• Vein (2)
    263 replies, posted
OK, check if gamemodes/Vein/content/materials/effects/veinvignette.vmt exists. Also, are you on any special graphics settings? i.e. dx80 for example
[QUOTE=Disseminate;40273703]OK, check if gamemodes/Vein/content/materials/effects/veinvignette.vmt exists. Also, are you on any special graphics settings? i.e. dx80 for example[/QUOTE] I am not on any special graphics settings and I have confirmed that veinvignette.vmt does exist.
Well, I dunno then. Check your addons - there might be a conflicting one.
[QUOTE=Disseminate;40273722]Well, I dunno then. Check your addons - there might be a conflicting one.[/QUOTE] I don't have any addons, it's a fresh install, I think I know what's the problem. Thanks for your help. :)
[QUOTE=deraphel;40273797]I don't have any addons, it's a fresh install, I think I know what's the problem. Thanks for your help. :)[/QUOTE] Mind sharing a fix because other people might have the same problem.
[QUOTE=Disseminate;40272021]What map are you using/what does the console say? By the by, in the next update Vein won't require any setup like this. [editline]13th April 2013[/editline] Do you mean zombies don't spawn? The containers might just be empty. This could be a gmod problem - it's not in my version of Vein. I'd commit my version, but I have to wait for the new zombies to be coded for that, and to do that I need some more bindings by garry.[/QUOTE] Forgot to mention that I've been on multiplayer and everything was running smoothly. I've checked all the containers on each map on single-player and they are all empty and invisible, I know I've installed it correctly. I even tried re-installing the gamemode but nothing seems to work. If you've got any idea why this happening, I'd appreciate the help. If not I guess I'll have to just sit tight and wait.
What do you mean by invisible? Try unmounting all games except for CS:S and HL2. [editline]14th April 2013[/editline] [QUOTE=deraphel;40273797]I don't have any addons, it's a fresh install, I think I know what's the problem. Thanks for your help. :)[/QUOTE] I'd like to know too so I can fix it :v:
[t]http://luaforfood.com/vein/rp_v_riverside_10000.jpg[/t] OK, so here's Riverside as is: The layout is essentially identical to L4D's Death Toll #4. The most top left building is the church. Notably, all the barricades preventing level flow have been removed. I've added tons of interiors to many static buildings. There's one house (you can see it near the top right), and that's because doing houses is a bitch. Virtually everything has had lighting added or improved - the one thing I've learned in modding maps for use in gamemodes is that nobody will go to an area if there's no light, ever. The alley (most south) is mostly unchanged except for lighting in some buildings. The southern horizontal street (main street) has had five shops opened, and a sixth shop lit. I kind of want to do something with the upstairs apartments in them, but it's pretty tedious. The office (northeast side, above the white wood awning) has had an extreme lighting improvement. The bit in L4D where you have to lower the forklift has been replaced by the end result. The northern horizontal street has been mostly unchanged, other than the removal of barricades, and the new house. The new house has only one floor, because I'm terrible at making stairs. The vertical street (west side) is mostly unchanged. I may or may not open a new building in there. The west parking lot has had its buildings lit up far more and the hidden building on the west side of the parking lot that you missed while playing L4D has been expanded, and the loading door is openable. A small door in the southwest corner of it has opened up to the back of a convenience store on the vertical street. The central parking lot has had an empty building added, and the storage room on the right side has had a rooftop ladder added to the interior. I've worked with Death Toll 4 before, and when I did one of the big mods I did was opening up the building on the south side of the parking lot - I'm not sure if I still want to do that, because nothing was aligned and it was an optimization nightmare. Also, the truck in the alleyway disconnecting the parking lot and the southern horizontal street has been removed. Finally, in the east parking lot, a convenience store has been opened, and everything has been lit properly. All in all, 27 enterable buildings. Do you guys have any suggestions as to what to work on next in riverside? After its done, I want to either do rooftops or a map based on No Mercy's first level.
