Forum posts

Posted 7 years ago2017-03-08 19:38:37 UTC
in NatO ending sprite issues Post #333905
Maybe spritewizard should do the work. ;)
http://gamebanana.com/tools/5154
Posted 7 years ago2017-03-07 20:50:18 UTC
in We are 100K!! Post #333900
User posted image
User posted image
Thanks!! :crowbar: :heart:
Posted 7 years ago2017-03-07 05:59:26 UTC
in a bit news about my mod Post #333893
Hey!, someone who can use such a big amount of scripted sequences deserves all my credit!. I wish you do a tutorial on how to make the fial scene of the ray-emitting alien stone... ;)
Posted 7 years ago2017-03-07 05:51:23 UTC
in sven coop mapping compile problem Post #333892
I think it's not difficult. Plus, it explain everythinhg if you pass the cursor over the options. I think there's a special article on SCO site that explain how to compile maps.
Posted 7 years ago2017-03-06 16:47:25 UTC
in Endgame question. Post #333887
Ok, got it!! (sorry), there was a problem with the map editor. When I click on the trigger_relay to see its properties it only show that flag along with targetname and target. Now it´s fixed (bad path to the fgd). :)
Posted 7 years ago2017-03-06 11:35:17 UTC
in Endgame question. Post #333883
For Killtarget you mean Remove On fire?. :crowbar:

It looks that this will work Ok for what I wanted!, i did read mutisource entity´s definition and properties and find myself a bit lost. :(

With this the func_breakable will activate the trigger_relay and thus disable the multimanager in charge of the FAIL MISSION events. I think It should target another multimanager to hadle this and the activation of the WIN MISSION events, but, can a multimanager trigger another multimanager?.

I don´t know if this will cause troubles. :(
Posted 7 years ago2017-03-06 05:54:26 UTC
in sven coop mapping compile problem Post #333879
Maybe the data transfee rate is bad, so when you try to compile it the program freezes.
Posted 7 years ago2017-03-05 19:56:04 UTC
in qc file needed Post #333874
When you decompile a model with HLMViewer, you obtain all smds needed plus the qc file of that model. Did you try that? :/
Posted 7 years ago2017-03-05 16:28:39 UTC
in Endgame question. Post #333871
Thanks!!, I will study it! :)
Posted 7 years ago2017-03-05 11:42:00 UTC
in Endgame question. Post #333869
Hi again.

I´m working ond the final cinematic of my map. What I tried to do is make a trigger_auto (delay 50) activate a button (turn it ON) that activates a multimanager which, if not deactivated through breaking a func_breakable which activates the previous button again (turns it OFF), finally activates a game_end and other entities (env_fade, etc.).

Well, the fact is that the ending of the game works if I don´t shoot the func_breakable in time, which is Ok, but the multimanager does not deactivate if I break the func_breakable.

What should I do? Is there a way to destroy that button so the trigger auto will not activate it anymore making the multimanager be deactivated?.

I know that there´s a map in half-life, the one on which Gordon must jump into the teleport gate to travel to Xen before all explode. In this case, is not the events are turned off, it´s the player activating the trigger_changelevel which "stops" the events. What I want is to kow if is there a way to stop a chain of events controlled by a multi_manager (A) making another multi_manager (B) takes control of the furter actions.
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Posted 7 years ago2017-03-01 13:32:38 UTC
in Map'sp lights. How to make it fade? Post #333808
If for "fucking" you mean try to use different values, yes. I tried. (i did read candle and fucking and start worrying myself a bit, haha!!) ;)

But what I was asking is that if capital letters and numbers apply different effects more than intensity as normal letters do. The problem of messing with lights is that they require re-compiling all the map to see its effect. :(
Posted 7 years ago2017-02-28 12:47:05 UTC
in Map'sp lights. How to make it fade? Post #333782
I have tried to use the "custom appearance" flag as seen on the TWHL tutorial and I´ve obtained very good results with light spots simulating flames. I have read that you can use letters but also capital letters and numbers. What they do exactly?. Letters made the light vary from fullbright(z) to to totally dark(a).
Posted 7 years ago2017-02-27 00:07:27 UTC
in Map'sp lights. How to make it fade? Post #333772
Haha!!, that could be a nightmare to make it coordinate with the rest of events!! :walter:
Posted 7 years ago2017-02-26 22:24:24 UTC
in Map'sp lights. How to make it fade? Post #333769
I have tried to use one env_fade, but I am sure that I did not setup all flags correctly, because it does not work. also I did try to use several lights with different intensities, but it´s quite choppy, like if you turn on several lights at different times.
Posted 7 years ago2017-02-26 20:10:44 UTC
in Map'sp lights. How to make it fade? Post #333764
Mmmm, the mod runs under Xash3D, probably I need to check the manual for this feature. :/

