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Posts written by Pe$T_C0nTr0L:



the error still comes up

(Click for image) 32 payers

(Click for image) 32 players

(Click for image) 14 players

almost all of the team dies at the round start

and i know how it looks like NO they are NOT connecting with any brush they die at random. some times they spawn on top of eachother. as if there where 10 player spawns in the same place (there aren't, only 1 player spawn in 1 place , im not a total noob so don't treat me like one)
i have a little problem, its a big problem actually
when there are more then 7 players on each team something happens with the spawn points, players at the start of the round spawn dead
and when there are a lot of players, like 20+ then something very strange happens. players spawn on top of each other-- all dead -- and there are about 40 to 50 dead bodies on the ground

i checked my spawn points, i deleted them all, remade them but still the problem persists
my player spawns are of the ground , and thy are another player start away from eachother, there not to close to any brush or weapon .. the dead spawning thing seems to be totally random i cant see any system in it random players spawn dead at random spawn points
i don't have any clue how to fix it
Truck
OK i fixed my problem
i kind of cheated to make that distortion disappear , i only have a light_environment in my map, i realized that the "black spot" is a shadow put there by error of the compilers . so i went in my light_environment's properties and set the "shadow" properties .. color to white and the last number -- i think its the brightness -
to 800 and then the shadow disappeared , of course there are no shadows in my map now .
i didn't have to much shadows anyway , because the light is coming from 90 degrees so everything is solved
Truck
yes but light won't help it .. its like the texture its self is darkened about 5-6 shades
cause the other identical part is just fine .. i ill try deleting it and remaking it .. maybe move the textures .. an hopefully it will be ok
Truck
can anyone help me .. any ideas what can fix it ?? i will try anything
Truck
Yes it does
Truck
NOO ! i have a light_environment and a skybrush just a few meters from it. but there is an identical part of the map on the other side of my map and its just fine , as shown on the second picture
and it wasn't like that before


any ideas ?
Truck
i complied my map .. i was almost done then i saw this in the game
http://www.imagecross.com/01/image-hosting-view-08.php?id=9270WHY.jpg

this is the only part that has this strange tone change
there is an identical part on the other side and it looks normal
http://www.imagecross.com/01/image-hosting-view-08.php?id=2741WHY2.jpg

pls if any knows why this happened the help me fix it
so i made a transparent texture with wally . it works just fine. but i have this 1 problem. i applyed the texture to box shaped thing from the outside it looks good .. but when you look closer its really strange .. because from some perspectives its stransparent in places it shouldn't be
i can't really explain it . i will uplode pictures when i get home i just don't know how to construct the brush to make it look good
for cs 1.6
but i allready found out how to do it
all you have to do is download the image files , there are 3 files "skin" "finger" and "glove"
and then open up Hlmv and load the weapons .mdl file, it needs to be the v_weaponname.mdl
then just go to the "textures" tab and select the glove textures then use the "import" button to replace all of the 3 textures, save it and you have a new glove to your weapon. this has to be done with every single weapon separatly
first tutorial i wrote
i downloaded skins before most of them worked. i tried to download a skin for hands but it only has image files someone told me to use hlmv but i really don't get it
if someone knows how to make skins for hands to work then help me out
i made a chain link fence and a ladder texture, much work in that one, but how do i make it transparent? i made the part i want transparent blue, and there is "{" in front o its name, but what do i do after that? pls help. i can't' finish my map without these textures
ok i will try now
Truck
ok thx
Truck
i want to make an elevator
but i don't know how to make it,
i tried making a func_door activated by a button, but it only went as high as its own length. i tried making a func_train activated by a button, but i couldn't get it to work as i wanted to, and if i put a button in the elevator it won't move at all, how could i make an elevator that has a button inside? i saw a tutorial but in the tutorial the guy had a newer version of hammer
help someone
yes i checked and double checked for wall-entities
and yes i have 2 half 20 sided cylinders as the 2 side walls. why would carving cause an error ??? i made a cylinder hollowed it out and cut it in half. and then put it next to a normal wall and carved the edges of the cylinder so they go together
will try the skybox thing just to compile it for now, and if it doesn't compile then that means that something else is causing the leak error, right ?
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 fy_biggy
Entering fy_biggy.map

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

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

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

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

Including Wadfile: \cs 16\cstrike\zhlt.wad
- Contains 3 used textures, 75.00 percent of map (7 textures in wad)
Using Wadfile: \cstrike 1.6v32\cstrike\cstrike.wad
- Contains 1 used texture, 25.00 percent of map (123 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.05 mb (of 4.00 mb MAX)
0.63 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 fy_biggy

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

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 0,-896,-400)
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

0.39 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 fy_biggy
>> There was a problem compiling the map.
>> Check the file fy_biggy.log for the cause.

