Forum posts

Posted 19 years ago2005-06-13 16:48:57 UTC
in Half-Life: Hostage Situation Post #114213
Lol, nevermind bumpmapping, its a stupid idea. :nuts:
And so it my idea of using spirit code, that was a big mistake! :|
Posted 19 years ago2005-06-13 12:23:53 UTC
in Half-Life: Hostage Situation Post #114153
The Spirit code is somehow bugged, im getting lots of errors!!! Shit! Don't know whats wrong!
Posted 19 years ago2005-06-13 11:19:10 UTC
in Half-Life: Hostage Situation Post #114139
Btw, is there anyone of the HL:HS team who's interested in having real time Bump Mapping in there maps? :o :)
Posted 19 years ago2005-06-13 10:45:50 UTC
in Half-Life: Hostage Situation Post #114135
Uhm, before you W00T to loud, note that it will not look like Half-Life 2's Dynamic Lighting. The only DL im adding is world lighting during an alien attack. For example, when a alien grunts attacks, you see a purple sprite flash coming out of his hive hand weapon. Im going to add a little bit: the world around the alien grunt will now light up with a purple color.

Another example are the orange energy balls from the alien controller. These will light up the world with an orange color.

I hope i don't dissapoint you with this...
Posted 19 years ago2005-06-13 08:31:09 UTC
in Half-Life: Hostage Situation Post #114118
Yes, together with some extra stuff.
Posted 19 years ago2005-06-13 03:33:20 UTC
in Half-Life: Hostage Situation Post #114042
I will write the code for the mode this week, probably tomorrow.
With it, our mod will have Spirit of Half-Life support, and some extra new features like dynamic world lighting.
Posted 19 years ago2005-06-10 08:21:58 UTC
in Xen Assault [HL1] Post #113546
You want the Blue Shift High Def pack? I got it for ya...
Posted 19 years ago2005-06-10 05:07:36 UTC
in HL:Manifestation Post #113520
OMFG ROFL @ Pepper's av. :D

Hahaha.

Ontopic:
Are you using texture lights? Do not use light entities for world lighting. And you lights are floating. They also should be thinner.
The rest looks nice, it really has a Black Mesa Office Complex feeling. :
Posted 19 years ago2005-06-08 09:57:57 UTC
in Half-Life: Hostage Situation Post #113249
@ Unbreakable: I use MSVC++6.0 to compile the SDK.

Why do you want the spirit.dll?
My geuss it that you want the spirit.dll because of the "move with" option for most entities.
I can try adding that part of the spirit code in my code for the mod, and you might be able to use the "move with" option on many entities, with just our mod dll.

Note that i never tried that before, and there might be a chance that i won't get it done...

So tell me what you would like. :)

No wait, i got a better idea:

Ill take the spirit source code, and im gonna add all those features in there, without adding one spirit feature into the existing code.

Uhm... yeah.
Posted 19 years ago2005-06-08 04:11:54 UTC
in Half-Life: Hostage Situation Post #113213
Argh. Crappy quality.

Also, I GOT A CUSTOM DLL READY FOR YOU GUYS! I'll upload it soon, so it can be used in the mod. With the dll i made, we have:

AI for Otis from OppFor. (he behaves like barney and interacts with other NPC's like randomly talking)
  • Dynamically Resizing Models. (I needed that for my Chapter.) (not anymore...)
  • Customizable HUD color. (Has nothing to do with the mod, its just a funny extra.)
-Shake effect on explosions.
-Picking up a tripmine/grenade will add one tripmine/grenade to your inventory, not 5 of em.
-Decreased mp5 current ammo capacity in clip form 50 to 30.

Thats all. :)
Posted 19 years ago2005-06-08 04:03:38 UTC
in Xen Assault [HL1] Post #113211
You don't a tmodel. A tmodel is actualy not a model but it contain textures for the real model. But you can simply unclude textures in the real model.
Posted 19 years ago2005-06-07 04:54:06 UTC
in Op For Mapping Post #113057
Other players are required to have OppFor installed, so they can play the map, since Opfor uses new content and entities.

