Vor rund sechs Jahren erschien Crusader Kings 2 von Paradox auf Steam und hat seitdem viele Global-Strategiespieler glücklich gemacht. Im Rahmen einer Sales-Aktion wird das hochgelobte Spiel nun verschenkt - aber nur für kurze Zeit, weshalb man sich beeilen sollte, wenn man Crusader Kings 2 dauerhaft in seiner Bibliothek haben möchte.
Beiträge von Physicus
-
-
Kostenloses Game bei Humble, die nächsten 48 Stunden bekommt ihr Spec Ops The Line.
Das Spiel können wir empfehlen, es bietet eine interessanten Story, viel Spaß beim Zocken. -
Hallo liebe Community,
Heute möchte ich euch gerne unseren Teamspeak 3 Synchronisation vorstellen. Jeder der sich über sein Profil im Forum im Bereich "Teamspeak Identitäten" seine Eindeutige-ID (Teamspeak -> STRG + I) einträgt erhält im TS3 nun den Rang Registered.
Bei Fragen könnt ihr mich gerne anschreibenGruß
Physicus -
das Spiel Darkness II gibt es kurzfristig bei Humble kostenlos, regulär kostet das Game bei Steam 29,99€
Also greift schnell zu
-
wenn genügend Spieler dabei sind
Aktuell dabei sind:
Physicus
Manuska
Joker
Sompi
Mellow
Lowla
L l o l i d -
na klar ist noch platz frei bis zu 9 Spieler können mitspielen also auf auf Leute
-
Servus,
Ich suche paar Mitspieler für coop_mission_storm auf dem MG1 Server , es laufen auf dem Server keine Plugins
die Map dauert in der Regel 2 Std aber kann auch länger dauern also Zeit mitbringen.
die Map ist der Hammer die Story auch . Also wer Bock hat kann gerne kommen gibt mir einfach Bescheid. Werde nämlich ein PW drauf machenWeitere Infos hier ist der Link:
http://steamcommunity.com/shar…iledetails/?id=1317936157Gruß
Physicus -
Datum zum Steam Lunar New Year Sale 2018
Der Steam Lunar New Year Sale wird in diesem Jahr folgendermaßen ablaufen:- Steam Sale Start: 15. Februar 2018 um 19:00 Uhr deutscher Zeit
- Neue Angebots-Vorstellungen: Täglich um 19:00 Uhr auf der Steam-Startseite
- Steam Sale Ende: 19. Februar 2018 um 19:00 Uhr deutscher Zeit
Dieser besondere Sale fand bereits 2016 statt, jedoch nicht im vergangenen Jahr. Er richtet sich nach dem Termin des chinesischen Neujahrsfests, der 2018 auf den 16. Februar fällt.
Angebote, Schnäppchen und Aktionen im Steam-Sale
Bei jedem Steam Sale können Spieler eine Menge Geld sparen. Nahezu alle Spiele sind dauerhaft reduziert, darunter auch alte Klassiker und neue Blockbuster.
Wer entspannt einkaufen möchte, muss sich keine Sorgen machen, dass er ein Angebot verpasst. Sämtliche Rabatte gelten in der Zeit des gesamten Sales, werden also bis zum Schluss gültig sein. -
Teamname: Managment
TeamCaptain: @Totenfluch https://steamcommunity.com/profiles/76561197984819860/
2.Spieler: @CoRe https://steamcommunity.com/profiles/76561197977717042/
3.Spieler: @Physicus https://steamcommunity.com/profiles/76561197981633669/
-
Aktuell gibt es die gesamte Amnesia-Reihe komplett kostenlos. Humble Bundle verschenkt die gesamte Sammlung für kurze Zeit. Der Steam-Key kann für einen anschließenden Download verwendet werden.
Horror pur: Nur für kurze Zeit gibt es die gesamte Amnesia-Reihe komplett kostenlos. Bis morgen dürft ihr euch einen gratis Steam-Key schnappen und ihn anschließend einlösen.
Die Amnesia Collection enthält Amnesia: A Machine for Pigs und Amnesia: The Dark Descent. Wenn ihr den Key erhaltet, könnt ihr ihn anschließend bei Steam aktivieren und den Download starten.
