One map suddenly screwed

G

Guest

Guest
Archived from groups: alt.games.half-life (More info?)

It's map d1_canals_09, where the helicopter should drop mines on you
and that kick-ass tune from HL1 should play. Well, the helicopter doesn't
attack, the music doesn't play, I ride though a big HOM about half way
through, and where the map should end, there's a HOM and the next map
doesn't load. I know exactly how the map should work having played it
a few times on this install. I loaded a save from the previous map a few
times, restarted the game, let Steam connect and update, but the same
thing happens.

Obviously, the file has become corrupt (though I have no idea how,
since I haven't touched it other than to play it). Has anyone else run
into anything like this, and how the hell do I fix it? (I'll be crushed if
I have to go through the whole install process again.)

--
 
Archived from groups: alt.games.half-life (More info?)

nutt wrote:
> It's map d1_canals_09, where the helicopter should drop mines on you
> and that kick-ass tune from HL1 should play. Well, the helicopter doesn't
> attack, the music doesn't play, I ride though a big HOM about half way
> through, and where the map should end, there's a HOM and the next map
> doesn't load. I know exactly how the map should work having played it
> a few times on this install. I loaded a save from the previous map a few
> times, restarted the game, let Steam connect and update, but the same
> thing happens.
>
> Obviously, the file has become corrupt (though I have no idea how,
> since I haven't touched it other than to play it). Has anyone else run
> into anything like this, and how the hell do I fix it? (I'll be crushed if
> I have to go through the whole install process again.)
>

I have no idea what the acronym HOM stands for, but from your
description you mean some large concrete pipes. In any case, you
probably should validate your HL2 files.

Click Start -> Run, enter the following URL (also works in a browser):

steam://validate/220
 
Archived from groups: alt.games.half-life (More info?)

"GFree" wrote

> I have no idea what the acronym HOM stands for

HOM = Hall Of Mirror
If you can see through to the hull you get a hall of mirror where the
machine will render the same several times

Something like this (an article on a complete different subject)
http://collective.valve-erc.com/index.php?doc=1028187409-05594200
The picture is good to describe the HOM effect

- Peter
 
Archived from groups: alt.games.half-life (More info?)

Peter Lykkegaard wrote:
> "GFree" wrote
>
>
>>I have no idea what the acronym HOM stands for
>
>
> HOM = Hall Of Mirror
> If you can see through to the hull you get a hall of mirror where the
> machine will render the same several times
>
> Something like this (an article on a complete different subject)
> http://collective.valve-erc.com/index.php?doc=1028187409-05594200
> The picture is good to describe the HOM effect
>
> - Peter
>
>

OOH OOH OOH! NOW I know what his problem is then! Read on...

nutt, you said the helicopter didn't attack and the music didn't play,
right? That can only mean one thing: you somehow missed a TRIGGER in the
map. You must have bypassed it, perhaps by some clever action on your
part that went outsides the bounds of in on the map. In any case, this
resulted in the copter not spawning (as it only is created when
necessary to save memory/CPU), the music not starting and part of the
map not being shown (for the same memory/CPU reasons).

Your map is most likely not corrupted. Just go back to an earlier
savegame that occurs before you exit the tunnel that's supposed to start
the music.
 
Archived from groups: alt.games.half-life (More info?)

GFree wrote:

> OOH OOH OOH! NOW I know what his problem is then! Read on...
>
> nutt, you said the helicopter didn't attack and the music didn't play,
> right? That can only mean one thing: you somehow missed a TRIGGER in the
> map. You must have bypassed it, perhaps by some clever action on your
> part that went outsides the bounds of in on the map. In any case, this
> resulted in the copter not spawning (as it only is created when
> necessary to save memory/CPU), the music not starting and part of the
> map not being shown (for the same memory/CPU reasons).
>
> Your map is most likely not corrupted. Just go back to an earlier
> savegame that occurs before you exit the tunnel that's supposed to start
> the music.

That sounds right to me - I experienced something similar when i got a
bit too clever for the game at Gate 5 of Water Hazard.. :)


--
Ben Cottrell AKA Bench
 
Archived from groups: alt.games.half-life (More info?)

Ben Cottrell wrote:
> GFree wrote:
>
>> OOH OOH OOH! NOW I know what his problem is then! Read on...
>>
>> nutt, you said the helicopter didn't attack and the music didn't play,
>> right? That can only mean one thing: you somehow missed a TRIGGER in
>> the map. You must have bypassed it, perhaps by some clever action on
>> your part that went outsides the bounds of in on the map. In any case,
>> this resulted in the copter not spawning (as it only is created when
>> necessary to save memory/CPU), the music not starting and part of the
>> map not being shown (for the same memory/CPU reasons).
>>
>> Your map is most likely not corrupted. Just go back to an earlier
>> savegame that occurs before you exit the tunnel that's supposed to
>> start the music.
>
>
> That sounds right to me - I experienced something similar when i got a
> bit too clever for the game at Gate 5 of Water Hazard.. :)
>
>
If that's the same as the one I described above, then yeah. I got the
idea for that from the HL2 Done Quick movie. :)
 
Archived from groups: alt.games.half-life (More info?)

"GFree" wrote

> OOH OOH OOH! NOW I know what his problem is then! Read on...

;.)

> nutt, you said the helicopter didn't attack and the music didn't play,
> right? That can only mean one thing: you somehow missed a TRIGGER in the
> map.

