User talk:Sortie
Aggresive Antlions?
Yeah, I'm trying to make a litle puzzle where you fight antlions like in episode one. But my Antlions aren't aggresive enough, they only just stand looking at me, unless I walk over to them. Then they'll chase me a litle. I've inplemented a nodegraph, and all that stuff, but I just can't make them aggresive...
Any suggestions, before I return to hammer and properly find a fix? --Sortie 11:53, 3 Feb 2007 (PST)
- giving proper info_nodes allow the antlions to figure out how to move around. Once they know how to move around they'll come after you better. If thats still not good enough you may want to read up on the assualt stuff thats here on the wiki with which you can push them much harder. And welcome. Show us some of this "quite good work" :) --Angry Beaver 12:58, 3 Feb 2007 (PST)
- Yeah, I've a solid net of info_nodes, that's not the problem. And I can't really use assults because it's just a litle cave, and they should run dynamicly around in it. Imagine the first antlion puzzle in ep1, it's sorta a copy of that, just introducing a new gameplay element. :D
- The main map is actually just a part of one of my project; I try to create the maps that valve have shown in their trailers for ep2. It's quite fun because it reveals how much faked they are. Eg. they used cs:s props all over their trailers.
- Anyways I've got a few ol' screenshots of the main map, if you want to have a look. :D
- Also I have read that they only react on sound, that may explain a few things. Still they don't react on gunfire :\ --Sortie 13:33, 3 Feb 2007 (PST)
- Looks like the bug was a broken nodegraph, I'll just smooth out the terrain. :D --Sortie 14:17, 3 Feb 2007 (PST)
- Okay, it didn't help much smooting the terrian. The bug was that info_nodes cannot be placed 128 units over the ground. :\ Thanks for your help guys. :D
- I knew it was the nodgraph. If you were still having issues I was gonna ask for a look at it :) good to see you fixed it though. --Angry Beaver 09:24, 4 Feb 2007 (PST)
- Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --Sortie 09:28, 4 Feb 2007 (PST)
- You probably know this already but Designing_a_Level#Mechanics_and_Gameplay second paragraph. Its pretty much everything I have to say on the topic :) --Angry Beaver 11:31, 4 Feb 2007 (PST)
- Yeah, I've read that article. I'm even planning to create an article on puzzles, because episode 1's commentary contains lot of good stuff. Anyways, I just need to figure out how to design the map, so the player can figure out how to solve it during combat. I think that only letting the user have the grav gun might help, so he thinks instead of shoots :P --Sortie 12:04, 4 Feb 2007 (PST)
- You probably know this already but Designing_a_Level#Mechanics_and_Gameplay second paragraph. Its pretty much everything I have to say on the topic :) --Angry Beaver 11:31, 4 Feb 2007 (PST)
- Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --Sortie 09:28, 4 Feb 2007 (PST)
- I knew it was the nodgraph. If you were still having issues I was gonna ask for a look at it :) good to see you fixed it though. --Angry Beaver 09:24, 4 Feb 2007 (PST)
- Okay, it didn't help much smooting the terrian. The bug was that info_nodes cannot be placed 128 units over the ground. :\ Thanks for your help guys. :D
