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Posts written by bandora:



User
Thanks! I am glad that you like my mario map! :) I am doing an update on it, since I forgot to add a sound on it.. and also I want to make correct skies for the arenas other than the main one (cuz the main arena has the "good" skybox)..

Just wondering have you checked out everything on the mario map?? Like the dungeon part and the secret/buy room?
User
Hey guys,

I have three maps done and I thought that I would share them with you guys..

Aim_marioland:
http://www.fpsbanana.com/maps/97265


Deathrun_fs-facility:
http://www.fpsbanana.com/maps/85960


Aim_kinetic:
http://www.fpsbanana.com/maps/85524


I hope you guys would try them and enjoy them. And if you have any feedback for me, tell me (good or bad) I like getting feedbacks.

Enjoy!

BaNdOrA

P.S: In aim_marioland, in order to go to the secret buy room (as shown in picture 3 & 4 in FPSBanana), you will need two people or low gravity to jump on the big question box (the triboxes located in each spawn in the main arena), then when you're on top of the question box you will need to run towards the other spawn (there will be an invisible stairs and platform) then look down once you reach the first box (on the ground) and then just jump in your place.
User
So which one should I choose? the -sparse? or the -chop? I think superjer was talking about the -chop? And what value should I put there?

http://superjer.com/bb/viewtopic.php?p=17410#17410

Also I will compile it again using the batch file and see what errors it gives me other than the exceeded max_patches..

Also will see what error it gives me when I do hlrad -chop 256 mapname
User
@ KD.. Well here's the what's going on... When I compile with this version of ZHLT, it works fine (i.e. it doesn't give me the Exceeded MAX_CLIPNODES error)... with the newest ZHLT it gives me that..

But with the ZHLT that I am currently using gives me the Exceeded MAX_PATCHES error when I run hlrad.. when I don't run hlrad it does compile.. But the fps is terrible! (I did expect that btw)..

I saw a post that superjer made one time about this..

He says: "To make the lighting less detailed, change your hlrad line like this:

hlrad -chop 256 mapname "

I did that and it gave me an error.. do I need to change the 256 number? make it less.. more...??


@ Vita: And about the wads yes I know it's too much I am only testing it now.. What I am going to do so people don't have to download so many unnecessary wads.. I am going to take out all the textures that this map uses and put them in one (de_dusterno.wad). That will make the download MUCH easier for people. I mean tfc2.wad is 11MB! so that's not good.

P.S. I don't use a batch file to compile the map.. I do it directly from VHE.. For some odd reason it works for me that way better than using a batch file.. But I have a feeling I am going to need to compile this map using a batch file. :D

P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

P.P.S.(1): Should I post the rmf/map with the wads and you guys can look at it and if u can make a quick fix if you see something wrong with it? Like can you guys do that for me? Maybe there's something that I am doing wrong? And btw the textures etc on those decompiled maps, I will redo them and make them better.. but I am talking about the outter walls, skies.. etc. Btw what I have now is a lot different than the first rmf.. in fact I am going to take that link off.
User
Yes! I fixed this error! I tied a couple of things to the func_wall entity.. And made some "good" skyboxes on the the FY and the Awp maps... but then it gave me another error.. it's this one..

Exceeded MAX_PATCHES

Here's the new log:

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlcsg.exe "C:Program FilesValve Hammer Editormapsproject combo"
Entering C:Program FilesValve Hammer Editormapsproject combo.map

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

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ 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]

65 brushes (totalling 390 sides) discarded from clipping hulls
CreateBrush:
(12.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(9.52 seconds)

Using Wadfile: program filesvalve hammer editorwadshalflife.wad
- Contains 21 used textures, 22.11 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
- Contains 6 used textures, 6.32 percent of map (123 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsbandora.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)
Including Wadfile: program filesvalve hammer editortoolszhltzhlt.wad
- Contains 1 used texture, 1.05 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_storm.wad
- Contains 1 used texture, 1.05 percent of map (74 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsmemario.wad
- Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstfc2.wad
- Contains 43 used textures, 45.26 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
- Contains 20 used textures, 21.05 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_dusterno.wad
- Contains 3 used textures, 3.16 percent of map (5 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
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 9 additional animating textures.
Texture usage is at 2.65 mb (of 4.00 mb MAX)
26.89 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlbsp.exe "C:Program FilesValve Hammer Editormapsproject combo"

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

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


BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsproject combo.prt'
31.31 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlvis.exe "C:Program FilesValve Hammer Editormapsproject combo"
3623 portalleafs
10813 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:
(14.84 seconds)
LeafThread:
(672.47 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3380 and 3395:
(-475.000 10.000 -2474.938)
(-475.000 7.869 -2475.337)
(-697.882 -161.000 -2507.000)
(-699.000 -161.000 -2507.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 3387 and 3389:
(-639.533 -115.604 -2500.056)
(-541.882 -41.057 -2487.010)
(-541.984 -40.988 -2486.998)

average leafs visible: 187
g_visdatasize:246260 compressed from 1641219
687.75 seconds elapsed [11m 27s]

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



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlrad.exe "C:Program FilesValve Hammer Editormapsproject combo"

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

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


25933 faces
Create Patches : 94158 base patches
0 opaque faces
784344 square feet [112945576.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


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


User
but I am not a guy that gives up on this! O.o and I know that it can be done since there's a map that's the same exact idea as mine that's called de_duztec..

