Thanks Cold-nite, I think so too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I just spew them out, had a few others including various flame based weaponry and its effects etc but I'll save them for another time... can you tell I have too much time on my hands? (actually thats a lie, I'm always busy... I just goof off a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
I like Mantrids idea's too although a couple of changes are necessary (as I've already posted on the official zombie forum and a bit on here.
edit: you already got it working on steam I see. I'm definately interested now.
I really like the fast zombies in those Hl2 vids. Perhaps if a certain player kills a large number of humans they increase speed significantly and can leap towards you. I'd be totally freaked out if one of those things Flew straight at me.
Another idea for the zombies would be to respawn in the same place you died. Like in the movies where they get shot in the head. Fall over. And get up again 1 minute later. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Could really suck if a Human just stood over you, capping you in the head everytime you got back up though.
I doubt there are many zombies equipped like sam fisher but have you never noticed in zombie films how they always seem to know where fresh meat is? They all gather round whatever building people are currently in even if there isn't really any way they could know.
I doubt they've got X-Ray vision or anything though, I reckon its just a smell thing or... nah, could be loads of stuff but I'm not gonna start list of equally implausible non-sense, whatever it is, they can do it.
Besides, gameplay wise it would just be fun.
Oh, another thing, may I suggest a 'thriller' animation where they start dancing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->, you have to have a michael jackson in his red leather jacket of course... he'd probably look more alive than he does now actually.
Oooo, themed levels based on classic zombie films! Shopping malls, lonely farm houses, the thriller graveyard and residential area etc. I also wanna be able to moan about brains <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Customisation forums, map forums, general discussion.
Also a playtester forum set up (playtesters only... for private discussion of bugs and stuff when released) and a mod maker discussion (for the mod makers...)
If your a playtester, please screenshot email, and PM it to me over forums (at NSM) and i will grant you permission to it.
<!--QuoteBegin-Jimmeh+Jun 8 2004, 11:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jimmeh @ Jun 8 2004, 11:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forums are all set up now.
Customisation forums, map forums, general discussion.
Also a playtester forum set up (playtesters only... for private discussion of bugs and stuff when released) and a mod maker discussion (for the mod makers...)
If your a playtester, please screenshot email, and PM it to me over forums (at NSM) and i will grant you permission to it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes Sir Jimmeh! I'll be doing that when I get home. >=D
<!--QuoteBegin-Mantrid+Jun 8 2004, 05:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Jun 8 2004, 05:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, I would do a screenshot, but I already deleted the email...
Honor system? Or you could ask Twilight... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'll add you anyway XD
Playtest is looking to be toward the end of the week (Friday/Saturdayish). We did a dry run last night (Just the mod team, don't worry, we didn't start without you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->), and found that while the mod works with Steam now, Steam also broke a few things. Nothing too major, I think, but it's slowing us down a bit.
My map zp_beneath is compiling, hopefully there won't be too many errors, I don't want to have to fix a lot.
The prefix is zp because I think the mod's name is Zombie Panic.
Anyway, its a city map, which will allow human vs. zombie fighting in several buildings, on a roof top, in a construction site, on the streets, through a parking lot, under water, and in the sewers.
IMO as long as you have excellent gameplay you dont need fancy models.
I mean, sure, they enhance the feeling of the mod, but they only enhance it. However, sound and music is #2 beat out only by gameplay. Make the zombie players emit, at random times: groaning, moaning, and "brains" sounds as well as slurred speech. just get a drunk to talk into a speaker asking of a impersonation of a zombie. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Looks like it's going to be totally kick-4$$ [bling bling!] when it's released! That video, despite being short, was very fun to watch! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Anyway, I looked at the compile log, and it told me that there were coplanar faces. I checked my .rmf, and didn't see any at all.
Then I realized it was my .map file. So I went into that, checked for problems, and then got rid of those problems in my .rmf, and exported again (using HLFix, of course). So now, its just a matter of sitting and waiting while the remote compiler tries to do its job.
