Forum posts

Posted 10 years ago2014-03-06 00:46:24 UTC
in Atom's TWHL Minecraft Server Post #318197
Yes, the pink area's are ignored, unfortunately. You can only draw over the existing paintings.
Kinda sucky, but that's just the way it is.
Posted 10 years ago2014-03-06 00:12:14 UTC
in Atom's TWHL Minecraft Server Post #318195
User posted image
Let's replace the default paintings with our own!

Go!
Posted 10 years ago2014-02-14 20:53:46 UTC
in lighting issue Post #317954
Posted 10 years ago2014-02-11 19:27:16 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317897
I've used propper to 'modelfy' this:
User posted image
But that was done with the 2007 engine version that propper works with, long before the steampipe update. I've read that propper doesn't work very well or at all with the current engine versions. 2009 may work, but 2013 is a no-go for Propper at the moment, unless you apply some clever hacks.

Info's and how-to's here: https://developer.valvesoftware.com/wiki/Propper
Posted 10 years ago2014-02-08 18:26:17 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317828
I can has those dev texers please?
Posted 10 years ago2014-02-07 18:32:52 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317813
I have not started yet, but I will very soon. :)
That looks great, TJB.
Posted 10 years ago2014-02-05 20:32:25 UTC
in Vluzacn's Half-Life Tools v34 Post #317767
Posted 10 years ago2014-02-05 19:01:29 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317766
That's terrible, Dimbark. You can do better than that.
Archie's design looks slick though, well done.
But I think I'll come up with something of my own if you don't mind. :)
Posted 10 years ago2014-02-03 18:33:12 UTC
in [UTILITY] Compilator 3 Public Beta Post #317736
Thanks, will give adding Source support another go.

Could you also help with adding in-app compiling? You know, not having an external console window, instead all the compiling stuff happens inside the application in a RichTextBox?
Posted 10 years ago2014-02-03 13:56:04 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317734
1 main space station in the middle made up of custom modules,

tons of custom space ships out in the depths of space (within Hammer's constraints)!
So the station must fit inside the 2048³ space but any space ships out there can exist outside that area?
I don't think I have time to build tons of space ships, but one or two should be doable, if that's ok with you.
Posted 10 years ago2014-02-02 23:03:53 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317729
Wait. I'm confuzzled. Are we supposed to map an entire space station and somehow fit it inside a 2048³ space or just a module that we attach to some kind of hub station?
Posted 10 years ago2014-01-30 16:41:12 UTC
in Counter strike .exe Post #317698
Adfly is slow. You'll need tons and tons of clicks to make just a dollar.
Posted 10 years ago2014-01-30 14:43:32 UTC
in Counter strike .exe Post #317694
Are you compiling with Hammer, if so, you probably have incorrect game configs. If you could post your configs here, we could have a look at it to see if there's anything wrong there.

But it is recommended that you don't compile with Hammer, use an external program like my very own Compilator. :)
Posted 10 years ago2014-01-29 21:14:52 UTC
in Counter strike .exe Post #317683
What? But THAT is true. Of course there was that standalone version you're talking about as well, but so is CS as a mod that requires HL and installs under half-life/cstrike.

So we're both correct, I'd say. :)
Posted 10 years ago2014-01-29 20:22:11 UTC
in Counter strike .exe Post #317679
What is not true then? I stand corrected.
Posted 10 years ago2014-01-29 18:23:42 UTC
in Post Your Desktops Post #317675
Posted 10 years ago2014-01-29 17:59:22 UTC
in Counter strike .exe Post #317674
I think what they did is turned CS back into a mod for HL, like way back before Steam, during the WON HL era, CS installed itself as a mod under the half-life folder, named cstrike. It seems that this is now the case with Steam HL en Steam CS.

So I think you still need to refer to hl.exe and specify cstrike as the mod. Game folder should still be valve though.
Posted 10 years ago2014-01-29 12:53:44 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317670
Me like. I should map something, it's been too long.
But I think you should get rid of the fixed map size, 2048 feels too small to me, space stations are pretty big things you know.
Posted 10 years ago2014-01-25 22:16:08 UTC
in Atom's TWHL Minecraft Server Post #317634
A friend of mine who's playing on the server as well (BadProgrammer) had the same issue, but a manual server restart fixed it, so you should be able to get back in now. :)
Posted 10 years ago2014-01-22 22:18:54 UTC
in Atom's TWHL Minecraft Server Post #317598
So, ninja defuse, were you able to connect and play or not?
Posted 10 years ago2014-01-20 23:15:54 UTC
in Atom's TWHL Minecraft Server Post #317566
Hmmmm. I actually don't like hacked clients, but as long as your client is version 1.7.4, you should be able to join the server, if NinjaDefuse is your player name that is.
Posted 10 years ago2014-01-20 18:08:28 UTC
in Atom's TWHL Minecraft Server Post #317564
No, you'll just have to register a Minecraft account at minecraft.net, if you haven't done that already. The account name will be your username to login into Minecraft. I don't need your password but I do need to know your username that you registered, so I can whitelist you on the server.
Posted 10 years ago2014-01-20 14:25:10 UTC
in Atom's TWHL Minecraft Server Post #317560
Sure, no problem.
You'll need client version 1.7.4.
Posted 10 years ago2014-01-18 15:05:47 UTC
in Atom's TWHL Minecraft Server Post #317546
Understandable. :)

