Comments

Commented 17 years ago2006-12-01 13:02:54 UTC in vault item: Gungod Comment #13590
Those .pcx files are pretty much useless.
Commented 17 years ago2006-11-30 08:21:20 UTC in vault item: Gungod Comment #13582
This map is TWHL HLDM server approved. :)
Commented 17 years ago2006-11-19 17:35:28 UTC in vault item: Valve Hammer Manor - compo 22 Comment #13483
LOL!

This crasht my HL. :P

Needs a lot of work to get it all working correctly...

Nonetheless, /me rates 4 stars for originality, even though you have rating disabled.

If you're ever gonna make a final version of this, you'll gain a 5 star rating from me. :D
This comment was made on an article that has been deleted.
Commented 17 years ago2006-11-02 05:45:45 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13405
Thanks, ill try HLFIX again when i final compile the uplink_ext maps for release. :)
Commented 17 years ago2006-11-01 16:48:49 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13400
I just don't understand why HLFIX creates Outside World errors. Because when i compile the same map without changes and without HLFIX, there are no errors. So i stopped using it. Perhaps i need some parameters?
Commented 17 years ago2006-10-31 05:31:31 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13392
I used HLFix once and it creates Outside world errors. When i compile without HLFix, it didn't.

The upcoming version 1.0.1. will contain many little bug fixes and tweaks. :)
Commented 17 years ago2006-10-26 14:36:15 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13344
If UE is making your HL to go bonkers, your obviously doing something wrong, i think. On that screenshot, you have the valve folder open. You have nothing to do in there, and you must in no way put the dlls there!

The correct installation of HL:UE is as followed:

Open the zip. Copy the entire folder named uplink_ext to your Half-Life root directory (C:SierraHalf-Life by default). Don't copy each file into your valve folder!

Its out of the question that my singleplayer mod can screw up your entire HL installation, if installed correctly. So im pretty sure this is not caused by my mod.

Perhaps i should make somekind of autoinstaller or a selfextracting exe utility, to ensure my mod is installed correctly.

Also, there will be many fixes in the upcoming update. I found out why the houndeyes were getting stuck in the floor. Their boundarybox was the problem. :)
Commented 17 years ago2006-10-24 16:22:02 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13323
Oops! Thats a bug!

To call the elevator, you must use the lever in the security room (security override). After pulling the lever, the button that calles the elevator will be active. Try that part again. :)
Commented 17 years ago2006-10-24 13:50:05 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13320
Angular Velocity. :)

Check out my maps for an example map.
Commented 17 years ago2006-10-23 16:31:41 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13315
Uhm, which crack? With the garg walking behind it?
Commented 17 years ago2006-10-23 06:43:48 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13312
I plan to do that... but im close to the maximum brush based entities allowed in a map. So in the upcoming update, ill cut the first map in half, so i can add some more stuff i originally planned to add. :)
Commented 17 years ago2006-10-22 17:25:54 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13303
It just tries to be the original, with some polished edges and some more polies.
That the whole point, CP. THAT was exactly my primary goal. And i succeeded, i don't care about the rest. :)
Commented 17 years ago2006-10-22 15:22:31 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13292
And in the pak0.pak file of the original Uplink. :)
Commented 17 years ago2006-10-22 15:16:24 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13290
All will be fixed in the update.
Commented 17 years ago2006-10-22 13:16:38 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13288
Wow! I didn't expect a rating THAT high. Thats crazy. Nono, keep on rating! :D

Thanks Exos. :)
The upcoming update will fix a lot of known bugs. :) Its gonna take a while.
Commented 17 years ago2006-10-22 09:24:46 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13280
Yes it does, Hunter. :)
Commented 17 years ago2006-10-22 09:20:55 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13278
:D! Owned! C'mon, how can you miss that. :P

How did you get over that wall in the screenshot?
Commented 17 years ago2006-10-22 05:57:20 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13270
Usefull tips from you guys.