Unfortunetly, it isn't compiling because of a bunch of errors I have no idea how to fix.
If anyone is interested in fixing them, and telling me what they did, I'll send them the .rmf file (or at the very least, point out how I can fix them myself).
The error log is:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (webmaster@xp-cagey.com) ----- BEGIN hlcsg ----- Command line: D:\unzipped\zhlt_1.7p15\HLCSG.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map Entering D:\unzipped\hlfix081b\zp_beneath_a5.map
Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] max lighting memory [ 6291456 ] [ 6291456 ] priority [ Normal ] [ Normal ]
noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] clip hull type [ legacy ] [ legacy ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] nullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration Wadinclude list : [zhlt.wad]
Using Wadfile: d:\half-life\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: d:\half-life\valve\gfx.wad - Contains 0 used textures, 0.00 percent of map (7 textures in wad) Using Wadfile: d:\half-life\valve\halflife.wad - Contains 40 used textures, 29.63 percent of map (3116 textures in wad) Using Wadfile: d:\half-life\valve\liquids.wad - Contains 2 used textures, 1.48 percent of map (32 textures in wad) Using Wadfile: d:\valve\steam\steamapps\mantrid42@hotmail.com\half-life\dod_avalanche.wad - Contains 28 used textures, 20.74 percent of map (109 textures in wad)
added 12 additional animating textures. Warning: ::FindTexture() texture BMW2_SIDE not found! Warning: ::FindTexture() texture BMW2_BACK not found! Warning: ::FindTexture() texture BMW2_FRON not found! Warning: ::FindTexture() texture BMW_SIDE not found! Warning: ::FindTexture() texture BMW_BACK not found! Warning: ::FindTexture() texture BMW_FRON not found! Warning: ::FindTexture() texture 4W_SIDE not found! Warning: ::FindTexture() texture 4W_BACK not found! Warning: ::FindTexture() texture 4W_FRON not found! Warning: ::FindTexture() texture 4W2_SIDE not found! Warning: ::FindTexture() texture 4W2_BACK not found! Warning: ::FindTexture() texture 4W2_FRON not found! Warning: ::FindTexture() texture COROLA_FRON not found! Warning: ::FindTexture() texture COROLA_SIDE not found! Warning: ::FindTexture() texture COROLA_BACK not found! Warning: ::FindTexture() texture COROLA2_FRON not found! Warning: ::FindTexture() texture COROLA2_SIDE not found! Warning: ::FindTexture() texture COROLA2_BACK not found! Warning: ::FindTexture() texture CORFAM2_FRON not found! Warning: ::FindTexture() texture CORFAM2_SIDE not found! Warning: ::FindTexture() texture CORFAM2_BACK not found! Warning: ::FindTexture() texture GOLF_FRON not found! Warning: ::FindTexture() texture GOLF_SIDE not found! Warning: ::FindTexture() texture GOLF_BACK not found! Warning: ::FindTexture() texture GOLF2_FRON not found! Warning: ::FindTexture() texture GOLF2_SIDE not found! Warning: ::FindTexture() texture GOLF2_BACK not found! Warning: ::FindTexture() texture MEGANE_FRON not found! Warning: ::FindTexture() texture MEGANE_BACK not found! Warning: ::FindTexture() texture MEGANE_SIDE not found! Warning: ::FindTexture() texture MEGANE2_FRON not found! Warning: ::FindTexture() texture MEGANE2_BACK not found! Warning: ::FindTexture() texture MEGANE2_SIDE not found! Warning: ::FindTexture() texture VAN_A_FRON not found! Warning: ::FindTexture() texture VAN_A_BACK not found! Warning: ::FindTexture() texture VAN_A_SIDE not found! Warning: ::FindTexture() texture VAN_A_ROOF not found! Warning: ::FindTexture() texture VAN_B_FRON not found! Warning: ::FindTexture() texture VAN_A_CAP not found! Warning: ::FindTexture() texture VAN_B_BACK not found! Warning: ::FindTexture() texture VAN_B_SIDE not found! Warning: ::FindTexture() texture VAN_B_ROOF not found! Warning: ::FindTexture() texture VAN_B_CAP not found! Warning: ::FindTexture() texture VAN_A_OOPS1 not found! Warning: ::FindTexture() texture VAN_D_FRON not found! Warning: ::FindTexture() texture VAN_D_SIDE not found! Warning: ::FindTexture() texture VAN_D_ROOF not found! Warning: ::FindTexture() texture VAN_D_BACK not found! Warning: ::FindTexture() texture VAN_E_FRON not found! Warning: ::FindTexture() texture VAN_E_SIDE not found! Warning: ::FindTexture() texture VAN_E_ROOF not found! Warning: ::FindTexture() texture VAN_E_BACK not found! Warning: ::FindTexture() texture VAN_C_FRON not found! Warning: ::FindTexture() texture VAN_C_SIDE not found! Warning: ::FindTexture() texture VAN_C_ROOF not found! Warning: ::FindTexture() texture VAN_C_BACK not found! Warning: ::FindTexture() texture CORFAM_FRON not found! Warning: ::FindTexture() texture CORFAM_SIDE not found! Warning: ::FindTexture() texture CORFAM_BACK not found! Warning: ::FindTexture() texture TWINGO2_FRON not found! Warning: ::FindTexture() texture TWINGO2_BACK not found! Warning: ::FindTexture() texture TWINGO2_SIDE not found! Warning: ::FindTexture() texture TWINGO_FRON not found! Warning: ::FindTexture() texture TWINGO_BACK not found! Warning: ::FindTexture() texture TWINGO_SIDE not found! Warning: ::LoadLump() texture 4W2_BACK not found! Warning: ::LoadLump() texture 4W2_FRON not found! Warning: ::LoadLump() texture 4W2_SIDE not found! Warning: ::LoadLump() texture 4W_BACK not found! Warning: ::LoadLump() texture 4W_FRON not found! Warning: ::LoadLump() texture 4W_SIDE not found! Warning: ::LoadLump() texture BMW2_BACK not found! Warning: ::LoadLump() texture BMW2_FRON not found! Warning: ::LoadLump() texture BMW2_SIDE not found! Warning: ::LoadLump() texture BMW_BACK not found! Warning: ::LoadLump() texture BMW_FRON not found! Warning: ::LoadLump() texture BMW_SIDE not found! Warning: ::LoadLump() texture CORFAM2_BACK not found! Warning: ::LoadLump() texture CORFAM2_FRON not found! Warning: ::LoadLump() texture CORFAM2_SIDE not found! Warning: ::LoadLump() texture CORFAM_BACK not found! Warning: ::LoadLump() texture CORFAM_FRON not found! Warning: ::LoadLump() texture CORFAM_SIDE not found! Warning: ::LoadLump() texture COROLA2_BACK not found! Warning: ::LoadLump() texture COROLA2_FRON not found! Warning: ::LoadLump() texture COROLA2_SIDE not found! Warning: ::LoadLump() texture COROLA_BACK not found! Warning: ::LoadLump() texture COROLA_FRON not found! Warning: ::LoadLump() texture COROLA_SIDE not found! Warning: ::LoadLump() texture GOLF2_BACK not found! Warning: ::LoadLump() texture GOLF2_FRON not found! Warning: ::LoadLump() texture GOLF2_SIDE not found! Warning: ::LoadLump() texture GOLF_BACK not found! Warning: ::LoadLump() texture GOLF_FRON not found! Warning: ::LoadLump() texture GOLF_SIDE not found! Warning: ::LoadLump() texture MEGANE2_BACK not found! Warning: ::LoadLump() texture MEGANE2_FRON not found! Warning: ::LoadLump() texture MEGANE2_SIDE not found! Warning: ::LoadLump() texture MEGANE_BACK not found! Warning: ::LoadLump() texture MEGANE_FRON