Ich habe einen seltsamen Bug in meiner ersten Map. Immer wenn ich diese mit CS 1.6 starte, dann funktioniert es Anfangs problemlos.
Jedoch ist in der Map ein grün-grauer Nebel, der mir Eisschaden zufügt. Jedoch nur an bestimmten Stellen. Befinde ich mich nicht im Nebel, dann bekomme ich das verlorene Leben zurück. Im Nebel selber kann ich sogar fliegen.
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun 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: "d:\Games\Hammer\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-wadinclude "\Games\CS 1.6\cstrike.wad"-wadinclude "\Games\CS 1.6\cstrike\Complete.wad"D:\Games\Hammer\maps\test.map
Entering D:\Games\Hammer\maps\test.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ 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]
[\Games\CS 1.6\cstrike.wad]
[\Games\CS 1.6\cstrike\Complete.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.96 seconds)
SetModelCenters:
(0.01 seconds)
CSGBrush:
(3.43 seconds)
Using Wadfile: \games\cs 1.6\cstrike\basics.wad
- Contains 4 used textures, 12.90 percent of map (14 textures in wad)
Using Wadfile: \games\cs 1.6\cstrike\halflife.wad
- Contains 23 used textures, 74.19 percent of map (3116 textures in wad)
Including Wadfile: \games\hammer\tools\zhlt.wad
- Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: \games\cs 1.6\cs_office.wad
- Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Including Wadfile: \games\cs 1.6\cstrike.wad
- Contains 2 used textures, 6.45 percent of map (123 textures in wad)
Using Wadfile: \games\cs 1.6\gfx.wad
- Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: \games\cs 1.6\halflife.wad
- Contains 0 used textures, 0.00 percent of map (3116 textures in wad)
added 5 additional animating textures.
Warning: ::FindTexture() texture 8BALL1 not found!
Warning: ::FindTexture() texture {IKCANOPY not found!
Warning: ::LoadLump() texture 8BALL1 not found!
Warning: ::LoadLump() texture {IKCANOPY not found!
Texture usage is at 0.34 mb (of 4.00 mb MAX)
5.18 seconds elapsed
----- END hlcsg -----
hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun 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: "d:\Games\Hammer\ZHLT Compile GUI\ZHLT\HLBSP.EXE"D:\Games\Hammer\maps\test.map
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ 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...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6012 (1.96 seconds)
BSP generation successful, writing portal file 'D:\Games\Hammer\maps\test.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...3732 (1.41 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3050 (0.57 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4299 (1.13 seconds)
8.94 seconds elapsed
----- END hlbsp -----
hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 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: "d:\Games\Hammer\ZHLT Compile GUI\ZHLT\HLRAD.EXE"D:\Games\Hammer\maps\test.map
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ 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 ]
vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
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 ]
Warning: No vis information, direct lighting only.
11332 faces
Create Patches : 42485 base patches
0 opaque faces
242190 square feet [34875404.00 square inches]
15 direct lights
BuildFacelights:
(23.84 seconds)
FinalLightFace:
(0.11 seconds)
25.55 seconds elapsed
----- END hlrad -----
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