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anyone know how i can make a helicopter? and where can i get the .WAD files!
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2009 Jan 31 at 23:43 UTC
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also when i compile my map everything goes good then i try play it but it doesnt load, then i try again and it freezes my cs
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2009 Jan 31 at 23:52 UTC
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just noticed it said
Host_Error: Couldn't get DLL API from c:\program files\Steam\steamapps\ACCOUNT\counter-strike\cstrike\gamedll_linuxin console
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2009 Feb 1 at 00:21 UTC
— Ed. 2009 Feb 1 at 00:21 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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That's weird... I don't recognise that error.
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2009 Feb 1 at 01:31 UTC
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i am getting this error. now when compiling
error:
brush with coplanar faces
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2009 Feb 1 at 02:15 UTC
— Ed. 2009 Feb 1 at 02:31 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Ah. Hunt those brushes down, destroy them, then redo them. But don't do what you did or you'll end up with the same error :)
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2009 Feb 1 at 02:33 UTC
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okay i think i got it but i tried plying it and it say
Host_Error: Couldn't get DLL API from c:\program files\Steam\steamapps\ACCOUNT\counter-strike\cstrike\gamedll_linux
steam again111!!!!!!!!!!!!!!!!!!!!fgw78934t6830957y69843358y35*^%^%&*(^%*$&(P^&*)^(%&*$%(^))&$^*(&)*&^&*$&^#&^%^(_&))^%&*$##@#@@#$&$#$##%^$@#@$#%#Q!@!@!^$%#%$!~!
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2009 Feb 1 at 02:43 UTC
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reece said: Host_Error: Couldn't get DLL API from c:\program files\Steam\steamapps\ACCOUNT\counter-strike\cstrike\gamedll_linux
I doubt your Steam account name really is ACCOUNT. Fix that in your "batch" file.
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2009 Feb 1 at 05:01 UTC
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superjer said: reece said: Host_Error: Couldn't get DLL API from c:\program files\Steam\steamapps\ACCOUNT\counter-strike\cstrike\gamedll_linux
I doubt your Steam account name really is ACCOUNT. Fix that in your "batch" file.
My runescape name used to be acount (account had already been taken)...
...and that's the bottom line because Mate de Vita said so.
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2009 Feb 1 at 09:41 UTC
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Could you post the compile log?
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2009 Feb 1 at 10:20 UTC
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i put account instead of mine because id rather people not know it because of security.
everythings compiles fin it's something in my steam folder?
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2009 Feb 1 at 17:27 UTC
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Post compile log just in case.
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2009 Feb 1 at 18:13 UTC
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reece said: everythings compiles fin it's something in my steam folder?
It may compile fine but still do something strange while compiling or something. Probably.
...and that's the bottom line because Mate de Vita said so.
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2009 Feb 1 at 18:37 UTC
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well it has something to do with gamedll. the map is fine because i put it on my server and it works..
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2009 Feb 1 at 21:38 UTC
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So the map works fine when you start it up manually but doesn't auto-start correctly after compile? Then maybe it's something wrong with the .bat-file? Post the content of your .bat-file.
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2009 Feb 2 at 08:44 UTC
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GAMEDLL in my steam folder!!!!!
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2009 Feb 2 at 22:44 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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2009 Feb 3 at 00:14 UTC
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nah
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2009 Feb 4 at 01:25 UTC
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thats not the problem.. its a fresh install
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2009 Feb 4 at 01:25 UTC
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well if its a fresh install it's possible it could of screwed up fresh installs don't mean there good for a certain amount of time and then screw up it might have had an error and helicopter textures are in the half-life.wad are they not :S.and if not im sure there is a texture you can find to make it loom like one anyways you could also try a few other things such as changing your directory in your bat file or re downloading ZHLT or even hammer. A helicopter with spinning blades might be difficult but if you dont want spinning blades make the helicopter and then make it a func_train
or is it a func_tracktrain either one of the two but its quite confusing. But seriously i suggest listening to these guys they have taught me a lot and no more than once have they said something to me that didnt work.
phoenix_r said: Hey guyz u liek mai new SIG?!
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2009 Feb 4 at 02:12 UTC
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Can you play other maps?
If you can play other maps, then something is wrong with your map.
If you can't play other maps, something is wrong with the game.
It's that simple.
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2009 Feb 4 at 02:31 UTC
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yeah i can play other non custom maps
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2009 Feb 8 at 03:30 UTC
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reece said: yeah i can play other non custom maps
what about other custom maps? Create a very simple test map (just a hollow cube with a light and an info_player_start) and try compiling and playing it. If it doesn't work, something is probably wrong with your compiling.
...and that's the bottom line because Mate de Vita said so.
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2009 Feb 8 at 10:07 UTC
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2009 Feb 8 at 11:13 UTC
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hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg -nowadtextures aim_de_4-islands
Entering aim_de_4-islands.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 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ off ] [ on ]
skyclip [ on ] [ on ]
hullfile [ 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:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.11 seconds)
Using Wadfile: \program files\steam\steamapps\kittycats\counter-strike\cstrike\tempdecal.wad
- Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\kittycats\counter-strike\cstrike\st0_wasted.wad
- Contains 0 used textures, 0.00 percent of map (50 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\airport2.wad
- Contains 0 used textures, 0.00 percent of map (16 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\chopper.wad
- Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\cs_island.wad
- Contains 0 used textures, 0.00 percent of map (9 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\as_woodlands.wad
- Contains 0 used textures, 0.00 percent of map (10 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\de_night.wad
- Contains 0 used textures, 0.00 percent of map (4 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\3d_mike_junglepack.wad
- Contains 2 used textures, 28.57 percent of map (41 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\asmap.wad
- Contains 0 used textures, 0.00 percent of map (66 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\altstadttex.wad
- Contains 3 used textures, 42.86 percent of map (180 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\cs_dust.wad
- Contains 2 used textures, 28.57 percent of map (28 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\cs_nam.wad
- Contains 0 used textures, 0.00 percent of map (25 textures in wad)
Using Wadfile: \documents and settings\reece\desktop\hammer files\wads\athens dust replacement\cs_dust.wad
- Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Warning: More than 8 wadfiles are in use. (13)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.
added 5 additional animating textures.
Texture usage is at 0.47 mb (of 4.00 mb MAX)
0.28 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp aim_de_4-islands
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 ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'aim_de_4-islands.prt'
0.39 seconds elapsed
----- END hlbsp -----
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis aim_de_4-islands
106 portalleafs
241 numportals
-= Current hlvis 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 vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
(0.02 seconds)
LeafThread:
(0.09 seconds)
average leafs visible: 34
g_visdatasize:1637 compressed from 1484
0.16 seconds elapsed
----- END hlvis -----
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad aim_de_4-islands
-= Current hlrad 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 ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
1462 faces
Create Patches : 14815 base patches
0 opaque faces
270958 square feet [39018056.00 square inches]
5 direct lights
BuildFacelights:
(20.19 seconds)
visibility matrix : 13.1 megs
BuildVisLeafs:
(40.75 seconds)
MakeScales:
(39.08 seconds)
SwapTransfers:
(18.19 seconds)
Transfer Lists : 22832828 : 22.83M transfers
Indices : 2168684 : 2.07M bytes
Data : 91331312 : 87.10M bytes
GatherLight:
(10.22 seconds)
FinalLightFace:
(16.17 seconds)
146.02 seconds elapsed [2m 26s]
----- END hlrad -----
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2009 Feb 8 at 16:50 UTC
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