Commented 13 years ago2010-11-30 10:49:38 UTC
in journal: #6900Comment #66254
Sometimes a dead drive can be revived using the SpinRite utility. Look on www.grc.com. It has worked for me to fix several drives. It's $80, but he has a money back guarantee if it doesn't fix the drive. It should work if the failure isn't mechanical.
Commented 18 years ago2006-05-14 17:09:41 UTC
in vault item: Compo 20 - Locked InComment #11849
I liked this map. Great ambience! Good use of sounds also, I was spooked while making my way through. I really liked the clairvoyant camera work. I liked the sprite/laser circle too. Good work.
Commented 19 years ago2005-08-02 20:17:09 UTC
in vault item: RMFs for MINIMICUSComment #8405
That was all done with cameras and well-placed trigger-teleports to create the illusion. When the last grunt fires the rocket, the player is switched to the other sized map during the explosion. For the end map, it was all just camera work.
Actually the solids are there. They re-appear when you move closer. you do not have any leaks at all. Your map is just having trouble rendering so much. It is a fairly large map and you have some very detailed shapes in there which hammer doesn't like. The palm tree is neat, but the engine will have trouble rendering it. Also, the internal rooms are not closed off properly which causes the engine to try to render everything. Take a look at Andy's tutorial on R-speeds. It will help you understand what is happening.
I didn't see where you were calling the gmanwalk sequences. So the first one is called from a fire-on-pass in the path_corner. The second is called by the door when it opens. I deleted gmans name field...I think gman can't have a name if you want him to walk (I might be wrong there, but you can't argue with success). I changed your aiscripted_sequence's to plain scripted_sequence's. Had to put info_nodes in the map to help him find his way through the door. Hope that helps. Keep mapping!
Commented 20 years ago2004-11-15 22:56:16 UTC
in vault item: Camera issueComment #5066
This is set up properly. The only thing I noticed is your cameras 'initial speed' was set at 1. I changed it to 500 and it roamed around the room while always trying to look at the func_train.
Commented 20 years ago2004-10-09 11:02:50 UTC
in vault item: Camera troubleComment #4375
You have to give your camera an initial speed. Also, whenever you create a set of path corners, walk through the path to test it. Meaning you should click on each path corner; check the name and the next path corner name to make sure each one leads to the next one. I have uploaded a fix. I took out the trigger once and used the 'fire on pass' property of path corner 'm6' to trigger your 'talk' multimanager. The sentence names you used are invalid, unless you have your own sentences file set up somewhere with those names. I triggered your camera again to turn it off at path corner m20.
Commented 20 years ago2004-10-06 20:37:07 UTC
in vault item: NexusComment #4286
It really looks good. Lots of work went into this. Not for low-end PCs or software mode because of the high R-speeds. But the layout, lighting and architecture is really good.
Commented 20 years ago2004-09-24 17:54:52 UTC
in vault item: LaserTestComment #4074
Your beams are working, you just haven't picked a color for them. The default is black (0,0,0) which doesn't show up in-game. Pick a color for each of them. Then you will be able to see other problems your beams have. For instance, you turn them on, but you haven't turned them off again, so they blink...which looks odd. cheers!
Commented 20 years ago2004-08-22 17:30:42 UTC
in vault item: aim_glasspitComment #3513
I fixed the screenshot for you. Don't know what fixed it. I just pulled it off your website and resized it as 640x480 and saved it as a jpg file from PSP8.
Commented 20 years ago2004-07-28 20:33:42 UTC
in vault item: de_xboxComment #3026
You need to tie your origin brushes to the entity. Highlight the origin brush and the door, for instance, then hit CNTL+T, answer yes when it asks if you want to tie the new object to the existing entity.
My suggestion is to delete this map from here. Then read some tutorials on this site for tips and suggestions. Start with the 'In the beginning' series of tutorials. It will show you much of what you have done wrong.
Commented 20 years ago2004-07-17 11:21:36 UTC
in vault item: Monster (Tour of Duty)Comment #2753
It wouldn't compile for me, but here's a screenshot of the map in hammer. My advice is to delete this mapvault entry, fix the problems and re-submit it.
You have put too much stuff in your map. The HL engine can't handle it. Take a look at Andy's new tutorial called read me first. It will explain what is wrong. http://www.cariad.co.za/twhl/tutorial.php?id=75
Commented 20 years ago2004-06-24 17:55:47 UTC
in vault item: ThunderdomeComment #2471
The HL func_ladder causes this to happen sometimes. Usually when the player touches the ladder and another surface (like a wall, or another ladder)at the same time. Try tying all 32 brushes into one ladder. I don't know for sure if that will work.
Commented 20 years ago2004-06-19 08:04:47 UTC
in vault item: Trigger_Push FunctionComment #2401
A clip brush is any world-brush covered with the clip texture. It is invisible in game. In this case you would usr it to make a small invisible step on the ground in the middle of your square. So when the player moves over it, it causes him to step up and that will allow the trigger_push to work.
Commented 20 years ago2004-06-18 22:04:27 UTC
in vault item: OfficeComment #2400
A few things are wrong here, but they are easily fixed. First, don't use capital letters anywhere in your maps. Next your light needs a name in order to be targetted, for example 'roomlight' is good. Put it in the name property of the light entity. Then you must have something target 'roomlight' in order to activate it. A func_button or a multimanager works nicely for this. Also, ticking the toggle flag of a button means each push of the button turns it on or off, and it stays on or off until the button is pressed again. Hope that helps. It looks like your map will be fun when it's done.