I have to pay my monthly invoice on the 20th, after that we should really think about choosing a suitable mod or two, to spice things up a little.
Posted 10 years ago2014-01-16 13:54:31 UTC
in Atom's TWHL Minecraft Server Post #317533
The server appears to be dying. I know some people don't like the extra large biomes because it's very difficult to find the new biomes.

To get people back in the game, I'm going to place a small... pedistal or some sort with a button. Or perhaps more buttons. When clicked, it will teleport you to one of the new biomes introduced in 1.7. I know the Ice Spikes biomes has already been found but there are more.

Let me know which biome you'd like to see and explore in the server.
Posted 10 years ago2014-01-09 16:39:32 UTC
in Atom's TWHL Minecraft Server Post #317450
I can try saving as jpg instead of png, but then the transparent parts of the image will become solid.

Scratch that.

The hourly stats image works fine for me, but that probably because I'm logged in on the ClanForge site.
Posted 10 years ago2014-01-08 14:53:17 UTC
in Atom's TWHL Minecraft Server Post #317425
Works fine for me, although Firefox slows down while trying to load the image, but doesn't crash for me.

Try downloading the image to disc, then open it, if you're on Windows, in the default Windows viewer for images.
Posted 10 years ago2014-01-07 17:06:27 UTC
in Atom's TWHL Minecraft Server Post #317408
A new world render is up!
It's a flat top-down render, interactive 3D renders with adjustable zoom levels are no longer feasible due to the world size.
Posted 10 years ago2013-12-24 22:17:50 UTC
in TWHL Mini-Christmas COOP 2013 Post #317250
Hehe. :nuts:

I'd enter, but I have no idea what to make...
Posted 10 years ago2013-12-23 19:17:14 UTC
in which source sdk should i download? Post #317235
Indeed, the black interface of the model browser is terrible. I liked it before when it had the old green-ish Steam UI color.

And having no feedback while hovering over the selection handles is indeed annoying. What the hell did Valve do to break such a little tiny feature like changing the cursor icon when hovering over the handles that has been in Hammer since the GoldSource age. Unbelievable.
Posted 10 years ago2013-12-23 15:36:21 UTC
in Atom's TWHL Minecraft Server Post #317230
I changed the view-distance back to 7 the other day, to lower mob spawns. I'll kick it back up to 10.
Posted 10 years ago2013-12-19 23:22:48 UTC
in which source sdk should i download? Post #317177
So you're saying you still need the SDK launcher to actually create a mod, let it create the mod files, the C++ source code and whatnot AND that you don't need a SDK Base?

Just shoot me already. :pwned:
Posted 10 years ago2013-12-18 16:52:12 UTC
in which source sdk should i download? Post #317162
But I thought the SDK was being phased out. What. And even then, you can only choose the actual games, not one of the SDK Base games. It's a mess. I guess you have to change the AppID to the SDK Base AppID?
Posted 10 years ago2013-12-17 17:46:36 UTC
in which source sdk should i download? Post #317156
I still don't understand the purpose of these Source SDK Base... games, if you can call them games. Do we need them?

And when you want to make a map for, let's say, HL2, Ep1 or Ep2, should you map for HL2, Source SDK Base 2007, SDK Base 2009 or SDK Base 2013?

It's so confusing what you need and if you need it at all.
Posted 10 years ago2013-12-07 16:32:36 UTC
in Atom's TWHL Minecraft Server Post #317012
I wouldn't know. Try the resource packs forum: http://www.minecraftforum.net/forum/41-resource-packs/

Let me restart the server.
Posted 10 years ago2013-12-06 22:00:52 UTC
in Atom's TWHL Minecraft Server Post #317008
Posted 10 years ago2013-12-05 14:32:17 UTC
in Atom's TWHL Minecraft Server Post #316995
I have never messed with server plugins before, but MCP 1.7 is still being worked on and so is ModLoader and whatnot.

So I'm not sure if I can get to all that.

But nonetheless it's a good idea to do Xmas gifts, Mindcrack does it, so why not do the same on our server.
Posted 10 years ago2013-12-04 14:57:00 UTC
in Sledge (Hammer Alternative) Alpha Build Post #316981
Damn, guy. How do figure all that stuff out. Insane. I wish I had your programming skills. Nuts. :nuts:
Posted 10 years ago2013-12-02 16:12:35 UTC
in Half-Life: The Core Post #316950
Voted.