When adding -console and -dev to OppFor's shortcut, the OppFor CD is not required to play.
Posted 19 years ago2005-06-02 04:48:02 UTC
in Half-Life: Hostage Situation Post #112211
Sorry, no steam please, lets keep it non steam HL.

As for your idea of making a custom splash screen and choose the best, im in!
Posted 19 years ago2005-06-02 04:45:50 UTC
in Hidden Creatures Post #112210
models/loader.mdl
Posted 19 years ago2005-05-30 07:48:10 UTC
in Uhhhh, BIG problem! Post #111675
Would you finally stop whining about steam? Jeezz...

@ Half-Lifer:

You can validate your Half-Life 2 cache files by clicking one of these links:

Half-Life 2: steam://validate/220

Counter-Strike: Source: steam://validate/240

If you can't click it, copy and paste into your browser.
From my experience with that error, i can tell you this'll fix it.
Posted 19 years ago2005-05-28 08:29:51 UTC
in FDG Code For Models Post #111318
Lazy dudes yer all are! :P

M_garg: here is the new FGD for model support in Hammer: http://collective.valve-erc.com/data/docs/1050662008-07225900/files/halflife_fgd_02.zip
Link seems to be working.
Posted 19 years ago2005-05-25 14:09:48 UTC
in Leak problem [closed] Post #110876
I don't have the time to fix your map, but i pointed out the leak for you. Check the screenshot:
http://wdevries.demon.nl/MarkH/Atom_zooi/wc_dude_leak.PNG

Im not sure if there are more leaks, you have to find them, make use of the pointfile but don't use the .pts file, use the .lin file to locate the leak. Follow the line from blue to red. The red part of the line should end near your leak, or near the entity that is close by.
Posted 19 years ago2005-05-22 13:07:26 UTC
in Half-Life: Hostage Situation Post #110529
Wtf i posted a reply on Saco's post!

GAH!

What i said was that those are not trees but wall climbing plants. I might mix em a little.
Posted 19 years ago2005-05-22 06:29:47 UTC
in Half-Life: Hostage Situation Post #110484
Is this a competition? Pffff... c'mon...
Posted 19 years ago2005-05-21 15:46:00 UTC
in Half-Life: Hostage Situation Post #110447
As for the signs: You're right, there is a small dark area underneath the signs, i need to func_wall them. :)
Posted 19 years ago2005-05-21 10:45:06 UTC
in Half-Life: Hostage Situation Post #110412
Finally some new screens from me:

http://wdevries.demon.nl/MarkH/Atom_zooi/hs1a0000.JPG
http://wdevries.demon.nl/MarkH/Atom_zooi/hs1a0001.JPG

Note: These are still beta, things might change.
Posted 19 years ago2005-05-17 03:24:48 UTC
in Half-Life: Hostage Situation Post #109856
Hey, you don't need the map, i do.
Posted 19 years ago2005-05-14 17:12:17 UTC
in Half-Life: Hostage Situation Post #109411
Hmmm, no crash this time except an error message: Invalid file or something.
Posted 19 years ago2005-05-14 15:44:43 UTC
in Half-Life: Hostage Situation Post #109397
Ok, today ive made some serious prrogress. Screens soon... :)
Posted 19 years ago2005-05-13 12:48:26 UTC
in Half-Life: Hostage Situation Post #109213
Hmmmm, both methods crash hammer. Can't you just zip/rar the rmf and email me? Or put the rmf online where no one can get it, and send me the download url?
Posted 19 years ago2005-05-13 11:53:21 UTC
in Half-Life: Hostage Situation Post #109197
Got it.

So, i gotta download that txt file and rename it to .map so i can open it in Hammer?
Posted 19 years ago2005-05-12 09:29:15 UTC
in Half-Life: Hostage Situation Post #108999
Where's that map?
Posted 19 years ago2005-05-12 05:33:28 UTC
in Half-Life: Hostage Situation Post #108986
Argh.

Im ill.
Posted 19 years ago2005-05-12 04:58:46 UTC
in Pay attention (complex me thinks) Post #108985
It does work, i've done something similar before. Ill put you through it.
Here ya go:

First, make a door.
Name it door1 (Or anything else).
Set the doors attributes to your needs.

