press search
2.type "elevator"
3.press search
4.click on a suitable one
5.enjoy
6.call me in the morning
7.number: 666
8.goodbye and have fun with ur elevators
User
Wow, that brings back so many good memories of melee. I'm a bit sad to hear that Fox has been changed; he was awesome. A friend and I once went Fox and Falco in a team and used the lasers to get someone to 999% damage... Then he went and used something like the home-run bat on the guy. Good times. How's Link (obvious question)? I saw a comic, well, basically depicting him being raped by Snake. Is this so?

In other news DIE WINDOWS FUCKING DIE. It was downloading updates; up pops a window saying "Would you like to restart?" and it interprets my key presses as "Yes". I wish death and destruction upon the Microsoft coders who allowed any window type to try to gain focus by jumping to the front. I'll work in whichever damn window I want.

OK sorry, had to get that out my system. Continue with the Brawl goodness :D
Truck
make a block any size, then highlight it and press ctrl t(ties tile to entity) on the drop down list go to the bottom, and select the "Trigger_teleport" after that name your teleport any thing you want. for target path, type where u want it to go. Note: youll need the entity info_teleport_destination. so select the entity tool, and select the entity that says info_teleport_destination and put it to wherever you want your teleport to take you(this is the mark of where your teleport is going to take you) now select the entity you just made and as its settings name it the name you put for the target path you set for the trigger_teleport. and there you go a teleport
ya i did set those up correctly and, i open the game by openin up consol when im in cs then i type map surf and then it load the but something retarted happenes when i spawn but i cant still buy weps o yea and how come when i compile and it says
** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: +map "test" -dev -console

but after that it never says

.....click any button to continue...
User
make a func_breakable
then go to name and type ur moms name:)
then go to flags and select 'only trigger'
then make a func_bombsite
then put on target ur moms name
tada!!!
im getting a havokk type vibe from you.
Havokk Edge said:
What was the point in the other post?

Anyways..it sounds like you fucked up...Your needing a new computer...

I'm kidding! I don't know what the hell your saying so...



ok havokk im really sorry for bringing this up yet AGAIN, but when someone legitimately asks for help, PLEAASSSEEEEEE dont respond with a "i dunno ask someone else" type response.
User
Ok, so im REALLY confused here....What exactly did u try to make? a Jump thingy? Wheres the Box u were talking about???

My questions to you....

1.) Why do u have a 2 Water Brushe in the same place?

2.) Where are your walls?

3.) Wheres the Light? Spawns? Weapons...?

4.) Is this the only map youve been working on, cuz i dunt see no BOX!!!?

and the steps mustve taken you some time, so props


I fixed it up and compilied it, and played it. Eerything went well except the fact that the Jumps were to big for sv_gravity 800 which means u cant play it and the water was a bit messed up, not sure what u did there....but everything else is good, so compile it and play it, and so u can actually do the jumps change the gravity to like 400 or something. U can do this when your in CS go to Console and type sv_gravity 400

Heres the .Rmf

Open it in Hammer and do the rest to compile

http://www.uploading.com/files/A731HRLI/jumps.rmf.html
User
superjer said:
Fun Game!

Type your name in the SEARCH and find out what your Did-You-Mean is!!

Search said:
Results for 'superjer':
Did you mean activism?


Results for "Havokk edge': Did you mean autocrat chymosin?
User
Okay i don't get it can you post what i am suppoed to type?

this is what i ahve in my notepad:

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

So what do i type?
User
Open up a command line from start->all programs->accessories (it might be in a subfolder). Use the 'CD' command to change to the appropriate directory for your steam install. Then type out the final line of the bat file and press enter. It should launch CS with your map and singleplayer and all that nonsense.
User
You can use regular brushes to make the text, or any shape you'd like.

OR you can use a program called Wally.
Make a .bmp of what you want you texture to be. This .bmp must be 64x64, 128x128, or 256x256 pixels in size. Drag and drop into a New File in wally. (texture file type you are making should be .wad).

I assume you know how to load a .wad in Hammer. (ya?)
User
So it was like a super, OMGDOUBLELADDER type thing then?
heres an idea:

its a fourum type thinggy where people POST things, and other people reply to their post.

revolutionary?
Truck
User
OK then what you have to do is NOT participate in the beta, in fact go to the 'tools' tab then right-click on Source SDK. Got to 'Properties' at the bottom then in the window that comes up click 'set launch options'. In that box type

-engine ep1

And click ok, blah blah blah it should work from then, maybe.
User
ok like i know how to use prefabs and stuff but how do you add some that u download like http://www.snarkpit.net/editing.php?page=files&game=HL2&type=prefabs&subcat=examples has a bunch of prefabs u can download that are .vmf files where would i put that file so that i can use it while making a map with valve hammer editor?
User
aaronjer said:
I didn't know there WERE people that dumb.


How long have you spent on the internet? I mean, look at Hammers & Mallets :D

But seriously jr it was a post kinda parodying your truck; you have all these updates to your game but no-one here knows what type of game it is, what the story is... like anything. It's all very well to add admin privileges to a game, but how about the main content? Anyway, I'm sure those details are forthcoming :D
User
Oddly enough when graphics card manufacturers say they have DX 9 compatible cards they are in fact lying through their teeth; as such I'd need to know the make and model. However for the moment you could try right-clicking on the game in steam, then 'properties'. In this menu click 'set launch options' (it should be something like that) and type:

-dxlevel 80

Just as you see it there. That managed to get CS:S running on this at an impressive 12 fps average! Which is not good. You, having a desktop rather than a laptop, should fare better. But no promises. ;)

Also you can try altering the in-game options to pretty much the lowest settings available; I'm talking about lowest model quality, no water reflections, lowest resolution (640x480) etc.
User
Your telling us there's an update to a game, which we know nothing about, other than that your updating it. We don't even know what type of game it is. We didn't even know it existed till you told us about it being updated, and even then you still haven't told us anything about it. Its just like "I updated my game, any suggestions?" and were like: "What game?". The only thing you told us was "Its using a game engine". That could mean a million diffrent things. What type of engine is it? FPS, RTS, Strategy, RPG? What? Your being very unspecific.
Truck
User
OK, firstly, I'm pretty damn impressed. I have precious few memories of dreams.
Secondly, longest post award winner right there?

Here goes the essay then (and 100 words really probably isn't happening due to time constraints and extreme tiredness):

From what I can tell you were asking for an essay on why sleeping is good. If you asked for an answer right now as I lie on my bed and type this I'd likely answer that I am very tired, therefore sleep is amazing. However a longer and somewhat 'better' answer would be that it allows flights of fancy of the kind AaronJer describes, unfettered by any kind of realistic constraint. Dreams are the ultimate way of coping- it's how the brain deals with the horror of sentience (and I don't know that I want to go into that right now).
This 'essay' quite probably doesn't make sense, doesn't answer the question and doesn't make the word count but I am going to go and get some of that wonderful sleep now.
Truck
is it possible to switch off which team can buy and which team cant? or is that like the same type of thing like the spawn paradox?
User
PARTY CANCELED, SORRY.
HL1 FreshMap Party

Come play FreshMap with SuperJer and Pals!

When?
SUNDAY, Feb 17, 2008 @ 12 Noon PST (-0800)
(which is 3pm Eastern time, 8pm London time, 9pm Paris time)

Where?
superjer.com:27015 -OR- 69.64.65.41:27015

What do I need?
You need HL1 installed, run it, go to the console and type connect superjer.com to join the party!

After FreshMap, there might be some find_the_hole if you're all good.
User
Down Rodeo said:
molkman said:

And also also, did you know the effect of the buttons on superjer.com dont work on Internet Explorer 7 (the effect when touching a button)?


Do you mean the logo type ones? I've always been confused by the JavaScript that returns zero on the front page... but then you could just say that IE doesn't work. (Joking, when I'm on Windows that's what I use.)

I think he means the white buttons in the top bar. They don't pop up on IE7. I don't know why they don't work on IE7 and I'm not too worried about it. It still works, it's just not as flashy.

The javascript on the front page is incomplete. If I ever finish it, it will do something cool.
User
molkman said:

And also also, did you know the effect of the buttons on superjer.com dont work on Internet Explorer 7 (the effect when touching a button)?


Do you mean the logo type ones? I've always been confused by the JavaScript that returns zero on the front page... but then you could just say that IE doesn't work. (Joking, when I'm on Windows that's what I use.)
Truck
User
The True You



You want your girlfriend or boyfriend to be more relaxed, calm, and composed.

With respect to money, you spend as little as possible.

You think good luck might come your way, but if it does you'll be so surprised you'll burst out laughing.

The hidden side of your personality tends to be a little selfish. You only do what interests you.

You are tend to think about others' feelings a lot, perhaps because you are so eager to be liked.

When it comes to finding a romantic partner, you don't have any particular type in mind, but you are inclined to look for someone who will say yes when you ask him / her out.

Who's The True You?

http://www.blogthings.com/whosthetrueyouquiz/
Truck
What XXJigsaw23Xx Means



You are incredibly sexy and sensual. You have a naughty vibe that no one can ignore.
You have an unquenchable desire. And you are unrestrained in your passions.
You have a tendency to be unfaithful. Whether you fight it or give in to it is up to you.



You are fair, honest, and logical. You are a natural leader, and people respect you.
You never give up, and you will succeed... even if it takes you a hundred tries.
You are rational enough to see every part of a problem. You are great at giving other people advice.

You tend to be pretty tightly wound. It's easy to get you excited... which can be a good or bad thing.
You have a lot of enthusiasm, but it fades rather quickly. You don't stick with any one thing for very long.
You have the drive to accomplish a lot in a short amount of time. Your biggest problem is making sure you finish the projects you start.

You are deeply philosophical and thoughtful. You tend to analyze every aspect of your life.
You are intuitive, brilliant, and quite introverted. You value your time alone.
Often times, you are grumpy with other people. You don't appreciate them trying to interfere in your affairs.

You are the total package - suave, sexy, smart, and strong.
You have the whole world under your spell, and you can influence almost everyone you know.
You don't always resist your urges to crush the weak. Just remember, they don't have as much going for them as you do.

You are usually the best at everything ... you strive for perfection.
You are confident, authoritative, and aggressive.
You have the classic "Type A" personality.

You are very charming... dangerously so. You have the potential to break a lot of hearts.
You know how what you want, how to get it, and that you will get it.
You have the power to rule the world. Let's hope you're a benevolent dictator!

What's Your Name's Hidden Meaning?

http://www.blogthings.com/whatsyournameshiddenmeaningquiz/
User
SEE! people who havn't seen the movie will like it. so..thats why a mad a comedy for you.which i am actually proud of my myself at actually doing his good with the type of song with a regular movie maker...
Truck
User
Your processor speed, the amount of RAM you have, your graphics card type... Also free HDD space I suppose, but that isn't too important.

Also if you have a lot of other programs running at the same time as CS this could cause problems.
User
i copied the materials folder into the hl2 folder and that got rid of my problem so thanx a lot. i really don't want to be annoying but, it came up with yet another problem, maybe the same type of solution, i don't know...,
"unable to load manifest file 'scripts/surface properties_mainfest.txt'"

i think i tried a notmine file with this and i got the above error.

i can play the actual game but anything that i try to play using the hammer gives me that error.
User
Hi, I play surf maps alot and ive heard that its easier with more fps, is this right? and there was this guide about how to improve it and this is what it says:
in your steam/steamapps/accountname/counter-strike/cstrike/cfg, make a file with notepad and type :
cl_ejectbrass 0
cl_phys_props_enable 0
cl_phys_props_max 0
cl_ragdoll_fade_time 1
cl_ragdoll_physics_enable 0
cl_show_splashes 0
cl_smooth 0
dsp_slow_cpu 1
mat_antialias 0
mat_bumpmap 0
mat_bloom 0
mat_bufferprimitives 1
mat_clipz 0
mat_fastspecular 1
mat_hdr_enabled 0
mat_mipmaptextures 0
r_cheapwaterstart 1
r_cheapwaterend 1
r_drawdetailprops 0
r_dynamic 0
r_lightinterp 0
r_RainSimulate 0
r_shadows 0
rope_smooth 0
fog_enable 0
fog_enable_water_fog 0
gl_clear 0

in it, save it as cs.cfg , then in console type exec cs.cfg.

does this work
User
I'm new to mapping:
I tried the armoury_entity but in the list of weapons to choose from, pistols are not available or knivez, is there some other function to create pistols, did I configure hammer wrong? Something about the config seems wrong to me but I am not sure what correct is.

Configuration: Counter-strike
Game-data files: Halflife-cs.fdg
Texture format and Map-type: Halflife / TFC
Game executable directory: C:\games\Half-Life
Mod directory: none
Game directory: C:\games\Half-Life\valve
RMF directory: C:\Program Files\Valve Hammer Editor\maps
User
I'm new to mapping:
superjer, I tried the armoury_entity but in the list of weapons to choose from, pistols are not available or knivez, is there some other function to create pistols, did I configure hammer wrong? Something about the config seems wrong to me but I am not sure what correct is.