It's not that the light looks bad, but It coul be great that the transition of light1->light2->light3 will be using fade in-out styles. :)
Posted 7 years ago2017-02-26 18:39:57 UTC
in Competition 34: HL Re-Imagined Post #333758
That´s source, right? :gak:
Posted 7 years ago2017-02-26 16:16:26 UTC
in Map'sp lights. How to make it fade? Post #333756
Hi!, I wonder if is it possible to make a light turn off fading to black and then turn on another that fades from black to fullbright. There are some flags in the light entity named m_iOnstyle and m_iOffstyle but they don't work at all. I did read TWHL's tutorial btw. ;)
Posted 7 years ago2017-02-26 00:36:48 UTC
in Monstermaker Apache Path Post #333746
No. Sorry but no. I did try to make my infantry men do a scripted sequence and they just don´t act but as if they only can fight. Teleporting is the only way I´m afraid. Sorry :(
Posted 7 years ago2017-02-19 18:41:49 UTC
in Justin Dejong Post #333638
Omg, death is a bitch!!. Let Stojke believe what he wants!. It's his life!. Good luck anyway. ;) If you need help just ask.
Posted 7 years ago2017-02-19 14:53:56 UTC
in Thank you people!! Post #333631
Posted 7 years ago2017-02-19 14:52:35 UTC
in Justin Dejong Post #333630
Tell that to people with untreatable brain cancer.
Well, I think if "someone" is so self convinced of anything, it is useless to make this "someone" to understand the reality and empyric facts, Solokiller :(

Anyway, I hope he will be allways ok and don´t need ever any kind of medicine or omeopathic treatment. :) Health is priceless! :P
Posted 7 years ago2017-02-18 21:49:27 UTC
in Thank you people!! Post #333608
It's "Shepard62700FR" and not "Shepard76200FR".

Just use "Shepard62FR" instead.
My last name is just one word "Vanheer", not separate.

Nice job finishing your mod smile - :)
AAAAArhg!!!, i am fixin it right now!!! :zomg:

SORRY!! :pwned:

Aparto of those BIG mistakes, the rest likes you, no?

This mod will not be possible as is today without your help :) BTW: FIXED!! ;)
Posted 7 years ago2017-02-18 20:48:05 UTC
in Justin Dejong Post #333607
What I don't practice on my self or have close contact with I don't speak of with out first doing extensive research and study. Of course I still go by logic most of the time, but for something that isn't concluded as valid only with my experiences I share as complete as I can with out overcomplicating.
but I have experienced and felt with my own senses proof to my self that medicine is not required for the body to do its reparation on its own.
True, anyone´s experience is valid. But, believe me, the statement you did:
Medication is a lie. Only the body with its self analysis and treatment can cure it self.
In terms of logic and broad experiences in terms of success in healing diseases, is, softly talking: dangerous. For you (of course!) and for others who may believe such statement (I know of a guy who died because of letting "his body" and some extrange weeds take the role of the right medical treatement at the time to cure his cancer).
What I have a negative thought of is the medical practice employed today that does not treat the human body as a whole and ignores its "relays and logic", the analytical power of the central processing unit (brain), not letting the perfectly programmed body defend on its own by constantly shutting down important processes and obstructing others.
What is true, overall in Health systems that do not have enough staff ( as the spanish system isis ) is that most of the time we fall into the big mistake of not consider the person as a whole because of not having time to do nothing but medical techniques.

