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durkhaz~

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About durkhaz~

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  1. You can do that though. Just remove nmrih\sdk\bin\steam_appid.txt and launch hammer.exe directly or through a shortcut.
  2. try weapon_fists or weapon_fist
  3. make_triangles:calc_triangle_representation: Cannot convert The source engine heavily relies on models to have triangle representation. Maybe you added a model to your map that uses a quad somewhere? I also found that high entdata doesn't always lead to problems. The only thing that will eventually cause issues, is when you either reach the maximum amount of replicated edicts, or you cause a buffer overflow in net message (basically means you reached the hardcoded limit that is set for the buffer that holds all the data being sent to the client on connection). But all that isn't transparent at all and some edicts don't even show up in the diagnostics even though they should. Technically they aren't static. They just have their own container and hence count towards their own limit afaik.
  4. game_player_equip does not work because nmrih has its own inventory management. What you can try however is make the player entity 'use' a weapon entity. Create a trigger that makes the !activator (in this case a player) fire 'use' on a weapon entity.
  5. >Overlay touching too many faces (touching 86, max 64) It's a fatal error
  6. Hi, Since I'm done with source and moved onto other projects, here's an archive containing all my unfinished source maps. Fell free to use them for whatever. https://dl.dropboxusercontent.com/u/1676604/indev.7z If you're missing some textures, they might be in https://dl.dropboxusercontent.com/u/1676604/materialss.7z'>here (csgo and ins tex fixed up to work in nmrih, use at own risk)
  7. While this might seem useful at first, I advice you not to use this. The modelindizes do not persist between map and game versions, meaning that a future nmrih update is going to break your map - hard. Then there's also the issue with the animations and collisionmodels which do not change with the model since the command is purely cosmetic. Worst case scenario being a crawler here.
  8. lol
  9. https://developer.valvesoftware.com/wiki/Func_clip_vphysics or toolsinvisible (will block both)
  10. Are you sure those ambient sounds aren't part of the music? Two things you can try: - turn off the music using the music_manager entity (might need periodic refires) - make a soundscape script file named soundscapes_mapname.txt and use that as the standard soundscape. No sound replacing necessary example: "null" { "dsp" "1" "playsoundscape" { "name" "zombiehorde.distant" "volume" "0.01" } }
  11. You can't protect maps from decompiling. There's always a way
  12. I kind expected this would happen to some people, that's why the wall doesn't open when there's no nmo file present. Also don't play v4, it's broken. New version here: http://www.nomoreroominhell.com/forums/index.php?showtopic=12393
  13. It would probably need a specialized sourcemod that onLy activates on this map. Tricky.