[QUOTE=Disseminate;40282237][t]http://luaforfood.com/vein/rp_v_riverside_10000.jpg[/t] OK, so here's Riverside as is: The layout is essentially identical to L4D's Death Toll #4. The most top left building is the church. Notably, all the barricades preventing level flow have been removed. I've added tons of interiors to many static buildings. There's one house (you can see it near the top right), and that's because doing houses is a bitch. Virtually everything has had lighting added or improved - the one thing I've learned in modding maps for use in gamemodes is that nobody will go to an area if there's no light, ever. The alley (most south) is mostly unchanged except for lighting in some buildings. The southern horizontal street (main street) has had five shops opened, and a sixth shop lit. I kind of want to do something with the upstairs apartments in them, but it's pretty tedious. The office (northeast side, above the white wood awning) has had an extreme lighting improvement. The bit in L4D where you have to lower the forklift has been replaced by the end result. The northern horizontal street has been mostly unchanged, other than the removal of barricades, and the new house. The new house has only one floor, because I'm terrible at making stairs. The vertical street (west side) is mostly unchanged. I may or may not open a new building in there. The west parking lot has had its buildings lit up far more and the hidden building on the west side of the parking lot that you missed while playing L4D has been expanded, and the loading door is openable. A small door in the southwest corner of it has opened up to the back of a convenience store on the vertical street. The central parking lot has had an empty building added, and the storage room on the right side has had a rooftop ladder added to the interior. I've worked with Death Toll 4 before, and when I did one of the big mods I did was opening up the building on the south side of the parking lot - I'm not sure if I still want to do that, because nothing was aligned and it was an optimization nightmare. Also, the truck in the alleyway disconnecting the parking lot and the southern horizontal street has been removed. Finally, in the east parking lot, a convenience store has been opened, and everything has been lit properly. All in all, 27 enterable buildings. Do you guys have any suggestions as to what to work on next in riverside? After its done, I want to either do rooftops or a map based on No Mercy's first level.[/QUOTE] Maybe work on some kind of secret room that is locked with a keypad? It could be good for hiding nice loot, etc. Or maybe it could have a friendly NPC who has been hiding in there since forever.
[QUOTE=Disseminate;40282237][t]http://luaforfood.com/vein/rp_v_riverside_10000.jpg[/t] OK, so here's Riverside as is: The layout is essentially identical to L4D's Death Toll #4. The most top left building is the church. Notably, all the barricades preventing level flow have been removed. I've added tons of interiors to many static buildings. There's one house (you can see it near the top right), and that's because doing houses is a bitch. Virtually everything has had lighting added or improved - the one thing I've learned in modding maps for use in gamemodes is that nobody will go to an area if there's no light, ever. The alley (most south) is mostly unchanged except for lighting in some buildings. The southern horizontal street (main street) has had five shops opened, and a sixth shop lit. I kind of want to do something with the upstairs apartments in them, but it's pretty tedious. The office (northeast side, above the white wood awning) has had an extreme lighting improvement. The bit in L4D where you have to lower the forklift has been replaced by the end result. The northern horizontal street has been mostly unchanged, other than the removal of barricades, and the new house. The new house has only one floor, because I'm terrible at making stairs. The vertical street (west side) is mostly unchanged. I may or may not open a new building in there. The west parking lot has had its buildings lit up far more and the hidden building on the west side of the parking lot that you missed while playing L4D has been expanded, and the loading door is openable. A small door in the southwest corner of it has opened up to the back of a convenience store on the vertical street. The central parking lot has had an empty building added, and the storage room on the right side has had a rooftop ladder added to the interior. I've worked with Death Toll 4 before, and when I did one of the big mods I did was opening up the building on the south side of the parking lot - I'm not sure if I still want to do that, because nothing was aligned and it was an optimization nightmare. Also, the truck in the alleyway disconnecting the parking lot and the southern horizontal street has been removed. Finally, in the east parking lot, a convenience store has been opened, and everything has been lit properly. All in all, 27 enterable buildings. Do you guys have any suggestions as to what to work on next in riverside? After its done, I want to either do rooftops or a map based on No Mercy's first level.[/QUOTE] Looks great! About maps - What about merging Dead Air and No Mercy? I think some part of the campaigns take place on the same street? :)
They don't.
I would really like to know how to fix the purple and black. It makes it completely unplayable.
Take a paint scraper to your monitor and scrape off any excess pink and black. Or just tell me a bit more about it (when it happens/what it looks like), as I don't get it on my pc and have no idea what you're talking about. :)
Im having the same problem as kila58, whether its singleplayer or multiplayer the main overlay texture is missing, so whenever you join all you see is a pink and black screen that doesn't go away. Anyway to find what texture that is and replace it or just remove it if its not needed?
