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ok, hab gerade mal die player entitys mehr nach unten gesetzt und auch mal den -deathmath 1 befehl in das Run fenstern eingefügt. Leider haben sich beide Probleme nicht gelöst.
EDIT: OK, das mit dem befehl und dem Auswahl des Teams und der Anzeige des HUDs hat sich erledigt... wie man oben erkennt hab ich deathmatch falsch geschrieben und musste ein + davor setzen.
Aber leider geht das bewegen der Player immernoch nicht. Kann man später auch mal Bots reinmachen?
EDIT: Hier mal vom VHE die Log:
** Executing... ** Command: Change Directory ** Parameters: O:\Steam\steamapps\n3o1988\counter-strike
** Executing... ** Command: Copy File ** Parameters: "O:\eigene-maps\testmap_cs.map" "O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs.map"
** Executing... ** Command: O:\ValveHammerEditor\tools\hlcsg.exe ** Parameters: "O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs"
hlcsg v2.5.3 rel Custom Build 1.7p13 (Feb 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: O:\ValveHammerEditor\tools\hlcsg.exe O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs Entering O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs.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: (0.00 seconds) SetModelCenters: 50%... (0.00 seconds) CSGBrush: 50%... (0.03 seconds)
Using Wadfile: \steam\steamapps\n3o1988\counter-strike\valve\decals.wad - Contains 0 used textures, 0.00 percent of map (222 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\valve\halflife.wad - Contains 3 used textures, 100.00 percent of map (3116 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\valve\liquids.wad - Contains 0 used textures, 0.00 percent of map (32 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\cstrike\de_vertigo.wad - Contains 0 used textures, 0.00 percent of map (19 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\cstrike\itsitaly.wad - Contains 0 used textures, 0.00 percent of map (99 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\cstrike\cs_office.wad - Contains 0 used textures, 0.00 percent of map (102 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\cstrike\cstrike.wad - Contains 0 used textures, 0.00 percent of map (123 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\cstrike\de_airstrip.wad - Contains 0 used textures, 0.00 percent of map (69 textures in wad) Using Wadfile: \steam\steamapps\n3o1988\counter-strike\cstrike\de_storm.wad - Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Warning: More than 8 wadfiles are in use. (9) 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.
Texture usage is at 0.03 mb (of 4.00 mb MAX) 0.05 seconds elapsed
----- END hlcsg -----
** Executing... ** Command: O:\ValveHammerEditor\tools\hlbsp.exe ** Parameters: "O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs"
hlbsp v2.5.3 rel Custom Build 1.7p13 (Feb 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: O:\ValveHammerEditor\tools\hlbsp.exe O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs
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)
Warning: === LEAK in hull 0 === Entity info_player_deathmatch @ ( 208, 80, 48) 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
Warning: === LEAK in hull 1 === Entity info_player_deathmatch @ ( 208, 80, 48) Warning: === LEAK in hull 2 === Entity info_player_deathmatch @ ( 208, 80, 48) Warning: === LEAK in hull 3 === Entity info_player_deathmatch @ ( 208, 80, 48) 0.03 seconds elapsed
----- END hlbsp -----
** Executing... ** Command: O:\ValveHammerEditor\tools\hlvis.exe ** Parameters: "O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs"
hlvis v2.5.3 rel Custom Build 1.7p13 (Feb 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: O:\ValveHammerEditor\tools\hlvis.exe O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs >> There was a problem compiling the map. >> Check the file O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs.log for the cause.
----- END hlvis -----
** Executing... ** Command: O:\ValveHammerEditor\tools\hlrad.exe ** Parameters: -extra "O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs"
hlrad v2.5.3 rel Custom Build 1.7p13 (Feb 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: O:\ValveHammerEditor\tools\hlrad.exe -extra O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs >> There was a problem compiling the map. >> Check the file O:\Steam\steamapps\n3o1988\counter-strike\cstrike\maps\testmap_cs.log for the cause.
----- END hlrad -----
Hab den Leak in der Log schon bemerkt, muss den nurnoch finden, kann mir aber nicht vosrstellen das es ein Leak ist, da es ein absolut geschlossener Raum ist und darin die player spawn points sind und light und buyzone entitys... die map war nur zum testen und besteht nur aus diesem raum, ausserhalb gibt es nichts im void!
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Dieser Beitrag wurde am 13.01.2008 um 12:01 von djneo bearbeitet.
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