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

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


i have a leak somewhere but i can't find it

pls can someone help i tried loading the pointfile and finding the leak but ive been doing it for the last 2 hours and still can't find it
pls if you download just tell me where the leak is and i will fix it

http://www.2shared.com/file/3651580/72176651/fy_biggy.html
its a small map , so theres not much surface to search
brush = object , a rectangle , whatever
yes texture lock ( tl button on the top middle of the screen )
is very useful , but texture lock alone can't put your textures into the right place , you move the textures to the right place, and activate tl and then you can move objects around freely

Edit:texture lock locks textures in there place so they won't move
OMG im so retarded i always mixed that up
shift+a not ctrl+a sry
yes ! press SHIFT + a . a window will appear , to move the texture you need to use the X ,Y value in the top right corner . you can also use fit , this will make the texture the same size as your brush , and also you can scale down the textures for yourself with the values in the top left corner .
Edit : also if you use selection tool you can select only 1 face not the whole brush
well i think you didn't do it right , there still are brushes outside or to close to the edge , make sure that no brushes are close to that space that is only black with no grids .
if your brushes are close to the edge then you get the same error .
they shouldn't be toughing the edge in all 4 views
it means that some of your brushes are at the edge of the space where you can build your map . you must move all brushes away from the edge of the grid . just select the whole thing by dragging a box around them with selection tool , and move it to the middle
Truck
lol ok , good to know , i would have never figured it out if it would have happened . thnx a lot for your help , all i got to do now is to learn how to use milkshape
you downloaded de_dust2.rmf ?? from where ?? pls tell me !
Truck
thanks im gonna try out that program later

oh and 4 yeah i knew that would be the answer , but im gonna surround it with a clip textured-brush i think its easier then making an entity .
but how do you know stuff , you help out a lot and you don't have hammer on your computer ? did you ever use it ?
hee i had that problem and i had a sound selected form my cstrike/sound/ambiance folder , and i got that error
well i was thinking he is looking in his point entity list .
Jacob said:

it goes from env_ to game_

but i have no func_


if it goes from env to game then he is looking in his point entity list right ?
so i thought he was looking in the wrong spot , so even if he had installed expert.fgd he wouldn't have found it . but maybe im wrong , lol i don't really know im still a noob at this . im just trying to help , begginer always says to give as mutch info to newbies as you can and really precise instructions to make shure the don't fuck something up .
also this part is a problem :

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: \program files\valve\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)

Warning: ::FindTexture() texture BLACK not found!
Warning: ::LoadLump() texture BLACK not found!
Texture usage is at 0.00 mb (of 4.00 mb MAX)

your textures doesn't work , maybe thats why its black
i don't really know
yes but even if he makes expert.fgd work , if he looks in the point entity list they won't be there he has to know where to look
Truck
well you weren't much of a help
everything that starts with func_ is a brush entity .
make a brush and press control + t and they should be there .
Truck
Come ON! no1 knows anything about models ?

pls help me out !
ill look for tutorials , but i rarely don't understand most tutorials . because the guy who writes it knows stuff inside-out , but i don't so i don't usually understand what hes saying ...
yes i made a tuck about models can you help me out ? i really have no idea where to start
Truck
yeah anther question about models

what exactly are they ?
how do i make them ?
how can they be put in maps ?
and can the be solid like brushes ?

if i can't make the prefab out of brushes then a model is my only hope, i hope
im trying to make a prefab . it involves some small brush sizes . im stuck cause the brush im making with vertex tool is pretty small, i can't make it bigger cause that wouldn't look good in game , it should be a cross between a cylinder and a spike , its a strange curving cylindrical shape that has a round end , its pretty complex , i can make it but because its so small it gives me the invalid brush error .
i made custom textures and everything , so i really want to take this to the end .

how could i make this prefab anyone have any ideas ?