Configuration: Counter-strike
Game-data files: Halflife-cs.fdg
Texture format and Map-type: Halflife / TFC
Game executable directory: C:\games\Half-Life
Mod directory: none
Game directory: C:\games\Half-Life\valve
RMF directory: C:\Program Files\Valve Hammer Editor\maps
User
Well we did get points out of it and its not that hard to type 100 words.i can type about 80 words a min without the actual Keyboard lessons....
User
You could try:

yum list xfce* | less

I'm not sure if debian has yum, or what. Also, type q to exit less.
User
@Rodeo

What happened was that I tried a thousand different ways to change the partitioning of my NTFS C:/ drive that came with the prebuild gateway, on windows itself, so that I could install linux, but instead I ended up grabbing this loose drive I had revolving around and sticking it in as a slave. I made like 4 diffrent partitions of various sizes on the slave, but when I tried to partition the C:/ drive, it wanted to erase it. As we all know, we can't live WITHOUT windows (goddamn microsoft ), so that was a big no-no. As far as I can tell, there isint much way to repartition a hard drive without completely wrecking it first, although I have seen some software that allows you to dynamically partition hard drives, but A) I'm not sure that it'll keep the information, and B) it costs moneys. Plus I think you need to format your hard drive to install it ANYWAY, which kind of defeats the purpose.

@Soop
But your my hero superjer...

Anyway, probablly should have gone there in the first place, but since this is like my main forum (no joke), yeah. Ethernet IS a posibility, its just a total pain in the ass due to it (the computer) being way back in an almost completely inaccessible corner of my basement. Anyway, I'll try burning it to a CD, but I'm not entirely sure that all it needs is the drivers. Is there some kind of commands I can enter to find out the type of x implementation I have? (IE: What version of GNOME/XFCE/whatever?)
User
Quote:
Can I make a trigger_push that pushes you up? I tried adjusting pitch, yaw and roll- nothing worked.


You see where it says Angle? type in 90 there. and that would make you go up...


Quote:

i've had the same problem. so i just gave up, never bothered to ask here. also, i have a problem with pushes, as in whenever i place one, can see it when i try to play the map. that means i cant actually be pushed by it, because its a solid. ideas?


Thats odd
User
NEVER EVER enter the full path for anything in Hammer.

Obviously, other people do not have the same files and folders and driver letters.

You have to enter the relative location of the sound file.

If the file is here:
C:\Half-Life\cstrike\sound\superjer\funsound.wav

Then type just this:
superjer\funsound.wav
User
What did you type in for the sound's location?

It had better not start with D:/

It is supposed to be relative from the ./cstrike/sound/ folder.
User
its just a knife map where u get 35 HP, that way you cant kill anyone with one Slash, but u can kill them with 1 stab

Stab = 65 Damage
Slash = 15 Damage

On the 1HP map people use Slash and not Stab...and 35 they use Stab....

Ye....and on 100 HP You needa Stab someone 2 times....and its not a Type of map, its just a map that someone made called 35_HP or w/e its called...

Maybe you should make a Map with 65 HP....it will be original

Its quite popular and it only consists of two spawns, and a bridge connecting them....thats pretty much the whole map, other then bottem floor which has watter...
User
You two really aren't paying enough attention. The only thing that has been talked about for the past 2 weeks is Find the Hole. Figure it the fuck out, you bastards.

Both of you have to type a 100-word essay on why you're so damn stupid by Monday and post it here or I'll ban you.

You don't need to cite your sources.
Your name doesn't count as words.
This assignment is worth 100 points.
Bonus points will be awarded for each time you make me laugh.


This assignment ONLY applies to Wingus and Dingus here. If anyone else turns in a paper they will lose points.
I know where to typr it in but it does not come up as new texture and I pissed of because have no clue on what to do. ( I know how to get to map properties I type in ''islandsunset'' the what do I do?
User
CS1.6 GunGame Party

Come play GunGame with SuperJer and Pals! For real this time!

When?
SUNDAY, Jan 27, 2008 @ 12 Noon PST (-0800)
(which is 3pm Eastern time, 8pm London time, 9pm Paris time)

Where?
superjer.com:27015 -OR- 29.64.65.41:27015

What do I need?
You need CS1.6 installed, run it, go to the console and type
connect superjer.com
to join the party!

After GunGame, we may play other stuff on CS or HL or ???
User
The files are called ()nynight_??

Weird.

What you need to type is: ()nynight_
User
Make the textures you want in Microsoft Paint and save them as .bmp.
(The BMP image size must be 16x16, 32x32, 64x64, 128x128, or 256x256.)

Now open Wally, go to File--> New.
Type: Half-life Package [wad3](.wad).

Drag you .bmp to the Image List on the left.

Save it in your cstrike directory, and load it just like you loaded the cstrike.wad
Truck
User
For you to know IM Number 2!





IF you were born on the

1st, 10th, 19th, 28th of any month you are number 1.
2nd, 11th, 20th, 29th of any month then you are number 2.
3rd, 12th, 21st, 30th of any month then you are number 3.
4th, 13th, 22nd, 31st of any month then you are Number 4.
5th, 14th, 23rd of any month then you are number 5.
6th, 15th, 24th of any month then you are number 6.
7th, 16th, 25th of any month then you are number 7.
8th, 17th, 26th of any month then you are number 8.
9th, 18th, 27th of any month then you are number 9.


Number 1

You are smart, a straight talker, funny, stubborn,
hardworking, honest,jealous on a competitive basis,
kind hearted, temperamental, friendly,and popular.
You always want to be on the top and most independent.

You are most likely to fall in love at a young age,
but will marry once you mature! You are likely to have
problems with people who have opposite views and you
are most likely to take revenge over your enemies in
a long time basis.

You are a spender, but you will have a good profession
in the future. If you are guy you will be very popular.

You can go anywhere from the local shop to the
heart of the parliament because you are positive
and talented in numerous areas. But in your life you
will always have some people who will work hard to
bring you and your name down.

Because of your intelligence, some might hate you.
You are a pioneer,

independent and original your best match is 4,6,8
while a good match would be with 3,5,7


Number 2

No matter what, every one will love you because you are
ruled by the Moon. You day dream a lot, you have a very
low-self esteem, you need to have a back up for every
move in your life, you are very unpredictable.

You tend to change according to time and circumstances,
selfish, have a very strong sense of musical and
artistic talent and powerful verbal communication.
You can be sweet as an angel and can be ruthless
when double crossed. Some might say you have a
sixth sense. You will become a poet, writer,
an artist or a businessperson. You are not strong
in love, so your relationship will be in disarray
until you settle down.

If you are a girl, you will be responsible for
your family.If you are a man, you tend to get
involve in fights and arguments in the family.

You will sacrifice your life for your family.
You are gentle, intuitive with a broad vision.
You make a well-balanced person.
Your best match is 2, 7,5, and 9 no other people
can put up with you!!!


Number 3

You are hardhearted and selfish most of the time.
You always tend to have lots of problems within your
family in the early stages but you will be able to
cope with everything.

You seem to have your way in everything.

And from birth you would always have to work hard
to achieve anything you want.
You always make a point to set examples on others,
especially the younger ones.
Generally you are not a cool person.

Its not easy dealing with you.
A tough player you are! But once you are comfortable
with someone, it will be a lasting friendship.

You always earn respect from others.
Your like seems to have lots of worries and problems
but they wont be for long. You will have brilliant kids!

You love money a bit too much so temptation will
push you to try endlessly. You will look after your
family and help friends, so you will spend a life time
just being generous and

kind except for men born on the 21st.

You love your freedom, creative and ambitious,
a person who brings beauty, hope and joy to this world!!
Your best match 6 and 9. Good match 1, 3, and 5


Number 4

You are very stubborn, very hard working but unlucky in
important matters in life, very cool and helpful.
You might repel people away from you, you may cause
nuisance to others if you area man,
as you gifted are with understanding other
peoples problems.

If you are a girl, you excel in your studies and arts.
If you are a guy you spend most of your time with
girl friends and you tend to have too much fun with
your mates and girls. Your friends will spend your
time and money and get on with their life and you
will be left empty handed. So be careful! You love
to spend. Your positive side is that you are always
around to help family and friends.

You always fall in love with those younger than you.
You often live with disappointments but you will take
good care of your family. You need to be careful of
people who will take advantage of your kind heart.
And beware of your relationships too. You are radical,
patient, persistent, and a hit old-fashioned;
you live with foundation and order.

Your best match 1, 8. Good match 5, 6, and 7


Number 5

You are very popular and you can get things done only
by talking. Even to your enemies!

You are business-minded and like to do things
spontaneously. You will be famous if you get involved
in any business.

Your friends and families will always ask for your help,
and you are the one actually with the money to help
your friends. You will have more than one relationship,
but when you settle down you tend to be selfish.

You tend to go for other relationships - even if you
are married at times because of your popularity.

You tend to get along easily with anyone because the
numbers is a middle number. You love freedom,
and changes.

You learn your life through your personal experiences.
Your best match 1, 2, Good match 6, 8.


Number 6

Ooopppss.. you were born to enjoy! You dont care
about others. I mean you always wanted to have a
lifetime of enjoyment. You will excel in either
education or business management!

You are talented, kind but with only people
who you think are nice, and popular.
All good things come easily to you.

Your mind and body is just made perfect for love.
You are loveable by any number. But if you are a
number 6 men, you will be involved in more thana few
relationships until you get married.

If you are a girl, most of you will get married or
engaged early. You are a caring person towards your
family and friends. You are a person of compassion,
comfort and fairness, domestic responsibility,
good judgment, and after all you can heal this
worlds wounds to make peace for everyone because
you have the great power and caring talent to take
the world of love further..

Your best match 7, 6, and 9. Good match 4, 5


Number 7

You are realistic, confident, happy, and talented
in education, music, art, singing, and most
importantly in acting.

You also have a bad temper! You value your family
status a lot; you will be in the top rank when
you reach a certain age.

If you are a guy you are popular with girls.
Most of the number 7s face lots of problems with
their married life. Only a few are happy.
You have everything in your life but with worries
throughout your lifetime.

You need to get ready looking for a partner
rather than waiting. If you dont,
then you might end-up being single.
You are born to contribute to everyones joy.
Your best match is 2. Good matches are 1,4


Number 8

You have a very strong personality and people will find
it hard to understand you. You are more likely to
suffer in your younger years. You might be also the one
responsible to look out for your family.

You often suffer all the way through life. You will
learn life in a very practical way. You are the one
who will fight for justice and may even die in
the war too. You are normally very reserved with a
handful of friends and most of the time, live life
alone and always prepared to help others.

However, once you settle down,which is often late,
then your had lucks will disappear.

You will face unexpected problems such as encountering
poisonous animals, and accidents. You are
highly-disciplined, persistence, and courageous,
and it is your strength that will take you to success.

You are a great part of a family team.You are a fighter!

Your Best match are 1, 4, and 8. Good match 5.


Number 9

You guys are the most incompatible people in the world.
You are so strong, physically and mentally.

You often have big-aims. You will work hard and will
think its still hard to get there, even if you
already have gotten there! Normally you suffer in
the early age from family problems and generally
you will have to fight in life.

You are respected by others. You were however very
naughty in your childhood,and often got beaten up by
your parents and had been involved in fights and you
seemed to have suffered lots of injuries.

But when you grow older you become calm and will fall
into the quiet and dignified macho type.

Love is not an easy matter for you. You are however
good in engineering or banking jobs because people
always trust you. Your family life is very good,
but you will always worry over your children.

Your finer qualities are that you are humanitarian,
patient, very wise and compassionate.

You are born to achieve targets and serve every one
equally without any prejudice.

You are a role model for everyone.

Your best match 3, 5,6, and 9. Good match 2
User
Pai hartile fy implica urmatoarele: sa fie simetrica, oarecum mica si sa aiba arme pe jos. Armele sunt entitati pe nume "armoury_entry"; dupa ce le-ai plasat (la fel ca si spawn points, in aer) dai clic dreapta si selectezi properties si selectezi arma care sa apara acolo.

English:

Well fy maps involve next things: being symmetrical, kinda small and weapons being spawned on ground. You can add weapons by creating an entity (armoury_entry); after you placed them(they shouldn't be touching the ground) right click on them and select properties and then the type of weapon to be spawned with it.

I hope I am being useful!

Cheers
User
Hey I didn't just put "BOMB HERE" I put cross hairs and also included hostage points and weapon types because we weren't sure what type of map we wanted...anyway..I also have a map problem:
how can I fix my big ass map that has a really complicated terrain...it exceeds the abilities of the compiler?

pics will come later once I hook up my other computer again
Truck
User
You need the expert FGD to see it (maybe?) or just type it in.

http://www.superjer.com/learn_adv.php
Truck
User
You need to load the correct .WADs in Hammer. They are:

awp_ls.wad (mine)
cstrike.wad (from counter-strike)
cs_bdog.wad (from counter-strike)
liquids.wad (from half-life)
cs_office.wad (from counter-strike)
flasheeelights.wad (mine)
(I found this out by opening the .map file in Notepad, it's right at the top.)

You need to use Textract to extract the textures from the .BSP. I'm not sure which ones are in there, maybe all the ones you need or maybe just the ones that I made.

You need:
1) BSP file, awp_snowsk337.bsp
2) Textract program --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract awp_snowsk337.bsp snowsk337.wad
6) Then use your fresh new .wad

Hope this helps.
User
CS1.6 GunGame Party

Come play GunGame with SuperJer and Pals!

