Forum posts

Posted 18 years ago2005-11-01 11:20:39 UTC
in Half-Life: Hostage Situation Post #144694
^^

Yay, Coldfeet. :D
so, Muzzle, are you going to send links to the Dlls and stuff?
Yup. Expect them soon.
Posted 18 years ago2005-11-01 09:18:57 UTC
in Experimental example map Post #144688
Whadda!

I thought you can't tie clip brushes to entities!?
Posted 18 years ago2005-11-01 08:35:52 UTC
in Experimental example map Post #144685
Hmmmm, the problem with ingame tutorials like this one, is that you can't fast forward, rewind or pauze.

For example, if you have some troubles with a tutorial, you can't simply rewind it to see it again. You have to restart the map all over again. This is not the case with just text and image tutorials.

But i think that there is an easy fix for that, just make buttons toggleble (word), so that once you understand part 1 of a tutorial, you can move on to the next part.
Posted 18 years ago2005-11-01 05:46:41 UTC
in Scripted Sentence - Major Delay Post #144668
That won't help. Its just a damn bug.
Posted 18 years ago2005-10-31 13:37:22 UTC
in Half-Life: Hostage Situation Post #144573
Yep, i got it frome there. :)
Posted 18 years ago2005-10-31 06:15:38 UTC
in [HL1] dm_pwnreactor (name not final) Post #144538
:/

Good luck, m0p, looking forward to this. :)
Posted 18 years ago2005-10-31 06:14:00 UTC
in Half-Life: Hostage Situation Post #144537
muzzle, did u add a shake when the rocket launcher explodes? i hadn't noticed one before
Ya, i though its a nice effect. Screenshakes are also caused by MP5 grenades, handgrenades, satchels, tripmines, and any other type of explosion.
Posted 18 years ago2005-10-31 06:00:27 UTC
in Scripted Sentence - Major Delay Post #144536
This is just a bug in HL, it can't be fixed, not without Valve's help. I had this problem before, and i was unable to get them fixed.
Posted 18 years ago2005-10-30 10:38:13 UTC
in Now Playing Post #144459
Martyn Hare - Do Not Underestimate
Posted 18 years ago2005-10-30 10:17:42 UTC
in Competition 17 Post #144453
If you people would like a extension, just ask. I think it will be no problem. Right, 7th?
Posted 18 years ago2005-10-26 15:07:36 UTC
in Half-Life: Hostage Situation Post #143856
Posted 18 years ago2005-10-26 07:23:33 UTC
in Strange yellow spores... Post #143797
There is no "No Yellow blobs" in my fgd, and im using the latest original HL fgd.
Posted 18 years ago2005-10-26 03:51:09 UTC
in Half-Life: Hostage Situation Post #143766
Nah, you won't see much of the building and outside area's during the camera sequence.
Posted 18 years ago2005-10-25 16:41:32 UTC
in Half-Life: Hostage Situation Post #143728
I allready posted this in the old HS thread, but people want screens, so here it is again.

User posted image


Thumbnails are there for a reason - Seventh
Posted 18 years ago2005-10-25 12:33:11 UTC
in [HL1] dm_pwnreactor (name not final) Post #143659
^_^

Yay, a m0pm4p.

So, are gonna get this finished? And i mean FINISHED!? :lol: :)
Posted 18 years ago2005-10-25 07:53:08 UTC
in Lighting Troubles! Post #143555
Are thoses pipes made out of world brushes?
Posted 18 years ago2005-10-25 04:10:43 UTC
in bmrf work area B-105 Post #143490
What about those green panel textures?
Posted 18 years ago2005-10-25 03:46:23 UTC
in bmrf work area B-105 Post #143481
Uhh, thats something different. (?)
Posted 18 years ago2005-10-24 14:37:22 UTC
in hgrunt sentences.txt Post #143390
22,000 khz also works. :)
Posted 18 years ago2005-10-24 09:35:56 UTC
in Picture Scramble! Post #143332
Looks like Doom to me. :)
Posted 18 years ago2005-10-24 08:53:21 UTC
in Picture Scramble! Post #143321
Pic ain't working.
Posted 18 years ago2005-10-24 08:48:50 UTC
in Competition 17 Post #143319
Try not to use to much custom content. 25/11 MB for just a single test chamber map is little over the top.
Posted 18 years ago2005-10-24 08:14:44 UTC
in bmrf work area B-105 Post #143311
You don't even recognize that??

Thats HL1. Soh! : :zonked: :)
Posted 18 years ago2005-10-24 06:59:47 UTC
in bmrf work area B-105 Post #143303
Wallsupports:
User posted image
Just an example. :)
Posted 18 years ago2005-10-24 06:47:43 UTC
in Picture Scramble! Post #143300
I think its the hallway where all those grunts teleport, and when you killed them, the scientist in the shack will open the door for you that leads to the elevator that leads to the main Lambda Reactor Complex, with those hallways to Coolant Pumps 1 and 2.
Posted 18 years ago2005-10-24 06:28:36 UTC
in Half-Life: Hostage Situation Post #143296
Looks interesting. Yet r_speeds consuming... :zonked:
Posted 18 years ago2005-10-24 04:17:48 UTC
in Competition 17 Post #143278
I can host it for you too.
Posted 18 years ago2005-10-23 14:03:53 UTC
in Picture Scramble! Post #143217
Looks Xenish.

