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  1. The_Gl!tch.exe

    Skyspace City - Fixed version of a7

    Changes: Added kill output to unused func_buttons to avoid sound spam Added sound script for hud sounds Fixed aurora particle after being disabled permanently Replaced the Rick May statue model with an entity_soldier_statue Added myself in the credits room (I forgot it last time)
  2. The_Gl!tch.exe

    TRADE Skyspace City

    The_Gl!tch.exe updated Skyspace City with a new update entry: Fixed version of a7 Read the rest of this update entry...
  3. The_Gl!tch.exe

    Skyspace City - Version 7 Update

    Changes: sounds and counters now work with vscript replaced teleporter models with obj_teleporters //They are protected from sappers via vscript, sound bugs can be fixed with the snd_restart console command added an entirely new credits room added more sound effects added a shortcut for the...
  4. The_Gl!tch.exe

    TRADE Skyspace City

    The_Gl!tch.exe updated Skyspace City with a new update entry: Version 7 Update Read the rest of this update entry...
  5. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    What's the limit for dynamic props? I have 156, if it includes dynamic_overrides it's 170. I also have 2399 statics.
  6. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress...
  7. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    It worked with a separate vmf. I already replaced two func_details having lots of brushes as props, but when loading the map after compiling my game crashes right after joining team red or team blu. The new props are not in spawn.
  8. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    I've tried propper now, but I think compiling doesn't work right. The files don't appear in their given file path and the compile log shows texture info which aren't involved with that brush prop. (I think it's either the brush limit or the vscript update that's messing with the propper compile)...
  9. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_skyspace_city_a7.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar KeyValues Error...
  10. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    You mean brushes made with the vertex tool that somehow reset themselves when restarting Hammer? I had them on another map too, but they didn't cause any errors. Also there's no pointfile which could show any leaks.
  11. The_Gl!tch.exe

    Propper/ Maximum of Brushes

    Hello there, Hammer lets me compile my map, but doesn't apply the changes I've made, keeping it in its previous state. According to the compile log checker I have more brushes on my map than the limit. However, according to the compile log I'm still under the limit of 8192 brushes (99,3%). Does...
  12. The_Gl!tch.exe

    Sprite Scaling Problem

    I sort of figured out that you can only use the scale parameters 0.25, 0.75 and 1.0 Anything in between gets automatically resized to a different value. In my case my 0.375-scaled sprite got changed to 0.25 and started floating in the air, while the 0.75 and 1.0 scaled sprites keep their size...
  13. The_Gl!tch.exe

    Sprite Scaling Problem

    Hello there, I'm having problems with scaling env_sprite entities. Whenever I scale them to the right size in Hammer, that parameter gets ignored when I want to turn big sprites small. It does work when scaling small sprites to big ones, but the sprite material will appear blurry. This is how...
  14. The_Gl!tch.exe

    Skyspace City - version 6 update

    Changes: - added new areas - added credits room - added death triggers under the elevators - fixed possible exploits about collecting the power crystals - added more skybox stuff - added Gaben - three hidden buttons will unlock the credits room - Medic's squeezebox taunt plays the spider-man...
  15. The_Gl!tch.exe

    TRADE Skyspace City

    The_Gl!tch.exe updated Skyspace City with a new update entry: version 6 update Read the rest of this update entry...
  16. The_Gl!tch.exe

    [Solved] Map gets compiled but doesn't add changes

    Solved it. It was the max amount of switchable lights
  17. The_Gl!tch.exe

    [Solved] Map gets compiled but doesn't add changes

    I just noticed, perhaps this might be the issue (I think): Too many switched lights (error at light banana_glow_6), max = 32
  18. The_Gl!tch.exe

    [Solved] Map gets compiled but doesn't add changes

    Hello there, whenever I compile my map everything is normal but when I get to play the map afterwards, nothing I've edited, since this bug happened, shows up in-game, as if it was never edited. The only thing the compile log checker says is that I have too many light styles on faces, but that's...
  19. The_Gl!tch.exe

    [Solved] Help with path_track speed

    I solved it. The path_track has the output option OnPass. With this I can set the speed of the tracktrain to 0
  20. The_Gl!tch.exe

    [Solved] Help with path_track speed

    I changed the speed output to setspeedreal now. But still idk how to make the tracktrain stop. It starts/ spawns with 0 speed at the first path_track. If sb touches the trigger, the tracktrain starts moving. The tracktrain reaches the second path_track and moves back to the first one with a new...