What i really don't understand is that you say the grunts don't come around the corner as soon as you fire the mounted gun. Because they do for me! Same goes with the Houndeyes being frozen. Works fine for me too. I don't really know how to fix that.

Anywhoo, ill try to fix as many things i possibly can in an upcoming update. :)
Commented 17 years ago2006-10-21 19:23:22 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13257
10 stars! Thats waay too much honor. :)

Its surprises me that more people seem to have problems with the Houndeyes... Maybe the trigger condition and trigger target are buggy or something.

Be sure to replay this mod when the update is released!
Commented 17 years ago2006-10-21 18:35:04 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13251
Wow M_gargantua, lots of buggy crap you got there. :P
Ill try to fix them in the upcoming update. :)
Commented 17 years ago2006-10-21 17:57:47 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13246
No you don't, just copy the uplink_ext folder from the zip file into your half-life folder in Steam, restart Steam, and open the games list. From there you can play it. No need to alter or remove any files that belong to Steam HL.
Commented 17 years ago2006-10-21 17:13:21 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13244
Well, it should be working under steam, just extract everything in your Half-Life folder, pretty much like you do with won HL. The mod should appear in your games list after that. Try it. If it works, then yay. :)
Commented 17 years ago2006-10-21 17:04:29 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13242
Just to be sure:
  • Run this mod under vanilla Half-Life, not Steam
  • Be sure to have vanilla Half-Life 1.1.1.0 running.
Ill place the houndeyes higher above the ground in the next update. Maybe that fixes it.
Commented 17 years ago2006-10-21 16:22:21 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13239
Really weird, the houndeyes work fine for me:

http://www.themightyatom.nl/projects/uplink_ext/houndeyes.wmv
Commented 17 years ago2006-10-21 15:51:53 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13237
"if you hurry to get to the gargantua scene there are 2 of them ^^"

Yeah, im aware of that... Ill fix that soon. :)

"- the messages say "DEMOTXT" all the time ^^ ?"

Hmmm, are you sure are using my titles.txt file and that is is placed in the uplink_ext folder? Im pretty sure you have, since its in the zip... It looks like it works for everyone else though...
Commented 17 years ago2006-10-21 15:43:48 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13235
Thanks Loffe and Caboose.

I could have made the garg scene longer, but i came very close to the max entities a map can have...

Hunter said he had some problems with the houndeyes in the hallway to the destroyed lab... The houdneyes are supposed to follow their scripted sequences as soon as the houndeyes spots the player (trigger condition: see player, mad at player).

Did that work well for you?
Commented 17 years ago2006-10-21 14:55:02 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13232
Im really proud of my Barney because:
  • He reloads his gun after firing 17 shots.
  • He has shell cassings.
Commented 17 years ago2006-10-21 14:41:11 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13230
Thanks all. :)

Never had problems with the houndnyes though. Must be temporary... Don't know.

I know about the shovel, but you know that the HL engine always screwes up brushes that are placed like that.

Ill place some more weapons to kill the garg with in an upcoming update.
Commented 17 years ago2006-10-20 17:38:14 UTC in vault item: Just another lab Comment #13223
Im i right when i say that HL:UE inspired you? :P

You got some nice scripted sequences there. But the walls, floors and ceillings are a bit bland. Add some trims, more grating, and some height differences. I like your airducts though. :P
Commented 17 years ago2006-10-18 11:03:16 UTC in vault item: Two Comment #13196
Fullbright!

You have:

1. A leak.
or:
2. No light source (point/texture)

Get rid of the brightness please. It makes your map so much better.
Commented 17 years ago2006-10-12 07:56:18 UTC in vault item: 1337_street Comment #13160
Hey i remember this map! I played it a couple of times on some n00by HLDM servers...

I don't really like the building though, add some trims, or support stuts.
Commented 17 years ago2006-10-09 14:14:28 UTC in vault item: Abandoned Locomotive Warehouse Comment #13136
Whehe. ^^

Thanks anyway, Exos. :)
Commented 17 years ago2006-10-09 04:07:25 UTC in vault item: Xen Cryo - Compo 15 Comment #13127
Thanks all!