not found! Warning: ::LoadLump() texture MEGANE_SIDE not found! Warning: ::LoadLump() texture TWINGO2_BACK not found! Warning: ::LoadLump() texture TWINGO2_FRON not found! Warning: ::LoadLump() texture TWINGO2_SIDE not found! Warning: ::LoadLump() texture TWINGO_BACK not found! Warning: ::LoadLump() texture TWINGO_FRON not found! Warning: ::LoadLump() texture TWINGO_SIDE not found! Warning: ::LoadLump() texture VAN_A_BACK not found! Warning: ::LoadLump() texture VAN_A_CAP not found! Warning: ::LoadLump() texture VAN_A_FRON not found! Warning: ::LoadLump() texture VAN_A_OOPS1 not found! Warning: ::LoadLump() texture VAN_A_ROOF not found! Warning: ::LoadLump() texture VAN_A_SIDE not found! Warning: ::LoadLump() texture VAN_B_BACK not found! Warning: ::LoadLump() texture VAN_B_CAP not found! Warning: ::LoadLump() texture VAN_B_FRON not found! Warning: ::LoadLump() texture VAN_B_ROOF not found! Warning: ::LoadLump() texture VAN_B_SIDE not found! Warning: ::LoadLump() texture VAN_C_BACK not found! Warning: ::LoadLump() texture VAN_C_FRON not found! Warning: ::LoadLump() texture VAN_C_ROOF not found! Warning: ::LoadLump() texture VAN_C_SIDE not found! Warning: ::LoadLump() texture VAN_D_BACK not found! Warning: ::LoadLump() texture VAN_D_FRON not found! Warning: ::LoadLump() texture VAN_D_ROOF not found! Warning: ::LoadLump() texture VAN_D_SIDE not found! Warning: ::LoadLump() texture VAN_E_BACK not found! Warning: ::LoadLump() texture VAN_E_FRON not found! Warning: ::LoadLump() texture VAN_E_ROOF not found! Warning: ::LoadLump() texture VAN_E_SIDE not found! Texture usage is at 1.76 mb (of 4.00 mb MAX) 399.14 seconds elapsed [6m 39s]
----- END hlcsg -----
hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (webmaster@xp-cagey.com) ----- BEGIN hlbsp ----- Command line: D:\unzipped\zhlt_1.7p15\HLBSP.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map
Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 1 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ]
noclip [ off ] [ off ] nofill [ off ] [ off ] noopt [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4151 (1.07 seconds) Warning: === LEAK in hull 0 === Entity ammo_buckshot @ ( 831,-1444, 337) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush
Leak pointfile generated
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4330 (0.95 seconds) Warning: === LEAK in hull 1 === Entity light_spot @ (-2724,-616, 569) SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4418 (1.04 seconds) Warning: === LEAK in hull 2 === Entity ammo_buckshot @ ( 831,-1444, 337) SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4671 (1.09 seconds) Warning: === LEAK in hull 3 === Entity light_spot @ (-2724,-616, 569) 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 1.7p15 (Jun 3 2004) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (webmaster@xp-cagey.com) ----- BEGIN hlvis ----- Command line: D:\unzipped\zhlt_1.7p15\HLVIS.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map >> There was a problem compiling the map. >> Check the file D:\unzipped\hlfix081b\zp_beneath_a5.log for the cause.
----- END hlvis -----
hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (webmaster@xp-cagey.com) ----- BEGIN hlrad ----- Command line: D:\unzipped\zhlt_1.7p15\HLRAD.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map >> There was a problem compiling the map. >> Check the file D:\unzipped\hlfix081b\zp_beneath_a5.log for the cause.
