Forum posts

Posted 18 years ago2005-11-26 15:45:01 UTC
in Current Projects? Post #149300
Yep, but it still can be done. :)
Posted 18 years ago2005-11-26 15:21:27 UTC
in Current Projects? Post #149296
Reflective water? .... nope
I believe it can be done with Spirit
Control of shadow resolution? .... nope
Spirit?
Viewable distance of 5000? ..... nope
?
Bumpmapped stone textures? ..... nope
http://collective.valve-erc.com/index.php?doc=1091469531-97736200
User posted image
Posted 18 years ago2005-11-26 14:12:14 UTC
in Half-Life: Hostage Situation Post #149276
Mine is not yet completed.
Posted 18 years ago2005-11-26 12:34:03 UTC
in Half-Life: Hostage Situation Post #149254
I knew i forgot something.

Doing it now. ;)

Edit: Done. Redownload the zip file in my previous post and extract all the files to the desired directory. Overwrite all/any existing files.
Posted 18 years ago2005-11-26 11:57:42 UTC
in Half-Life: Hostage Situation Post #149248
New Game DLL!

Added:
  • Barney now reloads his gun after firing 17 shots.
HLHS Team members, get it here
Posted 18 years ago2005-11-26 11:05:54 UTC
in Now Playing Post #149246
Treqie - Noname
Posted 18 years ago2005-11-26 10:55:47 UTC
in Half-Life: Uplink Extended Post #149245
Coming up.

Original:
User posted image
Extended:
User posted image
Posted 18 years ago2005-11-25 10:43:49 UTC
in can't find game file? (source SDK) Post #149007
Posted 18 years ago2005-11-25 05:52:05 UTC
in Half-Life: Uplink Extended Post #148980
Soon, my friend. Soon. ;)
Posted 18 years ago2005-11-23 18:53:11 UTC
in New Hammer SDK Beta Post #148699
Yeah, or just options that can be toggles on or off in Hammer options menu's or something. :/
Posted 18 years ago2005-11-23 18:48:26 UTC
in Half-Life: Uplink Extended Post #148697
No he's not in the HL:HS code yet , but that can be done pretty easy. :)

Darn, there are so much grammer errors in my previous post! Its a shame i cannot edit that now. :/
Posted 18 years ago2005-11-23 18:09:30 UTC
in Half-Life: Uplink Extended Post #148676
Im glad you're insterested, Kol. :) Makes me wanne map faster! :P

I finally got Barney to reload his weapon after he's fired 17 shots! :D This will be included in the UE. :) Thanks goes to TawnosTUT for help. :)

In other news, ive started work on the outdoor part of the mod, you know, with all those blue and red containers. :)
Posted 18 years ago2005-11-23 10:02:14 UTC
in New Hammer SDK Beta Post #148557
And what about the sdk? Is it updating? When update is completed, restart Steam, launch the sdk, and launch Hammer. See if there are any changes. Must be! :)
Posted 18 years ago2005-11-23 09:45:40 UTC
in New Hammer SDK Beta Post #148555
Any games updating? Check you Steam monitor.
Posted 18 years ago2005-11-23 09:32:14 UTC
in New Hammer SDK Beta Post #148553
To clear things up, here's how its done:

This:
User posted image
should become this:
User posted image
:)
Posted 18 years ago2005-11-23 08:23:24 UTC
in Specifying game_player_equips? Post #148548
Place 2 game_player_equip entities and name them both game_playerspawn. What will happend is that when a player spawns, the game_player_equip is triggered, give the weapon to the team.

You can also use these entity names:

game_playerdie = When a player dies, all entities with this name will be triggered.

game_playerkill = When a player gets killed, or kills another player, all entities with this name will be triggered (not sure)

game_playerjoin When a player joins the server, all entities with this name will be triggered

game_playerspawn = When a player spawns, or respawns, all entities with this name will be triggered

game_playerleave = When a leaves the server, all entities with this name will be triggered
Posted 18 years ago2005-11-22 18:45:46 UTC
in Whats currently stored in your Clipboard Post #148440
Post whatever is stored in your clipboard on this particular moment. If it is text, post the text. If it is an image, post the image. This is what i currently have stored in my clipboard:

//=========================================================
// AI Schedules Specific to this monster
//=========================================================