After GunGame we will be playing Find the Hole some more!

When?
Saturday, Jan 19, 2008 @ 12 Noon PST
(which is 3pm Eastern time, 8pm London time, 9pm Paris time)

Where?
superjer.com:27015 -OR- 29.64.65.41:27015

What do I need?
You need CS1.6 installed, run it, go to the console and type
connect superjer.com
to join the party!

After GunGame, we will play find_the_hole on HL1 -- the server will have to be stopped and restarted to change games, and you will need HL1 to play find_the_hole.
User
Maths jokes! I could totally start putting up more of those type but I don't know how happy the rest of the board posters would be...
User
It's OVER!
HL1 'Find the Hole' Party!

Come play SuperJer's new HLDM map with all the cool peeps!

When?
Saturday, Jan 12, 2008 @ 12 Noon PST
(which is 3pm Eastern time, 8pm London time, 9pm Paris time)

Where?
superjer.com:27015 -OR- 29.64.65.41:27015

Who?
SuperJer and friends and YOU!

What do I need?
Just have Half-Life 1 installed, run it, go to the console and type
connect superjer.com
to join the party! You do not need to get the map first.
User
Fun Game!

Type your name in the SEARCH and find out what your Did-You-Mean is!!

Search said:
Results for 'superjer':
Did you mean activism?
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.
User
if you want to add skins to cs 1.6 then goto:

Weapon Models:

C:\Program Files\<Valve>\Steam\steamapps\[USERNAME]\Counter-Strike\models


Player Models:

C:\Program Files\<Valve>\Steam\steamapps\[USERNAME]\Counter-Strike\models\Player\[PLAYER  MODEL TYPE]


Player model types/Folders:
















User
How about extending the points system to the H&M forum?
Stupid questions, or questions that have been asked before, get punished; if you answer them nicely or whatever you gain points... no?

I suppose you could extend that to anything, though, have a 'question' type post where the original truck starter chooses the best reply, and they would get points... or not
User
It lacks images, but looks like a lot of fun.

Yays, I'm green!

And looks like there is no poll function ride now. And maybe you could let people choose an own colour?

Here's an awesome idea for the forum: What about everyone has some troops and you can send them out to other people and if you get lucky and have a certain difference more than the user you sent them to, you can take over that user for some time. But you can't "control" him, it only says like, "taken over by XY" or "XY's territory".

You'd get one troop a day or a week. AND you can choose your type of troops, like, there could be goombas and random video game characters or McDiddy's guys.


EDIT: I just noticed that the "recent post" thing does not appear to be working.
User
You don't want to hide the extensions, you want to show them...

If that still doesn't work try using the command prompt, give the command

CD C:\ZHLT\

then type First_map.bat
If mellow is right, however, it might not have that name... you could always try "First_map.bat.txt" but I don't know how that would work out.
User
Dude if your a real fan of the girly pics send me a personal e-mail and ill let you in on my personal boards were superjer has made me a fancy way to show off over 3300 hand picked pic's of mainly all playboy type photos..its the best on the net !
User
Easy Peasy =D.

Ok first make a Play thingy , a box that says play. High light it with the Selection Tool , the right click and click "Convert To Symbol" Name it Play Button , and choose the "Button" Option from under the name of the symbol. Once your done that , if you test your movie , you can move your mouse on it , you can click it , but nothing will happen. First you need to click on the frame with the play button and type ( In the action script place) "GotoAndStop(frame number with the play button here)". Then once your done that , click on the button , and type in this "GotoAndPlay(The Frame Where The Animation Starts). Once your done that it should work.
If you want the button to look cooler , edit the Play Button , the where the timeline would be , press F6 and erase the colour(not the text) and choose another colour , then press F6 again and delete the colour ( not the text) and double click on the stage. THen when you test it out , when you move the mouse over the button , it will change into a different colour that you chose =) Have fun!
My fingers hurt =(
User
With the brush numbers it tells you go to the button up top that says Map then Go To Brush Number. Type in the numbers it tells you and check em out on the map each individually. Also, when your compiling a map your walls expand a little bit (64 units) so try to make sure that your brushes aren't to close to the skybox or w.e. you have surrounding your map. (I assume you have a giant box since your new to mapping)
User
Nearly brother!!!!!!!!!!!!!!!!! wazzzup??? We had this vietnamise tour guy and he had such a funny accent, everybody laughed and eventually all of the tourists gave him 50 bucks and a t-shirt as a gift!!!!! (our bus ride went from Laos then crossing the border to Vietnam then to Danang city after that we crossed the border to Laos and drived to a resort, overall it took us 14 hours by bus, and i can't believe i can still type on a computer!!!!!!)
User
In wally press file then press new and then select the type as "Half-life Package[wad3](.wad)" then create your new textures and save it
Edit: Nothing
User
In the properties window for any entity you can change the angle. You can click on the circle to set the angle or just type in an angle in degrees.

(When an entity is selected press Alt-Enter to open the properties.)
Truck
User
Alcohol! (particular type)

And we all know how important alcohol is now don't we.
User
Type dust not dust,morning you can type either dust or morning or any other sky name
User
Use a info_bomb_target entity for a bombsite.
To make a sky use a sky texture and go to map properties and go to environment map and type the name of the sky eg:dust,morning
these thred is th3 UBeR d00d?

Mybe W3 shld PLY WC3 oR u shld---


sorry I cant keep that up for long, my hands refuse to type like that...
User
which type of game?!?!?!
User
<s>I don't necessarily talk the most, but I do type a lot.</s>

I don't necessarily talk the most, I've just been around the longest.
User
"Hic" said:
"superjer" said:
"Hic" said:
How do I change the hlrad? Thanks.


Are you using a .bat file to compile your map? Or something else?

If you are using the .bat file then just open it in Notepad and edit the hlrad line. You just need to add -chop 256 to it.

If you are using a different method, look for the chop option, or if it lets you type in options, do.


Thank you very much admin, you've been alot of help to me. I have 1 more question/problem, am I supposed to use to Selection Tool and highlight the map from the top view by holding the top left corner of the map and drag it to the bottom right corner so it creates a dotted square box around my map. And then I press CTRL+M and type in 0.25 for X Y and Z while "scale" is selected? Because I can't seem to decrease the size of my map. Thanks again!


Nevermind dude, I found it. In edit, press Select All. Sorry for double posting and not checking earlier. Thanks again!
User
"superjer" said:
"Hic" said:
How do I change the hlrad? Thanks.


Are you using a .bat file to compile your map? Or something else?

If you are using the .bat file then just open it in Notepad and edit the hlrad line. You just need to add -chop 256 to it.

If you are using a different method, look for the chop option, or if it lets you type in options, do.


Thank you very much admin, you've been alot of help to me. I have 1 more question/problem, am I supposed to use to Selection Tool and highlight the map from the top view by holding the top left corner of the map and drag it to the bottom right corner so it creates a dotted square box around my map. And then I press CTRL+M and type in 0.25 for X Y and Z while "scale" is selected? Because I can't seem to decrease the size of my map. Thanks again!
User
"Hic" said:
How do I change the hlrad? Thanks.


Are you using a .bat file to compile your map? Or something else?

If you are using the .bat file then just open it in Notepad and edit the hlrad line. You just need to add -chop 256 to it.

If you are using a different method, look for the chop option, or if it lets you type in options, do.
User
make sure that you have file extentions enabled, or so that you can see them. If you don't then the actual name of your file is "textfile.bat.txt"
It looks like "textfile.bat" if you don't have the file extentions viewable, and it is still a text file.

So enable the file extentions, and then name it mapname.bat and it should ask you if you are sure you want to change the file type. Answer Yes. This should help.
User
i am sick and tired of noobs trying to use hammer (1.6) for source

Quote:
First of all, I want to inform you why I am writing another sets of tutorials for CS:S. There are already countless tutorials on the internet on the same subject, but what makes these tutorials stand out is that I am going to make you into a good (or even great) mapper. I am going to teach good mapping techniques from the start, so you don't develop bad habits. I am going to infuse you with practical knowledge from the perspective of an experienced mapper. It's not just about the technical aspects of mapping--you can get that from any other counter-strike website. Follow my advice, and I'll save you from regret and massive mistakes in your mapping career.

In addition, I am going to cover the aesthetics aspects of mapping as well as the technical skills. Mapping really should be considered an art form. Simply getting a map to compile and load without error is not sufficient. A serious mapper should set his sights on something more. Not only are we going to discuss gameplay, but we're also going to cover performance optimization and how to make your maps realistic and beautiful. These will be covered in the advanced topics later, but once you mastered them, you're going to impress your friends and clan members to no ends.

So, without further delay, let's get right to it. By the end of this tutorial, you will know how to make a simple room in CS:S. But before we get started, you should already be familiar with the Steam directory structure and know how to work with the CS:S console. If not, I strongly recommend you reading up on the tutorial Configuring Hammer and Working with CS:S Console first.


Quick Tour Of Hammer
Quote:
When Hammer first loads, there is no map open. Go ahead and start a new map by picking "New" under the "File" menu. Once the new file is created, there are two toolbars on the screen--one horizontally on top and one vertically down the left side. You will be using the tools on the left most frequently. The section on the right hand side is mostly for texture and entity selection. We'll cover them one by one in detail later.

Let's tidy up the various tool bars on the screen first. Drag the "VisGroups:" bar all the way to the right side (sometimes it starts out cluttering the screen, depending on the resolution of your monitor), so you'll have more screen real estate for viewing your map. The VIS groups is an organizational tool for map editing. I don't find it particularly useful, and many experienced mappers don't really bother themselves with it either. So let's ignore it for now.

After you've cleaned up your screen a bit, it should look like this:




Quote:
The central part of the screen consists of four different views of your map. The camera view is the most difficult to understand, but it's also the most powerful. Imagine you are actually inside the map, getting a preview of what your map is going to look like once it's done. You can "fly around" in the map using different camera controls, but we won't get into that right now.

The 3D camera view has several options, and you can select them by clicking on the word "camera" in the upper left corner of the grid. I find the "3D Flat" option most practical, but I occasionally use the "3D Textured" view as well. The other options are for specialized mapping tasks. Set it to "3D Flat" for now.

The top (x/y) view is the view of your map from a birds-eye perspective. It's the easiest to work with. Whenever you become disoriented, it's the best place to get you back on track. The side and front views are self-explanatory. They are important because they give you the position of objects along the vertical axis (or the z-axis). The z-axis determines how tall or how high the objects are in your map.


Constructing A Room:
Quote:
After the tedious technical process of configuring Hammer and setting up your editor, this is the moment you have been waiting for. We're going to make your first map. It will not be considered a masterpiece, but it will be your very significant personal milestone.

The first thing you need to do is select the brush constructing tool, also known as the Block Tool. A brush is the term mappers use for a block of solid geometry. It could be a wall, a ceiling, part of a window, or even glass. For now, you can just think of a brush as something solid that the player cannot walk through in the map. The Block Tool is on the left side of the screen, as shown below:




Quote:
With the Block Tool, drag a square-shaped block in the top (x/y) view. Drag out a 256x256 block. Don't make it too big. The dimensions in Hammer is generally bigger than you expect. After you're done, it should look like the screen below:




Quote:
In the side (y/z) view, drag the rectangular shape until the block is 192 unit tall. When the block is 256 unit wide, 256 unit deep, and 192 unit tall, hit Enter to create the block.




Quote:
You're not done yet. The block you just created is completely solid. It's just like the wooden block kids play with. Players and entities cannot exist inside a solid block. So now you need to hollow out the inside of the block to make it into a room.

With your box still selected (the edges of the box in 2D view should be red), press Ctrl-H. A small dialogue box pops up, asking you for the thickness of the wall. As prompted in the dialogue, a negative number will extend the thickness of the wall outward, allowing more space inside the hollowed box itself. I tend to always hollow outward, so type in -32 for the thickness, and press Enter.




Quote:
For future references, the external wall of a map should always be at least 8 unit thick. Anything thinner might cause a problem with leaks. I'll address leaks in another tutorial. For now, -32 units will do the trick.

No, we're not there yet. We still need at least a light entity and a spawn point in the box. These are the minimal requirements for a map to load.
i am new and i need REAL help. i got hammer and made a map like in the guide but when i tried to put the codint in my .bat file it didnt work becausei needed to do somthing but i cant...... here the code ing try and help me
>_< plese help


With Steam
@echo off
hlcsg 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 +map mapname

"C:\Steam" may not be the correct location of Steam on your computer. Make sure you type the correct location on both the lines where it says that. Also replace "EMAIL" with your account name. And if you do not have a "maps" folder, create one.


wolfofwoods (a beginer map maker)
User
Gee. That's too bad. You're weird and you don't know how to type.

I'm going to start a SuperJer.com radio show.
Go to Map>Go to bursh number or whatever it says and type in the brush numbers the .err file gives you.


Truck
User
yea it does. even wen u type something and save it
User
mom calls the husband a "bastard"

and then the dad calls the wife a "bitch"

and billy goes to his mom and says "mom what's a bitch and a bastard?"

and the mom says "well, a bitch is a lady and a bastard is a gentlemen"




and then later billy goes outside and listens to his neighbors, and hears "Put your penis in my vagina!"


So Billy goes to his mom and says "mom whats a penis and vagina?"