----- END hlrad -----
hlbsp: 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
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 <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
edited June 2004
ok, here is what i got out of that... you are missing _lots_ of textures (and why are you using DoD textures?)
you have at least one leak in your map unless you are very nub (and looking at your map, i doubt that), you should be able to fix the leak
you have too many clipnodes (but i dont know what those are, so you are out of luck there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
<!--QuoteBegin-Mantrid+Jun 9 2004, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Jun 9 2004, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Everything is sorted out but the MAX_CLIP_NODES, which means the spaces players <i>could</i> be in.
I've filled just about every non-critical area with Clip brushed, but its still returning that error.
If I could host the .zip file somewhere, I'd distribute the .rmf for people to help. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How big is the zip file? I could probably host it on my ftp..
Comments
I just spew them out, had a few others including various flame based weaponry and its effects etc but I'll save them for another time... can you tell I have too much time on my hands? (actually thats a lie, I'm always busy... I just goof off a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
I like Mantrids idea's too although a couple of changes are necessary (as I've already posted on the official zombie forum and a bit on here.
I really like the fast zombies in those Hl2 vids. Perhaps if a certain player kills a large number of humans they increase speed significantly and can leap towards you. I'd be totally freaked out if one of those things Flew straight at me.
Another idea for the zombies would be to respawn in the same place you died. Like in the movies where they get shot in the head. Fall over. And get up again 1 minute later. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Could really suck if a Human just stood over you, capping you in the head everytime you got back up though.
I doubt they've got X-Ray vision or anything though, I reckon its just a smell thing or... nah, could be loads of stuff but I'm not gonna start list of equally implausible non-sense, whatever it is, they can do it.
Besides, gameplay wise it would just be fun.
Oh, another thing, may I suggest a 'thriller' animation where they start dancing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->, you have to have a michael jackson in his red leather jacket of course... he'd probably look more alive than he does now actually.
Oooo, themed levels based on classic zombie films! Shopping malls, lonely farm houses, the thriller graveyard and residential area etc. I also wanna be able to moan about brains <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Customisation forums, map forums, general discussion.
Also a playtester forum set up (playtesters only... for private discussion of bugs and stuff when released) and a mod maker discussion (for the mod makers...)
If your a playtester, please screenshot email, and PM it to me over forums (at NSM) and i will grant you permission to it.
Customisation forums, map forums, general discussion.
Also a playtester forum set up (playtesters only... for private discussion of bugs and stuff when released) and a mod maker discussion (for the mod makers...)
If your a playtester, please screenshot email, and PM it to me over forums (at NSM) and i will grant you permission to it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes Sir Jimmeh! I'll be doing that when I get home. >=D
Honor system? Or you could ask Twilight...
Honor system? Or you could ask Twilight... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'll add you anyway XD
Twilight
(if you check here, i forgot to say the name of my map. its co_neo_b9)
The prefix is zp because I think the mod's name is Zombie Panic.
Anyway, its a city map, which will allow human vs. zombie fighting in several buildings, on a roof top, in a construction site, on the streets, through a parking lot, under water, and in the sewers.
:edit:
what are the r_speeds on that thing
I get all sorts of errors, most of which are indecipherable.
If someone wants to take a look at the rmf, I'll send it to them.
I mean, sure, they enhance the feeling of the mod, but they only enhance it.
However, sound and music is #2 beat out only by gameplay. Make the zombie players emit, at random times: groaning, moaning, and "brains" sounds as well as slurred speech. just get a drunk to talk into a speaker asking of a impersonation of a zombie. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Looks like it's going to be totally kick-4$$ [bling bling!] when it's released! That video, despite being short, was very fun to watch! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
(im now a playtester)
Anyway, I looked at the compile log, and it told me that there were coplanar faces. I checked my .rmf, and didn't see any at all.
Then I realized it was my .map file. So I went into that, checked for problems, and then got rid of those problems in my .rmf, and exported again (using HLFix, of course). So now, its just a matter of sitting and waiting while the remote compiler tries to do its job.
If anyone is interested in fixing them, and telling me what they did, I'll send them the .rmf file (or at the very least, point out how I can fix them myself).
