Forum posts

Posted 18 years ago2005-12-08 17:33:05 UTC
in FGD Entity Creator Post #151152
Yeah a dumb question indeed. I guess I just find all this very interesting.
:D

There will be a improved version very soon. I hope. This is still kinda hard. ;)
Posted 18 years ago2005-12-08 14:37:00 UTC
in FGD Entity Creator Post #151119
What's wrong with following tutorials?
Nothing i geuss. :)
pscode.com rules. :)

Edit: ARGH! Freakin' quote tags!
Posted 18 years ago2005-12-08 11:16:39 UTC
in FGD Entity Creator Post #151090
:zonked:
but I hope you didnt steal it from other sides like your codes from programminghl...
Programminghl is sdk coding, and is written in C++. This is vb.NET and is written in vb. Two different things. Im follwing vb.NET class at school, and this is my first program i made without any example code, but still, its quite difficult. You should give it a try.
Posted 18 years ago2005-12-08 06:24:44 UTC
in FGD Entity Creator Post #151023
Sounds good, I've downloaded it but I'm not very good at using these sort of things.
Well, a little knowledge about how the fgd files work is actually required if you want to use a program like this. :)

Also, note that this is far from done. :)
Posted 18 years ago2005-12-08 06:02:26 UTC
in Xen Assault [HL1] Post #151020
Just make the best of it, and make us :aghast: :biggrin: ;)
Posted 18 years ago2005-12-08 05:58:53 UTC
in FGD Entity Creator Post #151018
Wait a minute... does that means I can edit opfor's fgd, enabling it to view models, and gunman's fgd so I can set the angle of each monster,player?!
Im affraid not. Yet. I might add support for editting existing entries in fgd files later. Currently, all you can do is make your own new entity entries and add them into existing fgd files.

Meanwhile, here's a new screenshot:
User posted image
Im currently adding support for friendly or enemy monsters, and entity boundry box color and size. :)
Posted 18 years ago2005-12-07 16:30:07 UTC
in Funny Avatars. Post #150935
Who is she?
Aliz?e
Unless she is fat below which I can't see
She's not. :)

Goddamn quote tags!
Posted 18 years ago2005-12-07 16:19:13 UTC
in Funny Avatars. Post #150932
Oh god, not another one who doesn't understand... :S
Posted 18 years ago2005-12-07 16:09:50 UTC
in Funny Avatars. Post #150929
--------->
Posted 18 years ago2005-12-07 14:20:11 UTC
in FGD Entity Creator Post #150911
door_begin_open
There allready is a flag like that, its called Start open, i believe.
a door loop togethter to make a Move sound? Then Door_stop sound?
Uhm, can't you just use the Move sound and Stop Sound fields of the door?
Posted 18 years ago2005-12-07 13:33:51 UTC
in TWHL HL2DM Server - Not a lost cause! Post #150899
Ha no I really am good, I pwned this guy on the Snarkpit server, just me and him alone and I just kept killing him, dumbass healed while I shottied his ass.
Muzzle prepare to face a pro
Maybe, but i own you in HLDM. :D

And yeah, i prefer a HLDM AND a HL2DM server.
Posted 18 years ago2005-12-07 13:22:35 UTC
in TWHL HL2DM Server - Not a lost cause! Post #150893
Good news, look forward to playing TWHL, I pwn at DM eh Hunter
Ill pwn you both. Daubster included. :)
Posted 18 years ago2005-12-07 13:09:37 UTC
in FGD Entity Creator Post #150887
Interesting, could i easily add a new weapon to the game without editing a excisting one? Or do i need to do such a thing in a different way?
Hmmm... You can modify the existing code from your weapon of choice, and simply give it a new entity name (LINK_ENTITY_TO_CLASS)
I think CP knows more of this. :)
this program works like custom entity name changer? Like if i renamed func_wall to wallz0r all the parameters for func_wall would be the same but only the name would be new.
No, you cannot change existing entities, that will cause conflicts and errors. It actually depends on the game code. If you make a whole new cpp file for, lets say, weapon_desert_eagle, you should name your custom fgd entry the same. Hard to explain. Maybe i can make an example. Im planning to add the desert eagle from OppFor into my HL: Uplink mod, and that would be a nice opportunity to test my program with.
Still needs work, mostly with visual stuff..
Making the app smaller would be nice too, removing some of the unnecessary text/making it smaller..
I will. :)
Another nice little mapper app. from a TWHLer. Definitely have to have an "our tools" section in the near future.
^_^
Posted 18 years ago2005-12-07 11:36:38 UTC
in FGD Entity Creator Post #150847
I made a little tool to create fgd entries (HL1 Engine based games only!). You simply specify the type of entity, an entity suffix, the "real name" etc. The fgd entity code will be automatically created. From there you can save it as a new fgd, or copy the code into one of your existing fgd files, as long as the real entity game code exists! (hl.dll)