[QUOTE=Disseminate;40412779]Take a paint scraper to your monitor and scrape off any excess pink and black. Or just tell me a bit more about it (when it happens/what it looks like), as I don't get it on my pc and have no idea what you're talking about. :)[/QUOTE] Not sure if trying to be an ...well never mind. Whatever, I was referring to: [QUOTE=deraphel;40273635]It covers the whole screen after you finish customizing your character. Because of this, I start off in the map without knowing where I am. You still get the Excretion Motives showing up. But, no HUD and you can't see what's happening.[/QUOTE]
[QUOTE=kila58;40412828]Not sure if trying to be an ...well never mind.[/QUOTE] Yeah I'm being a dick, just failed a final exam. Go to gamemodes/vein/content/materials/effects. Do the files veinvignette.vmt and veinvignette.vtf exist?
[QUOTE=Disseminate;40412923]Yeah I'm being a dick, just failed a final exam. Go to gamemodes/vein/content/materials/effects. Do the files veinvignette.vmt and veinvignette.vtf exist?[/QUOTE] Yes, they do.
Then I have no idea why it's acting up. Do you have any launch parameters for gmod?
-console -nocrashdialog -game garrysmod +ip serverip -port 27015 +maxplayers 20 +map rp_v_terminal_1 +gamemode vein +scriptenforcer 1 however it also happens on singleplayer.
[QUOTE=Disseminate;40413139]Then I have no idea why it's acting up. Do you have any launch parameters for gmod?[/QUOTE] Nothing. And my server has only the map, the gamemode, and sv_allowcslua protection.
I mean on your clients
no launch params on my client besides run as administrator if that counts
Do the materials exist on your client
[QUOTE=Disseminate;40414000]Do the materials exist on your client[/QUOTE] Yes everything in the svn is installed properly.
Also whenever i press esc it removes the pink and black but when you resume it comes back. Also don't know if these will help but i'm getting this on first join. [code]Donator listing successful. [ERROR] gamemodes/vein/gamemode/cl_credits.lua:16: attempt to concatenate a nil value 1. onsuccess - gamemodes/vein/gamemode/cl_credits.lua:16 2. unknown - lua/includes/modules/http.lua:34 Entity env_projectedtexture(env_projectedtexture) has bad parent 1 CMaterial::PrecacheVars: error loading vmt file for cable/metal CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/luggage_set1 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/luggage_set2 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/line_post CMaterial::PrecacheVars: error loading vmt file for models/props_junk/physics_trash CMaterial::PrecacheVars: error loading vmt file for models/props_unique/luggagecart01 CMaterial::PrecacheVars: error loading vmt file for models/props_junk/physics_trash_hospital CMaterial::PrecacheVars: error loading vmt file for models/props_unique/zombiebreakwall01_m CMaterial::PrecacheVars: error loading vmt file for models/props_unique/zombiebreakwall01_n CMaterial::PrecacheVars: error loading vmt file for models/props_unique/zombiebreakwall01 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/zombiebreakwall01_dm CMaterial::PrecacheVars: error loading vmt file for models/props_unique/zombiebreakwall01_dm_m CMaterial::PrecacheVars: error loading vmt file for models/props_unique/zombiebreakwall01_dm_n CMaterial::PrecacheVars: error loading vmt file for models/props_unique/coffeepot01 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/styrofoam_cups CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/styrofoam_cups_break CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/computer CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/screen CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/screenb CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/phone CMaterial::PrecacheVars: error loading vmt file for models/props_equipment/tsabin_01 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/standup_board CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/standup_board_sign1 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/standup_board_sign2 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/standup_board_sign3 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/atlas CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/atlas_ball CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/luggagescale CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/clotheshanger01 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/chair_cafeteria CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/chairs_airport CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/trashcan01 CMaterial::PrecacheVars: error loading vmt file for models/props_doors/doormainmetal01 CMaterial::PrecacheVars: error loading vmt file for models/props_doors/doorknobround CMaterial::PrecacheVars: error loading vmt file for models/props_doors/doorknob CMaterial::PrecacheVars: error loading vmt file for models/props_doors/offdra CMaterial::PrecacheVars: error loading vmt file for models/props_doors/offdra_dm1 CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/trash_bin1 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/chair_office2 