The error log is:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlcsg -----
Command line: D:\unzipped\zhlt_1.7p15\HLCSG.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map
Entering D:\unzipped\hlfix081b\zp_beneath_a5.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
14 brushes (totalling 108 sides) discarded from clipping hulls
CreateBrush:
(360.70 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(6.43 seconds)
Using Wadfile: d:\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: d:\half-life\valve\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: d:\half-life\valve\halflife.wad
- Contains 40 used textures, 29.63 percent of map (3116 textures in wad)
Using Wadfile: d:\half-life\valve\liquids.wad
- Contains 2 used textures, 1.48 percent of map (32 textures in wad)
Using Wadfile: d:\valve\steam\steamapps\mantrid42@hotmail.com\half-life\dod_avalanche.wad
- Contains 28 used textures, 20.74 percent of map (109 textures in wad)
added 12 additional animating textures.
Warning: ::FindTexture() texture BMW2_SIDE not found!
Warning: ::FindTexture() texture BMW2_BACK not found!
Warning: ::FindTexture() texture BMW2_FRON not found!
Warning: ::FindTexture() texture BMW_SIDE not found!
Warning: ::FindTexture() texture BMW_BACK not found!
Warning: ::FindTexture() texture BMW_FRON not found!
Warning: ::FindTexture() texture 4W_SIDE not found!
Warning: ::FindTexture() texture 4W_BACK not found!
Warning: ::FindTexture() texture 4W_FRON not found!
Warning: ::FindTexture() texture 4W2_SIDE not found!
Warning: ::FindTexture() texture 4W2_BACK not found!
Warning: ::FindTexture() texture 4W2_FRON not found!
Warning: ::FindTexture() texture COROLA_FRON not found!
Warning: ::FindTexture() texture COROLA_SIDE not found!
Warning: ::FindTexture() texture COROLA_BACK not found!
Warning: ::FindTexture() texture COROLA2_FRON not found!
Warning: ::FindTexture() texture COROLA2_SIDE not found!
Warning: ::FindTexture() texture COROLA2_BACK not found!
Warning: ::FindTexture() texture CORFAM2_FRON not found!
Warning: ::FindTexture() texture CORFAM2_SIDE not found!
Warning: ::FindTexture() texture CORFAM2_BACK not found!
Warning: ::FindTexture() texture GOLF_FRON not found!
Warning: ::FindTexture() texture GOLF_SIDE not found!
Warning: ::FindTexture() texture GOLF_BACK not found!
Warning: ::FindTexture() texture GOLF2_FRON not found!
Warning: ::FindTexture() texture GOLF2_SIDE not found!
Warning: ::FindTexture() texture GOLF2_BACK not found!
Warning: ::FindTexture() texture MEGANE_FRON not found!
Warning: ::FindTexture() texture MEGANE_BACK not found!
Warning: ::FindTexture() texture MEGANE_SIDE not found!
Warning: ::FindTexture() texture MEGANE2_FRON not found!
Warning: ::FindTexture() texture MEGANE2_BACK not found!
Warning: ::FindTexture() texture MEGANE2_SIDE not found!
Warning: ::FindTexture() texture VAN_A_FRON not found!
Warning: ::FindTexture() texture VAN_A_BACK not found!
Warning: ::FindTexture() texture VAN_A_SIDE not found!
Warning: ::FindTexture() texture VAN_A_ROOF not found!
Warning: ::FindTexture() texture VAN_B_FRON not found!
Warning: ::FindTexture() texture VAN_A_CAP not found!
Warning: ::FindTexture() texture VAN_B_BACK not found!
Warning: ::FindTexture() texture VAN_B_SIDE not found!
Warning: ::FindTexture() texture VAN_B_ROOF not found!
Warning: ::FindTexture() texture VAN_B_CAP not found!
Warning: ::FindTexture() texture VAN_A_OOPS1 not found!
Warning: ::FindTexture() texture VAN_D_FRON not found!
Warning: ::FindTexture() texture VAN_D_SIDE not found!
