Counter Strike Game problem

Counter Strike Game problem

Hammer Mapping — Page [1]

2009 Mar 31 • 51
I have Goiceasoft Counter Strike 1.8. It's a lot better than 1.6 but it has a problem. Installation has more then 100 maps. Most of them are from 1.6 and they work. But others need to analyze first so you can add bots. Only on 1 of 60 school computers this process finishes. Doesn't do it on my laptop, doesn't on my home computer, my dad's, my every friend's computer......... It just starts again and again and again... Does 1.6 have this problem? Do I need to download the 1.6 version? None of my maps can be playable until I take it to school, analyze, copy the .nav file from cstrike/maps and then bring it home again. Makes me crazy....
And I have no more to say.
2009 Apr 28 at 02:21 PDT — Ed. 2009 Apr 28 at 02:22 PDT
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Copying the NAV file is what I was going to tell you to do. Maybe the computers at school are just really slow?
May contain traces of invisible text.
2009 Apr 28 at 02:37 PDT

2009 Mar 31 • 51
No, no. Look. My laptop isn't. My home computer isn't. None of my friends can do it either. Just that computer. And we're on holiday now
And I have no more to say.
2009 Apr 28 at 02:48 PDT
Half Irish, half NOT FUNNY

2007 May 27 • 1415
110 ₧
Goiceasoft Counter Strike 1.8 sounds kinda gay how is it better though?
2009 Apr 28 at 18:47 PDT
Rocket Man

2007 Nov 6 • 2525
601 ₧
after a bit of googling, its cs 1.6 with czero models and source weapon skins
i can make a pack from fpsbanana better than that
Free Steam Games
2009 Apr 29 at 00:17 PDT

2009 Mar 31 • 51
But in 1.6 you don't need to analyze every unknown map, right?
And I have no more to say.
2009 Apr 29 at 01:17 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5485
57,583 ₧
Generally speaking, I think you do. The bots only know how to move around the map through use of the navigation mesh (which is interesting technology, there are still games as don't go for it, but you also get games now that have a 3D mesh covering every surface, like F.E.A.R. 2 for the wall climbing creatures).
2009 Apr 29 at 01:51 PDT
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
titanium00neon said:
But in 1.6 you don't need to analyze every unknown map, right?

CS 1.6 doesn't analyse any maps at all because it doesn't have any bots by default. There are 3rd party bots for CS 1.6 though and they will require that the map is analysed first(unless you already got a .nav-file for that map).
2009 Apr 29 at 06:17 PDT — Ed. 2009 Apr 29 at 06:18 PDT

2009 Mar 31 • 51
Ok. So I make a new map. The map works, BUT in 1.8 when I want to add bots, it starts analyzing and it doesn't stop. How do you do it in 1.6? Can I create the .nav file manually? I don't get it how do you play all of your custom made maps in 1.6 with bots?
And I have no more to say.
2009 Apr 29 at 12:29 PDT
Mate de Vita

2008 Oct 4 • 2453
159 ₧
You can make the .nav file yourself but it's very complicated and time-taking (I'm not sure you can do it without the analyzing but maybe you can).

These are some of the commands you need (I don't know whether these are all of them though):


Each of the following bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. It is recommended that these commands be bound to keys for ease of use while editing.
CAUTION: There is no "undo" operation. Save your navigation mesh often.

Marks the currently selected nav area for later operations.

Causes one bot in the map to move to the center of the currently marked area. This is useful for testing the walkability of specific portions of the navigation mesh.


Deletes the currently selected nav area.


Splits the currently selected nav area into two new nav areas, along the white split line.


Merges the currently selected nav area and a previously marked nav area into a new, single nav area. The merge will only occur if the two areas are the same size along the merge line.

Creates a ONE WAY link from the currently marked area to the currently selected area, telling the bots they can walk FROM the marked area TO the selected area. For most areas, you will want to connect the areas in both directions. However, for some "jump down" areas, the bots can move one way, but cannot get back the other.

Disconnects ALL connections from the currently marked area to the currently selected area.


These two commands allow the creation of new nav areas. "bot_nav_begin_area" marks one corner of the area. "bot_nav_end_area" marks the opposite corner of the area and creates it. To cancel the operation, issue a "bot_nav_begin_area" command again.

Creates a new nav area between the currently marked area and the currently selected area, and bidirectionally connects the new area. This command is especially useful for creating sloped nav areas.


Flags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.


Flags the currently selected area as "jump". This is a hint to the bots that they should jump to traverse this area.

bot_nav_edit [0,1]
Setting this cvar to 1 allows hand-tuning of the bot's navigation mesh. Once edit mode has been activated, the bot_nav_* commands can be used.

bot_nav_zdraw <height value>

This value determines how high above the ground to draw the "nav mesh" when in nav edit mode. If the terrain is very irregular or highly sloped, it can be useful to increase this value to 10 or 15. The default value is 4.

bot_quicksave [0,1]

If nonzero, the analysis phase of map learning will be skipped. This is useful when iteratively hand-tuning nav files. Note that withough this analysis, the bots will not look around the world properly.



Analyze the navigation mesh to determine Approach Points and Encounter Spots. This may take several minutes based on the size and complexity of the map.
NOTE: This command requires one bot to be in the game. The recommended procedure is to save the mesh, add a bot, and quickly enter bot_analyze.


Saves the current navigation mesh to disk. The navigation mesh ("nav" file) is automatically named to correspond to the current map file. For instance, if the map is de_dust.bsp, the nav file will be de_dust.nav.


Clears the current navigation mesh, and loads it from disk.


bot_walk [0,1]
Force all bots to walk (disallow running).

bot_stop [0,1]
If nonzero, all bots will stop moving and responding.

bot_show_nav [0,1]
If nonzero, the nav mesh near each bot is drawn.

bot_show_danger [0,1]

If nonzero, the "danger" in each nav area is draw as a vertical line. Blue lines represent danger for CTs, and red lines are danger for Ts.

bot_traceview <value>
Used for internal debugging of bot navigation.

bot_debug <value>

Used for internal debugging of bot behavior.

Displays the bot version number, and information about the bot's author.
...and that's the bottom line because Mate de Vita said so.
2009 Apr 29 at 12:47 PDT — Ed. 2009 Apr 29 at 12:55 PDT

2009 Mar 31 • 51
I downloaded CS 1.6, changed everything like in 1.8, added ZBOT, saved and....
Thanks guys
And I have no more to say.
2009 Apr 29 at 16:17 PDT
Rocket Man

2007 Nov 6 • 2525
601 ₧
1.8 is 1.6 dude...
its like a cs rickroll
Free Steam Games
2009 Apr 29 at 23:35 PDT
2010 Feb 9 • 1
I had the same problem to. Turns out I hadn't downloaded all the parts. Download all the parts form here: (download all 9 parts.) The website starts in some language but under it there is an English Section.
Visit My Website: for more free downloads.
2010 Feb 9 at 07:17 PST — Ed. 2010 Feb 9 at 07:20 PST
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