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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 12-23-2006, 08:31 AM   #881
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TERRIBLE. START THE ENTIRE MAP OVER FROM SCRATCH.



































nah, just playing. Great stuff! One of the most anticipated maps atm I bet.
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Old 12-27-2006, 08:47 AM   #882
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Quote:
Originally Posted by Own3r
Do the unsolid displacement problems persist on any new displacement you create or is it just a few specifically? Or is it some which are in the skybox?
every single one ...
not solid to physics, so if i shoot, i shoot through it, ragdolls fall trough, rockets fly trough, grenades get lost (freefall for ever, until they hit skybox), ..

also my door models are behaving weird, the vphysics model is rotated 90°Z to the textured model

Quote:
Originally Posted by tyrus
TERRIBLE. START THE ENTIRE MAP OVER FROM SCRATCH.
thats exactly where i was tinking of.
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Old 12-28-2006, 08:02 AM   #883
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Quote:
Originally Posted by stino
also my door models are behaving weird, the vphysics model is rotated 90°Z to the textured model
Is the model set to use bounding box for collisions? Because the bounding box doesn't rotate when the model does when I try it.
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Old 12-28-2006, 11:00 AM   #884
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Quote:
Originally Posted by Nezumi
Is the model set to use bounding box for collisions? Because the bounding box doesn't rotate when the model does when I try it.
no its set to vphysics, becouse its included in the model but rotated
if i set it to bounding box he wil use the vphysics model AND the skin to calculate bounding box so or i have to rotate the vphysics or i have to remove it, i prefer rotating.



but, the compile tools i used dont work anymore since betasdk was released.
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Old 12-28-2006, 11:59 PM   #885
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Im glad someone made this map, This is one of my favorite orginal maps.
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Old 12-29-2006, 02:27 PM   #886
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i suppose i can make it official now: i HATE steam.

Quote:
Originally Posted by tyrus
TERRIBLE. START THE ENTIRE MAP OVER FROM SCRATCH.
thats exactly what i'm going to do now.

so for making it easy, can someone draw me a new flagroom since i have to restart again

last time i could compile:





Last edited by o_stino; 12-29-2006 at 04:16 PM.
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Old 12-29-2006, 08:05 PM   #887
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Well Hopefully all goes well with the new Dustbowl
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Old 12-30-2006, 01:03 AM   #888
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This map looks like tis going great, why restart? What is stopping you compiling??
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Old 12-30-2006, 02:13 AM   #889
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He is having issues with his displacements ie. they are not a solid object.
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Old 12-30-2006, 08:02 AM   #890
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Quote:
Originally Posted by BumGravy
This map looks like tis going great, why restart? What is stopping you compiling??
steam is stopping me from compiling, compiling means crashing the game when loading the freshly compiled bsp, even with an empty map with just a sky and a playerstart

Quote:
Originally Posted by GeoKill
Well Hopefully all goes well with the new Dustbowl
what do i have to do with dustbowl?
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Old 12-30-2006, 10:28 AM   #891
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Crap! I hope you didn't take me seriously! I actually love the map!!!!!!!!!!
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Old 12-30-2006, 08:14 PM   #892
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Quote:
Originally Posted by tyrus
Crap! I hope you didn't take me seriously! I actually love the map!!!!!!!!!!
how do you want to play a map that keeps crashing, but i have an idea, tomorrow will try something, i figured out that info_player_combine/rebel is not good in hl2dm
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Old 12-30-2006, 08:29 PM   #893
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Quote:
Originally Posted by stino
steam is stopping me from compiling, compiling means crashing the game when loading the freshly compiled bsp, even with an empty map with just a sky and a playerstart

what do i have to do with dustbowl?
I've been through this same fucking problem. The way I got it to work was to use a different compiler. Try this:
http://www.zhlt.tk/ CST ... Tutorial:
http://ammahls.com/cst/setting_up_cst.htm
If that doesn't work, try a different method of compiling. Such as batch compiling. If all fails, reinstall the source SDK.

and geo, wrong topic?
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Old 12-30-2006, 09:18 PM   #894
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Quote:
If you are having trouble with physics objects clipping through your displacement surfaces, then try this.
Add this to the vbsp command line.
Code:
-novirtualmesh


Make sure -novirtualmesh goes before -game and the rest parameters ...
I hope this helps you!
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Old 12-31-2006, 07:09 AM   #895
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WHAT, y restart from begining? dont you have different saves of the vmf from along the line like a backup from the version thats on the test server?

O and btw I like the old bridge with the curved sides a lot better
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Old 12-31-2006, 07:12 AM   #896
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-=BINGO-BANGO=- - I posted the solution to his error. He should not be forced to restart everything over. Let us know if this works Stino (worked for a lot of people including me!).
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Old 12-31-2006, 07:43 AM   #897
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Quote:
Originally Posted by STA_SirTiger


Make sure -novirtualmesh goes before -game and the rest parameters ...
I hope this helps you!
that command is not supported by the vbsp version that i have


Quote:
Originally Posted by -=BINGO-BANGO=-
WHAT, y restart from begining? dont you have different saves of the vmf from along the line like a backup from the version thats on the test server?

O and btw I like the old bridge with the curved sides a lot better
i have different saves, but if i compile them they crash to. but i think its only becouse of the info_player_combine/rebel
(and the bridges are just something i tried, i still have a few other designs in mind to try)
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Old 12-31-2006, 10:32 AM   #898
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-novirtualmesh works with the current compile tools.

Tried getting other people to compile it? I'll have a go.
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Old 12-31-2006, 10:46 AM   #899
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Quote:
Originally Posted by Ginger Lord
-novirtualmesh works with the current compile tools.

Tried getting other people to compile it? I'll have a go.
My point exacly...
Stino, instead of using your vbsp, why don't you use the normal compile tools...that way you can get this problem cleared away.
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Old 12-31-2006, 02:05 PM   #900
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Quote:
Originally Posted by STA_SirTiger
My point exacly...
Stino, instead of using your vbsp, why don't you use the normal compile tools...that way you can get this problem cleared away.
The problem with virtual mesh and crashing would likely being fixed by doing this.


I really like the new bridge in that last shot. If you convert the starts to info_player_start and use the latest compile tools does it compile and run?
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