Warning: ::FindTexture() texture VAN_D_ROOF not found!
Warning: ::FindTexture() texture VAN_D_BACK not found!
Warning: ::FindTexture() texture VAN_E_FRON not found!
Warning: ::FindTexture() texture VAN_E_SIDE not found!
Warning: ::FindTexture() texture VAN_E_ROOF not found!
Warning: ::FindTexture() texture VAN_E_BACK not found!
Warning: ::FindTexture() texture VAN_C_FRON not found!
Warning: ::FindTexture() texture VAN_C_SIDE not found!
Warning: ::FindTexture() texture VAN_C_ROOF not found!
Warning: ::FindTexture() texture VAN_C_BACK not found!
Warning: ::FindTexture() texture CORFAM_FRON not found!
Warning: ::FindTexture() texture CORFAM_SIDE not found!
Warning: ::FindTexture() texture CORFAM_BACK not found!
Warning: ::FindTexture() texture TWINGO2_FRON not found!
Warning: ::FindTexture() texture TWINGO2_BACK not found!
Warning: ::FindTexture() texture TWINGO2_SIDE not found!
Warning: ::FindTexture() texture TWINGO_FRON not found!
Warning: ::FindTexture() texture TWINGO_BACK not found!
Warning: ::FindTexture() texture TWINGO_SIDE not found!
Warning: ::LoadLump() texture 4W2_BACK not found!
Warning: ::LoadLump() texture 4W2_FRON not found!
Warning: ::LoadLump() texture 4W2_SIDE not found!
Warning: ::LoadLump() texture 4W_BACK not found!
Warning: ::LoadLump() texture 4W_FRON not found!
Warning: ::LoadLump() texture 4W_SIDE not found!
Warning: ::LoadLump() texture BMW2_BACK not found!
Warning: ::LoadLump() texture BMW2_FRON not found!
Warning: ::LoadLump() texture BMW2_SIDE not found!
Warning: ::LoadLump() texture BMW_BACK not found!
Warning: ::LoadLump() texture BMW_FRON not found!
Warning: ::LoadLump() texture BMW_SIDE not found!
Warning: ::LoadLump() texture CORFAM2_BACK not found!
Warning: ::LoadLump() texture CORFAM2_FRON not found!
Warning: ::LoadLump() texture CORFAM2_SIDE not found!
Warning: ::LoadLump() texture CORFAM_BACK not found!
Warning: ::LoadLump() texture CORFAM_FRON not found!
Warning: ::LoadLump() texture CORFAM_SIDE not found!
Warning: ::LoadLump() texture COROLA2_BACK not found!
Warning: ::LoadLump() texture COROLA2_FRON not found!
Warning: ::LoadLump() texture COROLA2_SIDE not found!
Warning: ::LoadLump() texture COROLA_BACK not found!
Warning: ::LoadLump() texture COROLA_FRON not found!
Warning: ::LoadLump() texture COROLA_SIDE not found!
Warning: ::LoadLump() texture GOLF2_BACK not found!
Warning: ::LoadLump() texture GOLF2_FRON not found!
Warning: ::LoadLump() texture GOLF2_SIDE not found!
Warning: ::LoadLump() texture GOLF_BACK not found!
Warning: ::LoadLump() texture GOLF_FRON not found!
Warning: ::LoadLump() texture GOLF_SIDE not found!
Warning: ::LoadLump() texture MEGANE2_BACK not found!
Warning: ::LoadLump() texture MEGANE2_FRON not found!
Warning: ::LoadLump() texture MEGANE2_SIDE not found!
Warning: ::LoadLump() texture MEGANE_BACK not found!
Warning: ::LoadLump() texture MEGANE_FRON not found!
Warning: ::LoadLump() texture MEGANE_SIDE not found!
Warning: ::LoadLump() texture TWINGO2_BACK not found!
Warning: ::LoadLump() texture TWINGO2_FRON not found!
Warning: ::LoadLump() texture TWINGO2_SIDE not found!