Schedule_t* CBarney :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch( Type )
{
case SCHED_ARM_WEAPON:
	if ( m_hEnemy != NULL )
	{
		// face enemy, then draw.
		return slBarneyEnemyDraw;
	}
I was messing the HL SDK, trying Barney to reload is weapon. So far no luck. :/
Posted 18 years ago2005-11-22 18:37:56 UTC
in New Hammer SDK Beta Post #148435
Fucking pwn improvement!
The revived model selection window with model render preview and explorer style directory structure rocks! :biggrin:

Ow, this is Hammer 4.1 :P
Posted 18 years ago2005-11-22 18:16:02 UTC
in New Hammer SDK Beta Post #148426
Oh joy.

Got pie?
Posted 18 years ago2005-11-22 05:50:31 UTC
in Wouldnt ns make an awsome movie, Post #148310
Anybody seen the Uplink movie?
Posted 18 years ago2005-11-21 06:18:31 UTC
in Half-Life: Uplink Extended Post #148191
Im going to add support for the barney zombie, and the soldier zombie. :)

And MAYBE one custom weapon. I was thinking of the Desert Eagle from OppFor.
Posted 18 years ago2005-11-21 05:57:49 UTC
in Sounds in HL1 Post #148190
Posted 18 years ago2005-11-20 12:12:21 UTC
in Now Playing (game) Post #148091
oh, and what's her name, the russian babe with the tight pants? I want her
Lieutenant Sofia, played by Aleksandra Kaniak. :)
Posted 18 years ago2005-11-20 10:07:37 UTC
in Half-Life: Uplink Extended Post #148077
My only complaint is that I thought some things were a little big...
Hmmm, give me an example.
O common, I open this thread hoping for your announcement that you finished, and all I get is screens of level 2
()//||3|)!
This takes a little more time then you think... Please try to keep posting in this thread so its not going to be forgotten. :)

Btw, im quite satisfied with my extremely carefully constructed vent system behind the smashed coke machine. Texture allignment in the vents are 100% alligned!

Here's a BSP Slice of the second map: Click.
Posted 18 years ago2005-11-19 19:52:37 UTC
in Half-Life: Hostage Situation Post #148030
Posted 18 years ago2005-11-19 19:45:26 UTC
in Half-Life: Uplink Extended Post #148026
Ok, this needs a serious thread. :)

As you may know, im remaking the original Demo episode of Half-Life, a.k.a. Half-Life: Uplink. A short preview of my remake can be found here.

Meanwhile, i completed the first part of the second level, which begins when you go through the changelevel in the elevator. To keep you guys interested (looking at Elon and Ansith) here are two screenshots of the hanger corridor and the hangar itself:

User posted image
User posted image


Hope you like it. :)
Posted 18 years ago2005-11-19 18:40:31 UTC
in Next Compo ideas! Post #148021
I want to see what people think so we dont get 4 entries like in my previous compo.
Posted 18 years ago2005-11-19 17:03:26 UTC
in Next Compo ideas! Post #148016
I think thats gonna be quite hard. Especially for the less good mappers.
Posted 18 years ago2005-11-19 09:11:36 UTC
in Half-Life: Hostage Situation Post #147976
Ok fine.

If we don't make it 'till January, im going to laugh at you guys so hard! :lol: ;)
Posted 18 years ago2005-11-19 08:06:07 UTC
in Half-Life: Hostage Situation Post #147967
Ammo magazines are defined in weapon.h. Damage on each shot is defined in skills.cfg.
Posted 18 years ago2005-11-18 11:10:43 UTC
in Next Compo ideas! Post #147784
And then what? We'll get countless numbers of maps loaded with countless numbers of zombies! :)
Posted 18 years ago2005-11-18 08:16:15 UTC
in Xen Assault [HL1] Post #147771
I think I'll get rid of those arches.
No you're not! Don't delete them. Aches make it more interesting. What is the problem anyway?
Posted 18 years ago2005-11-18 06:26:31 UTC
in Half-Life: Hostage Situation Post #147767
Yeah, if we really want a new weapon in the mod, we also need a new weapon slot.
Posted 18 years ago2005-11-18 05:46:52 UTC
in Next Compo ideas! Post #147763
Hmmmm... I'd like to see a Map From Base compo. I never participated in such a compo before. Last time we had such a compo was in Mar 03. Soo... :)
Posted 18 years ago2005-11-17 18:08:27 UTC
in Half-Life: Hostage Situation Post #147692
The code, man! The code! :( :roll: ;)
Posted 18 years ago2005-11-17 15:23:28 UTC
in Ghosts Post #147649
Posted 18 years ago2005-11-17 13:57:30 UTC
in Half-Life: Hostage Situation Post #147628
I decompiled the nice cliffs by bombsite B from dust 2. It doesn't look that hard to do, and the textures you use are a big part of it too, I think.
I noticed that those cliffs are made with a different kind of cliff-making- method. In my compo map, i used only triangles, which is the most difficult method of cliffmaking.