- Looks like the bug was a broken nodegraph, I'll just smooth out the terrain. :D --Sortie 14:17, 3 Feb 2007 (PST)
- Also I have read that they only react on sound, that may explain a few things. Still they don't react on gunfire :\ --Sortie 13:33, 3 Feb 2007 (PST)
This is a headline
Looks like I've got an account. Cool. :D --Sortie 01:18, 3 Feb 2007 (PST)
Just a note
I know this is just test stuff, but always remember to sign your messages :) Use the second-last button on the toolbar ;) --Daedalus 06:05, 3 Feb 2007 (PST)
And welcome to VDC! Jupix 06:20, 3 Feb 2007 (PST)
Yeah, thanks. :D I'll do that, but this is just a litle test site, so whatever. :\--Sortie 07:19, 3 Feb 2007 (PST)
Compile help
I downloade Visual Studio 2005 Express, and tried to compile a copy of hl2 like in my first mod. But it sorta failed. I couldn't compile client.dll, and I followed all steps, I guess. Here's the log:
= Log
Build started: Project: client_hl2, Configuration: Release HL2 Win32 ------
Linking... tier2.lib(tier2.obj) : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library Release HL2/client.lib and object Release HL2/client.exp
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library in_mouse.obj : error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ) Release HL2/client.dll : fatal error LNK1120: 1 unresolved externals Build log was saved at "file://k:\City 12\src\cl_dll\Release HL2\BuildLog.htm" client_hl2 - 2 error(s), 2 warning(s)
Build started: Project: server_hl2, Configuration: Release HL2 Win32 ------
Compiling... stdafx.cpp Compiling... vehicle_jeep_episodic.cpp prop_stickybomb.cpp prop_coreball.cpp grenade_hopwire.cpp ai_behavior_passenger_zombie.cpp ai_behavior_passenger_companion.cpp weapon_flaregun.cpp weapon_cguard.cpp vehicle_apc.cpp npc_missiledefense.cpp grenade_pathfollower.cpp grenade_homer.cpp grenade_beam.cpp weapon_stunstick.cpp weapon_smg1.cpp weapon_shotgun.cpp weapon_rpg.cpp weapon_pistol.cpp weapon_physcannon.cpp weapon_frag.cpp Generating Code... Compiling... weapon_cubemap.cpp weapon_crowbar.cpp weapon_crossbow.cpp weapon_citizenpackage.cpp weapon_bugbait.cpp weapon_ar2.cpp weapon_annabelle.cpp weapon_alyxgun.cpp weapon_357.cpp WaterLODControl.cpp vehicle_viewcontroller.cpp vehicle_prisoner_pod.cpp vehicle_crane.cpp vehicle_cannon.cpp vehicle_airboat.cpp script_intro.cpp rotorwash.cpp proto_sniper.cpp prop_thumper.cpp prop_combine_ball.cpp Generating Code... Compiling... point_apc_controller.cpp player_control.cpp npc_zombie.cpp npc_vortigaunt.cpp npc_turret_ground.cpp npc_turret_floor.cpp npc_turret_ceiling.cpp npc_talker.cpp npc_strider.cpp npc_stalker.cpp npc_scanner.cpp npc_rollermine.cpp npc_PoisonZombie.cpp npc_playercompanion.cpp npc_mossman.cpp npc_monk.cpp npc_metropolice.cpp npc_manhack.cpp npc_launcher.cpp npc_kleiner.cpp Generating Code... Compiling... npc_ichthyosaur.cpp npc_headcrab.cpp npc_gman.cpp npc_fastzombie.cpp npc_enemyfinder.cpp npc_eli.cpp npc_dog.cpp npc_crow.cpp npc_cranedriver.cpp npc_combines.cpp npc_combinegunship.cpp npc_combinedropship.cpp npc_combinecamera.cpp npc_combine_episodic.cpp npc_citizen17.cpp npc_bullseye.cpp npc_breen.cpp npc_BaseZombie.cpp npc_barney.cpp npc_barnacle.cpp Generating Code... Compiling... npc_attackchopper.cpp npc_apcdriver.cpp npc_antlionguard.cpp npc_antlion.cpp npc_alyx_episodic.cpp monster_dummy.cpp look_door.cpp