RIFLNEAT!
Posted 10 years ago2013-11-30 20:47:54 UTC
in Atom's TWHL Minecraft Server Post #316919
Also, the world overview link is dead.
Yup, I had to remove it, I went over my monthly limit. Hopefully there will be a new host for the world overview in the near future.
Posted 10 years ago2013-11-27 19:28:38 UTC
in Atom's TWHL Minecraft Server Post #316905
Next world overview map render will be delayed until I can get some better hosting for it. DiscoStu is willing to provide it to me but it needs time to get it ready.
Posted 10 years ago2013-11-26 18:21:23 UTC
in Map compiling problems. Post #316897
So this is a Half-Life 1 map?
Then why are you calling hl2.exe:
+map "prologue" -dev -console [b]hl2.exe[/b] -game lostmemories -dev -console +sv_lan <1>
That's never ever going to work, you know. :P

Other than the 'Larger than expected texture' message, your map seems to compile just fine, but it looks like copying the final bsp to the game's maps folder goes wrong, make sure your game is installed properly and runs properly.
Posted 11 years ago2013-11-17 14:55:14 UTC
in Guess game, Quote game Post #316803
Fine, it's my turn:
Look at me. I am a big dumb barbarian. I have a god called Chrom. Beware of my axe.
Posted 11 years ago2013-11-17 14:47:19 UTC
in Atom's TWHL Minecraft Server Post #316802
Let me restart it. Try again in a couple of minutes.
Posted 11 years ago2013-11-17 14:21:21 UTC
in Atom's TWHL Minecraft Server Post #316800
You could turn it off for a couple of days and see how it goes.
Posted 11 years ago2013-11-17 01:19:14 UTC
in Atom's TWHL Minecraft Server Post #316796
Yes, something is lagging the server, the logs are full of these:
[16:23:01] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2750ms behind, skipping 55 tick(s)
[16:23:38] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2465ms behind, skipping 49 tick(s)
[16:24:02] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2141ms behind, skipping 42 tick(s)
[16:24:26] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2197ms behind, skipping 43 tick(s)
[16:25:05] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 3053ms behind, skipping 61 tick(s)
[16:25:23] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2313ms behind, skipping 46 tick(s)
[16:25:46] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2448ms behind, skipping 48 tick(s)
[16:26:06] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2332ms behind, skipping 46 tick(s)
Like, hundreds of them. Eventually the server can't handle... whatever it is any more, and causes an out of memory exception.

Not sure what to do about it.
Posted 11 years ago2013-11-16 14:18:46 UTC
in Trigger_camera troubles Post #316789
What happens if you do this:

1. Trigger first camera to turn it on.
2. Trigger it again to hopefully turn it of (not sure if that even works like that.

3. At the same time, trigger the second camera.

Camera's in GoldSource are a bit of a pain to work with, but I've seen them perform like you described in many mods, so it's definitely possible. If you can't figure it out, upload your map to the problem maps vault, so we/I can have a look at it. :)
Posted 11 years ago2013-11-13 14:06:20 UTC
in Atom's TWHL Minecraft Server Post #316760
[13:32:32] [Server thread/INFO]: Alabastor_Twob was slain by Zombie
[13:34:32] [Server thread/INFO]: Alabastor_Twob was blown up by Creeper
[13:35:57] [Server thread/INFO]: Alabastor_Twob was slain by Zombie
[13:53:32] [Server thread/INFO]: Alabastor_Twob was slain by Spider
[14:15:17] [Server thread/INFO]: Alabastor_Twob was blown up by Creeper
[14:15:46] [Server thread/INFO]: <Alabastor_Twob> GODFUCKINGDAMNIT
:zonked: :pwned:
Posted 11 years ago2013-11-11 23:20:57 UTC
in How to make zombie and vorts blood red? Post #316749
Get this: Half-Life SDK v2.3 (source code only, 5 MB)

To compile and build the SDK, you'll need this: Visual C++ 6.0 (73 MB) Yes, I know, it's illegal to spread software, but this is old software, and recommended for compiling the HL SDK, so eat me. :D

Open the server workspace (hl.dll) and load zombie.cpp.
Then goto line 279 and you'll find the zombie Spawn function. Inside it, look for the line:
m_bloodColor = BLOOD_COLOR_GREEN;
This is where the blood color of the zombie is defined, in this case, green, also known as yellow. Simply change it to
BLOOD_COLOR_RED
.

For the Vortigaunt, load isslave.cpp. Goto line 534 where you'll find the Vort's Spawn function. Simply do the same thing here as you did in the zombie Spawn function, changing
BLOOD_COLOR_GREEN;
to
BLOOD_COLOR_RED
.

And that's all.
Posted 11 years ago2013-11-09 00:16:11 UTC
in Atom's TWHL Minecraft Server Post #316711
First world render is up!