Maybe ill expand this map...

Mmmaaaybe...
Commented 17 years ago2006-10-07 15:35:15 UTC in vault item: Talking Scientists - Compo 9 Comment #13108
Weeiird...

What happends when you try to load the map again? Is it still bugged?

Masta Killa, you played the map too, did it work fine for you? If it did, you're doing something wrong i geuss, Kampy. Note that this maps has to be played in HL, not CS. Just to be sure.
Commented 17 years ago2006-10-07 12:00:56 UTC in vault item: commander_keen_testlevel Comment #13104
Vortiville is the name of that city (level).
Commented 17 years ago2006-10-05 03:58:18 UTC in vault item: Abandoned Locomotive Warehouse Comment #13089
I have an updated updated version of this map, with trees and better sky. It also features a typical Dutch Loc. :)
Commented 17 years ago2006-10-03 08:17:32 UTC in vault item: Xen Cryo - Compo 15 Comment #13080
Make a brush, go into vertex manipulation mode, select 2 or more vertices, and hit Alt+E. I don't know the real name for this technique though.
Commented 17 years ago2006-10-03 03:38:53 UTC in vault item: Xen Cryo - Compo 15 Comment #13077
I know... i used the Alt+E technique to create that Xen-ish barrel. This will cause some vertex to go off the grid which is what you see ingame...
Commented 17 years ago2006-10-02 11:18:50 UTC in vault item: Abandoned Locomotive Warehouse Comment #13066
Because it contains high quality reference photo's. :)

Edit: Holy Sh... 33 downloads allready. Nice. :)
This comment was made on an article that has been deleted.
Commented 17 years ago2006-09-25 17:00:39 UTC in vault item: Zerocool_b24 Comment #13034
Really... :P

We'll test this... later this week. :)
Commented 17 years ago2006-09-10 09:38:01 UTC in vault item: fun_hkkcr Comment #12978
This site needs better game icons...
Commented 17 years ago2006-09-09 16:55:53 UTC in vault item: fun_hkkcr Comment #12973
Exos, you can make a gfx/env map yourself and put the skyfiles in there.
This comment was made on an article that has been deleted.
Commented 17 years ago2006-08-10 08:49:39 UTC in vault item: Elevator Entry Comment #12793
Well, you can turn the doors that move with the elev into func_trains, and make it so that they close, and move with the elev. Or something...

Needs testing...
Commented 17 years ago2006-08-08 17:55:30 UTC in vault item: Scoutzknivez27 Comment #12788
I don't have CS, but the first thing i've notived from the screenshot is bad texturing.

Also, you used a brick texture (the grey one) as a floor textures. Have you ever seen a wall texture used as a floor texture? My advice to you is: choose the correct textures for walls, floors, ceilings and what not.

I have even seen maps with the red firedoor texture used as a floor texture. Wrong wrong wrong.
Commented 17 years ago2006-07-26 17:10:40 UTC in vault item: Srry's Minicompo #2 Entry Comment #12668
Very well done. You've put in some nice detail here and there. :)

The couch however was bit... boring. But the bridge was awesome!
Commented 17 years ago2006-07-01 08:59:19 UTC in vault item: Trapshooting Comment #12422
Indeed!

You might be able to use a trigger_teleport to teleport a pidgeon back onto the launchpad, so that when you miss a pidgeon, it automatically returns to the launchpad.

Ive just checked and the trigger_teleport has the ability to teleport func_pushables. Maybe you can do something cool with that?

Other than that: PWN!
Commented 17 years ago2006-07-01 08:44:35 UTC in vault item: 180-degree spiral pillar Comment #12420
It took me many many takes, with different settings, like full frames uncompressed avi, indeo video codec, WMP codec and all that stuff. And everytime the file size was over 4 gigs for just 2.30 minutes of recording! Its a pain in the butt to compress a file that big! So it took me many takes to get an acceptable filesize.

I used Camtasia Studio 3 for recording, and XVid for compression, id rather choose Divx, but that didn't work.