if i could make the grid size even smaller than the smallest size then i mite just make it
use a different sky
i had this problem , well not exactly i had only the 3D view . and i could get it back by going to view - autosize 4 views , begginer helped me
but there was a truck that had the same problem a while ago
what are hint skip and null textures for ? . i think i read that null texture makes the compiler ignore that textured fact that it is applied to ? and thus making the map faster and smaller ?

pls a simple explanation will do
Truck
i downloaded a map named de_arkanos from fpsbanana.com .
i just wanted to ask how can you make columns like that whit a twisting circular shape ?

oh yeah and im playing 1 of superjers maps and it has a statue of a horse , thats awsome ! but is it just a model or can something like that be constructed out of brushes ????
Truck
Thanks it works now
Truck
i downloaded wally from telefragged.com and then opened the " wally help file " that was in the folder after i installed . and i tried to follow the steps but nothing seemed to work

where did you download wally from ? maybe i have downloded an older version ?

sraw i would like to learn wally but i will look for that program to , maybe i can use that one , but i still want to know how to use wally

could you give me a tutorial on how to use wally ?
Truck
I don't know what's wrong here but i downloaded wally .
i made a 24 bit image and opened the wally help.
now in help it said press the "convert image button"
after that load my image . convert the image before you open it ? thats interesting . i try to find this " convert image button " i looked at every icon and there was no icon like that i looked at all of them and pressed all of them . nothing did anything . so i opened my image , it is 128 *128 pixels . in the tutorial it says "Wally will load the image and convert it to the Quake2 palette, and create the three sub-mips " . it didn't create any " sub-mips "
so i pressed the "remip button" . it didn't do anything , i pressed it many times . the "image tile button" was the first button that actually did what the tutorial said . i have already made the image looped and with no edges . then i tried to click the "set texture flags button " but it was gray and it didn't let me click it . I tried to save it as a .wad file , i could only save it in an image file . so i exported it into a .wal file , there was no "wad" in the list . and hammer couldn't open wal files .

my question is , do i need some other version of wally to make wad files ?
thanks i'll try it out
Diq .. thats a long tutorial .. but its very helpful thanx for taking the time to write it
how can i make texture lights ? i want to make a more complex object that gives off light , and for that i would need to know how to make my textures give off light
Truck
well here is my map pls tell me what you thinck :D
http://rapidshare.com/files/110131103/scout_peekaboo.zip.html

i am still worcking on it . so pls tell me if there is a problem
Truck
ok sorry ! but pls tell me what player_weaponstrip does ?


Truck
What does the player weaponstrip entity do ?

also what does infodecal , game_end , game_team_master , game_team_set , game_player_team , game_score , game_counter ,game_counter_set , info_textlights , info_null , info_map_parameters , do ?

oh forgot brush entityes what does func_friction ,grencatch, guntarget, pendulum, mortar_field , plat , platrot , rot_button , rotating ,wall_toggle, game-zone_player

sorry for asking so mutch
Truck


i get an error while complying this is in my err file

hlcsg: Error: Could not open wad file \documents and settings\User1\desktop\nature.wad

hlcsg: 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

But i didn't use that wad in my map at all :((
i only put 1 texture from haflife.wad , and some textures from zhtl.wad


also here is my log file


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 scout_peekaboo
Entering scout_peekaboo.map

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

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

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

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

Including Wadfile: \zhlt.wad
- Contains 3 used textures, 75.00 percent of map (7 textures in wad)
Using Wadfile: \csns\valve\cstrike\halflife.wad
- Contains 1 used texture, 25.00 percent of map (3116 textures in wad)
Using Wadfile: \csns\cstrike\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \csns\cstrike\cstraining.wad
- Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: \csns\cstrike\cs_havana.wad
- Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: \csns\cstrike\de_vegas.wad
- Contains 0 used textures, 0.00 percent of map (101 textures in wad)
Using Wadfile: \csns\cstrike\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Error: Could not open wad file \documents and settings\User1\desktop\nature.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



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

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

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

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



I even removed that texture from my texture list and it still dosn't wok
it works :D

i had a little problem making it go back up but it works now :) thnx

i tink i can make the map so that the func_trains are triggered by players not by time
ok im a noob ! i don't know how to use func_train or func_pendulum!
pls someone explain how can i make a func_train moove were i want it
i just want to make it go up and down ..
and i need to trigger it to moove but i want it to move more than once , can it be triggered by round start or something ? :((



i really want them to move separatly , but if i can';t make it random then how do i trigger them to moove by time ? and how should i make them moove ? :(
i made a map that has a lot of tunnels
the tunnels are like a cross in shape
and i want to make 2 walls for each passage from 1 tunnel, that will block off 1 way from the passage
i want them to moove to block the tunnel , changing the ways players can go .
i need each of them to work by themselfs . i need them to move randomly or at least tied to time and each separate tunnel moves separately .