Hier gibt's die Amnesia Collection gratis!Ihr solltet euch allerdings beeilen, denn die Amnesia Collection ist nur noch bis zum 27. Januar 2018 um 19 Uhr deutscher Zeit gratis. Wenn ihr das Spiel einlöst, dürft ihr es für immer behalten und jederzeit neu herunterladen und spielen.
-
sind überwiesen :yes:
-
die Playerskins die wir rau genommen haben werden die credits zurückerstattet !!
alle die also die Playerskins hatten einfach hier im Forum Melden , credits werden nur über das Forum überwiesen -
ist dann doch nicht so einfach die map ist komplett schwarz @Winni Brew habe ein Link gefunden die Datei in bsp umwandeln.
http://www.4players.de/cs.php/faq/-/1431/1638/index.html
materialPath: F:\Program Files (x86)\steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading c:\users\physicus\downloads\mg_harero_.vmf
Map revision 1228
Material not found!: SKYRIM/ICECAVE_ROCKS
Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_23
Material not found!: COLOR/WHITE
Material not found!: SILKROAD/GROUND/MONG_SAND_01
Material not found!: REALWORLDTEXTURES2/GROUND/LAVA_MAGMA_05
Material not found!: BHOP_LYKABUTTERFLY/CAVEROOF_BLEND
Material not found!: SILKROAD/SAMARKAND/GRASS_SAND_BLEND
Material not found!: NATURE/WATER_RIVERBED04
Material not found!: NATURE/WATER_EPIC_OCEAN
Material not found!: SASPATOON/PLASTER/PLASTERSEAMLESSDARKGREY
Material not found!: SKYRIM/ICECAVE_FROZEN
Material not found!: REALWORLDTEXTURES/NEWER/0/SNOW_0_02
Material not found!: REALWORLDTEXTURES2/ROCK/WALL/ROCK_WALL_01
Material not found!: REALWORLDTEXTURES2/ROOF/WOOD_ROOF_04
Material not found!: REALWORLDTEXTURES2/CONCRETE/GROUND/CONCRETE_02
Material not found!: DE_TIDES/BLEND_CONCRETE_DIRT
Material not found!: UNLIT/SMOOTHCARPETBLACK
Material not found!: MG_HARERO/SMOOTHLIGHTBLUE
Material not found!: MG_HARERO/SMOOTHWHITE
Material not found!: MG_HARERO/GOLDTIER
Material not found!: MG_HARERO/SMOOTHDARKBLUE
Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_36
Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_20
Material not found!: REALWORLDTEXTURES/NEWER/0/BRICKS_0_22
Material not found!: MG_HARERO/SONGLIST_HARERO
Material not found!: MG_HARERO/TRASH_HARERO
Material not found!: MG_HARERO/ENDINGCHOICESIGN
Material not found!: REALWORLDTEXTURES2/WOOD/WOOD_06
Material not found!: REALWORLDTEXTURES2/WOOD/WOOD_05
Material not found!: SASPATOON/GLASS/GLASSYELLOW
Material not found!: SILKROAD/FGWORLD/STONE02
Material not found!: UNLIT/SMOOTHLIGHTBLUE
Material not found!: UNLIT/SMOOTHWHITE
Material not found!: UNLIT/SMOOTHDARKBLUE
Material not found!: SASPATOON/CARPET/SMOOTH/SMOOTHCARPETRED
Material not found!: REALWORLDTEXTURES2/WALL/BRICK_WALL_62
Material not found!: REALWORLDTEXTURES2/CONCRETE/GROUND/CONCRETE_13
Material not found!: UNLIT/SMOOTHCARPETLIGHTGREY
Material not found!: UNLIT/SMOOTHCARPETGREY
Material not found!: UNLIT/SMOOTHCARPETPURPLE
Material not found!: UNLIT/SMOOTHCARPETDARKPURPLE
Material not found!: CUSTOM/PLATINUMTIER5
Material not found!: REALWORLDTEXTURES/GLASS/GLASS_01_P
Material not found!: REALWORLDTEXTURES/NEWER/0/BRICKS_0_18
Material not found!: REALWORLDTEXTURES/NEWER/0/BRICKS_0_21
Material not found!: SASPATOON/CARPET/SMOOTH/SMOOTHCARPETBROWN
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...error: material NATURE/WATER_EPIC_OCEAN doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1324 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing c:\users\physicus\downloads\mg_harero_.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (4) (1722274 bytes)
Error loading studio model "models/zz/harero_archstep.mdl"!