His moms says "Well Billy, a penis is a hat and a vagina is a coat"

and then later billy sees his dad shaving and cuts himself and says "shit"


and billy said "Dad, whats shit"

And then his dad says
"Well billy, shit is a type of Shaving cream "


and then billy goes to see his mom cutting the turkey and his mom cuts her finger and says "fuck!"


and then billy says to his mom "Mom whats fuck?"

"Well billy fuck is a way of cutting the turkey"


and Then later the guests arrive and billy goes to them and says


"Hello bitches and bastards, may i take your penis's and vaginas,
my dad's upstairs wiping shit off his face, and my mom is in the kitchen fucking the Turkey"
User
My ass superjer doesn't play runescape.. lol go to rs site and look at highscores... type in superjer. :D
Truck
there are 2 ways
one is the obvious press alt-f4 in game.
the other is much less common and hard to detect.
type kill in the console every other round, but in between those make sure to kill at least 1 teammate. honestly, if you fail to do that you will have to start over/
keep it up for 5 rounds and an amx menu will pop up giving access.


honestly.
Basically you type anything you want about the person above you!
okay, assuming you havnt got it yet, "taking it all out" means that you remove it from the box.

so all you do instead of typing out all of the route (aka c:/blahblahblah) is type the route from sounds/blahblahblah

unless you aready got that...then nevermind.
User
What type of entity is it?

If it's a func_vehicle, did you follow a tutorial? You have to give it path points or something.... I don't really know.
Truck
User
well, i gess i forgot to add the zhlt.wad so i added that into my directory of textures and recompiled and found that the error type thing in my .log wasnt there anymore so i have to wait and see if my map works now.
User
OK i made a really cool map. it took me like 3+hours lol. (i no that really dont seem like much but it is when ur first starting) and when i compiled. well..this is my log.

[code:1]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 de_noname
Entering de_noname.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
Error: Entity 0, Brush 4: outside world(+/-4096): (1008,2032,1052)-(4112,2128,1316)
Error: brush outside world
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

Error: Entity 0, Brush 4: outside world(+/-4096): (992,2016,1056)-(4128,2144,1312)
Error: Entity 0, Brush 4: outside world(+/-4096): (1008,2032,1070)-(4112,2128,1298)
Error: Entity 0, Brush 6: outside world(+/-4096): (3440,2032,732)-(4112,2128,1124)
Error: Entity 0, Brush 6: outside world(+/-4096): (3424,2016,736)-(4128,2144,1120)
Error: Entity 0, Brush 6: outside world(+/-4096): (3440,2032,750)-(4112,2128,1106)
Error: Entity 0, Brush 44: outside world(+/-4096): (1008,2032,668)-(4112,4112,804)
Error: Entity 0, Brush 44: outside world(+/-4096): (1008,2032,668)-(4112,4112,804)
Error: Entity 0, Brush 44: outside world(+/-4096): (992,2016,672)-(4128,4128,800)
Error: Entity 0, Brush 44: outside world(+/-4096): (992,2016,672)-(4128,4128,800)
Error: Entity 0, Brush 44: outside world(+/-4096): (1008,2032,686)-(4112,4112,786)
Error: Entity 0, Brush 44: outside world(+/-4096): (1008,2032,686)-(4112,4112,786)
Error: Entity 0, Brush 45: outside world(+/-4096): (3952,2096,732)-(4112,4112,1316)
Error: Entity 0, Brush 45: outside world(+/-4096): (3952,2096,732)-(4112,4112,1316)
Error: Entity 0, Brush 45: outside world(+/-4096): (3936,2080,736)-(4128,4128,1312)
Error: Entity 0, Brush 45: outside world(+/-4096): (3936,2080,736)-(4128,4128,1312)
Error: Entity 0, Brush 45: outside world(+/-4096): (3952,2096,750)-(4112,4112,1298)
Error: Entity 0, Brush 45: outside world(+/-4096): (3952,2096,750)-(4112,4112,1298)
Error: Entity 0, Brush 46: outside world(+/-4096): (1008,3952,732)-(3984,4112,1316)
Error: Entity 0, Brush 46: outside world(+/-4096): (992,3936,736)-(4000,4128,1312)
Error: Entity 0, Brush 46: outside world(+/-4096): (1008,3952,750)-(3984,4112,1298)
Error: Entity 0, Brush 50: outside world(+/-4096): (-4112,2352,668)-(-3056,2896,804)
Error: Entity 0, Brush 50: outside world(+/-4096): (-4128,2336,672)-(-3040,2912,800)
Error: Entity 0, Brush 50: outside world(+/-4096): (-4112,2352,686)-(-3056,2896,786)
Error: Entity 0, Brush 51: outside world(+/-4096): (-4112,496,668)-(-3056,2384,804)
Error: Entity 0, Brush 51: outside world(+/-4096): (-4128,480,672)-(-3040,2400,800)
Error: Entity 0, Brush 51: outside world(+/-4096): (-4112,496,686)-(-3056,2384,786)
Error: Entity 0, Brush 52: outside world(+/-4096): (-4112,496,732)-(-4016,2384,1316)
Error: Entity 0, Brush 52: outside world(+/-4096): (-4128,480,736)-(-4000,2400,1312)
Error: Entity 0, Brush 52: outside world(+/-4096): (-4112,496,750)-(-4016,2384,1298)
Error: Entity 0, Brush 55: outside world(+/-4096): (-4112,2352,732)-(-4016,2896,1316)
Error: Entity 0, Brush 55: outside world(+/-4096): (-4128,2336,736)-(-4000,2912,1312)
Error: Entity 0, Brush 55: outside world(+/-4096): (-4112,2352,750)-(-4016,2896,1298)
Error: Entity 0, Brush 78: outside world(+/-4096): (-4112,-1552,732)-(-2288,80,868)
Error: Entity 0, Brush 78: outside world(+/-4096): (-4128,-1568,736)-(-2272,96,864)
Error: Entity 0, Brush 78: outside world(+/-4096): (-4112,-1552,750)-(-2288,80,850)
Error: Entity 0, Brush 79: outside world(+/-4096): (-4112,-16,796)-(-2288,80,1252)
Error: Entity 0, Brush 79: outside world(+/-4096): (-4128,-32,800)-(-2272,96,1248)
Error: Entity 0, Brush 79: outside world(+/-4096): (-4112,-16,814)-(-2288,80,1234)
Error: Entity 0, Brush 80: outside world(+/-4096): (-4112,-1488,796)-(-4016,16,1252)
Error: Entity 0, Brush 80: outside world(+/-4096): (-4128,-1504,800)-(-4000,32,1248)
Error: Entity 0, Brush 80: outside world(+/-4096): (-4112,-1488,814)-(-4016,16,1234)
Error: Entity 0, Brush 81: outside world(+/-4096): (-4112,-1552,796)-(-2288,-1456,1252)
Error: Entity 0, Brush 81: outside world(+/-4096): (-4128,-1568,800)-(-2272,-1440,1248)
Error: Entity 0, Brush 81: outside world(+/-4096): (-4112,-1552,814)-(-2288,-1456,1234)
Error: Entity 0, Brush 84: outside world(+/-4096): (-4112,-1552,1180)-(-2288,80,1380)
Error: Entity 0, Brush 84: outside world(+/-4096): (-4128,-1568,1184)-(-2272,96,1376)
Error: Entity 0, Brush 84: outside world(+/-4096): (-4112,-1552,1198)-(-2288,80,1362)
Error: Entity 0, Brush 93: outside world(+/-4096): (-4112,496,1244)-(-3056,2896,1380)
Error: Entity 0, Brush 93: outside world(+/-4096): (-4128,480,1248)-(-3040,2912,1376)
Error: Entity 0, Brush 93: outside world(+/-4096): (-4112,496,1262)-(-3056,2896,1362)
Error: Entity 0, Brush 100: outside world(+/-4096): (1008,2032,1244)-(4112,4112,1380)
Error: Entity 0, Brush 100: outside world(+/-4096): (1008,2032,1244)-(4112,4112,1380)
Error: Entity 0, Brush 100: outside world(+/-4096): (992,2016,1248)-(4128,4128,1376)
Error: Entity 0, Brush 100: outside world(+/-4096): (992,2016,1248)-(4128,4128,1376)
Error: Entity 0, Brush 100: outside world(+/-4096): (1008,2032,1262)-(4112,4112,1362)
Error: Entity 0, Brush 100: outside world(+/-4096): (1008,2032,1262)-(4112,4112,1362)
(0.36 seconds)

----- 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_noname
>> There was a problem compiling the map.
>> Check the file de_noname.log for the cause.

----- 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_noname
>> There was a problem compiling the map.
>> Check the file de_noname.log for the cause.

----- 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 de_noname
>> There was a problem compiling the map.
>> Check the file de_noname.log for the cause.

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



[/code:1]

i mean..i dont have a brush outside of my world. they are all inside. but wait. what do they exactly mean by brush?
User
or here is my log

[code:1]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 aim_box1
Entering aim_box1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

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

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 2 used textures, 100.00 percent of map (3116 textures in wad)

added 4 additional animating textures.
Texture usage is at 0.10 mb (of 4.00 mb MAX)
0.09 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 aim_box1

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 7 (0.00 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.02 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.00 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.05 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 aim_box1
Error: Portal file 'aim_box1.prt' does not exist, cannot vis the map


----- 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 aim_box1
>> There was a problem compiling the map.
>> Check the file aim_box1.log for the cause.

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



[/code:1]
Your map is way to big no one want to run on a big plain maps.Make it smaller.
About your map,To get a sky simply change your box to a sky texture.
By typing for sky in the texture selection.
U will see that the box will turn blue.
Next go to map properties-->environment map(cl_skyname)-->type your sky
Visit this web to look for more sky http://www.vlatitude.com/resources/cs_sky.php

I cant help with the first one ask superjer
Next time use the search button
User
Enter the console and type map your_map_name

Or start a server on a standard map and in console type changelevel your_map_name

If your map is not showing up in the map list it either:
1. Did not get copied to the correct cstrike/maps folder
2. Does not have player starts, or
3. Is corrupted for some other reason (check compile log)
User
yes i've had that problem before and it means that there is a hidden or just a brush outside your world i u cannot find it go to

map>go to brush...> then leave the entity spot blank go to brush and type in the brush number that it says so for instance


see ur compile error and it says entity 0 and brush number? type that brush number into the little box as i said above and select ok...... that should highlight the brush and it should show it on your 3 tiled screen then if it something u need just move it back into the world or delete it .... that should do it
User
im so confused on what to do :confused[code:1]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: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Program Files\Steam\steamapps\sk8r_killa\counter-strike\cstrike\aim_crazyjump234"
Entering C:\Program Files\Steam\steamapps\sk8r_killa\counter-strike\cstrike\aim_crazyjump234.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 ]
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 [ on ] [ 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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)

Using Wadfile: \program files\steam\steamapps\sk8r_killa\counter-strike\cstrike\tswad.wad
- Contains 2 used textures, 10.53 percent of map (29 textures in wad)
Using Wadfile: \program files\steam\steamapps\sk8r_killa\counter-strike\cstrike\torntextures.wad
- Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
- Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
- Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
- Contains 6 used textures, 31.58 percent of map (162 textures in wad)
Using Wadfile: \program files\steam\steamapps\sk8r_killa\counter-strike\cstrike\cs_dust.wad
- Contains 4 used textures, 21.05 percent of map (28 textures in wad)
Using Wadfile: \documents and settings\luca aka ritual\my documents\pldecal.wad
- Contains 1 used texture, 5.26 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\sk8r_killa\counter-strike\cstrike\de_airstrip.wad
- Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: \program files\steam\steamapps\sk8r_killa\counter-strike\cstrike\backslash.wad
- Contains 0 used textures, 0.00 percent of map (15 textures in wad)
Using Wadfile: \documents and settings\luca aka ritual\my documents\internet things\cm_organicwad.wad
- Contains 0 used textures, 0.00 percent of map (63 textures in wad)
Using Wadfile: \documents and settings\luca aka ritual\my documents\internet things\slac_gran_marble.wad
- Contains 0 used textures, 0.00 percent of map (58 textures in wad)
Using Wadfile: \documents and settings\luca aka ritual\my documents\internet things\asmap.wad
- Contains 6 used textures, 31.58 percent of map (108 textures in wad)

Warning: More than 8 wadfiles are in use. (9)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


Texture usage is at 0.82 mb (of 4.00 mb MAX)
0.98 seconds elapsed

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\sk8r_killa\counter-strike\cstrike\aim_crazyjump234"

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: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Program Files\Steam\steamapps\sk8r_killa\counter-strike\cstrike\aim_crazyjump234"

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 ]
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] 7 (0.02 seconds)
Warning: No entities exist in hull 0, no filling performed for this hull
SolidBSP [hull 1] 7 (0.00 seconds)
Warning: No entities exist in hull 1, no filling performed for this hull
SolidBSP [hull 2] 7 (0.00 seconds)
Warning: No entities exist in hull 2, no filling performed for this hull
SolidBSP [hull 3] 7 (0.02 seconds)
Warning: No entities exist in hull 3, no filling performed for this hull
0.19 seconds elapsed

----- END hlbsp -----
[/code:1]
I get the compiling error "Error: Brush type not allowed in entity" I have never seen this before please help thanks :)
"Pepto" said:
I read the tutorial but I still need some help. Please pm me on IRC/AIM.

