Furhter notice!
It seems as if cubemaps now behave oddly when created with the ep1 engine. Yup its a pain but thats how it seems. So if you get corrupted maps after building cubemaps, then recompile your map, move the map into a ep2 game (episode 2 is the most suitable) and build your...
Cubemaps seem to be a major issue for VALVe all the time.
Cubemaps dont build properly in TF2 either and most of the time fails with an error saying that the sky is built with different flags or something. And it feels to me as every second release breaks the cubemaps one way or another....
Give the log.
And more specific error reports too. What file cant be loaded? You get no log at all? There is always a log created, perhaps you just disabled the little window?
If all else fails then there shoudld be a file called mapname.log in the same folder as the vmf. That file...
That's the ticket. Make one point_servercommand and name it.
Create a trigger_multiple that covers all open space in your map and set that to use a delay of, say 1 second, between each fire. Then set that trigger up so that it has the following output.
OnTrigger - name_of_servercommand -...
Brush 751: MAX_MAP_PLANES
Side 2
Texture: MODELS/PROPS_PIPES/PIPEMETAL004B
brush 751 is corrupt somehow. perhaps due to it haveing very many faces or maybe even something as simple as you having one 180 degree angle there. (I got that acidentally by adding one extra face to a square but...
HashVec: point outside valid range is very bad.
The last part of BSP is usually somethign like "writing mapname.bsp" and that is the creation of the map itself. As you can see your bsp just stops there due to a critical failure and then vvis takes over but cant do nothing becuases there is...
What do you mean by falling out of the sky?
For the table, what table are we looking at? Physics enabled or not? Brushes or props? And how is the weapon placed? Above the table or just on it?
I'm thinking possibly firing a command to the !activator entity somehow. Possibly a weaponstrip entity for each player somwhow so that each player can be stripped of their weapons. Problem is that that only strips the weapons, nothing is left on the ground.
I don't know. Much easier...
Error: displacement found on a(n) func_detail entity - not supported
I so wish you'd read just a snipet of that log yourself.
Displacements may NOT IN ANY WAY be connected to entities. That's your problem.
Also keep in mind that displacements do not block VIS so they often cause leaks...
Why not just have the timer fire every 20 seconds and then the timer itself dishses out the penalty? And tigger just enables and disables the timer.
Spawing headcrabs is not a good solution though since the AI is not all that good with multiplayer (read: it doesn't work). But how about...
If yuo're in EP1 mode you cant map for the orange box though.
The fix for the model crash thing is to disable "VGUI model browser" in the hammer options.