Now I didn't understand what fedex was talking about.. like who's Empyre and what does he mean by try to compile the map with different nodes.. and I still don't understand what clipnodes are exactly?? Like maybe if I understand what it is, I could then reduce those clipnodes that the error is talking about.. Also, should I convert a couple of walls, boxes on the maps to func_wall?? will that work?
Truck
User
Best program that does that IMO is BSPTwoMAP

You can get it from here:

http://www.slackiller.com/hlprograms/BSP2Map.zip
User
By the way.. What is causing this error.. the sky textures on my map?? or the brushes that are on the maps themselves?? I am asking this so I can know from where to start.. if the sky boxes are fine or not.. etc.
User
@ Down Rodeo

Look at the rmf that I provided in the post so you can see what I am talking about..

Also fedex_ I have no idea what you're talking about haha.. If you could tell me what you mean exactly and tools are you referring to that would be awesome..
User
No that gives you a different error.. forgot what it was tho.
User
Hello all,

I know what that error is all about.. but I am trying to fix it and I just can't do it!!! I tried everythign I can.. I even changed all the outer (unnecessary) SKY textures to NULL.. and I still get the same error.. I took off a lot of unnecessary SKY textures and I still get the same error.. It's pissing me off.. I can't fix it!

I even took out all the unnecessary SKY textures in two of the arenas and just put a plain simple sky box around the whole map.. and NULLed the outsides too.. This is getting frustrating.

I uploaded the rmf so you guys could look at it and IF you can please fix it for me.. or if you can guide me on how to do it!!

RMF: Removed.

Log:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlcsg.exe "C:Program FilesValve Hammer Editormapsproject combo"
Entering C:Program FilesValve Hammer Editormapsproject combo.map

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

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ 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]

65 brushes (totalling 390 sides) discarded from clipping hulls
CreateBrush:
(16.78 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(11.41 seconds)

Using Wadfile: program filesvalve hammer editorwadshalflife.wad
- Contains 21 used textures, 21.88 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
- Contains 6 used textures, 6.25 percent of map (123 textures in wad)
Including Wadfile: program filesvalve hammer editortoolszhltzhlt.wad
- Contains 1 used texture, 1.04 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstfc2.wad
- Contains 44 used textures, 45.83 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
- Contains 20 used textures, 20.83 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_dusterno.wad
- Contains 4 used textures, 4.17 percent of map (5 textures in wad)

added 9 additional animating textures.
Texture usage is at 2.70 mb (of 4.00 mb MAX)
31.58 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlbsp.exe "C:Program FilesValve Hammer Editormapsproject combo"

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

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


BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsproject combo.prt'
Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


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



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlvis.exe "C:Program FilesValve Hammer Editormapsproject combo"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValve Hammer Editormapsproject combo.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: C:PROGRA~1VALVEH~1Toolszhlthlrad.exe "C:Program FilesValve Hammer Editormapsproject combo"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValve Hammer Editormapsproject combo.log for the cause.

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


Err:
hlbsp: Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem
User
Hey guys,

My map compiled correctly with no errors what-so-ever.. And it loaded on the server with no errors what-so-ever.. but when I try to join the map I get an error that says "AlocBlock: full".. I was just wondering what that error is.

Here's a pic of the error:

http://img527.imageshack.us/img527/8366/mehp.png

and if it's caused from the map or my cs!?
User
superjer said:
I don't think you can make your own decals unless you make your own mod. Decals have to be in decals.wad is why. You can use the letter and number decals from HL if you want, though.

I could be wrong if the game has been patched since to allow custom decals per-map, but I doubt it.

You can't put a decal on a clip.

alternate solution
Just make a func_wall or func_illusionary with rendermode=solid and fxamount=255. Put your {texture on one side and set the other sides to null.


Well the thing is that there's a map (kz_wsp_marioland.bsp) that has decals on the side (mario related decals), and I wanted to do the same (with the same textures) since my map is a mario map.
User
You know the thing is that I checked the logs when it crashed.. I posted it before in this fire truck (second post).. It goes from people joining to server has changed level (crash).

Here's what I put there:

Quote:
L 12/11/2008 - 17:38:58: -------- Mapchange to fs_trampoline --------
L 12/11/2008 - 17:38:58: [admin.amxx] Login: "R@W[FS] #fskillz<44><"xx><>" became an admin (account "xx") (access "abcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:38:58: [admin.amxx] Login: ":| [FS]<39><"xx><>" became an admin (account ""xx") (access "bcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:38:58: [admin.amxx] Login: "SKILLER[FS] #fskillz<50><"xx><>" became an admin (account ""xx") (access "bcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:39:05: [admin.amxx] Login: "SKILLER[FS] #fskillz<54><"xx><>" became an admin (account ""xx") (access "bcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:40:14: -------- Mapchange to de_dust2 --------


Although this one is from another map that I made (it's doing the same thing with the map that I am currently working on).
User
Mate de Vita said:
bandora said:
Ok so should I use the trigger to give the players weapons or should I just put one gpe entity. Which one do you suggest me to do?

If you want to give them all the same weapons then you put one gpe entity.
If you want to give team-specific equipment, you make 2 gpe entities.
If you want to give player-specific equipment, you make 32 gpe entities.


Ty for the clarification. I wasn't clear on my last post.. I meant because the map is still crashing the server(s) when 7+ people join teams, so should I try the 32 gpe entity thing and see if that will make it work?? Btw I got 165 entities on the map so far, is that bad?
User
Ok so should I use the trigger to give the players weapons or should I just put one gpe entity. Which one do you suggest me to do?
User
Mate de Vita said:
I'm actually not entirely sure how to make { textures in Wally, since I haven't used it much...
but yeah, if you want to create a new texture, you have to do it in Wally (or some other texture-creator which is currently unknown to me).

EDIT: aha, this might help:
http://www.telefragged.com/wally/tutorials/hl_color_decals.html


Ah yes I've seen this before but couldn't find it anymore..