item_suit.cpp item_itemcrate.cpp item_healthkit.cpp item_dynamic_resupply.cpp item_battery.cpp item_ammo.cpp info_teleporter_countdown.cpp info_darknessmode_lightsource.cpp hl_playermove.cpp hl_gamemovement.cpp hl2_usermessages.cpp hl2_triggers.cpp hl2_playerlocaldata.cpp Generating Code... Compiling... hl2_player.cpp hl2_gamerules.cpp hl2_eventlog.cpp hl2_client.cpp hl2_ai_network.cpp grenade_frag.cpp grenade_bugbait.cpp grenade_ar2.cpp func_tank.cpp func_recharge.cpp env_starfield.cpp env_speaker.cpp env_headcrabcanister_shared.cpp env_headcrabcanister.cpp env_alyxemp.cpp combine_mine.cpp citadel_effects.cpp cbasespriteprojectile.cpp cbasehelicopter.cpp basehlcombatweapon_shared.cpp Generating Code... Compiling... basehlcombatweapon.cpp basebludgeonweapon.cpp ar2_explosion.cpp antlion_maker.cpp antlion_dust.cpp ai_spotlight.cpp ai_goal_police.cpp ai_behavior_police.cpp ai_behavior_operator.cpp ai_behavior_holster.cpp ai_behavior_functank.cpp ai_behavior_actbusy.cpp ai_allymanager.cpp usermessages.cpp te_worlddecal.cpp te_spritespray.cpp te_sprite.cpp te_sparks.cpp te_smoke.cpp te_showline.cpp Generating Code... Compiling... te_projecteddecal.cpp te_playerdecal.cpp te_physicsprop.cpp te_particlesystem.cpp te_muzzleflash.cpp te_largefunnel.cpp te_killplayerattachments.cpp te_impact.cpp te_glowsprite.cpp te_glassshatter.cpp te_gaussexplosion.cpp te_footprintdecal.cpp te_fizz.cpp te_explosion.cpp te_energysplash.cpp te_dynamiclight.cpp te_decal.cpp te_bubbletrail.cpp te_bubbles.cpp te_bspdecal.cpp Generating Code... Compiling... te_breakmodel.cpp te_bloodstream.cpp te_bloodsprite.cpp te_beamspline.cpp te_beamringpoint.cpp te_beamring.cpp te_beampoints.cpp te_beamlaser.cpp te_beaments.cpp te_beamentpoint.cpp te_basebeam.cpp te_armorricochet.cpp te.cpp steamjet.cpp SpriteTrail.cpp smokestack.cpp smoke_trail.cpp plasma.cpp particle_smokegrenade.cpp particle_fire.cpp Generating Code... Compiling... movie_explosion.cpp event_tempentity_tester.cpp basetempentity.cpp world.cpp weapon_proficiency.cpp weapon_parse_default.cpp weapon_parse.cpp wcedit.cpp waterbullet.cpp voice_gamemgr.cpp vguiscreen.cpp vgui_gamedll_int.cpp vehicle_choreo_generic.cpp vehicle_baseserver.cpp vehicle_base.cpp variant_t.cpp util_shared.cpp util.cpp usercmd.cpp triggers.cpp Generating Code... Compiling... trains.cpp timedeventmgr.cpp textstatsmgr.cpp testtraceline.cpp testfunctions.cpp test_stressentities.cpp test_proxytoggle.cpp test_ehandle.cpp tesla.cpp terrainmodmgr.cpp tempmonster.cpp TemplateEntities.cpp teamplay_gamerules.cpp team_spawnpoint.cpp team.cpp te_effect_dispatch.cpp te_beamfollow.cpp tanktrain.cpp takedamageinfo.cpp survival_gamerules.cpp Generating Code... Compiling... sun.cpp subs.cpp studio_shared.cpp Sprite.cpp spotlightend.cpp soundscape_system.cpp soundscape.cpp SoundParametersInternal.cpp soundenvelope.cpp soundent.cpp SoundEmitterSystem.cpp sound.cpp SkyCamera.cpp singleplay_gamerules.cpp simtimer.cpp shadowcontrol.cpp ServerNetworkProperty.cpp sequence_Transitioner.cpp sendproxy.cpp scriptedtarget.cpp Generating Code... Compiling... scripted.cpp scratchpad_gamedll_helpers.cpp sceneentity_shared.cpp sceneentity.cpp SceneCache.cpp saverestore_gamedll.cpp saverestore.cpp rope_helpers.cpp rope.cpp recipientfilter.cpp RagdollBoogie.cpp ragdoll_shared.cpp ragdoll_manager.cpp