Commented 20 years ago2004-06-18 17:50:59 UTC
in vault item: Trigger_Push FunctionComment #2394
Make it taller than the player. And give it a much stronger speed of push...250 plus is a good place to start. The player must jump in order to trigger it. To make him rise automatically, you need to make the player step UP while in the trigger; use a small clip brush on the floor for that.
Commented 20 years ago2004-06-16 18:38:03 UTC
in vault item: Resettable ExplosionsComment #2352
Thanks, I figured out why using the button_target alone caused problems. After the first shot, the env_explosion damage triggered the button_target again in an endless cycle...Duh! I should have seen that right away.
Commented 20 years ago2004-06-16 06:16:28 UTC
in vault item: Resettable ExplosionsComment #2344
Yes, for some reason the button_target alone just continually kept triggering the mm after one shot. By targetting a button, I could adjust the delay-before-reset...which made it one-shot, one-explosion.
Commented 20 years ago2004-06-03 19:09:30 UTC
in vault item: Leak in glockmapComment #2203
Very nice map especially for a beginner. There were several things wrong besides the leak. BTW, the leaks were at the top of each corner of the bottom section. Just extending those walls a little further fixed it. Always do a check for problems (Alt+P) in your map. When you see "func_xxxx is empty" you need to click 'go to error', then close the check for problems box, put your cursor over any of the 2-D windows and hit your delete key. Do this for each empty func_. Your skyname in map properties was causing problems, I removed it for now. It was probably just an invalid skyname. And lastly, your info player start was inside a wall. I moved it down to the floor. See the attached map containing all the fixes.
I'm not sure what you mean... When I compiled this and ran it, the sequence worked perfectly. Your houndeye ran right to the scripted_sequence. But since you didn't put anything in the action animation property of the Scripted_sequence, the houndeye's AI takes over immediately after he reaches it. Everything is working properly in this map. Let me know what you were expecting to see and maybe I can help.
Commented 20 years ago2004-04-14 19:09:59 UTC
in vault item: sky_cityComment #1621
I gave an honest try at fixing this map, but there is just too much wrong with it. It is too large, as Anthony noted. I was able to fix the 'brush outside world' errors by moving the entire map up towards the center of the grid. But then came the coplanar errors, too many to mention but i got them all deleted and then the leaks showed up. After that I gave up. You should create a smaller area to work in, and compile often to find problems and fix them before moving on.
Commented 20 years ago2004-04-11 07:55:29 UTC
in vault item: SuitComment #1577
This looks good for a first map. Things are placed correctly. Now that you have the basics down, there are details that you will need to learn. As Vox mentioned above, the lighting and the r_speeds are something you could focus on learning next. Andy has a good tutorial on R_speeds here at TWHL. Keep mapping, your next project will be even better.
Commented 20 years ago2004-03-01 17:49:04 UTC
in vault item: Timefall (SP Mod)Comment #1139
I was fortunate enough to be a beta tester on this. It is awesome! There's some tough situations to solve and a really cool sequence that propels you through the time/space continuum. Very good maps and a nice storyline. 5 stars!
Commented 20 years ago2004-02-24 18:59:19 UTC
in vault item: Endlevel BossComment #1099
I liked it, nice idea. Very cool. I'm sure a few people will ask you how you did this without using HL-spirit. Is it possible for the player to kill the end-boss?
Commented 20 years ago2004-02-21 10:40:05 UTC
in vault item: fy_vatolocoComment #1057
I thought it was well constructed. Your R_speeds were good. I noticed the entrances to the warehouse are close together. If one team gains control of the warehouse it would be very hard for the other team to take over. Nice first map. Much better than some of the recent CS maps we've seen. 4 stars.
Commented 20 years ago2004-02-16 09:30:39 UTC
in vault item: LeakComment #1022
There is no leak. You've used a water texture on your walls. Make them a concrete texture and the problem goes away. Also, you need to remove a problem... Here's how, open the map in hammer, press Alt+P to check for problems. See the 'func_pushable is empty' problem? Highlight that and press 'go to error'. Then close the 'check for problems' window. Move your cursor over any of the 2D windows and hit the delete key on your keyboard. That is the only way to fix that type of error.
Commented 20 years ago2004-01-17 19:47:25 UTC
in vault item: Space-shipComment #767
This looks really good! Some nice ideas, I like the way the doors open, and the space port was cool! Perhaps you could have a spaceship come into it. Lots of hard work must have gone into this so far. The green hallways look interesting, but they need some different color or something to break them up a bit.
Commented 20 years ago2004-01-01 16:03:39 UTC
in vault item: HLywoodComment #647
Anthony, "valve/fonts.wad" comes with Half-life, I'm not sure why it's missing on your setup. This is working for everyone else who tries it. Hopefully you'll figure it out, this map is worth the effort.
Commented 20 years ago2003-12-13 11:25:08 UTC
in vault item: HLywoodComment #563
Thanks Tlax! The Terminator's "I'll be back!" is in there along with Dr. Evil, Austin Powers, James Bond, Dirty Harry and Golom (from Lord of the Rings), just to name just a few. They say different stuff every time you play the map, so play through it more than once to hear everything. I'm glad to hear people are enjoying this. It was fun to make!
Commented 20 years ago2003-12-12 18:52:57 UTC
in vault item: HLywoodComment #557
Heh heh, I planned it that way. At the beginning of the level it says to 'Escort' barney and the scientist to the end. Websters dictionary defines the word 'Escort' as "Keeping Barney with you at all times."