The disease must be treated with the right medicines, but many times kind words, a caress, a "good morning!" with a big smile do miracles in terms of making a person want to start its day with disease nicer and so the medicines could make its work. Is that omeopathy?, probably yes in some manner, but it is only a part of a more complex system that is used to make people be healed.
Ones diploma is only valid as long as the practices it defines are still acceptable.
So right, but keep in mind that mos of the medicines used in
chemotherapy are, strictly talking, cellular poisons, did this make us people who work in health care systems a type of murderers?, no!. Is it acceptable to make a person sick for hours, days only to try to cure a disease as agressive as a cancer?, this question answers itself I think.

In Spain, the omeopathy was retired of ALL the universities because a broad and extensive study of its procedures and empyric utility. Just as a note.
Posted 7 years ago2017-02-18 14:04:15 UTC
in Justin Dejong Post #333592
Of course!, but medicines are used to enhance the hability of the body and all its systems to heal damages and to avoid damaging processes. What I know is that my diabetes won't be healed with tantra and extrange weeds, imagine a cancer, in my experience I could say that those things don't work...sadly :(
Posted 7 years ago2017-02-18 12:29:43 UTC
in Justin Dejong Post #333590
I am working for the national health care system of my country for the last 23 years, and I can tell you that homeopathy is a hoax, a lie, like a religion on which someone tells you that some entity of inmense power will take care of you and fix all your problems without your intervention, and if not, it must be because your destiny or some shit like that tells that things must happen that way...

Believe me, medicines are not evil, that poor guy surely has many other health problems and some deep existant psychiatric problem that the cure he takes makes exit to the surface. DEP. :(
Posted 7 years ago2017-02-17 23:50:46 UTC
in Thank you people!! Post #333584
Posted 7 years ago2017-02-15 22:02:58 UTC
in Competition 34: HL Re-Imagined Post #333539
Is not it a source mod? :\
Posted 7 years ago2017-02-15 21:58:42 UTC
in Is my mapping way very old? Post #333538
Cool!, we want screenshots! ;)
Posted 7 years ago2017-02-15 21:57:43 UTC
in Post your screenshots! WIP thread Post #333537
Resident Evil!!
Posted 7 years ago2017-02-15 13:16:21 UTC
in Post your screenshots! WIP thread Post #333530
Posted 7 years ago2017-02-14 23:27:32 UTC
in Is my mapping way very old? Post #333522
And a matrix is useful when projecting 3D stuff on a 2D screen XD
At least I heard so tongue - :P
Yesh!!, I did my first grid when I was 8, I saw it on a book and I fell in love with how people draw things using a so simple thing, then I learned to make things by instinct, I climb down of the tree of evolution, haha!!
How did you get out of your-- Back! Back I say! Closes the cage door
LOL!!, how rough are you !!! :crowbar:
Posted 7 years ago2017-02-14 23:21:03 UTC
in Post your screenshots! WIP thread Post #333521
To keep footbal goal in place, right?, I had the same tires on my school, even solid concrete bricks.
Posted 7 years ago2017-02-14 16:23:26 UTC
in Is my mapping way very old? Post #333508
Grids are useful with perspective studies.
Posted 7 years ago2017-02-14 16:16:50 UTC
in Is my mapping way very old? Post #333506
Au contraire!!, I feel like I did a building from a rock using a hammer... but It is the way I draw comics, prehistoric but effective for me. XD
Posted 7 years ago2017-02-13 23:30:31 UTC
in Post your screenshots! WIP thread Post #333494
I mean, why would we ever have wooden planks on the stadium?
They´re cheaper and easy to work with, and less heavy!!
If I were to walk on that in school, they would snap and break. That's why we have concrete slabs instead
You´re like an AMP suit then, man!! :D
Posted 7 years ago2017-02-13 23:27:51 UTC
in Is my mapping way very old? Post #333493
:crowbar: WTF? " :gak: " :lol: Yes I´m weird :walter:

BTW: Quark is a good map editor. I did try Hammer several times and found that I like more the way Quark is designed. Making a map and configuring it takes only a few minutes, less if you use the last version that includes all you need. :)