When I selected a decal from the wad file and then clicked on the apply decal I tried to put it somewhere but it wouldn't show up? what am I suppose to do exactly?

Also can I put a decal on the clip texture? Because I want it to be in a place where there's no wall.. Hmm but then people can't walk through the place.. it doesn't matter I guess, can it be done though?
User
What if I want to create my own decals? Do I create it in Wally?
User
Yeah but when I click it and like click on something else it doesn't do anything.

And about the infodecal does it work if I want to put multiple decals on a wall? (next to each other)? and also how to I tie the wall to the infodecal.. when I press Ctrl+T I don't find infodecal listed there, however when I click on the entity tool I am able to find it and create it somewhere on the map.

And ty for the overview link.
User
Those are the last two questions I am going to ask, I swear.

First question how do I apply decals on the map.. You know if I want to put lets say.. Thanks to Superjer.com on a wall [of course I am going to have to make a picture of that (sprites?)].

And last but not least, how do I make an overview for my map?
(even tho there are some teleport areas that teleports a person to a different place in the grid; in hammer).


Thanks in advance.
User
superjer said:
Now that I've read the whole truck:

Having over 512 entities in a map will crash the server. The game itself and admin mods and stuff create entities of their own so try to avoid having over 300 entities in your map.

I don't know why the guns are not getting deleted but that kind of thing would certainly have caused the crash.

You should never have lots of game_player_equips. That's just begging for a crash.

Counter-Strike is VERY buggy. That's for sure. Especially when it comes to multiplayer and triggers. There are very few reliable things, like resetting after rounds. As it happens, all doors are told to "close" on round reset. That's why you can trigger off that.

In awp_l337sk337, each player has his/her own teleporter and trigger targetting the game_player_equip. A game_player_equip with a TargetName will only activate when you trigger it. For some reason it works better that way.

For most stuff like this you just have to keep trying things until it (maybe) works. A lot of stuff is broken and you just can't rely on it.



Thanks for the very useful info there superjer. I might've fixed the problem, but I am not sure.. I will post my map as soon as I am done in the other thread (the post your maps thread)..

P.S. How many gpe entity am I suppose to put in for a 32 player map?
User
Mate de Vita said:
bandora said:
Mate de Vita said:
bandora said:
well I want more than 8 vs 8 in my map.. And max players in the server is set to 18

I said 16 spawn points for each team. Means 32 players in total which is the max number of players on any cs server (unless it's been 'hacked').


Oh sorry! ok.. Does that actually crash the server if 7-8 people join teams though??

I'll put more spawn points, but isn't there maps that has less than 32 spawn points?? or all of them has 32 spawn points?

well no it shouldn't be the reason for the server crash. I just mentioned it.
The only reason I can think of is that your computer (or the computer of whoever is hosting the server) or the connection isn't good enough for so many people at once.
Otherwise I have no idea... I'm not really a pro at this.


Well it's a server hosted by a company and usually held for scrims so yes it does hold 10+ people.. it only does that on my map.. I have a feeling it's the fgd and it's from the gpe entity, but I can't seem to find a good fgd..
User
Mate de Vita said:
bandora said:
well I want more than 8 vs 8 in my map.. And max players in the server is set to 18

I said 16 spawn points for each team. Means 32 players in total which is the max number of players on any cs server (unless it's been 'hacked').


Oh sorry! ok.. Does that actually crash the server if 7-8 people join teams though??

I'll put more spawn points, but isn't there maps that has less than 32 spawn points?? or all of them has 32 spawn points?
User
well I want more than 8 vs 8 in my map.. And max players in the server is set to 18
User
Mate de Vita said:
Do you have a max number of players set?


Sorry I was out of town for a long time..

Anyways back to the problem how do I set a max number of players?

Maybe if I do that it will fix the problem.

I do, though, have 10 info_player_deathmatch and 10 info_player_start set into different places.
User
Mate de Vita said:
the 35hp is probably made like this (at least I'd make it like this) - though I'm not sure why you need the teleporters for the 35hp map, but you will probably need them for your map:
There are two separate rooms (1 for Ts and 1 for CTs) and in each players fall through a trigger_hurt which hurts the players. Then they fall into a trigger_teleport and it has the destination (the info_teleport_destination entity) at the desired CT/T spawn point respectively.

So you could do it similarly but you have to replace the trigger_hurt with a trigger_multiple which triggers a game_player_equip that gives the players the desired weapons.

But I'm not sure if this will work.


Ok I got it, thanks.. I will try to do that and will post the results.. :)

BTW: Any idea on why the server crashes after 7+ people join teams in my map? (No errors what-so-ever on the logs).

EDIT: Yep it worked like a charm!!!!!!!!! :D :D :D :D :D :D :D :D I will make sure ur name goes on the credits of this map! hehe

I also want to see if it will still crash the server if 7+ people join teams... or if that got fixed too!?!?

I need 7+ people now.. hehe
User
Havokk Edge said:
bandora said:
SRAW said:
dude they fall into a trigger_multiple that triggers a trigger_changetarget
the change target changes the teleport location to the start points
next round, they fall into the trigger_multiple and it changes the teleport locations again
understand?




Hmmm.. Ok I think I got it but I don't see how that will help me.. Maybe I picked a wrong map to base what I am trying to do on. I think the closest idea of what I want to do is actually more like a 35hp map (the knife map) where people start in a dark place where they get hurt and then gets teleported to the map itself. But instead of doing a trigger_hurt, I want to give the players the weapons then get teleported.