This is the method i used for my compo map: http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=18
And the cliffs from dus2 are made with this method: http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=14

Those are neat tutorials, btw. So check them out.

And i got to say this, i never meant to yell at you, i used capital letters just to make it look like an important message. :)

As for my V Shuttle Craft, they took me a whole week to make, trial and error. :)
Posted 18 years ago2005-11-17 11:49:35 UTC
in Half-Life: Hostage Situation Post #147604
Well, try decompiling my compo map, it will end up totally screwed. :)
Posted 18 years ago2005-11-17 11:35:59 UTC
in Half-Life: Hostage Situation Post #147601
:confused:

I didn't mean to yell, i just stated that decompiling a map that is mosty made out of vertex manipulation, will end up totally screwed after decompiling, so you cannot really use it as a reference.

I have no problems with decompiling maps, as long as you don't copy/paste stuff. But sometimes decompiling can be the only way to see how things are done.
Posted 18 years ago2005-11-17 11:25:09 UTC
in Half-Life: Hostage Situation Post #147597
Contact me on MSN, and i'll fix it. :)
Posted 18 years ago2005-11-17 11:01:39 UTC
in Half-Life: Hostage Situation Post #147586
Just decompile Dust2 and use those
DO NOT DECOMPILE MAPS THAT ARE MOSLY MADE WITH VERTEX MANIPULATION.
You'll end up with countless numbers of invalid solids, which are totally useless.
Posted 18 years ago2005-11-17 10:59:43 UTC
in Half-Life: Hostage Situation Post #147584
I'm assuming you just made cubes and triangles and just went nuts with the vertex manipulation?
Yep. However it took me very long to make this, without causing invalid solids.
The part I'm having most trouble with is the views that aren't aligned directly with the XYZ coordinates.
Im not sure what you mean, but are your vertices not alligned with the grid? Can you post a screenshot?
Posted 18 years ago2005-11-17 10:52:20 UTC
in Half-Life: Hostage Situation Post #147580
Pepper is probably the best person to model this weapon, but i can also try to model this weapon.
Posted 18 years ago2005-11-17 10:49:17 UTC
in Half-Life: Hostage Situation Post #147577
But we can always try it!

Me and Unb can give it a try, but im not sure we can do this. :(
Posted 18 years ago2005-11-17 10:41:00 UTC
in Half-Life: Hostage Situation Post #147572
Very neat!

But coding it into our mod would be very hard, since it requires a whole lot of new code. :/
Posted 18 years ago2005-11-17 10:33:28 UTC
in Half-Life: Hostage Situation Post #147567
Check out my winning Xen Transport System compo map, it features a cave. Maybe you can use that as a reference for your tunnel.
Posted 18 years ago2005-11-17 07:21:34 UTC
in Half-Life: Hostage Situation Post #147559
Look, i say, we stop making those custom weapons, and we don't make a hazard course, lets just finish this. So send your maps and custom content, and ill put them together and anounce the release.
Posted 18 years ago2005-11-17 05:58:35 UTC
in some sort of shadow problem?? Post #147546
Use texture lights for normal world lighting, not light entities (the light bulb thingies)
Only use light entities when you want to give something special to the light, like flickering.
Posted 18 years ago2005-11-16 17:24:54 UTC
in Humor In A Map? Post #147451
Yeah, go for it! But don't overuse it. 3/4 jokes per map is enough. It all depend on the type of map.
Posted 18 years ago2005-11-16 16:51:27 UTC
in activating trigger_hurts Post #147435
Sure you can, go to its flags and check the flag Start Off. This will make the trigger_hurt start off. Give it a name and when triggered, the trigger_hurt will be active.