Aim=airuhn

IRC=Pepto(i'm on gamesurge) In channels #gameplay;#rockout;#longshot.

I know how to make rooms but I need help on how to make text, kind of like on some maps people put "#therechannel" or "http://awebsite.com" or whatever. Also it's my first/second day using hammer so I need a more detailed explanation(step walkthrough) of how to make ladders/doors.

Edit : and how do you make something like a certain weapon map, like people spawn with only a deagle(with full ammo) and armor.

Thanks in advance


To make someone spawn (automaticaly) with a weapon just create an etniy block right click your etniy go to properties>Class and type
game_player_equip the go to Key and value and for the first key type targetname and for the value type round_start then create a new value named weapon_awp for example and for the value just type 1 for example which would be how many of that gun each player(s) will get.

You can also spawn a weapon on the ground create a new etniy go to properties clikc the drop down menu go to Armoury Etniy pick your gun and amount of guns you want to give out to each player and your done.
User
"NatureJay" said:
What I don't get is why porn bot type posters make an attempt to look like they're reacting to something else in the post, with words of encouragement or smiley faces when they're just going to go straight to the cock in a few seconds.


Because of the tiniest sliver of hope that they could trick an admin into thinking they are legit users.

Which is almost virtually impossible.
User
What I don't get is why porn bot type posters make an attempt to look like they're reacting to something else in the post, with words of encouragement or smiley faces when they're just going to go straight to the cock in a few seconds.
Post a picture showing this. (Right-Click on "My Computer" then go to properties"



Then go to Start > Run and type in "dxdiag" and click on the "Display" tab and give me a screen shot of that. Should look similar to...



Just to see if you're sure on what hardware you have installed.

If you're still lagging I would recommend first a Spyware / Adware check. Use Ad-Aware and Spyware Doctor. There are cracks for Spyware Doctor everywhere.

Yeah..if all else fails then go with a reformat, but ONLY if you know how. And don't ask how or you'll get confused.
yes yes and yes.


here...theres one right under ur noes type appendage---


http://www.superjer.com/learn.php


now go away and leave me to my OWN appendages.
User
There are structure member functions in C++?

Why use classes then, other than for inheritance?

One more thing: Why can't you declare strings in header files? Every time I do that in C++, it says that there is not a type called "string". If you can't do that, how do I make an external constant string, for, lets say, the location of a cfg file?
...and then you type in whatever you want.
ctrl+shift+G , type in the number of the brush, go to it, delete it.
User
So can that other log type or what?
User
Finally ordered it today. I made a few changes and additions to your suggestion but it was a good start. The type of RAM you mentioned was out of stock AND worse than other RAM I could afford. Also, there was a much better processor for like 9 dollars more, it was 2.2 instead and basically the same everywhere else. It was AM2 so I'm pretty sure it will fit...
Umm
Hold on.

Go into your config.cfg found in your CSTRIKE folder, and look for this line

"cl_righthand". If it is not there, then add this into it

cl_righthand "1"

If it is there, but it is set to 0, then set it to one. Then join a server and type in console

exec config.cfg
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.
press ctrl + shift + G and type in the brush number, see what the search leads to, delete, and compile again. If it gives you another brush, repeat.
User
Try just Entity 201 and do not type 0 for the brush.

I don't really use the brush-finder-thingy so I don't trust it.

It should also show up in Map->Check for Problems. But that isn't 100% reliable either.

Or you can go look at what's at (-392,174,-3200).

That's 392 inches west, 174 inches north of the center of your map. The coordinates are shown in the status bar in Hammer when you mouseover the 2D windows.
User
"superjer" said:
There is a maximum of 512 brush-entities (entities made out of brushes) and 1024 entities total (including point-entities).

If you get even kind of close to those limits, though, you might crash.

Also, you are not supposed to go above 600-800 world polygons visible at a time while playing in your map. You can check this by using r_speeds in the console, type this:

r_speeds 1

This will show a display including wpolys. If you're wpolys get to high (i.e. over 1000) you should remove brush detail from your map, or break up large areas.


...so what your saying is that there is no brush limit just as long as you cant see over 600 brushes at a time?
User
There is a maximum of 512 brush-entities (entities made out of brushes) and 1024 entities total (including point-entities).

If you get even kind of close to those limits, though, you might crash.

Also, you are not supposed to go above 600-800 world polygons visible at a time while playing in your map. You can check this by using r_speeds in the console, type this:

r_speeds 1

This will show a display including wpolys. If you're wpolys get to high (i.e. over 1000) you should remove brush detail from your map, or break up large areas.
Ever heard of shortcut bro?Well people using computers now days like to type shortcut which is an easier way.But if u want any of us to speak proper english we could.Not that we are not educated.Certainly so if i talk to you now i will speak proper english....lol
User
Well here is an answer to first POST... press CTRL+SHIFT+G, type there your ENTITY nomber 7 .... It will mark, then make it smaller.... You have 10000 ar something.... So you need only 4096, make it much smaller.... Or well it could be, becouse your "entity" is OUT OF WOLRD, well.. to large gone outside from center.... =]
I HOPE I HELPED
User
If you can find a trigger_mp3audio in another map, and copy it into yours, that is good enough.

You don't need the FGD if you can do that.

A cool thing about Hammer is it needs the FGD to list available entities but you can still type in your own stuff if you want.

If you know your mod has a trigger_hot_lesbian_sex entity, then you can just type "trigger_hot_lesbian_sex" in for the entity class and add the keys manually, without an FGD.

The problem I forsee is that Counter-Strike will not understand what a trigger_hot_lesbian_sex is...
Heres how you do it.

Go to your map folder and create a new text.

Type in the text that Superjer gave you into the new text document. Save the file as "YOURMAP.txt" Then rename it as "YOURMAP.res"
User
Any leaks? Leaks are real bad.

Try this too, type r_speeds 1 in the console. This will show you how many polygons are being drawn as you walk through the map.

(Make sure you're using developer 1 as well.)

The wpoly number is what's most important. This is polygons from your map brushes. (w = world). You should try to keep this number under 800 at all times.

The 800 limit is from 1998 though so it is ok to go a bit higher these days. But the engine will start to die if you go too far over, like 1200.

Also check your compile .log for weird warnings. Lot's of things can cause lag.
User
I don't have it typed. Why don't you just watch it and type it down as you go?
Very simple

Create your brush
Press CTRL+T on the brush to open the entity box
Search for or type in func_door.
On the right side of the box is a circle with the word ANGLE above it.
Click the drop-down box, and select UP as your new angle
Change the other settings how you want them, and then there you go.
In most wads, there are included textures that are "water".
Open up the texture browser and type in "water". When the water textures start appearing, look for any of them that have an "!" in front of them. This makes it so it is automatically water when you make your brush.

If none of your brushes have the "!" in front of the name, then there is another way.

Make your water brush.
Press CTRL+T to open the entity box.
Type in func_water in the name field so you can find the entity
Set some of the settings, and then there you go
Truck
User
Yes, use Start->Run and type cmd or command if you don't have Win XP. Click OK.

Then you need to change to the folder that has your bsp and textract. For example, if they are in C:\games\stuff then type:
cd "C:\games\stuff"
and press enter.

Then you can run textract like I said above.
Truck
User
You do not need Steam. Steam actually makes it harder.


You just need:

1) BSP file, like de_inderno.bsp
2) Textract --> http://www.superjer.com/files/textract.zip
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_inferno.bsp de_inferno.wad
6) And press enter

That's it!
User
This Is the tutorial How to make sky ... but i didn't find Toolsskybox
run hammer and open up a recent project. for this tutorial i will use a small open map like so
http://img.photobucket.com/albums/v289/warmoose/basicmap.jpg

firstly we must add extra walls and a roof to our map,
the best way i find to do this is draw up a cube
http://img.photobucket.com/albums/v289/warmoose/createcube.jpg
http://img.photobucket.com/albums/v289/warmoose/fillcube.jpg

now with the cube selected hit ctrl+H which should bring up a small box which is our hollowing options
http://img.photobucket.com/albums/v289/warmoose/hollowcube.jpg
16 is usually a good number for wall thinkness. i did a negative value to hollow outwards.
dont worry, you will see what i mean when u do it.

now with the cube still selected hit ctrl+u. this will un-group the walls of your new cube
click in the bottom side of the cube and hit delete.
http://img.photobucket.com/albums/v289/warmoose/deletefloor.jpg

now we must make sure the sky box has no leaks.
http://img.photobucket.com/albums/v289/warmoose/conskybox.jpg
Go around your map making sure all the walls meet. trust me its very important

now select all 5 walls(including roof) and hit ctrl+g. this will group them all making life a bit easier
http://img.photobucket.com/albums/v289/warmoose/regroup.jpg

Now open the texture browser on the right hand side(default)
and in the filter type toolsskybox (pic below)
Now there should be only one texture showing. double click it.
Now with your "Box" selected, hit the apply texture button

http://img.photobucket.com/albums/v289/warmoose/fullscreen.jpg
the texture browser


now we should have sometihng like this
http://img.photobucket.com/albums/v289/warmoose/skyboxdone.jpg

If your following me so far good job. were nearly done


Now we must choose what we want to sky to look like
reopen the texture browser
and in the filter type skybox/
the / just helps eliminate other thinks which we done want.
now have a look through the sky sets.
Once u have found the one you want take note of its name, good idea to write it down.
you only use one of the 6 as they are called the same thing but with slightly different endings
make sure u leave the ending off eg "sky_day01_03bk" should just be "sky_day01_03"


for the tutorial i will use this texture
http://img.photobucket.com/albums/v289/warmoose/chooseskyset.jpg
(note:you do not need to slelect this texture, just close the browser)


now go to map -> map properties
http://img.photobucket.com/albums/v289/warmoose/mapproperties.jpg

now under skybox texture name enter the skybox name u want
http://img.photobucket.com/albums/v289/warmoose/mappropertiesbox.jpg

hit apply then your done.
save and compile your map

for ingame screen shot purposes i have added player spawn and some light. If u dont know how to do this im sure its covered on another tutorial here

http://img.photobucket.com/albums/v289/warmoose/s0000.jpg
Another matter is the pitch of light_environment. Frequently, beginner mappers set this angle to -90, so the sunlight shines straight down. Lighting in high-noon doesn't provide very interesting shadows. If you pay close attention to de_dust or de_dust2, even though it's set in the afternoon, the pitch of the sunlight isn't exactly perpendicular to the ground. It's slightly off, just enough to create all sorts of beautiful contrasting shadows. We should learn from these official maps when we make our own
Truck
User
1.Also you can use ARMOURY_ENTITY and drop it on player spawn, so when player spawns he "automaticaly" =D takes the weapon (fall on it)
2.You can make AMX plugin for giving weapons code like that:
First you must include fun module, then register the command:

#include <amxmodx>
#include <amxmisc>
#include <fun>

#define PLUGIN "Weapon equip"
#define VERSION "1.0"
#define AUTHOR "GetH!X"


public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("equip_me", "giveWeapon",
ADMIN_CFG, "- equips")
}
public giveWeapon(id) {
give_item(id, "wepon_usp")
give_item(id, "wepon_awp")

}

So when you type in console "equip_me" you will be equiped AWP and USP, you also can register an event, so when freeze time out you will be automaticaly equiped the weapons... =]
User
7)What if i have highspeed dial-up?
Doesn't do crap. It only takes commonly accessed data and stores it on their
servers so it doesn't take as long.

Can I browse the web with my DS?
As of yet, no.



Sonic01864's "How To Set Up A Router"

To set-up the router for use
You need to set a SSID, WEP encrytion to (keep leechers away),
Probably a channel, and type of network. Windows has a set-up wizard
to help you with this but you still need to input the information.

Todo this you access its set-up page by going to 192.168.xx.xx. Fill in
teh xx's with the address given to you in your instruction booklet.

A SSID identifies your network. Its recoomended not to set it as
something obvious but most wireless cards can be set to "ANY"
and will just find it.

WEP encrytion is a set of numbers and letters that is used as
athurization for use of the network.

Channnel is simply what channel it is broadcasted on. 1-12

Type of network is ad-hock or infastructure. You want infastructure.
Adhock is for direct communication between 2 devices.



DUAL SCREEN USAGE

During normal situations the top screen shows the sky and the bottom
screen shows the world. Things, like floating presents and UFOs, can
appear on the top screen. You can use the Slingshot to shoot a rock
straight up and try to hit whatever is up there down.

When your character goes inside a building the top screen goes dark.

When you open your set of menus they take up the entire bottom
screen, and the top screen shows what would have been displayed on
the bottom screen. This allows you to drag items onto your character
using the bottom screen, and then look at what your character looks
like on the top screen, and is rather useful.



MORE CUSTOMIZATION

After you complete your errands for Tom Nook (which basically means you can
really start playing) you are then able to use a free Shirt, Hat, and Umbrella.
You do so by dragging patterns onto the Shirt, Hat, and Umbrella icons. You
can also buy clothes, hats, umbrellas and glasses for yourself. You can also
make patterns to put on your generic cloths, hat, and umbrella.

Your generic hat that you drag patterns on has horns, however the other hats
do not.