If I want to do that, Do I make two dark rooms where I put the info_player_start in one place and info_deathmatch_start in another (could be one room tho), then they will get teleported to the map? But if I want to do that how can I make them get teleported in different positions (inside the map) instead of having each team spawn from one place only? (I.E. trigger_teleport to info_teleport_destination.


So why did you pick Bandora for a nickname?


lol LOOONG story... So anyone can help/guide me on how to make it similar to 35hp?
User
SRAW said:
dude they fall into a trigger_multiple that triggers a trigger_changetarget
the change target changes the teleport location to the start points
next round, they fall into the trigger_multiple and it changes the teleport locations again
understand?




Hmmm.. Ok I think I got it but I don't see how that will help me.. Maybe I picked a wrong map to base what I am trying to do on. I think the closest idea of what I want to do is actually more like a 35hp map (the knife map) where people start in a dark place where they get hurt and then gets teleported to the map itself. But instead of doing a trigger_hurt, I want to give the players the weapons then get teleported.

If I want to do that, Do I make two dark rooms where I put the info_player_start in one place and info_deathmatch_start in another (could be one room tho), then they will get teleported to the map? But if I want to do that how can I make them get teleported in different positions (inside the map) instead of having each team spawn from one place only? (I.E. trigger_teleport to info_teleport_destination.
User
Mate de Vita said:
bandora said:
P.S.: I don't want people to lose their weapons on a new round or anything like that... This has nothing to do with players, just that the weapons that the players get stays on the air..

wait wait. Let me get this straight. At the beginning of a new round there are M4s and MP5s and AK-47s in the air? If that's so, then that's funny
Imagine walking along the street, suddenly looking up and seeing an M4 just hovering in the air.
I'd tell everyone around me not to look up and then (naturally they would all look up) I'd steal their wallets walk on.


When did I ever say aks and m4s???? You spawn with: "Knife, Mp5, M3 (SHOTTY), Deagle, USP).

Killer-Duck said:
bandora said:

EDIT: Ok I might have a solution for all this mess but I can't quite do it. I want to do like how superjer did in his map awp_sk33tl33t map; you know how when u spawn you don't have any weapons but as soon as it's time for the t's or ct's launch they get weapons, I want to do that and then when a new round begins I want the players to get stripped then get weapons again.. etc.


Download the source for the map to find out how he did then.



I am not going to lie to you KD but when I opened superjer's map I was then I became

I couldn't understand a thing! hehehe.. I'll look for more help in there but in the mean time can u at least guide me (PLEASE) on what I should do first? or how? and what? why? lol.. I am so confused.
User
Killer-Duck said:
bandora said:

EDIT: Ok I might have a solution for all this mess but I can't quite do it. I want to do like how superjer did in his map awp_sk33tl33t map; you know how when u spawn you don't have any weapons but as soon as it's time for the t's or ct's launch they get weapons, I want to do that and then when a new round begins I want the players to get stripped then get weapons again.. etc.


Download the source for the map to find out how he did then.


Alright ty going to check that out and see what I can do to my map.
User
That's not the problem guys.. Ok so I am trying to make a new kind of map (fun map?).. Trampoline map. :) BUT the problem is that.. the gpe entity instead of disappearing instantly or after round ends (like it's suppose to) it just hangs on the air like it's stuck or something. And it stays there round after round...

I uploaded my map here so if you guys want to see what I am talking about download it and play it with a friend or something or you could do that by urself but you have to wait a couple of rounds to see what I am talking about..

Also, the map crashes after 7-8 people joins teams.

P.S.: I don't want people to lose their weapons on a new round or anything like that... This has nothing to do with players, just that the weapons that the players get stays on the air..

EDIT: Ok I might have a solution for all this mess but I can't quite do it. I want to do like how superjer did in his map awp_sk33tl33t map; you know how when u spawn you don't have any weapons but as soon as it's time for the t's or ct's launch they get weapons, I want to do that and then when a new round begins I want the players to get stripped then get weapons again.. etc.
User
Down Rodeo said:
Could be because there are so many gpe entities. But the thing is random crashes are very difficult to diagnose. Are there any console messages before it happens?


See in the hammer that I got, i only need to add one gpe entity anywhere on the map and it will give EVERYONE the same thing I put on that entity. (which didn't used to do that before I upgraded hammer and got fgds from other websites)..

Maybe the hammer/fgd that I have are messed up?

P.S.: I used to put gpe entity on every single player to give weapons to everyone.. I hate it now how you have to put only one.. and if u put more than one it crashes the server when someone joins the server. (A problem that I had before, but then figured it out).

P.P.S: Just to try a solution for this problem, can anyone guide me to where I can get a good copy of hammer 3.4/3.5 (which ever is better) and some good hl/cs fgds?
User
@eDan: No, I don't want people to have weapons only in the first round.. my problem is that the weapons don't disappear after round ends or immediately.

@Vita : Thanks for that I will try and see if that works.

P.S: Any suggestions on why the map actually crashes with no errors what-so-ever after like 7-8 people joins teams? (the map should fit 20 people, 10 ts and 10 cts).

EDIT: Vita after I did what the first tutorial (that you gave me) told me.. now if one person goes in it's all good for the first round then, in the second round, the server crashes... and/or if more than one person joins the server crashes too! :S
User
eDan Co. said:
I think in its properties there is a flag 'Loop' or something...


I don't have that though.. Does fgd has to do with those kind of things and if so, can you guys upload or give me a link for a good one... because I have a feeling that my hammer + the fgds that I have are messed up.. :(
User
Hey guys,

How can I make an ambient generic keep on repeating.. because I have a sound that plays then it stops you have to go through the trigger_multiple again to make it play again.

thanks in advance.
User
eDan Co. said:
bandora said:
BTW I am sorry I am a dumbass.. I meant game_player_equip when I said armoury_entity..