props_shared.cpp props.cpp predictableid.cpp precache_register.cpp pointteleport.cpp pointhurt.cpp PointAngularVelocitySensor.cpp Generating Code... Compiling... pointanglesensor.cpp point_template.cpp point_spotlight.cpp point_playermoveconstraint.cpp point_devshot_camera.cpp point_camera.cpp plugin_check.cpp playerlocaldata.cpp playerinfomanager.cpp player_resource.cpp player_pickup.cpp player_lagcompensation.cpp player_command.cpp player.cpp physobj.cpp physics_shared.cpp physics_saverestore.cpp physics_prop_ragdoll.cpp physics_npc_solver.cpp physics_main_shared.cpp Generating Code... Compiling... physics_main.cpp physics_impact_damage.cpp physics_fx.cpp physics_cannister.cpp physics_bone_follower.cpp physics.cpp physconstraint.cpp phys_controller.cpp pathtrack.cpp pathcorner.cpp particle_light.cpp obstacle_pushaway.cpp npc_vehicledriver.cpp ndebugoverlay.cpp nav_node.cpp nav_mesh.cpp nav_ladder.cpp nav_generate.cpp nav_file.cpp nav_edit.cpp Generating Code... Compiling... nav_colors.cpp nav_area.cpp multiplay_gamerules.cpp movevars_shared.cpp movement.cpp movehelper_server.cpp monstermaker.cpp ModelSoundsCache.cpp modelentities.cpp message_entity.cpp MaterialModifyControl.cpp maprules.cpp mapentities_shared.cpp mapentities.cpp logicrelay.cpp logicentities.cpp logicauto.cpp logic_navigation.cpp logic_measure_movement.cpp lights.cpp Generating Code... Compiling... lightglow.cpp item_world.cpp intermission.cpp info_camera_link.cpp igamesystem.cpp hltvdirector.cpp hierarchy.cpp h_cycler.cpp h_ai.cpp guntarget.cpp grenadethrown.cpp globalstate.cpp globals.cpp gib.cpp genericmonster.cpp genericactor.cpp gamevars_shared.cpp gametrace_dll.cpp gamestringpool.cpp gamerules_register.cpp Generating Code... Compiling... gamerules.cpp gamemovement.cpp gameinterface.cpp game_ui.cpp game.cpp func_smokevolume.cpp func_occluder.cpp func_movelinear.cpp Func_Monitor.cpp func_lod.cpp func_ladder_endpoint.cpp func_ladder.cpp func_dust.cpp func_breakablesurf.cpp func_break.cpp func_areaportalwindow.cpp func_areaportalbase.cpp func_areaportal.cpp fourwheelvehiclephysics.cpp fogcontroller.cpp Generating Code... Compiling... fish.cpp fire_smoke.cpp fire.cpp filters.cpp explode.cpp EventLog.cpp eventlist.cpp EnvSpark.cpp EnvShake.cpp envmicrophone.cpp EnvMessage.cpp EnvLaser.cpp EnvHudHint.cpp EnvFade.cpp EnvBeam.cpp env_zoom.cpp env_wind_shared.cpp env_texturetoggle.cpp env_screenoverlay.cpp env_player_surface_trigger.cpp Generating Code... Compiling... env_particlescript.cpp env_entity_maker.cpp env_effectsscript.cpp env_detail_controller.cpp EntityParticleTrail_Shared.cpp EntityParticleTrail.cpp entitylist_base.cpp entitylist.cpp EntityFlame.cpp EntityDissolve.cpp entityblocker.cpp ehandle.cpp EffectsServer.cpp effects.cpp effect_dispatch_data.cpp dynamiclight.cpp doors.cpp decals.cpp debugoverlay_shared.cpp death_pose.cpp Generating Code... Compiling... damagemodifier.cpp cterrainmorph.cpp CRagdollMagnet.cpp cplane.cpp controlentities.cpp CommentarySystem.cpp collisionproperty.cpp client.cpp cbase.cpp buttons.cpp bmodels.cpp bitstring.cpp beam_shared.cpp baseviewmodel_shared.cpp baseviewmodel.cpp baseplayer_shared.cpp baseparticleentity.cpp basegrenade_timed.cpp basegrenade_shared.cpp basegrenade_contact.cpp Generating Code... Compiling... basegrenade_concussion.cpp baseflex.cpp baseentity_shared.cpp