Once Tom Nook upgrades his shop into a Nookingtons there will be a salon in
it. In that salon you can get your hair changed (both the style and the color),
based on how you answer a number of questions.

Info here...
http//www.animalxing.com/hairstyles.php

The Able Sisters sell eight patterns, three shirt, one umbrella, and two
special head items a day.
User
-Gulliver
A white pelican. He flies in a UFO, which you can shoot down between
6AM and 12PM on weekdays. When you do he gives you an item. He
is currently the only way we know of to get the Metroid legally.
-Harriet
A pink poodle who runs the beauty shop at Nookingtons. Can be found
at "The Roost" at 11PM. If you become good friends with her (by talking
to her a lot) then she will allow you to get all of the haircuts, not just
your gender's haircuts (so girls can get boy haircuts and boys can get
girl haircuts).
-Joan
A dark brown boar who sells White and Red turnips every Sunday in
the morning.
-K. K. Slider
A white dog, generally accepted as the mascot of Animal Crossing. He
carries a guitar, and appears every saturday night, starting at 730, at
the Cafe' under the museum. Between 8 and 12 PM he will play you a
song, and at the end he will give you a bootleg copy of it.
-Kaitlin
A small skinny yellow kitten who comes to your town if you commonly
use WiFi. She says she's from the town of someone on your friend list
who's added you, and she wants you to take her back to that town.
-Kapp'n
A green cabdriver who takes you to town. It would appear he is a
Kappa, a creature from Japanese mythology that usually appeared
as a turtle-like humanoid beast who lived underwater.
-Kaitie
Same as Katilin, except she's rather plump. It is random which one
comes to your town.
-Katrina
Comes to your town at a random time and offers to tell your fortune
for 100 bells. The fortune heavily effects you for the day, and it can
be good or bad. You can have your fortune "cleansed" for 10k.
-Lyle
Lyle is a gray-blue otter. He is an insurance salesman. He
appears outside your home on the first Saturday after you move
in. He sells 3,000 Accident Insurance. I you buy it then he will
send you 100 bells in the mail when you get stung by a bee.
He returns the following Saturday, selling Damage Insurance.
If bought he will pay you a certain amount of money when you
buy fake paintings from Redd. He also makes you take a
questionnaire. One of the questions is when Redd comes.
The day you give him is the day Redd will appear in your town
from then on.
-Mabel
A dark blue porcupine who runs the Able Sister's clothing shop
with her sister.
-Mr. Resetti
Mr. Resetti is a brown mole who appears when you turn off your
game without saving (aka reseting). Every time you reset he comes
and yells at you. Eventually he will make you type out things, or use
a meter to show how sorry you are.
-Pascal
A beaver who appears on your shoreline at a random time each
week. He gives you a random item when you talk to him, and then
dives into the ocean.
User
hlcsg: Error: Entity 7, Brush 11: SKY brushes not allowed in entity

hlcsg: Error: Brush type not allowed in entity
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem


hlcsg: Error: Entity 7, Brush 13: SKY brushes not allowed in entity

hlcsg: Error: Entity 7, Brush 24: SKY brushes not allowed in entity

hlcsg: Error: Entity 7, Brush 28: SKY brushes not allowed in entity

hlcsg: Error: Entity 7, Brush 31: SKY brushes not allowed in entity

hlcsg: Error: Entity 7, Brush 32: SKY brushes not allowed in entity


lol obviously theres a problem with my sky brush but what can i do to fix it???????/



thanks
User
ok if i make my own texture with paint , or wally if theres a way to type words in it. but say i made like 5 textures , with wally how do i turn all 5
into one .wad and then what do i name it??


thanks
User
"aaronjer" said:
Also, Zhaa...r.. ugh, forget that. Z-man, one does not normally admit that they usually "type with one hand." You're assassinating your character before we even have time to make fun of you. I'd PREFER it if you'd let ME do the insulting, you ass.


I think most people would find your comment towards me rude. But I'm laughing my ass off. Then again, you just called me an ass. So I guess I'm laughing myself off. I admire your sense of humor... or whatever you want to call it. And I'll remember the rules regarding my name and you being the "Insultinator". For now, I have to try to stop laughing. I'm sorry, but having an Admin be solely in charge of insulting people is funny to me.
User
I haven't read the stories because I don't (but can) read things written that poorly. If somebody doesn't put in the effort to actually type then I don't see why I should put in the effort to listen to what they have to say. I also happen to think Homeslice sucks ass, but that's just because my judgements of people are cruel and unfair.

Also, NatureJay, that's funny you should say you can type at 80 wpm when you try too hard... when I'm in the zone that's pretty much exactly what I type. Otherwise I sit around 60 with all kinds of backspacing and shit.

Also, Zhaa...r.. ugh, forget that. Z-man, one does not normally admit that they usually "type with one hand." You're assassinating your character before we even have time to make fun of you. I'd PREFER it if you'd let ME do the insulting, you ass.
User
Conclusion:

To compare my wpm to one of yours; I would still be slower if one of you got an undetectable computer virus where every letter you typed would be deleted one second after you typed it.

Isn't that what Ibbletype.z@mm did back in 2002? Or am I hallucinating viruses again? Damn. Me and my various whatnotted hallucinations. Bleck.


Anyway, my main problem is that my fingers are short, and my palms are huge. So I can't exactly get them to assume the correct keyboard position. One of my fingers ends up trying to go through the one next to it to get to a key. Then, my hands start aching like hell. Well, it's not that they exactly succeed in going through one another. It's more like it feels like I get a needle jammed through it. So I type with one hand just to keep it simple.
User
You know, reading your location, I thought it said "In my lair of convulsions"

If I'm really feelin' it, I can type close to 80 WPM without using alll of my fingers. Unfortunately, I don't usually have the attenion span to type for a minute straight anyway.

Sweet, I just found one of my missing chopsticks! Now to track down the other one... and my press pass... and my digital camera... fuck...

Found my press pass! And my camera! Life is good again.
User
"CornJer" said:
I type at a max of 60 wpm. My usual is about 45-55.

@ Aaron

I CAN TYPE AND YOU KNOW IT NURRRRRR


See? I told you I'm slower than molasses on a cold Alaskan winter's night!
User
I type at a max of 60 wpm. My usual is about 45-55.

@ Aaron

I CAN TYPE AND YOU KNOW IT NURRRRRR
User
"aaronjer" said:
Holy good god. Somebody who can ACTUALLY TYPE posted here? Damn... I've been putting up with Cornell and Smoke for far too long.

Also, the best way to improve typing speed is to try to type things to teammates while playing CS. Either you start typing like a tornado that has somehow gained sentience and a job as a secretary or you get shot in the head. Either way I win. Seriously, I'm going to fire you if you don't start typing faster.



My maximum speed is about 30wpm. But I usually type at around 19 to 23. I get to my max by knowing exactly what I am about to type. Otherwise I'm a slow dumbass. Mostly because I tend to think too much while I'm typing. That, and I usually type with one hand. My hands aren't very cooperative when it comes to fast and controlled movement. I take medication that prevents me from not only diving over to the dumb parents' table who can't keep their damn kids from screaming at the top of their lungs in a restaurant to feed them their own eyes, but it makes me all docile and shakey. I look like a 6'5" human sloth type shakey lemming thing... if that makes sense.

Anyway, thanks for the tip. But I didn't know I was employed. What's my title? How much do I get paid? Should I quit my job at ChiTech? Oh wait, I got fired from there too.
User
Holy good god. Somebody who can ACTUALLY TYPE posted here? Damn... I've been putting up with Cornell and Smoke for far too long.

Also, the best way to improve typing speed is to try to type things to teammates while playing CS. Either you start typing like a tornado that has somehow gained sentience and a job as a secretary or you get shot in the head. Either way I win. Seriously, I'm going to fire you if you don't start typing faster.
User
"Zhaarteth" said:
So, I'm looking forward to any replies to this firetruck.e them unless I' Oh, and by the way; Why is it called "firetruck" instead of-- okay, I previewed it, and it automatically translates. The term that gets omitted could be used for something else, like a type of string. But I guess not many people talk about fabric here. Is there some sort of etymology to the term "firetruck"? I don't think the original term that firetruck replaces is copyrighted or anything. Not a biggie, I'm just curious.


The answer, as far as I figured it, is this....

SuperJer, some of the staff, and few others who've known each other for a long time off line, are big fans of Soul Coughing, and when Mike Doughty (the former lead singer) went off an did some solo stuff after The Cough broke up, there was a strange ritual that he developed for shows that went something like this...

"This is a song.... that was written by a four-year-old.... and it's called 'Firetruck' (begins hammering out choppy, horrible, atonal riffs) FI-RE-TRUCK! FI-RE-TRUCK! FI-RE-TRUCK! (all notes played in ascending strum) Thank you. That was a song written by a four-year-old."

He also made a reference to it in his book of poetry.

His recent music hasn't been as good as his stuff when he was still playing with Soul Coughing, musically or lyrically, but it was always an interesting live recording if you could get ahold of it.
User
I just want to say first off to SuperJer that he freakin' rawks for making such a newbie friendly site! Ive been playing CS for almost a year now and still can't quite get the hang of it. I guess I'm just not that fast. But I would love to learn how to make maps that many will enjoy. Which is why I've joined the forum. I'd love to become an expert at mapping. But, like most else, that'll take a long while. Did I mention I'm a slow learner?

Anyway, to avoid any conflusterbation regarding my SHOW YOUR PICTURE firetruck post, I was tired and wanted to introduce myself. Now that I think of it, the post's timing was a bit off. Along with the fact that I think newbies to the forum weren't really expected to post anything there. But I won't remove them unless I'm requested/required to do so... or unless they're removed for me by Admin.

All of the posts here I've found either extremely amusing or very helpful/informative. So, I'm looking forward to any replies to this firetruck. Oh, and by the way; Why is it called "firetruck" instead of-- okay, I previewed it, and it automatically translates. The term that gets omitted could be used for something else, like a type of string. But I guess not many people talk about fabric here. Is there some sort of etymology to the term "firetruck"? I don't think the original term that firetruck replaces is copyrighted or anything. Not a biggie, I'm just curious.

Well, I'm gonna go fiddle around with Teh Hammre. Hopefully I don't accidently cause a major frackup! It's weird, I can master building a computer with ease. But I can't figure out squat when it comes to games. They're both electronic, shouldn't I be able to do both with the same amount of ease? I would stick with text-based programming, but I'm a terribly slow typer. So it would take me a year to comlete a .bsp file. Again, odd. Since I've been typing since age 7.

I'm sorry. I know I ramble. It happens when I get very appreciative of someone's help. Thanks, SuperJer!
User
Thanks for the help, it worked! But, it said "226" didn't exist but 227 did and i got an error on that one too, so i removed it *It was the ladder*. Now i can play the map and everything, BUT! I still get an error. And it won't teleport me when i walk into the room the teleporter is in as the picture, i have made everything as it should be. "I followed a tutorial". And here's another error, Look what happens:



Oh, and it would be great if you could help me out a little with the coordinates, All surf maps has teleporters, and as you see above mine won't work, it might be something about the coordinates. Mine never seem to work. This is how i do when im testing it (I'm not sure if this is the right way). Here: I create a something with the block tool, i go to "Tools" "Transform" *CTRL + M* i select "Move" then i type in the coordinates. I'm not really sure where to look for the coordinates since there are two places for that, I need some help with finding the right one's.

Wich one is the ones? I'm kinda stupid =S, It should be @-3456, 1920 that one, but when i try it, it goes to a diffrent place.

Or maybe i just missed something in the tutorial.





And here's the text.


----- BEGIN hlcsg -----
*SNIP*
----- END hlcsg -----


----- BEGIN hlbsp -----
*SNIP*
----- END hlbsp -----


----- BEGIN hlvis -----
*SNIP*

Warning: Leaf portals saw into leaf
Problem at portal between leaves 95 and 88:
(-1832.028 -2339.895 64.000)
(-1803.440 -2239.888 167.194)
(-1970.910 -177.802 701.167)
(-2273.574 -64.000 112.787)
(-2296.744 -64.000 64.000)

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


----- BEGIN hlrad -----
*SNIP*

4341 faces
Create Patches : 55071 base patches
0 opaque faces
1087548 square feet [156606976.00 square inches]
44 direct lights

BuildFacelights:
(109.67 seconds)
visibility matrix : 180.8 megs
BuildVisLeafs:
(816.39 seconds)
MakeScales:
Error: Memory allocation failure
Description: The program failled to allocate a block of memory.
Howto Fix: Likely causes are (in order of likeliness) : the partition holding the swapfile is full; swapfile size is smaller than required; memory fragmentation; heap corruption

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


***Well i guess this is it, I don't know what it is since my english ain't that good, i just know what a normal leaf is and i don't think it's that. lol***

Warning: Leaf portals saw into leaf
Problem at portal between leaves 95 and 88:
(-1832.028 -2339.895 64.000)
(-1803.440 -2239.888 167.194)
(-1970.910 -177.802 701.167)
(-2273.574 -64.000 112.787)
(-2296.744 -64.000 64.000)
User
does anyone look in that directory anyways? you should work on being the first page of google.... EVERY TIME no matter what they type in
ex. "search:dogs....= superjer!"
User
Launch HL though steam. Then open the console and type:

map yourmapname

to load it. You might have to enable the console in the keyboard config menu first. Or you might have to go to advanced launch options for HL (right click on Half-Life in your Steam games list) and add -dev -console. That's also a good thing to add in the advanced launch options for CS.
Ive noticed many Half-Life type entities so im guessing you should be able to.
No dont hide the extensions you need them. So uncheck that box so you can see the extensions, When you do that start a new notepad document and rename it <mapname>.bat, It will ask you if you want to change extension click yes and it will turn into an MSDOS prompt, Then right click the file and go to Edit once you have done that type the info in superjer's mapping tutorial it looks something like this:

[code:1]@echo off
hlcsg <mapname>
hlbsp <mapname>
hlvis <mapname>
hlrad <mapname>
copy <mapname>.bsp "C:\Program Files\Valve\Steam\SteamApps\<Steam Account>\condition zero\czero\maps"[/code:1]

Be sure to save your file as a .map and put it in the same file as your compiler. Also be sure to fill in <mapname> with the name of your map and <Steam Account> with your Steam account name.
User
type hud_saytext in console
whenever i type my mesage and press enter it goes away. i cant see anyone elses messages either. i have to use console. any idea how to fix it?
User
"aaronjer" said:
What I was TRYING to say, as Cornell so callously pointed out, is that I want Hunni Bunni to accept my particle.