Now that makes even less sense. You don't get a weapon at the begging of every round? In that case, we would you "want to make it disappear"? I'm not quite following you on this one.

Also, my CS isn't working, so I can't test your map.



hehehehehe sorry for all the confusion.. ok, so here's whats going on.. I have game_player_equip set for everybody in the map.. They all get Shotty (M3), MP5, Deagle, USP and ofcourse a knife.. BUT the problem is that the game_player_equip instead of having it disappear after the round ends or right away it stays there and accumulate round after round until there's a lot of those on the air.. Also my map crashes after about 7 people joins the map with no error what-so-ever.. ANY HELP would be MUCH appreciated.
User
eDan Co. said:
In the armoury_entity's properties there is a field called 'count'. That determines how many of the weapon are in the pile. Change it to 1.

I don't understand what you said about having the weapon disappear after a round ends. When a new round begins, everything resets.


But that's the problem it doesn't reset in my map!

I have uploaded the map so you guys can see what I am talking about..

fs_trampoline.zip

BTW I am sorry I am a dumbass.. I meant game_player_equip when I said armoury_entity.. SORRY SORRY SORRY!

EDIT: You need to have at least two players playing in the map to see what I am talking about. (Also you need to play it for more than one round; obviously.)
User
I also have another problem. if more than 7 or 8 people join the server to play on my map it crashes the server. :S

And the weird thing is that when it crashes the server there's no error logs what-so-ever.. and when I check the log file it goes from the map then it says map changed to de_dust2 (default map)

Here's what the log says:

Quote:
L 12/11/2008 - 17:38:58: -------- Mapchange to fs_trampoline --------
L 12/11/2008 - 17:38:58: [admin.amxx] Login: "R@W[FS] #fskillz<44><"xx><>" became an admin (account "xx") (access "abcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:38:58: [admin.amxx] Login: ":| [FS]<39><"xx><>" became an admin (account ""xx") (access "bcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:38:58: [admin.amxx] Login: "SKILLER[FS] #fskillz<50><"xx><>" became an admin (account ""xx") (access "bcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:39:05: [admin.amxx] Login: "SKILLER[FS] #fskillz<54><"xx><>" became an admin (account ""xx") (access "bcdefghijklmnopqrstuz") (address ""xx")
L 12/11/2008 - 17:40:14: -------- Mapchange to de_dust2 --------
User
Hey guys,

I have a problem with armoury_entity, the problem is that in my new (very simple but lots of fun) map the armoury_entity build up round after round...

My map is basically a huge trampoline and you jump around and kill people it's hilarious and lots of fun, but the problem is that round after round the weapons that the people get build up and then the fps starts dropping..

My question now is, how to make those armoury_entity disappear after people get the weapons needed or after round ends.

Thanks in advance,

BaNdOrA

P.S.: Once this problem is solved I am going to post it in the - Your Own Maps - thread by fiskeN.

User
Down Rodeo said:
func_illusionary.



Ty man! (I am also bookmarking lots of tutorials and threads like this for future referals.
User
Hey guys,

How do you make a "wall" or a texture of a wall or something that you can go through.. like it's not really a wall but it looks like it.. but you can walk through it.

Thanks in advance.
User
SRAW said:
yaw facing up




Hehe.. That was simple!
User
Hey guys again,

I know I am annoying you guys with too many questions, but oh man this map is driving me crazy to finish it..

First I want to tell you what the theme of my map so you can know what I am talking about. My map is going to have a mario theme..

Now on to my problem.. I created a pipe that goes from the ground up.. (the opening of the pipe is facing the top [sky]).. What I am trying to do is I am trying to get a player teleported into the pipe then rise up (using trigger_push).. But what keeps on happening is that instead of having the trigger_push pushing the player up.. it's pushing to the side..

Also in the hammer that I have (v3.5) it's telling me this: "Pitch and Roll do not work yet. -> -mgmt."

What can I do to make it push people up instead of to the sides of the pipe.

Thanks in advance.

P.S.: If you need more info/pics tell me and I will post.
User
Killer-Duck said:
bandora said:
Never mind I fixed the problem... thanks anyways.


And how did you fix it?



Well the problem was from the cs 1.6 fgd that I downloaded at the end i think.. Because I used to put game_player_equip for every single player in the map in order for them to get weapons that I want.. but now with the fgd that I currently have.. you only need to put only ONE game_player_equip on a player and everybody will have the suggested weapons.. weird, I know! :S
User
Never mind I fixed the problem... thanks anyways.
User
Anyone.. Plz?
User
Killer-Duck said:
Any errors in "Check for problems"? (Alt+P)


Nope none.. that's what's making me !!!

I have no idea why it's causing the crash.. But I am sure that it's the game_player_equip, because as soon as I added them it started doing what I've described above, and as soon as I took this entity off the maps works perfectly. I am going to run it on my dedicated server and see what error message appears when it crashes. I'll post back the error soon.

EDIT: KD or SRAW, is it ok if I send you the rmf and if you can add the game_player_entity for me, so I can see if it works or if it crashes the server.. Maybe the fgd that I have is corrupt?
User
SRAW said:
cs crashes when u join the game? not sure y it happens, maybe u should post the rmf


No CS doesn't crash.. the server crashes as soon as I join a team.. (If I don't join a team it won't crash the server)..

CS doesn't crash though.
User
Hey guys,

I have a problem with the game_player_equip entity.. My map works perfectly without any problems until I add this entity..

