Yes, the player spawn points, if you place them in line with the ground
in counter-strike source, will cause the player to spawn outside the
map. Mappers can fix this by placing the spawn point above the ground. I
wouldn't suggest changing the code, just because, if it ain't broke,
don't fix it, an
For a mod I'm working on, I'd like to be able to use
Counter-Strike:Source and Half-Life 2 content in it. Do I need to
reference both steamAppIds, or just CS:S (cause it gets HL2 content
automagically)? And if so, what's the syntax?
Talia
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I'm having a problem trying to figure out the npc_citizen entity.
I'd like it to be assigned the resistance body model from later in HL2,
but I can't find any difference in the SDK's example maps between the
npc_citizen entitys from d1 to d3.
It's defaulting to the refugee body model for me. I'm r
Realistically, you should never need more than that many verts in a map.
If you have that many vertices in a map, it's time to consider changing
some of your brush geometry into model geometry. That's a good place to
start optimizing.
Ben Davison wrote:
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[ Picked text/plain from multipart/alt
Oddly, it's not in a rez.
What you have is a set of files in the config directory, named
"chapter1.cfg", "chapter2.cfg" and so on. Those contain the name of the
map file to run to begin that chapter. You've also got some VTFs in the
\materials\VGUI\Chapters\ folder, named "chapter1.vtf" and so for
You could also do it the cool way, and do it with a full screen shader,
where it puts a guassian blur and then a multiply blend, so it glows.
They did a little something like this for Tron 2.0. There's a good
article on it over at gamasutra, search for Tron 2.0 and glow.
Draco wrote:
so far it
So that Steam update just broke my mod, and I know I'm not the only one,
several others concurred.
It's giving a "Can't find [modname]/gameinfo.txt" error when the mod is run.
Talia
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o: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam Update Broke Mod
Date: Fri, 23 Sep 2005 21:33:58 +0100
Are you sure the specified file does actually exist, and is readable?
Spektre wrote:
So that Steam update just broke my mod, and I know I
I've decided this has changed a bit from the subject of the original
thread, so I thought a rename was in order.
I'm going to quote other more eloquent sources of information than
myself, and let them do the speaking.
http://lostgarden.com/2005/08/why-you-should-share-your-game-designs.html
I cou
This is the third instance someone has complained of errors with the
cubemaps in Source on #valveerc, so I'm of a mind to believe that
something's been changed in the most recent update. If Valve could have
a look at this, I'd be much obliged.
http://game-advance.net/ss/ast_silo0003.jpg
The bug ap
;s no splits in the face there.
Adam "amckern" Mckern wrote:
Is that an after shot? Becuase it looks like a bsp
error (normaly caused by doing a wacky texture apply
to a face and bsp cuting and missmatching it)
Adam
--- Spektre <[EMAIL PROTECTED]> wrote:
This is the third
Well, problem with that is that it'd filter level sounds too, I'd
guess Which you want those.
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I have to ask... are you taking into account the fact that bullets go
through walls, and through your cover? The AWP can shoot 44 units
through a solid wall. There's a good article in the wiki that lists all
the weapons' penetration capabilities.
Tom Edwards wrote:
Sounds like traditional lag t
This would be slightly hackish, but you could set a logic_auto in the
map, and onBackgroundMap change r_drawviewmodel to 0 and cl_drawhud to 0
using point_clientcommand. This would hide the player. You could also
teleport the player model and just load up a viewcontrol to look from a
camera.
Greg
A friend who is having the problem just tried changing the applauch
change, and it bombed with this error.
"Engine Error: Could not load library client"
Teddy wrote:
One of our players found a fix for it, here's his instructions
(hopefully the same willl work for ya'll):
Create a Desktop shor
http://developer.valvesoftware.com/w/index.php?title=Image:Func_detail_face_splits.jpg&rcid=16412
That's an image of several func_detail pillars that are up against a
world brush wall. It splits the triangles on the wall a whole lot more
than necessary.
Ok, I've tested this both under CST and Valv
ll code that was in the v tool is in cst, how ever, its just
faster, and some times looks better.
I use the de_coble map for my control, so not everything is
used in that map, but its a good map to use, becuase it has a
wide use of many entities, and such.
Adam
--- Spektre <
Oh, they aren't placed any differently. The issue is that the cubemaps
currently have their faces corrupted, they're rotated wrong or
something. The cubemaps have to be in 16-bit lightmaps now, in order for
them to display correctly. The engine's been updated to fix this, but
the compile tools hav
Any of you find folks notice Steam closing without warning? I've
noticed it two or three times since last update, and several of my
fellows have too.
It closed and I didn't notice it until Hammer started returning white
textures (cause it didn't have file system hooks anymore). The system
tray
extra app Id set to 211, but no steamAppID
This is the error occuring on several steam tool programs, including
Hammer and it's compilers, VRAD and VVIS. I have reports of this
affecting two other users.
For me, it only occurs while the compile tools are executed from the
command line. This happen
That's exactly why. It'd be a *huge* security hole if they opened the
source, while the game is still in major use. And they don't need to
open the source, that's what we have the SDK for ;)
fjulll wrote:
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I think they wouldnt do that because t
VRAD is likely crashing because of a malformed light patch resolution;
like, texture select all the faces in the map, and reassign the lightmap
scale to something like 16 or 32.
This seems to fix it in all cases I've encountered.
Talia
Teddy wrote:
>I was using the beta SDK, but vrad crashes whe
Find out where the mod community hangs out.
There's a number of methods of communication, and the best thing you
can do is to make youself known on all of them. To be honest, that can
be a fulltime position, just watching all the traffic. I mean, there's
forums (http://www.chatbear.com/board.plm
First of all; take this to the mappers list next time, please.
Second. It's done with a couple of func_doors parented to each other,
and set not to render. The prop_dynamic is parented to the func doors,
to make it appear as if it's moving, when in actuality the entitys are
doing all the mechanical
last
question was a level design related question, so you'll be more likely
to find the help you are looking for on the hlmappers list. :)
Talia
Matthew wrote:
> What the mappers list?
> - Original Message -
> From: "Spektre" <[EMAIL PROTECTED]>
> To:
>
I have to be honest; I really don't like this approach. I ran into it in
internal alpha versioning, and the problem is that it breaks all the
text tokens, because they all append the modname on the front of the
token. This is a pain cause you have to do a find/replace on the modname
in all the file
I think we need a "General Problems" list that we can discuss things
that don't fit under the specific headings, and yes, I could use a
"Artist/Modeller list" too.
Talia
fjulll wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>I totally agree to everything l3fty said, seriously.
>Stea
Matt wrote:
>If anyone could help with a brief walk through of the code or some sample
>code on how to changes things in that general area or even a good place to
>go to find out more info, that would be incredibly helpful.
>
>
I'm not a coder, but from a level designer's standpoint and a gameplay
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