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Seamoose

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About Seamoose

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    Fresh Meat
  • Birthday 03/23/99

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    thekman9512

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    Male
  • Location
    Bangor, Maine
  • Interests
    Hiking, gaming, map design, forestry
  1. So you have to have all the entities that make a survival map work in order for the map to work when you name it? No, I had no entities but now it makes sense to me.
  2. I like your idea but it has much room to expand on!
  3. General Ideas: Road Flares - Used to emit light in a small proximity, last about 2 minutes. They can attract zombies and if thrown and comes in contact with a zombie, it can set the zombie ablaze. Wooden Bat - The standard maple slugger, just a different reskin for the already in place Baseball Bat. Nail Gun - Uses nails as ammo, could come in nail boxes. Not as effective as many weapons but entertaining to use, headshots can make zombies stumble. Golf Club - A simple nine-iron, same damage model as the bat, but weaker bash, since the head of the club is the only effective and most damaging whilst in combat. Police Vest - A very standard Tier 1 Kevlar, that can keep you alive longer [can take 3-4 more hits from zombies before taking max damage.] Is rather rare to get, and only has one use. When it's worn out, it turns grey in its INV slot and has to be dropped. Smoke Grenades - Gives players a chance to maneuver thru hordes of zombies, and reduces visibility with zombies, so they have a harder time seeing where you are. Lasts 40 seconds. Survival Game-mode Aspects: Place-able equipment list- Floodlights Car Batteries Shotgun Traps Bear Traps Gas Traps Tripwire [Can make zombies fall down or even set something off] Incendiary and Explosive and Tracer ammo boxes [special rounds.] Weapons: SKS [Medium Range Scope] USP UMP-45 P250 P226 Uzi - Misc weapon ideas [wouldn't make sense to find since NMRIH seems to be more civilian based] M4A1 AKM SCAR-H RPK .44 6 Cylinder
  4. I was able to address my issue by simply changing the map name to not having the nms_ prefix in the title, now the map loads fine. Also I saw somebody else do this, but by building with nodraw you mean this?
  5. Ok so all I did was take out the nms_ in the map's name and it loaded fine, really quick too. I guess I'll just leave it as is now then worry about the naming later. If you guys can find a fix though, that'd be coolio
  6. My hammer is still quite broken, I made a forum under help and support about it, so I'm suspending my project for the time
  7. Thanks for the feedback and recommendations
  8. Changed the prop, did nothing. Help if possible!
  9. Here's the log, I don't suppose the errors with the props have anything todo with my issue? ** Executing... ** Command: ".\vbsp.exe" ** Parameters: -game "..\..\nmrih" "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.vmf" Valve Software - vbsp.exe (Sep 7 2015) 2 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\nmrih\nmrih\materials Loading C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.vmf Can't find surfaceprop tiles for material NMRIH/FLOORS/NG_TOXTETHSTORETILE001A, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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 (0) (17949 bytes) Error! To use model "models/static/nmrih_office_chair_02_rag.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/static/nmrih_office_chair_02_rag.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 76 texinfos to 60 Reduced 15 texdatas to 15 (362 bytes to 362) Writing C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.bsp 1 second elapsed ** Executing... ** Command: ".\vvis.exe" ** Parameters: -game "..\..\nmrih" -fast "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts" Valve Software - vvis.exe (Sep 7 2015) fastvis = true 2 threads reading c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp reading c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.prt 71 portalclusters 186 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 100 visible clusters (3.32%) Total clusters visible: 3011 Average clusters visible: 42 Building PAS... Average clusters audible: 71 visdatasize:1913 compressed from 2272 writing c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp 0 seconds elapsed ** Executing... ** Command: ".\vrad.exe" ** Parameters: -game "..\..\nmrih" -noextra "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts" Valve Software - vrad.exe SSE (Sep 7 2015) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl [52 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp Setting up ray-trace acceleration structure... Done (0.24 seconds) 215 faces 9726 square feet [1400606.38 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 215 patches before subdivision 901 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 11578, max 121 transfer lists: 0.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(7855, 6100, 4523) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2377, 1474, 820) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(820, 418, 196) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(283, 120, 50) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(101, 36, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(36, 11, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(13, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0006 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 51/8192 612/98304 ( 0.6%) brushsides 306/65536 2448/524288 ( 0.5%) planes 126/65536 2520/1310720 ( 0.2%) vertexes 320/65536 3840/786432 ( 0.5%) nodes 151/65536 4832/2097152 ( 0.2%) texinfos 60/12288 4320/884736 ( 0.5%) texdata 15/2048 480/65536 ( 0.7%) 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 215/65536 12040/3670016 ( 0.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 158/65536 8848/3670016 ( 0.2%) leaves 153/65536 4896/2097152 ( 0.2%) leaffaces 260/65536 520/131072 ( 0.4%) leafbrushes 91/65536 182/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1664/512000 6656/2048000 ( 0.3%) edges 1005/256000 4020/1024000 ( 0.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 16/32768 160/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 261/65536 522/131072 ( 0.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 31204/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1913/16777216 ( 0.0%) entdata [variable] 1695/393216 ( 0.4%) LDR ambient table 153/65536 612/262144 ( 0.2%) HDR ambient table 153/65536 612/262144 ( 0.2%) LDR leaf ambient 357/65536 9996/1835008 ( 0.5%) HDR leaf ambient 153/65536 4284/1835008 ( 0.2%) 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] 1/3546 ( 0.0%) pakfile [variable] 105683/0 ( 0.0%) physics [variable] 17949/4194304 ( 0.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 602 Writing c:\program files (x86)\steam\steamapps\common\nmrih\nms_outskirts.bsp 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\nmrih\nms_outskirts.bsp" "..\..\nmrih\maps\nms_outskirts.bsp"
  10. Yes I named the map nms_outskirt_v1
  11. Floodlight idea sounds great. Wish we had Road Flares to distract zombies, that would help keep runners in one place for a while
  12. I'd continue my project but hammer is giving me issues right now, when i try to load the map via console or via create a game NMRIH crashes and closes
  13. I've been trying for a while to load a map i'm currently working on, after compiling it without running the game, when i hop into NMRIH via Steam [the physical game] and open the console, type my map's name and hit enter, all of NMRIH closes, just closes. Then I tried loading it under create a game or host a game, my map appears on the list, After loading resources for 10 seconds the game completely closes too. I did a test map, two spawns and a skybox with an env_light and that was it, it loaded fine. This map I'm working on currently wont. Please help if possible, I'm still looking for a solution, oh and when I play any other map not made by me in SDK they load fine in game.
  14. I'm just beginning on my first map for NMRIH, called Outsewer [great name ikr??!??!!] Even though the name is strange and subject to change, hear me out. The map takes place in an outskirts cheap rate motel with a underground area, which will be made, and a sewer area that connects to the underground. Players are able to survive above and below, I wanted to do a wild card with the map and the sewer came to mind. Players underground would have to try and keep zombies coming from the main sewage area which isn't gonna be included [maybe in the future implementations.] While the suvivors above ground hold off hordes that approach from the highway, road tunnels and the forest. The map is in a very early stage, I plan to extend the parking lot as a first step and fill that middle area that the hotel main rooms surrounds. A baggage area will be added in the back, or a storage area. Across the street is still in planning. If you can give suggestions or feedback, I'd love some. I'll post more as I create the map.
  15. After going down the list and looking at comm maps I don't see many Industry heavy or subway maps or underground for that matter, hence I didn't look crazy hard. I think forest, industrial, subway, school, heck even this highway overpass would be cool to make.