Error loading studio model "models/zz/harero_spike.mdl"!
Error loading studio model "models/zz/tunnel_skate_v2.mdl"!
Error loading studio model "models/zz/harero_name_end.mdl"!
Error loading studio model "models/foliage/rock04_giant.mdl"!
Error loading studio model "models/domitibingen/foliage/deciduous_tree/default_tree_02/normal_tree_sm_02_o.mdl"!
Error loading studio model "models/zz/pokemon_statue.mdl"!
Error loading studio model "models/zz/sphere_bl_swirl.mdl"!
Error loading studio model "models/zz/rock_arch.mdl"!
Error loading studio model "models/zz/steel_support.mdl"!
Error loading studio model "models/zz/rock_arch_medium.mdl"!
Error loading studio model "models/zz/pokemon_crest_metal.mdl"!
Error loading studio model "models/zz/rock_arch_tall.mdl"!
Error loading studio model "models/zz/tunnel_metal_v2.mdl"!
Error loading studio model "models/zz/water_grate.mdl"!
Error loading studio model "models/zz/surf_straight.mdl"!
Error loading studio model "models/zz/cube_large_cyan.mdl"!
Error loading studio model "models/zz/cube_small_lightblue.mdl"!
Error loading studio model "models/zz/cube_small_cyan.mdl"!
Error loading studio model "models/zz/cube_med_cyan.mdl"!
Error loading studio model "models/zz/cube_small_purple.mdl"!
Error loading studio model "models/zz/cube_med_purple.mdl"!
Error loading studio model "models/zz/cube_large_purple.mdl"!
Error loading studio model "models/zz/cube_small_green.mdl"!
Error loading studio model "models/zz/cube_med_green.mdl"!
Error loading studio model "models/zz/cube_large_green.mdl"!
Error loading studio model "models/zz/cube_small_orange.mdl"!
Error loading studio model "models/zz/cube_small_yellow.mdl"!
Error loading studio model "models/zz/cube_med_yellow.mdl"!
Error loading studio model "models/zz/cube_med_orange.mdl"!
Error loading studio model "models/zz/cube_small_red.mdl"!
Error loading studio model "models/zz/cube_med_red.mdl"!
Error loading studio model "models/zz/cube_med_lightblue.mdl"!
Error loading studio model "models/zz/cube_large_red.mdl"!
Error loading studio model "models/zz/sphere_redunlit_180u.mdl"!
Error loading studio model "models/zz/sphere_red_cage.mdl"!
Error loading studio model "models/zz/sphere_blue_1088u.mdl"!
Error loading studio model "models/zz/sphere_yellow_64u.mdl"!
Error loading studio model "models/zz/cube_med_grey.mdl"!
Error loading studio model "models/zz/cube_small_grey.mdl"!
Error loading studio model "models/zz/tower_ring.mdl"!
Error loading studio model "models/zz/laser_base.mdl"!
Error loading studio model "models/zz/ring_booster.mdl"!
Error loading studio model "models/plantlife/fern/jn_hollyfern_01.mdl"!
Error loading studio model "models/z-o-m-b-i-e/st/trees/st_trees_ugly_02.mdl"!
Error loading studio model "models/fragmodels/pilzport.mdl"!
Error loading studio model "models/fragmodels/pilz3.mdl"!
Error loading studio model "models/foliage/rock08_epic.mdl"!
Error loading studio model "models/foliage/rock03_giant.mdl"!
Error loading studio model "models/temple/statue_erhu.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 12064 texinfos to 7558
Reduced 77 texdatas to 72 (2206 bytes to 2034)
Writing c:\users\physicus\downloads\mg_harero_.bsp
10 seconds elapsed12 threads
reading c:\users\physicus\downloads\mg_harero_.bsp
reading c:\users\physicus\downloads\mg_harero_.prt
954 portalclusters
1989 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 322 visible clusters (0.00%)
Total clusters visible: 92469
Average clusters visible: 96
Building PAS...