Warning: ::LoadLump() texture TWINGO_BACK not found!
Warning: ::LoadLump() texture TWINGO_FRON not found!
Warning: ::LoadLump() texture TWINGO_SIDE not found!
Warning: ::LoadLump() texture VAN_A_BACK not found!
Warning: ::LoadLump() texture VAN_A_CAP not found!
Warning: ::LoadLump() texture VAN_A_FRON not found!
Warning: ::LoadLump() texture VAN_A_OOPS1 not found!
Warning: ::LoadLump() texture VAN_A_ROOF not found!
Warning: ::LoadLump() texture VAN_A_SIDE not found!
Warning: ::LoadLump() texture VAN_B_BACK not found!
Warning: ::LoadLump() texture VAN_B_CAP not found!
Warning: ::LoadLump() texture VAN_B_FRON not found!
Warning: ::LoadLump() texture VAN_B_ROOF not found!
Warning: ::LoadLump() texture VAN_B_SIDE not found!
Warning: ::LoadLump() texture VAN_C_BACK not found!
Warning: ::LoadLump() texture VAN_C_FRON not found!
Warning: ::LoadLump() texture VAN_C_ROOF not found!
Warning: ::LoadLump() texture VAN_C_SIDE not found!
Warning: ::LoadLump() texture VAN_D_BACK not found!
Warning: ::LoadLump() texture VAN_D_FRON not found!
Warning: ::LoadLump() texture VAN_D_ROOF not found!
Warning: ::LoadLump() texture VAN_D_SIDE not found!
Warning: ::LoadLump() texture VAN_E_BACK not found!
Warning: ::LoadLump() texture VAN_E_FRON not found!
Warning: ::LoadLump() texture VAN_E_ROOF not found!
Warning: ::LoadLump() texture VAN_E_SIDE not found!
Texture usage is at 1.76 mb (of 4.00 mb MAX)
399.14 seconds elapsed [6m 39s]
----- END hlcsg -----
hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlbsp -----
Command line: D:\unzipped\zhlt_1.7p15\HLBSP.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)
SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4151 (1.07 seconds)
Warning: === LEAK in hull 0 ===
Entity ammo_buckshot @ ( 831,-1444, 337)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4330 (0.95 seconds)
Warning: === LEAK in hull 1 ===
Entity light_spot @ (-2724,-616, 569)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4418 (1.04 seconds)
Warning: === LEAK in hull 2 ===
Entity ammo_buckshot @ ( 831,-1444, 337)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...4671 (1.09 seconds)
Warning: === LEAK in hull 3 ===
Entity light_spot @ (-2724,-616, 569)
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 1.7p15 (Jun 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlvis -----
Command line: D:\unzipped\zhlt_1.7p15\HLVIS.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map
>> There was a problem compiling the map.
>> Check the file D:\unzipped\hlfix081b\zp_beneath_a5.log for the cause.
----- END hlvis -----
hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: D:\unzipped\zhlt_1.7p15\HLRAD.EXE D:\unzipped\hlfix081b\zp_beneath_a5.map
>> There was a problem compiling the map.
>> Check the file D:\unzipped\hlfix081b\zp_beneath_a5.log for the cause.
----- END hlrad -----
hlbsp: 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
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
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
you are missing _lots_ of textures
(and why are you using DoD textures?)
you have at least one leak in your map
unless you are very nub (and looking at your map, i doubt that), you should be able to fix the leak
you have too many clipnodes (but i dont know what those are, so you are out of luck there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
:edit:
the leak is why vis and rad failed
:edit2:
added solutions
I've filled just about every non-critical area with Clip brushed, but its still returning that error.
If I could host the .zip file somewhere, I'd distribute the .rmf for people to help.
I've filled just about every non-critical area with Clip brushed, but its still returning that error.
If I could host the .zip file somewhere, I'd distribute the .rmf for people to help. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How big is the zip file? I could probably host it on my ftp..