Gonarch's lair?
Posted 18 years ago2005-10-23 13:40:32 UTC
in Picture Scramble! Post #143204
Doh. Thats near Highway 17, if i recall correctly.
Posted 18 years ago2005-10-23 13:11:15 UTC
in Picture Scramble! Post #143197
Pic doesn't work.
Posted 18 years ago2005-10-23 13:06:07 UTC
in Picture Scramble! Post #143194
Easy eh?
Just you wait... :)
Posted 18 years ago2005-10-23 12:55:47 UTC
in Picture Scramble! Post #143191
Posted 18 years ago2005-10-23 08:47:35 UTC
in Half-Life: Hostage Situation Post #143134
Posted 18 years ago2005-10-22 18:02:50 UTC
in Bilinguists Post #143015
At least my English has developed long enough to know how to spell "heppens" (Happends).

;)
Posted 18 years ago2005-10-22 18:00:04 UTC
in Bilinguists Post #143013
I had English lessons since Group 4/5 (Groep 4/5) at Basic School. However, sometimes i just lack words. :S
Posted 18 years ago2005-10-22 16:53:49 UTC
in G-max, your last chance Post #142974
Who just said you need to begin simple?
Posted 18 years ago2005-10-22 15:44:38 UTC
in Half-Life: Hostage Situation Post #142951
Ill try to fix that.
Posted 18 years ago2005-10-22 15:01:55 UTC
in Half-Life: Hostage Situation Post #142939
that was some odd english Muzzle.
I hope its not getting annoying after a while. Oh well.

Hows that?
Posted 18 years ago2005-10-22 14:41:12 UTC
in Half-Life: Hostage Situation Post #142929
I hope it not getting annoying after a while. Aw well. :)
Posted 18 years ago2005-10-22 10:04:51 UTC
in Half-Life: Hostage Situation Post #142850
I have made a pwn custom dll. :D
Posted 18 years ago2005-10-21 18:43:36 UTC
in Favorite Game Post #142741
Are there people here with sound problem with Serious Sam 2?
Posted 18 years ago2005-10-21 09:40:11 UTC
in Sky texture Post #142668
As posted before, follow this tutorial: http://www.gamedesign.net/node/9
Posted 18 years ago2005-10-20 11:57:08 UTC
in Half-Life: Hostage Situation Post #142546
Or did you just find a site with the right tuts and copy+paste the right code?
Kinda. :glad:

But also have some stuff i did myself. :)
Posted 18 years ago2005-10-20 07:52:20 UTC
in Sky texture Post #142509
Posted 18 years ago2005-10-20 07:48:09 UTC
in Half-Life: Hostage Situation Post #142508
Woops, totally missed your post. M_garg. :lol:
Edit:
MuzzleFlash, ive been wondering if there would be a way to put something in your map to disable saving via code. my entire part is timed to a song, luckly I have found a way so that currently, if the player saves and loads in my part it will generally pick up where it left off. but now comes the problem that if the player is being slow, he won't have enough time to disarm the bomb. and if he saved at a point where there was no possible way to get to the bomb in time, then the player would either be forced to cheat or find an older save.

so im just wondering if it would be a way to have an in-game entity coded in that could be triggered to disallow or allow quicksaving. it really doesn't sound that hard to do to me. so could you give it a quick thought?
Crap. Im still a n00b at C++, i have never coded a new single entity before.
So basically, you want to disallow quicksaving/any_kind_of_saving in your map?

As for the custom code, that includes:
  • A 100% functional monster_otis (from OppFor)
  • Dynamic Lighting (firing weapon light up the world)
  • Customizable HUD color (Pick a custom HUD color)
  • MP5 max ammo in magazine changed to 30 (default: 50)
  • MP5 bullet decals on every single shot
  • Smokepuff when a bullet hits a wall (same as in CS)
  • 1 grenade, 1 satchel charge, 1 tripmine: WYSIWYG!
Thats all, i think. :)
Posted 18 years ago2005-10-19 16:49:06 UTC
in dissapearing cylinder segments Post #142426
Thats a well known glitch in HL. Happends when the vertices of the cillinder are off the grid. There is not much you can do about it, unless you make the cillinder on the grid without making a invalid structure.
Posted 18 years ago2005-10-16 07:25:58 UTC
in Half-Life: Hostage Situation Post #141787
so muzzle, is that code possible?
What code. :roll:
Just work on your own map and once we're all done, one member (i'm almost certain muzzleflash agreed to do this ages ago) will take all the .rmfs, add suitable changelevels and then send us them back for us to compile.
Aye. :)
Posted 18 years ago2005-10-15 18:46:38 UTC
in Half-Life: Hostage Situation Post #141740
Saco, if you think there is a changelevel problem, show us why (With an example map perhaps).
Posted 18 years ago2005-10-15 05:39:44 UTC
in adding models problem Post #141586
That won't work. :)

Metamod is a plugin manager and cannot handle actual game dll's.
Posted 18 years ago2005-10-14 10:51:45 UTC
in adding models problem Post #141489
Doh, different model names. :)

BUT! I once coded Otis into my project. I can do it for you but it'll take time. :)