My map is a glock+usp+deagle (and of course knife) map.. so what I did is that I added this entity with putting yes to knives, glock, usp, deagle and all the necessary ammo.

BUT the problem is that when I run the map on the server (tried it in different servers) it crashes the server. And it crashes as soon as I join a team.. if I join spec it doesn't crash the server.

So what can I do to stop it from crashing.. I used game_player_equip before and it didn't do that.. I don't know why this is happening now!?

Thanks in advance.

User
Killer-Duck said:
What happens when the player spawns? Do they trigger something? Delete whatever entities that are triggered when player spawn and see if that works better.


Nothing is triggered.. nothing that I know of.. I only have the info_player_start/deathmatch and weapons with them.. (3 pistols and a knife).
User
Could the trigger_multiple or ambient_generic crash the server?

Because in the map there's the 2 sets of pipes on each side (3 pipes in each set).. and I have trigger_multiple in each opening that triggers ambient_generic to make a sound.
User
Killer-Duck said:
Quote:

Warning: More than 8 wadfiles are in use. (10)
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.


Remove wads or merge wads with Wally...


I did remove them from Tools>Options>Textures.. I only left the needed wads (3 of them).. But what's weird is that if I click on browse (for textures).. all the textures from the other WADs are still there! (even after restarting Hammer)


EDIT: I even updated hammer to version 3.5... and tried to compile the map.. same thing.. it crashes the server..

What's really weird is that if I choose to spectate the map it doesn't crash.. only when I join either CT or T...

EDIT2: Ok after tweaking the map a bit and updating hammer 3.5 it still crashes the server when I join a team.. but the log is a little bit different now..

Here's the new log:

Quote:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
Entering C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.map

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

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ 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:
(0.09 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.50 seconds)

Using Wadfile: \program files\valve hammer editor\wads\halflife.wad
- Contains 5 used textures, 50.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\pldecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\suleimanfarah@hotmail.com\counter-strike\cstrike\mario.wad
- Contains 5 used textures, 50.00 percent of map (20 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.66 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

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

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


BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.prt'
0.58 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
313 portalleafs
1159 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:
(0.14 seconds)
LeafThread:
(9.02 seconds)
average leafs visible: 140
g_visdatasize:11362 compressed from 12520
9.19 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: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe -extra "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

-= 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)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


1100 faces
Create Patches : 3324 base patches
0 opaque faces
25270 square feet [3639006.75 square inches]
2 direct lights

BuildFacelights:
(8.05 seconds)
visibility matrix : 0.7 megs
BuildVisLeafs:
(0.50 seconds)
MakeScales:
(0.16 seconds)
SwapTransfers:
(0.03 seconds)
Transfer Lists : 605374 : 605.37k transfers
Indices : 502880 : 491.09k bytes
Data : 2421496 : 2.31M bytes
GatherLight:
(0.03 seconds)
FinalLightFace:
(0.14 seconds)
8.98 seconds elapsed

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



User
@Killer-Duck..

Lol silly me.. I forgot to do that to the sky textures in the res file.

And of course I have two spawns (info_player_deathmatch and info_player_start).

and here's the log:

Quote:
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
Entering C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.map

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

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ 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:
(0.50 seconds)

Using Wadfile: \program files\valve hammer editor\wads\cs_cbble.wad
- Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cstrike.wad
- Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\de_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\chateau.wad
- Contains 3 used textures, 30.00 percent of map (136 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\itsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\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 1 used texture, 10.00 percent of map (162 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\halflife.wad
- Contains 1 used texture, 10.00 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve hammer editor\wads\pldecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\suleimanfarah@hotmail.com\counter-strike\cstrike\mario.wad
- Contains 5 used textures, 50.00 percent of map (20 textures in wad)

Warning: More than 8 wadfiles are in use. (10)
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 0.04 mb (of 4.00 mb MAX)
0.67 seconds elapsed

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



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

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

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


BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs.prt'
0.59 seconds elapsed

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



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"
321 portalleafs
1187 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:
(0.14 seconds)
LeafThread:
(11.66 seconds)
average leafs visible: 140
g_visdatasize:11673 compressed from 13161
11.86 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: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe -extra "C:\Program Files\Valve Hammer Editor\maps\aim_mario_fs"

-= 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)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


1172 faces
Create Patches : 3342 base patches
0 opaque faces
25216 square feet [3631119.75 square inches]
2 direct lights

BuildFacelights:
(8.09 seconds)
visibility matrix : 0.7 megs
BuildVisLeafs:
(0.53 seconds)
MakeScales:
(0.16 seconds)
SwapTransfers:
(0.03 seconds)
Transfer Lists : 640628 : 640.63k transfers
Indices : 529468 : 517.06k bytes
Data : 2562512 : 2.44M bytes
GatherLight:
(0.03 seconds)
FinalLightFace:
(0.14 seconds)
9.06 seconds elapsed

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





User
Hello guys,

I am facing a weird problem with my new map.. Everytime I load the map and join it it crashes the server! I tried it in 3 different servers.. I don't know why that happens! It compiled perfectly and I checked for problems.. none...

I really need help figuring out on what's causing the server to crash..!

Here's the bsp so u guys can try it..

http://www.filefactory.com/file/fcc463/n/aim_mario_fs_b3_zip

User
Ah gotcha.! :D
User
Ty man.. I got it..
User
crap! the problem is that I copied that the pipe from surf_water-run.. lol

And what would cause the vertex manipulation.. like I got the pipe from surf_water-run and resized it.. is that why?