Average clusters audible: 138
visdatasize:66850 compressed from 228960
writing c:\users\physicus\downloads\mg_harero_.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[17 texlights parsed from 'lights.rad']Loading c:\users\physicus\downloads\mg_harero_.bsp
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Loaded alpha texture materials\de_nuke\nuke_metalgrate_01.vtf
20045 faces
8 degenerate faces
41350288 square feet [5954441216.00 square inches]
359 Displacements
1226689 Square Feet [176643312.00 Square Inches]
20037 patches before subdivision
65541 patches after subdivision
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 80.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
282 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3321424, max 903
transfer lists: 25.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4309, 4162, 2418)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(438, 431, 196)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(60, 58, 23)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 8, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0491 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 334/1024 16032/49152 (32.6%)
brushes 4183/8192 50196/98304 (51.1%)
brushsides 43030/65536 344240/524288 (65.7%)
planes 54994/65536 1099880/1310720 (83.9%) VERY FULL!
vertexes 29637/65536 355644/786432 (45.2%)
nodes 8588/65536 274816/2097152 (13.1%)
texinfos 7558/12288 544176/884736 (61.5%)
texdata 72/2048 2304/65536 ( 3.5%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 29079/0 581580/0 ( 0.0%)
disp_tris 45952/0 91904/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 99188/0 99188/0 ( 0.0%)
faces 20045/65536 1122520/3670016 (30.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16446/65536 920976/3670016 (25.1%)
facebrushes 618/0 1236/0 ( 0.0%)
facebrushlists 20045/0 80180/0 ( 0.0%)
leaves 8923/65536 285536/2097152 (13.6%)
leaffaces 22416/65536 44832/131072 (34.2%)
leafbrushes 8024/65536 16048/131072 (12.2%)
areas 13/1024 104/8192 ( 1.3%)
surfedges 153022/512000 612088/2048000 (29.9%)
edges 86526/256000 346104/1024000 (33.8%)
LDR worldlights 282/8192 28200/819200 ( 3.4%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 635/32768 6350/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12123/65536 24246/131072 (18.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 14/1024 4928/360448 ( 1.4%)
LDR lightdata [variable] 3052488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 66850/16777216 ( 0.4%)
entdata [variable] 321480/393216 (81.8%) VERY FULL!
LDR ambient table 8923/65536 35692/262144 (13.6%)
HDR ambient table 8923/65536 35692/262144 (13.6%)
LDR leaf ambient 18936/65536 530208/1835008 (28.9%)
HDR leaf ambient 8923/65536 249844/1835008 (13.6%)
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] 1/7226 ( 0.0%)
pakfile [variable] 2186941/0 ( 0.0%)
physics [variable] 1722274/4194304 (41.1%)
physics terrain [variable] 156901/1048576 (15.0%)Level flags = 7d
Total triangle count: 46359
Writing c:\users\physicus\downloads\mg_harero_.bsp
2 minutes, 38 seconds elapsed[Reading texlights from 'lights.rad']
[17 texlights parsed from 'lights.rad']Loading c:\users\physicus\downloads\mg_harero_.bsp
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Loaded alpha texture materials\de_nuke\nuke_metalgrate_01.vtf
20045 faces
8 degenerate faces
41350288 square feet [5954441216.00 square inches]
359 Displacements
1226689 Square Feet [176643312.00 Square Inches]
20037 patches before subdivision
65541 patches after subdivision
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 350.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 700.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 600.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 75.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 80.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 90.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 400.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 100.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 50.000000 but _zero_percent_distance of 0.000000
282 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3321424, max 903
transfer lists: 25.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(4309, 4162, 2418)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(438, 431, 196)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(60, 58, 23)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 8, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0714 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 334/1024 16032/49152 (32.6%)
brushes 4183/8192 50196/98304 (51.1%)
brushsides 43030/65536 344240/524288 (65.7%)
planes 54994/65536 1099880/1310720 (83.9%) VERY FULL!