Shit, did I say that out loud?


No but you did type it.
Truck
User
type it in the address bar
Truck
User
http://eon8theinvestigation.ytmnd.com/
^goto here first
type it in the address bar www(dot)eon8(dot)com
what do yall think about this?
Some of the codes look a little fishy, and it could all be made up, but who knows, wont be long till we find out.
User
Step 1: Go to Notepad
Step 2: Type " Bush hid the facts " ( without quotations. )
Step 3: Save The File as anything
Step 4: Open the File
Step 5: Kill yourself if you cannot read what you have initially written.
User
A real man does not hack shit ..he faces his foes and goes hand to hand..Once again i know im talking to mainly girly men here that just type..BUT for god sake man grow some balls and just confront them and Be a man..and kick some ass..you laddys just kill me with this hack shit ...what are you gonna do if the feds bust you for hacking..and you get some jail time...my advice is ..by the sound of you ..start streching that special spot ..or your really gonna wish you listen to {Homeslice}
Truck
User
ok got it sup....used the other type of vent than supposed to
User
hmmm i created fy_night download from http://rapidshare.de/files/22881577/fy_night.zip.html

peapole saying fy_night is already created. if u have fy_night just rename to another.
this map is big. maybe log can say for u why map is compiled very long about 50 minutes.


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 fy_night
Entering fy_night.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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 [ on ] [ 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]

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

Using Wadfile: \sierra\half-life\cstrike\cstrike.wad
- Contains 5 used textures, 71.43 percent of map (123 textures in wad)
Including Wadfile: \zhlt\zhlt.wad
- Contains 2 used textures, 28.57 percent of map (8 textures in wad)

Texture usage is at 0.14 mb (of 4.00 mb MAX)
0.22 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 fy_night

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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] 438 (0.08 seconds)
BSP generation successful, writing portal file 'fy_night.prt'
SolidBSP [hull 1] 463 (0.13 seconds)
SolidBSP [hull 2] 465 (0.09 seconds)
SolidBSP [hull 3] 470 (0.09 seconds)
0.63 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 fy_night
122 portalleafs
291 numportals

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

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


BasePortalVis:
(0.03 seconds)
LeafThread:
(0.22 seconds)
average leafs visible: 56
g_visdatasize:2026 compressed from 1952
0.27 seconds elapsed

----- 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 fy_night

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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']

2439 faces
Create Patches : 28405 base patches
0 opaque faces
521062 square feet [75033040.00 square inches]
130 direct lights

BuildFacelights:
(30.19 seconds)
visibility matrix : 48.1 megs
BuildVisLeafs:
(222.08 seconds)
MakeScales:
(213.63 seconds)
SwapTransfers:
(1636.31 seconds)
Transfer Lists : 109982618 : 109.98M transfers
Indices : 19319092 : 18.42M bytes
Data : 439930472 : 419.55M bytes
GatherLight:
(751.11 seconds)
FinalLightFace:
(8.03 seconds)
2952.39 seconds elapsed [49m 12s]

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

how long was your longest map compiling?
Go into Hammer, then go "Map-> Go to Brush-> They type in what entity number you have the error to. After that, you can either delete that entity, fix the textures, or that origin may be part of a roationg door that you forgot to add it into, add it in. All your choice.
Ok, I got the map to compile. Now it decides it would be fun to close out RIGHT when I get SOOOO close to relief! SOOOO close. Like, it gets all the way to the end of "PreCaching Resources" and the it closes. What is that?

Here's my ZHLT log, can yall check it to see if any problems occured that I didnt spot?

_______________________----------------------__________________________-
LOG!-----------
-------------------

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 map -nowadtextures
Entering map.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

2 brushes (totalling 13 sides) discarded from clipping hulls
CreateBrush:
(4.39 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(2.34 seconds)

Using Wadfile: \documents and settings\ryan\desktop\halflife.wad
- Contains 70 used textures, 53.03 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\ryan\desktop\mecktex.wad
- Contains 57 used textures, 43.18 percent of map (211 textures in wad)
Using Wadfile: \documents and settings\ryan\desktop\blueville.wad
- Contains 5 used textures, 3.79 percent of map (5 textures in wad)

added 19 additional animating textures.
Texture usage is at 3.94 mb (of 4.00 mb MAX)
7.34 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 map

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
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...3755 (0.33 seconds)
BSP generation successful, writing portal file 'map.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3779 (0.30 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3343 (0.25 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...3947 (0.31 seconds)
5.06 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 map
2264 portalleafs
7051 numportals

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

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


BasePortalVis:
(24.84 seconds)
LeafThread:
(3178.89 seconds)
average leafs visible: 256
g_visdatasize:321792 compressed from 640712
3203.97 seconds elapsed [53m 23s]

----- 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 map -chop 500

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ 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 [ 500.000 ] [ 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']

11094 faces
Create Patches : 14510 base patches
0 opaque faces
899450 square feet [129520936.00 square inches]
349 direct lights

BuildFacelights:
(179.23 seconds)
visibility matrix : 12.6 megs
BuildVisLeafs:
(15.50 seconds)
MakeScales:
(12.89 seconds)
SwapTransfers:
(0.50 seconds)
Transfer Lists : 2312588 : 2.31M transfers
Indices : 2935540 : 2.80M bytes
Data : 9250352 : 8.82M bytes
GatherLight:
Warning: Too many light styles on a face(-821.000000,-4.010000,335.599976)
(0.34 seconds)
FinalLightFace:
(2.08 seconds)
211.19 seconds elapsed [3m 31s]

----- END hlrad -----
Help Please. Here is my Log:
----------------------------------------------------------------------------------
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 map -nowadtextures
Entering map.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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]

2 brushes (totalling 13 sides) discarded from clipping hulls
CreateBrush:
(4.88 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(2.66 seconds)

Using Wadfile: \documents and settings\ryan\desktop\mecktex.wad
- Warning: Larger than expected texture (218412 bytes): 'GP_MENU'
- Contains 62 used textures, 45.26 percent of map (212 textures in wad)
Using Wadfile: \documents and settings\ryan\desktop\cs mapping\halflife.wad
- Contains 75 used textures, 54.74 percent of map (3124 textures in wad)

added 21 additional animating textures.
Error: File read failure

----- 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 map
>> There was a problem compiling the map.
>> Check the file map.log for the cause.

----- 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 map
>> There was a problem compiling the map.
>> Check the file map.log for the cause.

----- 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 map
>> There was a problem compiling the map.
>> Check the file map.log for the cause.

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

-------------------------------------------------------------------------------








Someone please help. How do I fix this error, I can noramlly solve this stuff but this one has me stumped. Anyone with prior experience with this problem please reply.
Or use a different entity and press "alt+tab" on it and type in "info_player_deathmatch" where the scroll down box is. If no values like "name" show up..then its gone >>
User
This is all I could find on Mr. Ribbon... it seems he's very secretive with his information, even though he said he'd release everything in his auto-bio. I think he has brain issues. The only reason I'm even posting this is because Cammi seems to have locked him out of the Server somehow... while funny it is also *VERY* annoying, Cammi, that you would undermine my authority. (You could have just asked me to ban him, I hate him too you know! *cry*)


[Mr. Ribbon pictured in his classic fall and spring outfits, the clone on the right was shot and recycled as kibbles and bits moments after this picture was taken.]

Name: Real Name Confidential
Callsign: Mr. Ribbon, aka Ribbers
Gender: Male
Nationality: Unknown European
Birthdate: mid 1980's
Age: approx. 21
Blood type: O
Height: 1.93 m (6' 4")
Weight: 86.18 kg (190 lb)
Fighting Style: Unknown, variable, very reactive and adaptable
Occupation: Vagrant
Hobbies: Battling JMD for superiority, harming Cammi Falls, finding ways to ressurect himself.

Ribbon styles himself as the True Leader of Red Team in exile, while the Pole-Socking administration has decreed he is unfit as a Captain and as a Pole-Socking player in general. His violent and brutal fighting style brought considerable shame on the old Ministry of Pole-Socking, and is part of the reason they were disbanded. To keep the league from being shut down completely, Ribbon was disbarred and unceremoniously dumped in a river (by JMD, via helicopter). Since then he has repeatedly whined a lot, and thrown tantrums in the public spectators lounge. After the injury of 3 security guards and the death of 1 particularly nosey reporter (watch yourself around him, Elenkos!) he was black listed from the entire institution. He is now kept at a distance of no less than 30 miles from all Pole-Socking related events by snipers and automated surface-to-air missile launchers.

Disturbing rumors arise however that Ribbon plans to assassinate Cammi Falls, for he believes she is somehow at fault for his excommunication. Even wilder rumors suggest he believes killing Cammi will somehow reinstate him as Red Team's Leader. However, no longer a rumor due to recent vidoe footage by Pole-Socking Administration spies, we now know Ribbon is massing a large military force in an underground space station laboratory on the moon. His forces consist of mostly convicted felons: murderers, kidnappers, and rapists... all believed to be heavily armed and armored with direct neural mind-control links hooked up to Ribbon's massive Supercomputer and/or Weather Changing device. It seems Ribbon found an outstanding deal on excess inmates in for life or on death row. It is not a comforting thought that they are now mindless cyborg zombies under a true maniac's control.

That's all I got, I wonder what he plans to do with all those soldiers? I bet he's just using them to defend his moon palace... the sly old fox.

Name: Ilor
Callsign: Blue Leader / Player #1
Gender: Male
Nationality: Cascadian
Birthdate: NOW BITCHES!
Age: 20 something
Blood type: C+
Height: 1.82 m (6 ft )
Weight: 78 kg (172 ninja lbs)
Fighting Style: Ninjutsu (Mugen Tenshin Style)
Occupation: Bum, Rogue Ninja Instructor
Hobbies: Mountain climbing, fishing, breaking beer bottles, complaining.

Bio:
Born to become the 18th Master of the Mugen Tenshin Ninja Clan and heir to the Ninja Burger Franchise, Ilor was shortchanged by the nefarious Evil Co. and their head International Super Spy, Eva.

Rending his dreams into so much shredded-wheat, Ilor swore revenge, and struck back at Evil Co. with the help of his ninja comrades. It was during his counterstrike at Evil Co.

Name: Cammi Falls
Callsign: Red Leader
Gender: Female
Nationality: Cascadian
Birthdate: April 17th
Age: 20
Blood type: B-
Height: 1.63 m (5 ft 4 in)
Weight: 50 kg (110 lbs)
Measurements
User
"RuSs" said:
Just rename your mapname.bsp file to mapname.map

HAHHAHAHAHAHHAHAHAHA
ur funny...
try that???
u get a WRONG file type and u will never be able to open it in Valve hammer Editor
User
dont i have to type the directory it should go to if its rigth user and pass??

jus tto tell
"brukernavn" mean username in norwegian
"bruger" is user in dannish or something :P
Well, the way I used to do waypoints is to type "status" in console and it gives you a list of X/Y coordinates. If you have amx/amxx installed then you can use the Teleport menu to easily get X/Y coordinates..

At least I thinks thats how I did them..
Truck
User
"index.php" said:

<form action=sub.php method=post>
<input type=text name=comments>
<input type=submit value='Click Me'>
</form>



"sub.php" said:

<?

echo $_POST['comments'];

?>

Truck
HMM....I have a whole bunch that r outta my halflife folder ie. decals.wad graphics.wad and so on but i found out that the only textures that show up in nemaps i make are the cs ones like if u click brose and then type"cs" so im not sure that will help u fix my problem
User
"Tater Salad" said:
For my first BIG map, I shall make cs_mcdiddys. It will feature:
>A Pimpmobile
>Possible McDiddy's skins
>CT's starting off in a de_dust-type place
>T's starting off in McDiddy's
>Several more features!


A PIMPMOBILE!!!!!!!!!!!!
WHY DIDENT I THINK OF THAT!!!!
THATS INSANELY SWEET!!!!!!!!!!1
User
Hmm... you guys really are a pain saying that you cant get macromedia flash mx 2004.. .. I have it and always had it for free just download limewire www.limewire.com and after you do install limewire.. goto programs and type in Flash MX 2004

http://i1.tinypic.com/ojdvzk

Get that one Then extract files to somewhere convienient like desktop then you will probley get a folder with a readme file and then follow the instrustions from there...

