|
Post by thelastsurvivor190 on Jan 20, 2012 3:44:57 GMT
Hey all! Unfortunately, I've run into yet another problem with doors in my map. There a couple of doors that should make a sound when they move, but the sound isn't syncing. Basically, the sound starts about 3 seconds later then it should, and there isn't a stopping sound when it opens. This seems to only happen on doors that open at a certain angle. From a bird's eye view: /\ | | | | \/ this way is fine /_________\ \ / this way doesn't work. I have a bsp file that you can check out if you wanna see what happens. Sorry for the missing textures, I haven't pakratted it yet. dl.dropbox.com/u/23729405/jb_kittens.bspAlso, I have reinstalled the source sdk several times, including deleting the source sdk and source sdk_content folder in my steam folders. There is still red error text when i start up source sdk. Hammer also randomly crashes sometimes when I click the flags button on any entity. EDIT: On a different computer, I started source sdk and edited the map. This one's hammer starts without error text. I put a door + button in the map, and the sounds still glitch up. Now I am thinking that it is a map issue :/. How could I fix this?
|
|
|
Post by thelastsurvivor190 on Jan 20, 2012 4:13:27 GMT
materialPath: c:\program files (x86)\steam\steamapps\thelastsurvivor190\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\thelastsurvivor190\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/jb_kittens/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 846 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (511479 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 620 texinfos to 379 Reduced 98 texdatas to 89 (2554 bytes to 2259) Writing C:\Program Files (x86)\Steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.bsp 6 seconds elapsed
3 threads reading c:\program files (x86)\steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.bsp reading c:\program files (x86)\steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.prt 543 portalclusters 1613 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 425 visible clusters (0.00%) Total clusters visible: 117275 Average clusters visible: 215 Building PAS... Average clusters audible: 532 visdatasize:74018 compressed from 78192 writing c:\program files (x86)\steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.bsp 1 minute, 8 seconds elapsed
[Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.bsp 4986 faces 799890 square feet [115184240.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 4986 patches before subdivision 61816 patches after subdivision 109 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8292951, max 873 transfer lists: 63.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(170030, 149229, 98840) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(21831, 17715, 9742) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(4763, 3670, 1879) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1300, 993, 464) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(416, 318, 131) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(147, 111, 40) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(55, 40, 12) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(21, 15, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(8, 6, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0404 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 76/1024 3648/49152 ( 7.4%) brushes 1440/8192 17280/98304 (17.6%) brushsides 12172/65536 97376/524288 (18.6%) planes 7998/65536 159960/1310720 (12.2%) vertexes 7504/65536 90048/786432 (11.5%) nodes 2102/65536 67264/2097152 ( 3.2%) texinfos 379/12288 27288/884736 ( 3.1%) texdata 89/2048 2848/65536 ( 4.3%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 4986/65536 279216/3670016 ( 7.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3742/65536 209552/3670016 ( 5.7%) leaves 2179/65536 69728/2097152 ( 3.3%) leaffaces 5942/65536 11884/131072 ( 9.1%) leafbrushes 2189/65536 4378/131072 ( 3.3%) areas 2/256 16/2048 ( 0.8%) surfedges 36989/512000 147956/2048000 ( 7.2%) edges 22943/256000 91772/1024000 ( 9.0%) LDR worldlights 109/8192 9592/720896 ( 1.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 324/32768 3240/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5772/65536 11544/131072 ( 8.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 8/512 2816/180224 ( 1.6%) LDR lightdata [variable] 1861268/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 74018/16777216 ( 0.4%) entdata [variable] 157792/393216 (40.1%) LDR ambient table 2179/65536 8716/262144 ( 3.3%) HDR ambient table 2179/65536 8716/262144 ( 3.3%) LDR leaf ambient 6188/65536 173264/1835008 ( 9.4%) HDR leaf ambient 2179/65536 61012/1835008 ( 3.3%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/21098 ( 0.0%) pakfile [variable] 174994/0 ( 0.0%) physics [variable] 511479/4194304 (12.2%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12551 Writing c:\program files (x86)\steam\steamapps\thelastsurvivor190\sourcesdk_content\cstrike\mapsrc\jb_kittens.bsp 1 minute, 7 seconds elapsed
|
|
|
Post by yaznee on Jan 20, 2012 16:36:11 GMT
Hey, I've just walked through the entire map checking all doors, and they're sync'd perfectly for me. Must be your computer causing the lag some how.
|
|
|
Post by thelastsurvivor190 on Jan 20, 2012 18:26:41 GMT
Thats strange... It doesnt work on both my desktop and laptop. I think u might of checked the wrong door. u have to open and close it. thanks for the reply!
|
|
|
Post by yaznee on Jan 20, 2012 18:47:23 GMT
|
|
|
Post by thelastsurvivor190 on Jan 21, 2012 0:38:50 GMT
That doesn't work. I've tried deleting both the door and the buttons, but it still glitches up. I think its a problem with my map because even newly made doors will have this problem.
|
|
|
Post by yaznee on Jan 21, 2012 0:51:12 GMT
It's a shame Zeph isn't here, he would (deffo) know what the problem is hence why we need a bigger community. So there must be something up with that area then? is the door properly sliding into an empty space? or even a func_detail? surely something like that has to be affecting it. P.s Sorry I'm not much of help, I'm pretty new to SDK myself, and when Zeph goes away then this forum falls to sh*t lol
|
|
|
Post by thelastsurvivor190 on Jan 21, 2012 1:32:17 GMT
Im grateful for your help! The door is just sliding in the wall. Also, the door with the missing textures (thats on the floor you can open it with the console on the catwalk) also has sounds that glitch up. The doors only started having sound sync issues after I changed the lip of 1 of them to 16. This was a long time ago, and I assumed I would be able to fix it later. Now, any door I make will have sound sync issues, no matter what the flags etc etc.
|
|
|
Post by yaznee on Jan 21, 2012 9:28:30 GMT
The door is just sliding in the wall. Make sure then that the door falls into an empty stop and not the wall, hammer doesn't like over lapping brushes / textures. The door what opens with the console, make sure that also falls into an empty space. Could be something as simple has that causing the problem.
|
|
|
Post by thelastsurvivor190 on Jan 21, 2012 22:01:26 GMT
I'm pretty sure that's not the problem. The door on the floor doesn't work, but I did hollow out a space for it. Although I'll try your advice! Thanks!
|
|
|
Post by thelastsurvivor190 on Jan 21, 2012 22:12:33 GMT
Oh my god! You were right! Thanks so much!
|
|
|
Post by Zeph on Jan 21, 2012 23:22:25 GMT
+ karma
My question is: why does this fix it? Why did it happen?
|
|
|
Post by yaznee on Jan 22, 2012 18:17:15 GMT
You're welcome and thanks for the karma Zeph are you asking me that question? lol
|
|