Can Evolve To Onos, Cannot Upgrade

DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
<div class="IPBDescription">Onos seems to be "buried" up to his knee</div> On my new map co_jaguars an onos can evolve with no problem.
Upgrading however is another issue. I cannot upgrade, always getting the message "not enough room blahblahblah" even though I am in a wide open space.

Closer investigation shows the onos able to move but with short stubby legs, as if he was partially buried. If the onos jumps off the ground as he tries to upgrade it works. This glitch occurs throughout the entire map and affects onos only.

How do I rectify this problem?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    did you compile with the hull file?
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    I compiled it with Hammer so I don't know.
    Are you saying I should have? Or should NOT have compiled with hull file?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    you are supposed to compile with the hull file. It can be found in c:\program files\steam\steamapps\$youremailaddress\half-life\nsp\nshulls.txt

    When you are compiling the map add the following line to the CSG command line in compile settings -hullfile $filename $filepath
    Where $filename is the name of the file nshulls.txt by default, and $filepath is the path to that file. An easy way to get the path correct is to browse to the file in windows explorer and copy the directory from the title bar.

    I would also suggest using Nemesis' batch compiler to compile your maps. It is fairly easy to use and allows you to modify some of the more powerful compile settings with ease. It even includes limited descriptions of what each setting does. A download and setup information can be found
    <a href='http://countermap.counter-strike.net/Nemesis/index.php?p=2' target='_blank'>here.</a>
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-Reese+Aug 30 2004, 02:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Aug 30 2004, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would also suggest using Nemesis' batch compiler to compile your maps. It is fairly easy to use and allows you to modify some of the more powerful compile settings with ease. It even includes limited descriptions of what each setting does. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I understand that Nemesis' batch compiler is superior to Hammer,s ... just have been to lazy to use it (no more complicated than my map is). I am currently using it though with the hull file.

    Can you explain what the hull file does?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-kwikloader+Aug 30 2004, 03:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kwikloader @ Aug 30 2004, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reese+Aug 30 2004, 02:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Aug 30 2004, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would also suggest using Nemesis' batch compiler to compile your maps. It is fairly easy to use and allows you to modify some of the more powerful compile settings with ease. It even includes limited descriptions of what each setting does. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I understand that Nemesis' batch compiler is superior to Hammer,s ... just have been to lazy to use it (no more complicated than my map is). I am currently using it though with the hull file.

    Can you explain what the hull file does? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It defines the third custom hull used for the onos when doing all the clip hulls. Basically, it lets the game treat the onos to be the size of an onos, and not a marine. Or something. Nevermind, it's just necessary for the onos <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited August 2004
    Compiled it with batch compiler AND hull file selected and the problem continues ("Need more room to gestate" message appears) when I try to upgrade as an onos only (other alien classes work).

    I did notice this time that in addition to jumping at the same time as upgrading, ducking at the same time as upgrading also allows it to gestate. Any more ideas? This problem occurs at any location in the map.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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              [ C:\Program Files\Steam\SteamApps\lorenzo_c@comcast.net\half-life\nsp\nshulls.txt ] [    None ]
    nullfile              [    None ] [    None ]
    min surface area      [  0.500 ] [  0.500 ]
    brush union threshold [  0.000 ] [  0.000 ]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    hm
    maybe your nshulls.txt has the wrong values for some unknown reason.
    open it and see if it has the following three lines in it:

    32 32 72
    64 64 108
    32 32 36

    if not, change it to these values.
    other than that, I don't know why your problem occurs. It should be fixed with the -hullfile switch. hmm.. Are you using the latest zhlt of xp-cagey?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    The "need more room to gestate" message is more of a gameplay issue, not a map one. The code that handles gestation attempts to ensure that there is enough room for the new player model when you gestate. It errs a little more to the safe side of things, and often times gives you a "need more room" message when enough is actually available. If you are going out into the middle of the room with nothing around you and flat floor for a good ways around you then there may be a map issue.

    If it is something that occurs on your map regardless of position (try testing in the center of the room where you know there is nothing that possibly could get in the way of an onos) Check to ensure that you compiled with the correct hullfile, and that the command switch was done correctly.

    Looking at your log I see that this is happening to you all over the map. In general doing any kind of compiling from your steam directory is tricky because of the special character involved (the @ symbol specifically) Try creating a c:\mapping directory, or some other one with a small directory name, and moving your settings over to there. (note you will want to keep the "place map here when finished with compile" setting in the ns folder it is in now) This may fix the issue with that.

    I'm sorry I can't really help you all that much with this. It looks like something is wrong with the settings for how you are specifying the hull file. I use the batch compiler and it handles all of those settings for me, keeps me from constantly fat fingering my configs.

    Also what version of the compile tools are you using? There is a thread in the general mapping forum titled "Get the latest compile tools" If you are not using the latest set of tools I would recommend backing up your current tools folder (just in case) and downloading the latest set to see if they are able to fix this problem.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--QuoteBegin-[Sorcerer]+Aug 30 2004, 11:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer] @ Aug 30 2004, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hm
    maybe your nshulls.txt has the wrong values for some unknown reason.
    open it and see if it has the following three lines in it:

    32 32 72
    64 64 108
    32 32 36

    if not, change it to these values.
    other than that, I don't know why your problem occurs. It should be fixed with the -hullfile switch. hmm.. Are you using the latest zhlt of xp-cagey? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The contents of my nshulls.txt are correct. The latest version of zhlt is installed.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited August 2004
    <!--QuoteBegin-Reese+Aug 30 2004, 11:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Aug 30 2004, 11:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking at your log I see that this is happening to you all over the map. In general doing any kind of compiling from your steam directory is tricky because of the special character involved (the @ symbol specifically) Try creating a c:\mapping directory, or some other one with a small directory name, and moving your settings over to there. (note you will want to keep the "place map here when finished with compile" setting in the ns folder it is in now) This may fix the issue with that.

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Now I am confused. My HL Path is C:\Program Files\Steam\Steam.exe and my Half-Life Path is C:\Program Files\Steam\SteamApps\blah@comcast.net\half-life. How can I change either of these?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-kwikloader+Aug 30 2004, 03:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kwikloader @ Aug 30 2004, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Reese+Aug 30 2004, 11:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Aug 30 2004, 11:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking at your log I see that this is happening to you all over the map. In general doing any kind of compiling from your steam directory is tricky because of the special character involved (the @ symbol specifically) Try creating a c:\mapping directory, or some other one with a small directory name, and moving your settings over to there. (note you will want to keep the "place map here when finished with compile" setting in the ns folder it is in now) This may fix the issue with that.

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Now I am confused. My HL Path is C:\Program Files\Steam\Steam.exe and my Half-Life Path is C:\Program Files\Steam\SteamApps\blah@comcast.net\half-life. How can I change either of these? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Try using the stickied threads in this forum, they will help.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    edited August 2004
    Problem was actually fixed when I compiled with batch compiler (selecting hull). The problem was I didn't have it's compiled map going to the correct directory. Thanks for all your help, topic closed.
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