Screenshot:
User posted image
Download!

Its not really done yet, and only has support for monster_ and weapon_ entities, and im not even sure if a new monster_ entity will work, can't test it here.
Anyway, i hope you like it. :)
If you find any errors or bugs, let me know.

This program requires .NET Framework 1.1.
Posted 18 years ago2005-12-07 06:16:24 UTC
in Funny Avatars. Post #150823
Read. The. Newspost. :)
Posted 18 years ago2005-12-07 06:15:35 UTC
in change level Post #150822
Select the info_landmark in the both the first map and second map, zoom in a little, and center views. Now simply alt-tab to see if the landmarks remain stationary. Ita a rather usefull method for me. If the entites appear shifted, the level change won't work. Can't really explain it, ill make a gif image tonight to show the effect.
Posted 18 years ago2005-12-07 05:57:59 UTC
in Funny Avatars. Post #150817
Aw, my gauss-RIFK-rabit is in that gallery, did you know muzzleflash made it?
RIFK! What gallery, btw? :/
Posted 18 years ago2005-12-06 18:06:41 UTC
in Half-Life: Hostage Situation Post #150734
:)

Yay for that. :)
Posted 18 years ago2005-12-06 18:04:42 UTC
in Half-Life: Hostage Situation Post #150730
You edited to apologise, but didn't fix the quotes?
Nope, becuase i want YOU to see how short the quote tags are. Just a bracket and a Q, nothing more. Writing [ quote ] and [ / quote ] take so much more time... I allready said this before. Oh well.
Posted 18 years ago2005-12-06 17:05:52 UTC
in Half-Life: Hostage Situation Post #150712
q[Muzzle: you know of the -onlyents compile argument, I trust?]q

Of course i do. I ain't n00b. Lol. :P

Edit: Im so used to these Chatbear quotes. :/
Posted 18 years ago2005-12-06 17:04:45 UTC
in change level Post #150711
They can be anywhere in both maps, but the amount of units between the land_mark and the brush are have to be exactly the same.
Posted 18 years ago2005-12-06 09:49:06 UTC
in Half-Life: Hostage Situation Post #150627
Not really, but it takes a awfull lot of time. :S
Posted 18 years ago2005-12-06 09:36:05 UTC
in Half-Life: Hostage Situation Post #150625
Im having trouble with this stupid camera sequence. I want it so that it moves right through Freeman's keyhole of his appartment/hotel room. Can't quite get it the way i want it to. :/
Posted 18 years ago2005-12-06 05:53:55 UTC
in Monster Mod Post #150618
Do you have Metamod installed?
Posted 18 years ago2005-12-05 17:04:07 UTC
in TWHL KILL-ZONE Post #150547
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMFG
ROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFL!
Posted 18 years ago2005-12-05 13:34:52 UTC
in 8x8 = 13x5 Post #150531
Right.