Place a trigger_once in front of the door.
Let it target the door (door1).
Go to the master field and enter ms_door1.

Place a second trigger_once in front of the door.
Name it trigg_no_access (It needs a name so we can kill it if your first pic up the key).
Let it target no_access.

Now place a game_text somewhere.
Name it no_access.
Set its attributes to your needs. Don't forget to the actual text you want it to display ingame.

Now, place a multisource.
Name it ms_door1
Now the key. Build your key and make it func_wall.
Name it key.

Place a trigger_once in front of the key.
Let it target key_mm

Place a multi_manager.
Name it key_mm

Open up the multi_managers properties and switch off smart edit mode.
Now you need to add 4 keyvalues. Here they are:

kill_key (to kill the key when you "pick it up")
key_txt (to display the "You got the key" message)
ms_door1 (to make the trigger_once for the door to work)
kill_trigg_no_access (this kills the trigger_once that displayes "You need a key" if you first pick up the key and not go to the door first.

Now, place a trigger_relay.
Name it kill_key
Enter key in the KillTarget field.
Set Trigger State to off.

Place a second trigger_relay.
Name it kill_trigg_no_access
Enter trigg_no_access in the KillTarget field.
Set Trigger State to off.

Now, place a game_text.
Name it key_txt
Set its attributes to your needs.
Don't forget to enter "You got the key" in the message field!

Ok, thats it. All should work now. If you're interested in an example map, just ask, and ill post it in the example maps vault.

Good luck!
Posted 19 years ago2005-05-11 03:31:20 UTC
in Limit.. What is it? Post #108864
This might come in handy:

Use -chart on all tools to see the limits. It'l point out how many entities you got in your map, what the limits is, how many models you have, etc, all in detail. It looks like this:

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/400 64/25600 ( 0.3%)
planes 21/32768 420/655360 ( 0.1%)
vertexes 67/65535 804/786420 ( 0.1%)
nodes 7/32767 168/786408 ( 0.0%)
texinfos 12/32767 480/1310680 ( 0.0%)
faces 55/65535 1100/1310700 ( 0.1%)
clipnodes 18/32767 144/262136 ( 0.1%)
leaves 3/8192 84/229376 ( 0.0%)
marksurfaces 55/65535 110/131070 ( 0.1%)
surfedges 268/512000 1072/2048000 ( 0.1%)
edges 135/256000 540/1024000 ( 0.1%)
texdata [variable] 180/4194304 ( 0.0%)
lightdata [variable] 19344/6291456 ( 0.3%)
visdata [variable] 6/2097152 ( 0.0%)
entdata [variable] 2737/524288 ( 0.5%)

Or am i just talking old news? ;)
Posted 19 years ago2005-04-28 12:31:15 UTC
in Half life 1 - Switchable texture lights Post #106268
Posted 19 years ago2005-04-27 11:48:27 UTC
in DM_Runoff: HL2dm Post #106110
Posted 19 years ago2005-04-27 11:46:37 UTC
in Half life 1 - Switchable texture lights Post #106109
Ah, another Dutchie.

If i may:

Ik heb samen met nog een paar andere een kleine Nederlandse Half-Life mapping community. We hebben eigenlijk alleen een forum waar we onze dingen doen. Misschien wil je je bij ons aansluiten?
Forums is hier: http://www.chatbear.com/board.plm?b=4304&v=flatold

Je bent altijd welkom. :)
Posted 19 years ago2005-04-27 07:32:59 UTC
in SPIRIT DLL EDIT Post #106079
Nope, dll files cannot be decompiled into usable source code.
Posted 19 years ago2005-04-26 12:36:33 UTC
in SPIRIT DLL EDIT Post #105958
Uhm, Gearbox never released the OppFor source code.
Posted 19 years ago2005-04-23 07:54:18 UTC
in -wadinclude probs Post #105439
Get HLCC. Best and most userfriendly front end compiler.
Posted 19 years ago2005-04-21 16:33:12 UTC
in The Hunter Award Post #105194
Ah ok.