EDIT: wow that was a fast reply!
User
Quote:
hlcsg: Error: Entity 0, Brush 19: outside world(+/-4096): (-10000,-385,-305)-(-432,-378,-280)

hlcsg: Error: Entity 0, Brush 20: outside world(+/-4096): (-10000,-366,-270)-(-432,-353,-263)

hlcsg: Error: brush outside 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 20: outside world(+/-4096): (-10016,-382,-306)-(-416,-337,-227)

hlcsg: Error: Entity 0, Brush 19: outside world(+/-4096): (-10016,-401,-341)-(-416,-362,-244)

hlcsg: Error: Entity 0, Brush 20: outside world(+/-4096): (-10032,-398,-302)-(-400,-321,-231)

hlcsg: Error: Entity 0, Brush 19: outside world(+/-4096): (-10032,-417,-337)-(-400,-346,-248)

hlcsg: Error: Entity 0, Brush 20: outside world(+/-4096): (-10016,-382,-288)-(-416,-337,-245)

hlcsg: Error: Entity 0, Brush 19: outside world(+/-4096): (-10016,-401,-323)-(-416,-362,-262)

hlcsg: Error: Entity 0, Brush 39: outside world(+/-4096): (-337,-385,-225)-(-312,-378,10000)

hlcsg: Error: Entity 0, Brush 39: outside world(+/-4096): (-353,-401,-261)-(-296,-362,10036)

hlcsg: Error: Entity 0, Brush 39: outside world(+/-4096): (-369,-417,-257)-(-280,-346,10032)

hlcsg: Error: Entity 0, Brush 39: outside world(+/-4096): (-353,-401,-243)-(-296,-362,10018)


I get that error when I try to compile the map, but the weird thing is that it's inside my map!?!?! Also I checked for problems, there's none.

And here's a pic of what I am talking about:
http://img233.imageshack.us/img233/9004/problemgb6.jpg

P.S.: The map is around the center of the grid. (0,0,0)
User
I think u got what I was saying wrong..

Both CTs and Ts spawn together in one spawn there's no two spawns.. only one where both steam spawn in.. then whoever swims to the nearest door and presses the button the door will open (which also disables all the other doors for the round) then they go inside the door then they get teleported to the arena.. but from the same teleport area cts and ts get seperated when they get to the arena into two different areas or spawns..

I forgot what that map is called though
User
Hmm that does solve my problem without redoing the whole map but it's not exactly what I wanted.. Oh well I guess I am going to have to go with that!

I know there's a map out there that you start underwater (both CTs and Ts) and whoever swims to the nearest door (teleport room) he/she will pick the arena that everybody will go to.. and both CTs and Ts go into the same room then they get teleported to the arena but into different spawns. oh well.. If I can ONLY remember the name of the map!
User
flameir said:
hey bandora.
ummm when i opened your map it says sumthng about the wad file not being opened and shuts dwn cs....


and fisken.
nice map.....howd you get the walls to move up and dwn????


Hmm that's weird.. make sure you put the bandora.wad where it's suppose to be in C:\Program Files\Steam\steamapps\yourname\counter-strike\cstrike\.

The map has been uploaded to 5 different servers (even in pub servers) and it worked fine (except the fps problem that I still have to fix)..

nubbcake said:
Map:Awp_bandora
Rate:7
Reason: If you ask me, this map would be named aim_bandora. Because it got alot more wepons than AWP. Etc m4a1 Maverick, CV47, AUG, KRIEG, and alot of SMG's and an para for example.


Hehe, thanks for your rating! The reason I named it awp_bandora is because you start with awps and you have awps/scouts in both spawns then if they need some more weapons they have to go get it without being killed.


And oh here's the slightly more updated version of the one that I uploaded above.

http://www.filefactory.com/file/dcc802/n/awp_bandora_zip
(I moved the buy zone to the middle (water) instead of having it in spawns).

User
Again (I am still a noob in Hammer).. What are the CLIP brushes again? Are they like invisible walls? and if so how is that going to help me.. My problem is when the players get teleported I want them to spawn in two different places (in the arenas) CTS on the CT side and Ts on the T side. s

And actually when they spawn they have knives and nades.

You know what, I have uploaded a compiled bsp of what I got so far, so you guys can see how it is.

http://www.filefactory.com/file/0d962c/n/fallin_zip

NOTE: You will see 4 doors when you fall down from spawn.. 3 of them are suppose to teleport people to the arenas (which they aren't working right now of course), and one will kill you. There's one door that will teleport you to a test room where I attempted to try to get it to teleport cts and ts to different spawns.

User
You might have some brushes outide the grid or the map (brushes) is close to the edges of the grid.

Or check and see if you have anything outside your sky box.
User
My very first map is mainly an AWP/scout map.. it's called awp_bandora

Here's the link for it:
http://www.filefactory.com/file/17158a/n/awp_bandora_zip

Btw there's a small FPS issue in the map which will be fixed soon.

User
Down Rodeo said:
Hence why I was searching in the forum; entities (generally speaking) are not team-based. There have been questions asked about it before, see.


Well I don't know about that.. but I am sure that it can be done since there's a map out there that's just like that! If I can only just remember the name of it!


flameir said:
YOU'RE just gonna have to separate the t's and the ct's.....make an invisible barrier b/w them and no one will know the difference.



Huh?! How do you do that.. can you please explain that to me in detail on how to do it?
User
Down Rodeo said:
The difficulty is that I don't know of any way to make a teleport work for one team only. There aren't a lot of team-based triggers.


Well that's probably why I said I need help with people that REALLY knows how to do those stuff in Hammer. :)
User
Down Rodeo said:
I think there have been many forum questions on this. Try searching :)

In fact, maybe there's... no, nothing coming from me memory. Ah well.