Coffee?? :)
Posted 18 years ago2005-12-05 13:32:43 UTC
in High-Definition Content Post #150530
For those who don't own a copy off Blue Shift, you can still get the high def content by clicking This. This wil install the high def content for all of its supported games, like Half-Life and Opposing Force.
Posted 18 years ago2005-12-04 15:53:26 UTC
in Now Playing Post #150426
The Cure - A Forest
Posted 18 years ago2005-11-30 06:06:51 UTC
in wads! Post #149858
Or wadinclude your wad into the bsp.
Posted 18 years ago2005-11-30 06:06:08 UTC
in Half-Life: Hostage Situation Post #149857
Are you going to include the RMF's in the wad
Whot? Ghehe...
Posted 18 years ago2005-11-29 09:55:19 UTC
in Half-Life: Hostage Situation Post #149727
Reminds me of a certain mod, can't remember the name, that had letters spread over the game and an extra map where you had to enter the complete password. For those that tried cheating into the secret area, they had a trigger set around it that faded the screen away and stopped the map.
Todesangst: Der echte Freind. :)
Posted 18 years ago2005-11-29 08:20:13 UTC
in Half-Life: Hostage Situation Post #149719
i assume most of you made concepts
No, i didn't. :)
Posted 18 years ago2005-11-28 19:05:05 UTC
in MAX_MAP_CLIPNODES help Post #149666
I think it has nothing to with clipbrushes, but to many cillinders, meaning to many vertices.
Posted 18 years ago2005-11-28 18:11:04 UTC
in MAX_MAP_CLIPNODES help Post #149646
Well there's your problem. :P
To many cillinders. :)
Posted 18 years ago2005-11-28 17:44:35 UTC
in MAX_MAP_CLIPNODES help Post #149642
I think you have to manu info_node entities in your map. Info_node entities are those yellow blocks.
Posted 18 years ago2005-11-28 16:19:06 UTC
in HL entitys in CS Post #149621
Thats 100% impossible. The CS source code has not been released to the public, so its not possible to make changed to the mod.
Posted 18 years ago2005-11-28 16:11:10 UTC
in Now Playing Post #149618
Alizee - Im Not Twenty (Remix) (Playdio :: Bara Bra Musik :: http://www.playdio.se ::

:D
Posted 18 years ago2005-11-28 13:52:30 UTC
in Error occoured *kicked out of hammer* Post #149610
Do not refresh it. Just completely uninstall the SDK, then redownload.
Posted 18 years ago2005-11-28 06:38:20 UTC
in Your Game Stats Post #149556
Posted 18 years ago2005-11-28 06:29:35 UTC
in Half-Life: Uplink Extended Post #149552
Aaahh. :)

You know, there isn't much i can about that. There will be many more small differences. :)
Posted 18 years ago2005-11-28 06:04:45 UTC
in Half-Life: Uplink Extended Post #149547
Huh, they're not. :S Where?
Posted 18 years ago2005-11-28 05:57:08 UTC
in Your Game Stats Post #149546
Saribous has nothing better to do. :P

Also, what kind of weird name is GOER! anyway. Looks like HOER, which is the Dutch word for whore. :nuts:
Posted 18 years ago2005-11-27 17:55:07 UTC
in New PC Post #149467
Posted 18 years ago2005-11-27 17:38:47 UTC
in New PC Post #149455
but I never had that problem before using my custom dlls
Those are my dlls. :P

Check the HL:HS thread. I released new versions of the client.dll and hs.dll. Get them! The download is located on the last page of the thread. Don't forget to put the other files in the zip in the appropriate directories.
Posted 18 years ago2005-11-27 15:36:30 UTC
in Change Models! Post #149442
In the HL1 mapping forum.
Posted 18 years ago2005-11-27 15:29:20 UTC
in Half-Life: Uplink Extended Post #149440
Great idea. Ill see if there are any usefull textures in those. :)

Meanwhile, tried to make the hanger a bit darker. I also added spot_lights to create those circular light patches on the floor:

Before:
User posted image
After:
User posted image
Too dark? Too light? Tell me. :)
Posted 18 years ago2005-11-27 10:31:03 UTC
in Half-Life: Uplink Extended Post #149406
No, custom textures take away that original "HL feeling". Can't really explain it.
Posted 18 years ago2005-11-27 08:04:35 UTC
in Half-Life: Uplink Extended Post #149396
I tend to fix that. Don't worry. :)
Posted 18 years ago2005-11-26 19:06:41 UTC
in Half-Life: Uplink Extended Post #149342
The Original Uplink maps were compiled with different .rad file settings, making the lights shine different then it is today. I still needs tweaking, lots of it, but im not going to make things any bigger or smaller then it is in the oriignal.
Posted 18 years ago2005-11-26 16:52:12 UTC
in Laser guided monster_turret Post #149315
Its done with custom code.