Btw: I use a 1 unit block that is 1mx2m, the average size of a HL player. From that I made a 5x2.5 block, that is, a perfect square 5 info_player_start wide, from that I made a ruler composed with multipliers of that size. That way is easy to make maps like the Zion dock, which is almost 1:1 in size after scalling it (did not remember the constant, I mean I did not remember if it is 1:4 or 1:6 after scalling, right? ), the map occupies almost ALL the available space in the 2D view of the editor. ;)

Looks difficult, but once you do the ruler all comes easy. I did not know anything about scales and grids (shame on me). My mapping is based solely on real sizes compared with that info_player_start and 2D-3D drawing techniques, you know, from paper to screen. :)
Posted 7 years ago2017-02-13 13:57:07 UTC
in Post your screenshots! WIP thread Post #333475
Dunno shomehow I have the feeling some people are going into asshole mode here in TWHL, maybe they should remember they started @ zero too one day.
Yes, every of us are still newbies here... :\ Anyway, we all have seen what he did with CRY engine porting Dust, maybe our expectatives did sound a bit like criticism, if so, sorry. Give me the Asshole Award if there´s one round here :walter:

Just as a reminder: he´s only 14 years old!!, what he would achieve with 29, 30 or more years ? I did started at 25 with full bright maps, didn´t know what was a leak almost after 3 months after my first map... :crowbar:

BTW:
I think every new mapper is really welcome in such a dead and unfriendly community
W-Wait!!, where are we then?, "unfriendly", I thought this place was TWHL not Thewavelenght.net!!, some harsh answers to newbies there... :rly:
Posted 7 years ago2017-02-13 13:53:47 UTC
in Is my mapping way very old? Post #333476
1 is for tiny maps then, right? (Ignorant mode: On) I do maps as I draw, the only way I know to measure something is using the "info_player_start" entity´s size in the 2D wiew in Quark... (I didn´t evolved so much this last 15 years). :lol:
Posted 7 years ago2017-02-13 11:15:23 UTC
in Is my mapping way very old? Post #333468
Constant mapping in grid 1
For all god´s sake!, what does that mean? :nuts:
Posted 7 years ago2017-02-13 08:45:53 UTC
in Post your screenshots! WIP thread Post #333466
I totally thought the first picture was a reallllly well textured map.
I did too!!, we should wait until v3.0 of the map is released, then I´m sure we´ll be amazed ;)
Posted 7 years ago2017-02-12 22:27:42 UTC
in Post your screenshots! WIP thread Post #333454
Oh, c´mon!!, I am sure you can do better than that!!, I see there 3 floors, the steps are far smaller, and the lighting is...weird?, is it a pre-release?, I can´t belive that you that have done that awesome work with dust2 will consider this a final release!!. (Great expectations mode on)
Posted 7 years ago2017-02-10 00:12:27 UTC
in Distances and units, an easy way to calc Post #333399
Thanks!!. ^^ I have recently make the modifications to make the accuracy increase when crouched, and have to make the Bots "cheat" a bit taking rid of the overheat function for them because they´re so stupid of not recognize when they´re near to get incinerated (stupid me for not being capable of code such AI routine XD ).
Posted 7 years ago2017-02-09 22:30:20 UTC
in Distances and units, an easy way to calc Post #333395
As all of you know, I am on the final stages of the development of the mod, one of them is the final fixes of the Bot. To make it choose between the various weapon techniques the Bot uses the distance at which the enemy is; as the code uses units to "calculate" and "choose" what "weapon" use (apart of skill and other things), what are the equivalence of units compared with the regular player´s size?.
Posted 7 years ago2017-02-07 06:06:12 UTC
in Post your screenshots! WIP thread Post #333371
Mine was a "Yuraku", an unknown brand came from an unknown country, worst than that I think there's none, haha!
Posted 7 years ago2017-02-06 20:46:44 UTC
in Post your screenshots! WIP thread Post #333369
I saw them the first time, but it looked to me as a bad setting of the monitor instead of a pixel problem, but maybe you´re right and something is starting to fail there. If so, sorry, my old 17 inch monitor started with something similar, a line that covered all the width of the screen with a slight lighter appearance, unnoticeable at first sight, but it appeared when using black backgrounds and such.

For the open range maps, you must take in count that, unless you will make a completely flat ground, outdoor maps have rocks, cliffs, little forest, high grass zones, buildings, etc. Use them as vis blockers ;)