I don't believe that there's anything like this anywhere.. I've looked everywhere.. I even tried to search for the map name.. but i had 0 luck in finding that out! So I don't know the map name so I can show you a live example of what I am talking about..
User
Hey all,

I really need someone who's very experienced in Hammer to help me out in this problem.. or maybe people that knows how to do this easily!

Ok so I am making this map that's similar to fun_allinone BUT the difference is that there's one spawn instead of two.. so basically the CTs and the Ts are at the same area where they are going to choose what arena they will go to..

Now, my biig biig huge problem is in the teleport rooms (where they take you to the arenas).. I have NO idea (since I am still most definately a noob in hammer) how to make one room teleport cts on one side and ts on the other side (so they don't get teleported to the same exact point; that wouldn't be fun).

I really really need your (anyone) help in this.. And I do want to ask (since I am a total noob in hammer) if you can please explain it to me in detail on how to do it..

P.S.: I am pretty sure this can be done since there's a map (i think it's a fun map; i.e. fun_something.bsp) that I played before where CTs+Ts starts together underwater and they have to swim to the nearest teleport room to pick the arena.

P.P.S.: I am making a map for 1.6 using Hammer 3.4 with all the fgd files that I need to get it done.

P.P.S(2): I can upload the source file of my map to whoever wants to see what I have so far and maybe they can help me out from there (if that's possible).
User
Hey guys,

I need your help so bad with this.. I need to find the name of a cs 1.6 map that I played a while ago that's similar to fun_allinone..

The map has instead of 2 spawns (CT and T) it has one spawn where everybody (CTs + Ts) spawn together; with no knives and underwater.. (The spawn is a room filled with water).. Then people have to swim to the doors (similar to fun_allinone) and whoever gets there first will choose the arena that everybody will go to.

Thanks in advance.

P.S.: The reason I am looking for that map because I need to try to convert it to map or something like that so I can see what the author did so I can base my map on that.. (I am currently facing a problem in my map that I am doing that I believe that finding this map will fix my issues in completing my map).
User
Ur right it should be in computer/video games section.. sorry
User
This thread is moved to:

http://superjer.com/forum/a_map_thats_similar_to_fun_allinone_2.php#34807

Sorry for posting it here the first time.
User
SRAW said:
if u want the teleport to teleport u to different locations each time, create a trigger_multiple at the same place as the teleport so that the trigger multiple triggers a trigger_changetarget


Thank you SRAW for your help, one last question though; can I assign where people will be teleported to (on the arena that they are getting teleported to?) and if so can you give me the steps on how to do it?
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
eDan Co. said:
There definitely is no way to make a teleport for only one team.

About the random teleporter, maybe make a few trigger_teleports spread out in a cluster so that every time you enter the bunch you hit a different one.


Oh nonono I didn't mean like have a teleport assigned for one team only.. I meant like everybody can go in there BUT I want them to spawn in different places in the other arena (or minimap); because I have 3 different arenas (nade, awp and knife arenas) and I want ts on one side and cts on the other in those arenas.
User
hehe.. Well the important thing is that you guys are helping me and I thank you for that.. But what about after the teleport (to the arena) how can I make people spawn in different places? maybe two sides (1 for t, 1 for ct).
User
Thanks guys for the info..

I would also like to ask if you guys could help/guide me on:

1. How to make a player get boosted to the teleport area (so they can't go back.. etc), they basically get sucked in the room.

2. Also how can I make people when they get teleported to the other arena they get 'randomly' placed there? like what I am trying to do is very similar to fun_allinone (that's why I keep mentioning it). I want people when they go through the teleprt area that's only for knife I want them to be placed in different sides/places; like not all spawn from the same side/place in the arena. (Maybe the ts on the right side and cts on the left side)..

IIopn said:
2.easy make aaatrigger brush Press CTRL+T and set it to trigger_Multiple and set the target to "gun" and the name to "gun"
and then find the weapon You want and set it

Do I do that in the other room?

Again thanks for your help!
User
eDan Co. said:
Ohhhh... You don't mean accent, you mean 'dialect', I get you now.
You use spoken Arabic and I know literary Arabic.


Lol yeah that!
User
eDan Co. said:
Well, you could have deleted the post, but whatever.

Also, tomato in Arabic is "tamatam", not "bandora".


Hehe sorry about that.. and it depends on the accent.. but in the asian part of the middle east (gulf, jordan, lebanon.. etc) they say bandora or banadora (again also depends on the accent).

And the word bandora is a slang word.. like you can't write that in old arabic style.

SRAW. said:
and not being able to join the team isnt a game_player_equip problem


It was for me because what I did is that I basically changed info_player_start/info_player_deathmatch to game_player_equip (so there wasn't any player slots available).
User
Hey guys,

I have three things that I can't do that I would like to ask for your help with.

1. How can I make a passage (maybe a door) that teleports me to somewhere else (just like the ones in fun_allinone.bsp; where a people goes into passages that takes them to different "mini maps").

2. Also just like fun_allinone how can I make a person when they go through a passage they get a weapon (lets say, for example, an awp).

3. And finally, how can I make 1 passage (just like the ones above), that when a people goes through it they die.

Extra thing (would be fun/useful if you tell me how to do it): How can I make people get boosted to the teleport area (well very similar to fun_allinone).

Thanks in advance.

,
User
Hey guys,

I would like to appologize on bumping an old thread; but I found that it's talking about the same subject. Kinda.

I tried using game_player_equip.. Like I selected my player entity then went to properties, then selected game_player_equip and I selected yes only to knives.. But when I run the map I can't join any team.. can you guys help me?

Thanks in advance.

EDIT: I am creating a map for cs 1.6


EDIT2: Never mind I figured it out!