vertexes 29637/65536 355644/786432 (45.2%)
nodes 8588/65536 274816/2097152 (13.1%)
texinfos 7558/12288 544176/884736 (61.5%)
texdata 72/2048 2304/65536 ( 3.5%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 29079/0 581580/0 ( 0.0%)
disp_tris 45952/0 91904/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 99188/0 99188/0 ( 0.0%)
faces 20045/65536 1122520/3670016 (30.6%)
hdr faces 20045/65536 1122520/3670016 (30.6%)
origfaces 16446/65536 920976/3670016 (25.1%)
facebrushes 618/0 1236/0 ( 0.0%)
facebrushlists 20045/0 80180/0 ( 0.0%)
leaves 8923/65536 285536/2097152 (13.6%)
leaffaces 22416/65536 44832/131072 (34.2%)
leafbrushes 8024/65536 16048/131072 (12.2%)
areas 13/1024 104/8192 ( 1.3%)
surfedges 153022/512000 612088/2048000 (29.9%)
edges 86526/256000 346104/1024000 (33.8%)
LDR worldlights 282/8192 28200/819200 ( 3.4%)
HDR worldlights 282/8192 28200/819200 ( 3.4%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 635/32768 6350/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12123/65536 24246/131072 (18.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 14/1024 4928/360448 ( 1.4%)
LDR lightdata [variable] 3052488/0 ( 0.0%)
HDR lightdata [variable] 3052488/0 ( 0.0%)
visdata [variable] 66850/16777216 ( 0.4%)
entdata [variable] 321480/393216 (81.8%) VERY FULL!
LDR ambient table 8923/65536 35692/262144 (13.6%)
HDR ambient table 8923/65536 35692/262144 (13.6%)
LDR leaf ambient 18936/65536 530208/1835008 (28.9%)
HDR leaf ambient 18936/65536 530208/1835008 (28.9%)
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] 1/7226 ( 0.0%)
pakfile [variable] 4299809/0 ( 0.0%)
physics [variable] 1722274/4194304 (41.1%)
physics terrain [variable] 156901/1048576 (15.0%)Level flags = 7f
Total triangle count: 46359
Writing c:\users\physicus\downloads\mg_harero_.bsp
3 minutes, 8 seconds elapsed -
glaub nicht das er das macht er schafft es doch nicht mal seine eigene MG Map zu fixen
-
ich finde die Map richtig geill gemacht , nur sehe ich zu sehr das ihr mit Admin Rechte spielt um die map zu schaffen
das ist nicht das Ziel der Map !! Was mich auch nervt ist das der mapper die map zwar gefixt hat aber die Hakenkreuze drin gelassen hat richtig scheiße
darum habe ich heute entschlossen die map wieder aus dem mappool zu entfernen . -
das ist ein Plugin Problem das Plugin wurde wieder entfernt
hätte gerne eine Änderung der Arms ingame gehabt aber scheint nicht zu klappen egal -
Wir hatten schon mal ein reinen Minigame Server mit nur Multigames , das Problem es gibt zu wenige die das bevorzugen
darum habe ich den Server wieder gelöscht , glaube es rentiert sich kein reinen Multigame Server wieder zu machen.Ich liebe zwar auch Multigames aber ein bisschen Course Maps ist auch nicht schlecht.
Aber danke für die Anregung @Winni Brew -
Also mir ist es in den letzten paar tagen arg aufgefallen das hier einige
Member, Admins warum auch immer, gerne sinnlose Antworten schreiben.Was ich damit meine:
Posts die nicht gerade viel mit dem Thema zu tun haben und nur der Selbstprofilierung dienen...
Doppelposts wenn auch ein Editieren völlig gereicht hätte
Posts mit dem Inhalt " " und das wars.....
Ich werde das nicht mehr durchgehen lassen und die Posts Grundlos löschen
-
versuch es jetzt mal sollte gehen und alle wissen nun auch Bescheid
-
Ach jetzt habe ich dich erst gefunden sora (STEAM_1:0:217863010) has been unbanned from SourceBans.
jeder hat eine Chance verdient Viel Spaß weiterhin auf unseren Servern