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/sofa01 CMaterial::PrecacheVars: error loading vmt file for models/deadbodies/corpse_02 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/kitchen_props_industrial01 CMaterial::PrecacheVars: error loading vmt file for models/props_vents/ventbreakable01 CMaterial::PrecacheVars: error loading vmt file for models/props_vents/ventbreakable01_dm01 CMaterial::PrecacheVars: error loading vmt file for models/deadbodies/corpse_01 CMaterial::PrecacheVars: error loading vmt file for models/deadbodies/corpse_05 CMaterial::PrecacheVars: error loading vmt file for models/props_vehicles/van_interior CMaterial::PrecacheVars: error loading vmt file for models/props_vehicles/c130_2 CMaterial::PrecacheVars: error loading vmt file for models/props_vehicles/c130_1 CMaterial::PrecacheVars: error loading vmt file for models/props_vehicles/c130_propeller_static CMaterial::PrecacheVars: error loading vmt file for models/props_vehicles/c130_propeller CMaterial::PrecacheVars: error loading vmt file for models/props_crates/standard_crates CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/bathroomsink01 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/toilet_b CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/toilet CMaterial::PrecacheVars: error loading vmt file for models/props_equipment/securitycheckpoint CMaterial::PrecacheVars: error loading vmt file for models/props_lighting/light_industrialcluster01a CMaterial::PrecacheVars: error loading vmt file for models/props_lighting/light_industrialcluster01a_on CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/toiletpaperdispenser_commercial CMaterial::PrecacheVars: error loading vmt file for models/props_unique/escalator CMaterial::PrecacheVars: error loading vmt file for models/props_street/newspaper_dispenser_glass CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/paper_towel_dispenser CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/waterheater CMaterial::PrecacheVars: error loading vmt file for models/props_plants/plantairport01_dead CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/temp_barricade CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/table_cafeteria CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/industrial_table01 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/sink_industrial01 CMaterial::PrecacheVars: error loading vmt file for models/props_equipment/x_ray_luggage CMaterial::PrecacheVars: error loading vmt file for models/props_equipment/x_ray_luggageb CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airportdesks CMaterial::PrecacheVars: error loading vmt file for models/props_unique/airport/phone_booth_airport CMaterial::PrecacheVars: error loading vmt file for models/props_unique/atm CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/boothfastfood_01 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/urinal01 CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/magazine_book_stand01 CMaterial::PrecacheVars: error loading vmt file for models/props_lighting/airportlight01 CMaterial::PrecacheVars: error loading vmt file for models/props_lighting/airportlight01_on CMaterial::PrecacheVars: error loading vmt file for models/props_debris/airliner_wreckage_new3a CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/medicinecabinet01 CMaterial::PrecacheVars: error loading vmt file for models/props_pipes/pipeset32d CMaterial::PrecacheVars: error loading vmt file for models/props_interiors/constructionwall_super CMaterial::PrecacheVars: error loading vmt file for models/props_wasteland/prison_switchbox01 CMaterial::PrecacheVars: error loading vmt file for models/props_debris/airliner_wreckage_new1a CMaterial::PrecacheVars: error loading vmt file for models/props_debris/airliner_wreckage_new1c CMaterial::Precache
No, nothing there that means anything.
Finally got the pink n black to go away after reinstalling it a few times, now im having trouble that you can't move when you get ingame.
[media]http://www.youtube.com/watch?v=p4zrsLTcvYQ[/media] - You get stuck in zombies.. a lot - Animations are broken - Turning issues I'm waiting on the next gmod update and crossing my fingers that some of these problems will be fixed but until then I can't commit this update to the svn.
[QUOTE=Disseminate;40427725][media]http://www.youtube.com/watch?v=p4zrsLTcvYQ[/media] - You get stuck in zombies.. a lot - Animations are broken - Turning issues I'm waiting on the next gmod update and crossing my fingers that some of these problems will be fixed but until then I can't commit this update to the svn.[/QUOTE] I love how the zombie just moos after he kills you, I laughed way too hard at that.
[QUOTE=Disseminate;40427725][media]http://www.youtube.com/watch?v=p4zrsLTcvYQ[/media] - You get stuck in zombies.. a lot - Animations are broken - Turning issues I'm waiting on the next gmod update and crossing my fingers that some of these problems will be fixed but until then I can't commit this update to the svn.[/QUOTE] OH GOD ITS A COW ZOMBIE!
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