Yes i know thats illegal and stuff but with good reason for some people to be able to make flashes without having to pay 400 dollars or use some other crappy flashmaker thats not as good as Macromedia.

Please dont kick me out of the forum i just wanted to help people.

DISCLAIMER: I will not be held responsible if you get any viruses from limewire. Which ive had it for 3 years and still havent gotten one
User
www.buybuybuy.com is the best place for all your buying needs!!! There, we have a grand selection of things to buy.

Come to buybuybuy.com today!!!


Thats what an adbot types.


Is that what you asked?

I have no idea. You said something about bots, to b-rebel, to the coming "apocalyps", whatever that is.

Point is, you really should type better, less cryptic, and more grammicly correct.
Truck
User
For the record, sups,
I think that most people type
'b' with their left hands.

I only mention this 'cause
your haiku above was broke.
User
For my first BIG map, I shall make cs_mcdiddys. It will feature:
>A Pimpmobile
>Possible McDiddy's skins
>CT's starting off in a de_dust-type place
>T's starting off in McDiddy's
>Several more features!
User
User
Here you go guys. I have gotten NOTHING but positive [+] feedback on this. This is what everyone wants to do with their Christmas lights. This video reminds me so much of Animusic. Click here to watch!
Truck
User
im just after makin my second map it is a fun mape with a maze but if you stack you can get on top.

oh how do i convert the map to .bsp as i can't run the map cus it is the wrong file type or somfin

i could send the map to someone if they want to fix it for me as i am a useless student that is quite busy at the minuite
User
but i never think before i type ...its unlogical
User
WOW
eh hmm k this ain't that type of forum lady try face party or somethin
http://waystedyouth.com/main/images/fotos/rocks.jpg
(not me b-rebel) banbridge
i live in Miltown
User
well in future think b4 u type
User
Like I said, I don't really expect anyone to get it, except maybe Carl, since he's the literary type. But the good news is that it secretes 99% pure enjoyment regardless of whether you understand it.

And my avatar is The Flaming Carrot. I thought that was obvious to everyone.
hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2 -nowadtextures -wadautodetect
Entering Carrollville_b6_v2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

8 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
(7.28 seconds)
SetModelCenters:
(0.02 seconds)
CSGBrush:
(3.80 seconds)

Using Wadfile: \\ryster\carrolville\wads\mecklenburg_final.wad
- Warning: Larger than expected texture (218412 bytes): 'GP_MENU'
- Contains 119 used textures, 87.50 percent of map (384 textures in wad)
Using Wadfile: \\ryster\carrolville\wads\gp_711textures.wad
- Contains 8 used textures, 5.88 percent of map (24 textures in wad)
Using Wadfile: \\ryster\carrolville\wads\gp_innouttextures.wad
- Contains 7 used textures, 5.15 percent of map (16 textures in wad)

added 3 additional animating textures.
Warning: ::FindTexture() texture GP_TILE not found!
Warning: ::FindTexture() texture GP_GRASS not found!
Warning: ::LoadLump() texture GP_GRASS not found!
Warning: ::LoadLump() texture GP_TILE not found!
Error: File read failure

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



hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2
>> There was a problem compiling the map.
>> Check the file Carrollville_b6_v2.log for the cause.

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



hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2
>> There was a problem compiling the map.
>> Check the file Carrollville_b6_v2.log for the cause.

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



hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2 -chop 10000 -lightdata 10000
>> There was a problem compiling the map.
>> Check the file Carrollville_b6_v2.log for the cause.

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



log after removing gp_menu
I get an error when compiling my map. hlcsg: Error: File read failure


here's my log hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2 -nowadtextures -wadautodetect
Entering Carrollville_b6_v2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
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
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

8 brushes (totalling 48 sides) discarded from clipping hulls
CreateBrush:
(6.25 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(4.55 seconds)

Using Wadfile: \documents and settings\admin\desktop\carrolville\wads\mecklenburg_final.wad
- Warning: Larger than expected texture (218412 bytes): 'GP_MENU'
- Contains 119 used textures, 87.50 percent of map (384 textures in wad)
Using Wadfile: \documents and settings\admin\desktop\carrolville\wads\gopederickhouse.wad
- Contains 2 used textures, 1.47 percent of map (27 textures in wad)
Using Wadfile: \documents and settings\admin\desktop\carrolville\wads\gp_711textures.wad
- Contains 8 used textures, 5.88 percent of map (24 textures in wad)
Using Wadfile: \documents and settings\admin\desktop\carrolville\wads\gp_innouttextures.wad
- Contains 7 used textures, 5.15 percent of map (16 textures in wad)

added 3 additional animating textures.
Error: File read failure

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



hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2
>> There was a problem compiling the map.
>> Check the file Carrollville_b6_v2.log for the cause.

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



hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2
>> There was a problem compiling the map.
>> Check the file Carrollville_b6_v2.log for the cause.

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



hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
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 Carrollville_b6_v2 -chop 10000 -lightdata 10000
>> There was a problem compiling the map.
>> Check the file Carrollville_b6_v2.log for the cause.

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



anyone know the problem?
User
Shogun cant type.
User
ok ill shutup so u can post to all topics and ....blah no more energy to type
User
How many times have you seen one of those things where it has the kitten, and the brown dudes, and it says:

"Every time you (do something), god kills a kitten, please

If you had, then today is YOUR LUCKY DAY!!!!

This time you will learn how to make one yourself, and perhaps fill the internet with even MORE useless crap!!!!!

How to make your own "think of the kittens" picture:

1) First you need a basic picture, with the traditonal kitty on it.

Here is the picture with the banner:


Or, if you are looking for one without the banner, then look no more!



2) Open up any image editor, even paint will work, but you preferably want Photoshop...

3) Download the picture and open it up in the image editor.

Why am I even telling you this? Unless you have Borderline Down Syndrome, I think you can do this yourself

4) Where the banner is, make a text box, and type in the words "Every time you".

Next, type in any verb, or action that you want. Example

"Every time you skip school,"
"Every time you look at pornagraphy,"
"Every time you...ect"

(obviously more witty then that, but you get the idea.

Get it?

Preferably you want the words to be white and the text box itself to be black, but whatever floats your boat is fine...

5) This is the fun part.

Now, whatever you want to chase the kitten, simply photoshop into the background.

If you dont have photoshop, or are too lazy to do it, tisk tisk,

Use the standerd domo-kun picture to place the text into.



6) Now save, upload to www.imageshack.us, and reply here to show us your work!!!

Here are some I found on the web:







Unfortunately, noone is very willing to use Photoshop these days, so you will more often see pictures with Domo-Kun, rather then something else...

But be creative!!!!


BTW what the hell is Domo-kun anyway???
User
there is nothing wrong with googlein i always look for ramdon images and most bring up porn e.g.type in qwerty in image search and there are 3 people in ttights doin strange things
Truck
User
AJ you fuckweed,
you just don't understand them,
TYPE THEM YOURSELF, SEE.
Truck
User
WARNING: This is it,
the best haikus ever, dudes,
just type them yourself:


Cedar tree freezes~
extra dread weaves a sad tread~
deaf car swats a deer!

No poop on my bum,
Jumpin' nimbly upon bomb,
Look up, moon poppin'?
Truck
User
I think MCHammer is OK. I like the song Cant Touch This, a bit. But his songs arnt really my type.

Greenday Rules
User
but they are widely accepted, and they were created for a reason - to condense the words so you can fit more in a sms, or type quicker in a chat room
Truck
User
you even said that mature ppl swear, so that must mean that you do think that.

I never said i was good at spelling. most normal ppl misspell things alot. i dont realy read much, write, or type very much, so I'm not going to have the best grammar in the world. it's not like you couldn't understand me.

PS. the "inverted commas" are called quotation marks. the reason i put one in was just a typo. please stop correcting me.
Truck
These are the normal tools I use to mod a PC case:

Stapleater
Compressorizer and
Destapleater

Also, for heavy duty work I use:
One of these

Also, I find that the following website has many usefull case-modding tips and walkthroughs:
www.wild.com

Please note that altough the preceeding word is not actually a link, clicking on it would result in a perminant ban from Superjer.com, Superwebjer.net, supernet.org, and all members of the superjer.com network if it was.

The following is a picture of my case:

This is NOT a picture of a panda bear.
User
"molkman" said:
"dburnell01" said:


soooo many icons ... omg. I'll jump off a cliff!


ya, i know.... what happens is that everything i download ends up on my desktop for some reason

Like bananas desk. How doyou get that text type on there anyway?
User
didnt you guys have a shop type thing were we could by stuff that had to do with ur site?
User
one would think that a log with the skills to type wouldn't get confused.
Truck
User
Smoke, I'm giving you one chance to type the right number, and that was it.

As punishment, I've randomly selected a few forum members to have their titles changed.

771... bastards.
User
for the cleanfreak thingy:

this is my new one: NO icons JUST quicklaunch AND the cool thingies at the bottom right corner with the "adresse" you can quickly type in an url and surf through the internet, the "downloads" are my downloads, such as trackmania maps or supercool wallpapers, the "FILES" button, opens a quicklaunch bar where I can access to my flash movies my handdrawn comics and stuff. yay.
AND: I've drawn the wallpaper myself
Truck
User
How could a typing log invite a typing log when logs don't type???
Truck
Well for the win means you type something that will win....
828
User
I have some links I use on a "moderate" basis at the top of the start bar over a divider (there's about 4 of those proggies). For all games or for folders that are deep inside a directory that I want to get to fast, but not often, I put shortcuts of those games and folders inside my System32 folder so I can access them through start->run with keywords. For example, when I want to launch Steam, I just hit Windows Key (the one in between ctrl and alt on the left-hand side of the keyboard)->r and then type steam and hit enter, then Steam loads. Same for the cstrike folder which is annoying to find my way to normally.

Clean desktops and a good organizational structure is the way to go! :D
Truck
Depends on your choice of guns, type of map, and type of situations you like.
User
*throws a type writer at shotgun*
User
21, easy to type.


men or girls?
User
when did grammer ever really matter on forums. the only thing that matters is getting your point across, fuckheads. Hell I know alot of people that type to fast and screw up sometimes, and then there are times when people forget how to spell things. Frankly I'm getting sick of hearing about all this grammer check. just stop already there's no point it's just annoying.
User
OMGitalian sports cars are cool tooOMG
what you want is a V12 Mustang or a TVR tuscan yum yum
OR a Honda Civic type R
what age do you have to be in america to drive over here it's 17

YAY im GETTIN
User
ok this game is kinda dumb.

what you got to do is type a creative way to assult the person who posted be for you. like if it was superjer came before me i might type *smashes face in with brick* or something like that.


ok hit me!
"NatureJay" said:
Huh, that's interesting, you're turning the spades into a public voting type thing? Sort of an interesting twist, I figured it was going to be a sort of anonymous thing, but now it's more a public flogging format. Fitting, since I pretty much wrote that one to piss someone off.

What about cherries? I seem to remember something about cherries along the way, or did those turn into ban privileges? Or am I just horribly delusional yet again?


Horribly dulsional!
User
Huh, that's interesting, you're turning the spades into a public voting type thing? Sort of an interesting twist, I figured it was going to be a sort of anonymous thing, but now it's more a public flogging format. Fitting, since I pretty much wrote that one to piss someone off.

What about cherries? I seem to remember something about cherries along the way, or did those turn into ban privileges? Or am I just horribly delusional yet again?
SO!!! Maybe I am....but how to logs type?
User
So, who is up for a new pole-socking tournament? We'll need at least three members on each team, and you all have to have your own mallets. NO SHARING MALLETS. We won't need uniforms or anything but we should at least have a shirts and skins type of thing going on. I'll see if I can get the good Dr. Crytax in here to write up the team roster again.

I've come up with a few new rules to take care of some of the problems in the last game.

1: No more steel toed shoes or cleats of ANY kind.
2: When guarding your home pole, you are NOT allowed to step away from the "proximity" line.
3: Ilor is off the team.
4: If you perform a class A or S sock on a home pole, both teams must wait one minute before socking either home pole.
5: In the case that an f4 or f5 tornado forms on the socking field, you are allowed to move outside of your boundary zone to avoid certain death.
6: Ilor is not allowed to rejoin ANY pole-socking team in ANY league administrated by SuperJer.com.
7: NO MORE DUNE BUGGIES. They are WAY to expensive to clean up after a succesful triple socking run.
8: Heatseeking mallets are no longer allowed.
9: Renting mallets can only be authorized by me. If you are using an unauthorized mallet you will be penalized or discarded.
10: Flying? Will you build me a pole-socking hall of fame building? It needs to have at least twelve spotlights, and 8 inch concrete walls. If you could put in EZ access revolving doors, I'd much appreciate it. Make sure that the self destruct sequence is at least 50 digits long, I wouldn't want the T's to blow it up while anyone is still in the building. Also, make sure to put in at least 2 miles of tunnel mazes, with ladder traps and auto turrets. Thanks Flying!

Red Team

1. Mr. Ribbon
2. ???
3. ???

Blue Team

1. Jet Monkey Duo
2. ???
3. ???