how do i trigger them ? i don't want them tirggered by players i want them triggered by time

im sorry that i didn't explain clearly

OK :D

do you promise not to hurt me ?

and i have a nother question
how can i put a new sky in hammer ? one that i downladed

i copy it to a folder but then after i copy it how do i put it in ??
how do i know its " cl_skyname " ?? :(

im not sure what folder i have to copy it to ....

this is my last question pls help
what if you make a map that is in a very big internet-cafe ?
and you can push a button on the computers that teleports you to a nother place :D

and there would be a computer that has porn on it and if you stay there for more than 4 secs then you get half of your hp down

how do you make a boat ??????? :D
:-| that is much too complicated

i think i will make it like EdAn said ...

but can i make it so my doors are locked ? and they will unlock ? just the same way

and a camera like in cs assault ?

and i don't know to use graphics programs only thing i know to use is paint

can some1 make me some textures ?
it where the players start
And you didn't tell how can i make a alert light ?
that has light one part red oter part blue ?
like a police car

and i want a door to open 2 seconds after the round begins how do i make that ?

thank you !
how do i get ammo for the weapons ??????
ok thanks :D

i wanted to make a new name in english
fy_mercenary [ instead of mercenar = mercenary ( in romanian ) ]

shi nu tiam copiat harta :P doar se aseamana :P ;;)
i have written a very long post and then when i posted it said invalid id :((((((( so i have to write it all again X(X(X(X(

i have made a new map and ia haave questions

1 i made all terorrists spawn in diferent rooms with doors on them , i want the doors to open a few seconds affter the round starts ,s o terrorists can come out of rooms

2 i want the lights to turn off before the doors open and then turn back on after they open

3 i want to make a red-alert light that look like the lights on police cars but only with red light , and i want it to make noise like in a nuclear plant when somthing gos rong

4 this is a different map [this was the very long part]
i made it to work perfectly and then wanted to put it up on a site www.cstrike-planet.com
it has rules that needs to be respected if you want to put up a map
i didn't capitolise , i didn't use numbers , it said not to use upper and underscore in your mapname this i didnt understand my maps name is " fy_mercenar_xxx" and it said that it may take 2 weeks to approve your map
and its been 3 weeks and i still cant find my map on the site :((
it said that it needs to have all the files that other people do not have , wad , sounds , sprites etc.

i used de_piranesi .wad and zhtl.wad on my map

it says that it only accepts .zip format I THINK THIS IS MY PROBLEM .
i just made a new zip folder and put 2 folders in it , 1 is named "cstrike" the other is "maps" inside "cstrike" folder , just like i saw in other .zip folders that i downloaded from that site :-|
in maps i put bsp and txt file , in cstrike i put zhtl.wad , i didn't put de_piranesi.wad becaouse i think every one gets this wad when he installs game no ?
but xenonn "begginer" said that it didn't matter because i have used -nowadtextures in my .bat file
i didn't use anything else but i think the .zip folder is my problem because it said use winzip or winrar to convert your map
i downloaded it but i don't know how to use it :((
i dont know what files to convert or how to convert them =((
it says "don't re-submit the same map, sometimes it takes a while , but normally if you can't find your map on the
site within 2 weeks that means that your map was rejected"

so i don't want to uplode it again untill im sure that there is no problem with it :-L

THNX FOR READING ALL OF THIS pls help me i dont know what to do :(( :(
WOOW THNX now its worcking :D:D:D i will tell you later if it makes a map
@echo off
hlcsg mymap
hlbsp mymap
hlvis mymap
hlrad .mymap
copy mymap.bsp "D:\counter-stike\cstrike\maps"
cd D:\counter-strike
pause
hl -dev -console -game cstrike +sv_cheats 1 +map mymap


i have changed the name at all of them
now it says its not a valid win 32 application!!! :(((((( pls help meee
oohh im very sorry i have read that it has to be checked ill make it now


so sorry :[
the tutorial has a problem when i make a mapname.bat and click it then it just opens notepad pls help me i tryed everything i made it mymap.bat and edited it and saved it but it still dosn't work!! :-L