SearchSearchPosts written by MadwiX:Truck
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SuperJer said: MySQL injection is when, for example, you do this:
php code <?php mysql_query("SELECT * FROM yodawg WHERE id=" . $_GET['id']); ?> because an attacker can use a URL like: hxxp://example.com/page?id=1 OR 1 which will then SELECT everything in your table. What about raw _GET method. No MySQL, no database. What I mean is, is _get method vulnerable to any attack by itself. Truck
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Rockbomb said:
I was looking for something like that, thanks. SuperJer said: I always have lots of extra player starts floating around, so I can keep scale in mind.
Most textures look like crap together (or separate) but you have to make do. I make a lot of my own textures when none of the defaults will do. The easiest way to do that is to just modify the defaults. Sometimes a simple change as adding a dark gradient to an existing texture can make it work for the map. But most importantly, I design the whole thing on paper first. I find I'm much more likely to get a working result, and actually finish something, if it is designed first. Hmm, thanks, will do. walloon said: MadwiX said: the_cloud_system said: there is no "standerd" in hammer mapping.
besides lights, spawn points, and buttons. Your statement makes no sense whatsoever, do you even read what you type? Thanks for the info (the other guy) Wow bitch ass nigger fuck tough guy nigger fuck ass hole nigger fuck jew piece of shit die please nigger fuck Ok. Truck
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the_cloud_system said: there is no "standerd" in hammer mapping.
besides lights, spawn points, and buttons. Your statement makes no sense whatsoever, do you even read what you type? Thanks for the info (the other guy) Truck
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Hi,
I'm an average hammer mapper, I've been trying to make a DeathRun map for past few weeks, but I always find myself doing 1/10 of the job and then quitting because it looks like shit. The thing is, they always end up too small, or too big, or too easy. What are some standards in mapping, what height and width of the walls? What do you build first in a DR map, the traps, both CT and T base, or something else? Which textures look nice with others, which don't etc. I hope you see what I'm aiming to in here, thanks. Truck
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Okay, thanks. I'll put you in map credits in thank you part.
Truck
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Snap to grid is on but yeah, it's the big one.
So I should definatly start over? Truck
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I don't know what are you pointing on that ss, but everything in that area is patched and sealed, at least in my map on my computer. If not that, then what?
Also, ty for that, didn't even see that two warnings. Truck
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Lawl, okay.
I had to make an account for Rapidshare so I uploaded it to filebeam. Hope that's ok, here's the link: http://fbe.am/1tm Truck
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I tried that, it compiles fine with no errors, but when I enter the game, it's all messed up, I can only see the void and the sky.
Could I by any chance get your MSN, send you the map for you to see what I'm doing wrong.. ? Thank you. Truck
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Yep, I pulled it in, still finds leak. The thing is, the map works without lagging, but only if my pistol is pointed to the left side, as soon as I turn my pistol right it starts lagging. Also, is there any other way of finding leaks that isn't following that red line because it's really confusing? Also, when I try to compile my map with skybox around it, VHE just freezes and then I have to shut it down via Task Manager. I have 768 MB of RAM.
Truck
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Hi people, I don't know if this forum is dead or not, but I'll post anyways in hope to get an answer. So, I've been struggling with this for some quite time now. I made a map, tested it on my computer (through Files --> Run in VHE) and with HLDS. It worked fine. Then I tried uploading it to my game server but whenever I change to that map the server crashes and needs to be restarted.
So I noticed some errors, which are: Warning: === LEAK in hull 0 === Here's the compile progress: code ** Executing... ** Command: Change Directory ** Parameters: C:\games\CS1.6v44 ** Executing... ** Command: Copy File ** Parameters: "C:\Documents and Settings\Marko\Desktop\Marko\mape\deathrun_8b.map" "C:\games\CS1.6v44\cstrike\maps\deathrun_8b.map" ** Executing... ** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe ** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b" hlcsg v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlcsg.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b Entering C:\games\CS1.6v44\cstrike\maps\deathrun_8b.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] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: 10%...20%...30%...40%...50%...60%...80%...90%... (0.06 seconds) SetModelCenters: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds) CSGBrush: 10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.20 seconds) Using Wadfile: \games\cs1.6v44\cstrike\cs_bdog.wad - Contains 0 used textures, 0.00 percent of map (132 textures in wad) Using Wadfile: \games\cs1.6v44\cstrike\cs_dust.wad - Contains 1 used texture, 5.00 percent of map (28 textures in wad) Using Wadfile: \games\cs1.6v44\cstrike\cstrike.wad - Contains 0 used textures, 0.00 percent of map (123 textures in wad) Using Wadfile: \games\cs1.6v44\cstrike\de_aztec.wad - Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS' - Warning: Larger than expected texture (348972 bytes): 'THANKS' - Contains 0 used textures, 0.00 percent of map (24 textures in wad) Using Wadfile: \games\cs1.6v44\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \games\cs1.6v44\valve\halflife.wad - Contains 18 used textures, 90.00 percent of map (3116 textures in wad) Using Wadfile: \games\cs1.6v44\cstrike\liquids.wad - Contains 1 used texture, 5.00 percent of map (32 textures in wad) Including Wadfile: \games\cs1.6v44\cstrike\zhlt.wad - Contains 0 used textures, 0.00 percent of map (7 textures in wad) added 1 additional animating textures. Texture usage is at 0.23 mb (of 4.00 mb MAX) 0.34 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe ** Parameters: "C:\games\CS1.6v44\cstrike\maps\deathrun_8b" hlbsp v3.4 Final (Feb 25 2006) 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 (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: C:\DOCUME~1\Marko\Desktop\Marko\zhlt\hlbsp.exe C:\games\CS1.6v44\cstrike\maps\deathrun_8b 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...534 (0.06 seconds) Warning: === LEAK in hull 0 === Entity light @ ( 165,-2058, -32) 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] 470 (0.09 seconds) Warning: === LEAK in hull 1 === Entity env_explosion @ (1599,-1126,-192) SolidBSP [hull 2] 454 (0.06 seconds) Warning: === LEAK in hull 2 === Entity env_explosion @ (1599,-1126,-192) SolidBSP [hull 3] 489 (0.08 seconds) Warning: === LEAK in hull 3 === Entity light @ ( 165,-2058, -32) 0.75 seconds elapsed ----- END hlbsp ----- So I tried loading the .pts file, and I found a leak, so I moved the whole map to the center and patched the leaks. And now it's giving me those red scribblings in a place which doesn't have any blocks, entities or we. |