No problem then. :)
Posted 19 years ago2005-04-21 16:32:47 UTC
in -wadinclude probs Post #105193
It should be:

-wadinclude "hsads.wad"

With wad extenstion, and with quotation marks.
Posted 19 years ago2005-04-21 16:29:33 UTC
in The Hunter Award Post #105191
Why don't you just focus on HL:HS first, and when thats done, start this. I think your idea is nice, but at this moment, HL:HS should be your "primary focus."
Posted 19 years ago2005-04-21 14:59:12 UTC
in Mixing FGDs ?! (or something like that) Post #105166
Ok. And it is a exact replica of the original grunt, only with a different skin?
Posted 19 years ago2005-04-21 10:08:51 UTC
in Mixing FGDs ?! (or something like that) Post #105122
Ok, and do you have that different grunt model?
Posted 19 years ago2005-04-21 06:19:45 UTC
in Sky folder Post #105097
Yep. Under /gfx/env :)
Posted 19 years ago2005-04-20 15:14:54 UTC
in Half-Life: Hostage Situation Post #105001
Uuh, right. Well, just send me your rmf asap. Im mapping the inside of Gordons appartment now, which is going smooth.

And yeah, my part ends in an ally and there will be a changelevel to your city part.
Posted 19 years ago2005-04-19 16:06:22 UTC
in Half-Life: Hostage Situation Post #104815
Btw, i was browsing the HL:HS site and all of a sudden i hear somekind of weird jabbering:

http://homepage.ntlworld.com/darchibald/hostagesituation/mendfureh4.wav

The hunter, whats the meaning of that? Is that you talking/jabbering?
If so, then WHAAAHAHAHAHAHA!!! :lol:
Posted 19 years ago2005-04-19 16:00:36 UTC
in Half-Life: Hostage Situation Post #104814
Unbreakable, i still don't have the rmf. I need it as a reference for my city part.

Also, i made small mistake. Let me quote myself:

"As you might know, my whole part will be cinematic sequence, meaning you'll see this map through a trigger_camera."

Not true. Only the last part of the map will be playable. After Gordon has left his room to get armed and packed, the player will take control of him when he exits his apartment, ready to go to Barney's house, and that should be in Unbreakable's part.

The Hunter: Correct me if im wrong, or if you have other plans, tell me! :)
Posted 19 years ago2005-04-19 03:55:13 UTC
in Half-Life: Hostage Situation Post #104731
Allright. I started rebuilding my part yesterday. In fact, complete restyle should be the perfect word for this.

As you might know, my whole part will be cinematic sequence, meaning you'll see this map through a trigger_camera. The camera start in front of Gordon Freemans appartment, then the camera goes inside, down the hall, to the elevators. Then it'll ride the elevator to floor i-dont-know-yet. The camera exits the elevator down the hall until it stops in front of Gordon Freemans room... More will come later.

Quick note: I got rid of the Poke646 textures for the inside look of Gordon's appartment. I am now using the textures from de_morningstar. These are much better.
Posted 19 years ago2005-04-18 09:54:35 UTC
in Mixing FGDs ?! (or something like that) Post #104636
If your new grunt is like the original grunt, you can simply base your grunt off the original grunt. This article could be very helpfull: http://collective.valve-erc.com/index.php?doc=1037152293-25623400

Note that you need a C++ compiler and developer environment like Microsoft Visual C++ 6.0. Or you can try the free Borland C++ compiler.

If you wish, i can TRY to code your new grunt, and give you the dll.
Posted 19 years ago2005-04-18 09:17:42 UTC
in Half-Life: Hostage Situation Post #104625
Shit dude, its hard to see what textures you used. Can you send me the rmf, so i can make my part in the same kind of atmosphere as yours? Because, out parts are both in a city, and the city should be the same.
Posted 19 years ago2005-04-17 08:09:12 UTC
in Half-Life: Hostage Situation Post #104456
That would take some time, im gonna rebuild my whole part. Because its crap with those low quality Poke646 textures. Really it is. :/
Posted 19 years ago2005-04-16 18:00:07 UTC
in Half-Life: Hostage Situation Post #104379
Thanks, Unbreakable.

Which of those wads did you used? I need to know exactly which wads you used.