baseentity.cpp basecombatweapon_shared.cpp basecombatweapon.cpp basecombatcharacter_shared.cpp basecombatcharacter.cpp BaseAnimatingOverlay.cpp baseanimating.cpp base_transmit_proxy.cpp base_playeranimstate.cpp base_gameinterface.cpp animation.cpp ammodef.cpp ai_waypoint.cpp ai_utils.cpp ai_trackpather.cpp ai_task.cpp ai_tacticalservices.cpp Generating Code... Compiling... ai_squadslot.cpp ai_squad.cpp ai_speechfilter.cpp ai_speech.cpp ai_sentence.cpp ai_senses.cpp ai_scriptconditions.cpp ai_schedule.cpp ai_saverestore.cpp ai_route.cpp AI_ResponseSystem.cpp ai_relationship.cpp ai_playerally.cpp ai_planesolver.cpp ai_pathfinder.cpp ai_node.cpp ai_networkmanager.cpp ai_network.cpp ai_navigator.cpp ai_namespaces.cpp Generating Code... Compiling... ai_movesolver.cpp ai_moveshoot.cpp ai_moveprobe.cpp ai_motor.cpp ai_memory.cpp ai_looktarget.cpp ai_localnavigator.cpp ai_link.cpp AI_Interest_Target.cpp ai_initutils.cpp ai_hull.cpp ai_hint.cpp ai_goalentity.cpp ai_eventresponse.cpp ai_event.cpp ai_dynamiclink.cpp ai_default.cpp AI_Criteria.cpp ai_condition.cpp ai_concommands.cpp Generating Code... Compiling... ai_blended_movement.cpp ai_behavior_standoff.cpp ai_behavior_rappel.cpp ai_behavior_passenger.cpp ai_behavior_lead.cpp ai_behavior_follow.cpp ai_behavior_assault.cpp ai_behavior.cpp ai_basenpc_squad.cpp ai_basenpc_schedule.cpp ai_basenpc_physicsflyer.cpp ai_basenpc_movement.cpp ai_basenpc_flyer_new.cpp ai_basenpc_flyer.cpp ai_basenpc.cpp ai_basehumanoid.cpp ai_baseactor.cpp ai_activity.cpp activitylist.cpp Generating Code... Compiling... vehicle_jeep.cpp Compiling... vmatrix.cpp utlsymbol.cpp utlbuffer.cpp studio.cpp stringregistry.cpp stringpool.cpp simple_physics.cpp sheetsimulator.cpp server_class.cpp ScratchPadUtils.cpp scratchpad3d.cpp rope_physics.cpp registry.cpp randoverride.cpp networkvar.cpp mempool.cpp memoverride.cpp map_utils.cpp KeyValues.cpp keyframe.cpp Generating Code... Compiling... interval.cpp interpolatortypes.cpp interface.cpp init_factory.cpp IceKey.cpp h_export.cpp gamehandle.cpp filesystem_helpers.cpp ep1_gamestats.cpp editor_sendcommand.cpp dt_utlvector_send.cpp dt_utlvector_common.cpp dt_send.cpp convar.cpp collisionutils.cpp checksum_md5.cpp checksum_crc.cpp characterset.cpp bone_setup.cpp bitbuf.cpp Generating Code... Linking... choreoobjects.lib(choreoevent.obj) : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library Release HL2/server.lib and object Release HL2/server.exp
LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library choreoobjects.lib(choreoactor.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info choreoobjects.lib(choreochannel.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info choreoobjects.lib(choreoevent.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info choreoobjects.lib(choreoscene.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info Embedding manifest... Creating browse information file... Microsoft Browse Information Maintenance Utility Version 8.00.50727 Copyright (C) Microsoft Corporation. All rights reserved. Copying to destination folder
1 fil(er) kopieret. 1 fil(er) kopieret.
Build log was saved at "file://k:\City 12\src\dlls\Release HL2\BuildLog.htm" server_hl2 - 0 error(s), 7 warning(s)
==== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ====
Help please?
Anyone knows the problem?