Hmm odd
There's a lot triggers opening for areaportals
A closed areaportal could give this effect (HOM)

I now this is possible to do in the the previous map (d1_canals_09)
When you enter the pond at the gate you can climb the airboat and get a
shore in a "wrong" place
There is an areaportal at the top of the stairs where you're supposed to
meet a helicopter to play hide'n'seek through the route to the warehouse

On a sidenote
Areportals is used to seal of parts of the map in order to stop the
gamengine to render too much in advance (eg like models etc)

- Peter
 
Archived from groups: alt.games.half-life (More info?)

Peter Lykkegaard wrote:
> "GFree" wrote
>
>
>>OOH OOH OOH! NOW I know what his problem is then! Read on...
>
>
> ;.)
>
>
>>nutt, you said the helicopter didn't attack and the music didn't play,
>>right? That can only mean one thing: you somehow missed a TRIGGER in the
>>map.
>
>
> Hmm odd
> There's a lot triggers opening for areaportals
> A closed areaportal could give this effect (HOM)
>
> I now this is possible to do in the the previous map (d1_canals_09)
> When you enter the pond at the gate you can climb the airboat and get a
> shore in a "wrong" place
> There is an areaportal at the top of the stairs where you're supposed to
> meet a helicopter to play hide'n'seek through the route to the warehouse
>
> On a sidenote
> Areportals is used to seal of parts of the map in order to stop the
> gamengine to render too much in advance (eg like models etc)
>
> - Peter
>
>

Ehh, at the risk of getting plonked, didn't I just say that?
 
Archived from groups: alt.games.half-life (More info?)

GFree wrote:

>> That sounds right to me - I experienced something similar when i got a
>> bit too clever for the game at Gate 5 of Water Hazard.. :)
>>
>>
> If that's the same as the one I described above, then yeah. I got the
> idea for that from the HL2 Done Quick movie. :)

I'm not sure, since i haven't seen the HL2 done quick movie.. but it
sounds like it! I actually went that route because I couldn't figure
out any other way in (it didn't occur to me to smash the door down..)
then later realised that i'd just accidentally taken a massive shortcut. :)


--
Ben Cottrell AKA Bench
 
Archived from groups: alt.games.half-life (More info?)

"GFree" wrote
>
> Ehh, at the risk of getting plonked, didn't I just say that?

Oh yes - I was just thinking loud 🙂

- Peter
 
Archived from groups: alt.games.half-life (More info?)

Peter Lykkegaard wrote:
> "GFree" wrote
>
>>Ehh, at the risk of getting plonked, didn't I just say that?
>
>
> Oh yes - I was just thinking loud 🙂
>
> - Peter
>
>

Yeah, well, now I finally know what "portals" are in a game engine. Have
always wanted to know that but never bothered to find out.

I actually discovered the HOM effect in another location, also in the
same chapter but earlier. Remember the area where you're about to go
through a set of double-doors but they close on you with an alarm
triggered? You can go through a locked door where you first encounter
the .357 Magnum. However, if you prop your airboat alongside one of the
railings (where a Combine soldier is shooting at you), there is a gap
that you can climb over to get to the tower and immediately open the
gates, bypassing the rest of the area. If you do this however, you'll
encounter some HOM areas if you try to backtrack the areas you normally
would have had to go through.
 
Archived from groups: alt.games.half-life (More info?)

GFree wrote:
> I actually discovered the HOM effect in another location, also in the
> same chapter but earlier. Remember the area where you're about to go
> through a set of double-doors but they close on you with an alarm
> triggered? You can go through a locked door where you first encounter
> the .357 Magnum. However, if you prop your airboat alongside one of the
> railings (where a Combine soldier is shooting at you), there is a gap
> that you can climb over to get to the tower and immediately open the
> gates, bypassing the rest of the area. If you do this however, you'll
> encounter some HOM areas if you try to backtrack the areas you normally
> would have had to go through.
My brother found something similar at the "start" of that level, but it
had no HOM's or anything. When he parked the airboat, he backed it into
the fence opposite the little dock and faced rear, and got out. Right
through the fence! I saw him do that and was flabbergasted, but further
attempts failed to reproduce the affect. Just a neat little story..
--
-Acercanto (young pup)
user:forestman domain:vt.edu
 
Archived from groups: alt.games.half-life (More info?)

"Peter Lykkegaard" <polonline@hotmail.com> wrote in message
news:36np4hF548ip9U1@individual.net...
> "GFree" wrote
>
> > OOH OOH OOH! NOW I know what his problem is then! Read on...
>
> ;.)
>
> > nutt, you said the helicopter didn't attack and the music didn't play,
> > right? That can only mean one thing: you somehow missed a TRIGGER in the
> > map.

Yes, I'm now sure something like this is to blame. After reinstalling --
like an idiot, without first trying to open the map from the console 🙁 --
and finding the problem was still there, I did the obvious thing (see above)
and it was fine. However, since the errors cropped up pretty much
as soon as the map started, I must have skipped a trigger on the
previous map.

But what?

> I now this is possible to do in the the previous map (d1_canals_09)
> When you enter the pond at the gate you can climb the airboat and
> get a shore in a "wrong" place There is an areaportal at the top of the
> stairs where you're supposed to meet a helicopter to play hide'n'seek
> through the route to the warehouse


I didn't do that. I didn't notice anything out of whack until the
the next map.

Weird.