Forum posts

Posted 19 years ago2005-01-30 12:58:33 UTC
in Half-Life: Hostage Situation Post #86988
Point and brush entities will not loose there entity information after a decompile, it will be kept intact, except the level's geometry. Do its perfectly safe to decompile a map. :)
Posted 19 years ago2005-01-30 10:17:12 UTC
in V Post #86928
Posted 19 years ago2005-01-30 10:14:44 UTC
in V Post #86926
"they look the same"

The squad ship is a direct modification of the Skyfighter, with its midsection expanded from a single compartment to three cabin sections. These ships are used primarily for troop transport, and specialized variations also serve to transport prisoners, refrigerated items, wounded personnel.

Transport

Transports come in either 5-, 8-, or 10-cabin sections configurations, and are used primarily for shuttling large numbers of personnel or ground support supplies.

Source: http://thevisitors.info/

"Model ore brush based?"

Brush :o
Posted 19 years ago2005-01-30 10:02:07 UTC
in V Post #86920
When they are done, ill add them to this site.
Posted 19 years ago2005-01-30 09:49:11 UTC
in V Post #86917
I see. Well, im building all the Shuttle Crafts from V, 4 different types.
Got 3 done, 1 more to go.

Here is a screenshot:
http://wdevries.demon.nl/MarkH/Atom_zooi/Skyfighter_Squadship_Transport.JPG
Posted 19 years ago2005-01-29 18:59:29 UTC
in Half-Life: Hostage Situation Post #86752
Decompile the map.

I always do that when i want to know things.
Posted 19 years ago2005-01-29 18:27:23 UTC
in V Post #86736
Anyone in here who has seen V: The Original Miniseries and/or V: The Final Battle?
User posted image
Posted 19 years ago2005-01-29 18:25:20 UTC
in The (another) truth about the aliens Post #86734
Its C&C: Generals all over again!

:P
Posted 19 years ago2005-01-28 09:16:54 UTC
in Half-Life: Hostage Situation Post #86304
"WOW! they loose so much quality through imageshack"

No, its becus you're running in Software Mode. Yuck! :|

And i actually agree with Ant. The textures are stretched. Try to fix that. You can make it look far more better with normal texturing.
Posted 19 years ago2005-01-28 05:15:22 UTC
in Half-Life: Hostage Situation Post #86284
That's a very long minute there. :D
Posted 19 years ago2005-01-27 05:41:09 UTC
in Half-Life: Hostage Situation Post #86035
I actually prefer a Chatbear forum. Aw well.

Is there any custom models/code planned?
I can do a little coding. Stuff like 30 rounds in magazine for the mp5 instead of 50. I can also inplement the Otis from OppFor into our mod if we want to. We'll talk about that later.
Posted 19 years ago2005-01-26 16:22:32 UTC
in Half-Life: Hostage Situation Post #85919
Hehe, neat man, id love to see it.

I noticed you talked to me on MSN yesterday, but i wasn't around at that time. We'll talk soon.

As for the website: It is just a forum. Is there no actual website with stuff like "News" "About" "Media" "Downloads" "Team" "Etc", and of course, a forum that you already have.

And I choose chapter 1. :D
Posted 19 years ago2005-01-26 06:44:55 UTC
in Half-Life: Hostage Situation Post #85820
I have zero experience with Spirit. I know its 1000 times more advanced then the original, so, lets just stick with the original.

Its all up to The Hunter to decide.
Posted 19 years ago2005-01-25 18:21:05 UTC
in Half-Life: Hostage Situation Post #85743
You mean NightWatch?

Its gonna be awesome. Can't wait to play it.

Im actually not so sure about using Spirit... :| Im sorry.
Posted 19 years ago2005-01-25 11:26:53 UTC
in Half-Life: Hostage Situation Post #85648
Well, i added you on MSN, so yeah, im serious. :)
Posted 19 years ago2005-01-25 10:25:46 UTC
in Half-Life: Hostage Situation Post #85643
<quote> highly recommend Muzzle's services if he's offering them</quote>

Hehe. :lol: All right then. Im offering. :D
Posted 19 years ago2005-01-24 13:19:51 UTC
in Song you are listening to [closed] Post #85479
Celtic Dreamer - Bonny Portmore
Posted 19 years ago2005-01-10 05:54:50 UTC
in Half-Life: Hostage Situation Post #82981
Hehe, actually, i kinda like the idea. Sound like a mod that doesn't take years to build.

I mighty be interested...
Posted 19 years ago2004-12-17 08:16:16 UTC
in Submitting Tutorials Post #78822
I can write a tutorial about getting custom textures from original HL/CD wads files into the new Hammer and HL2. I finally figured out how its done, so, i'de like to share it here.
Posted 19 years ago2004-12-17 05:44:43 UTC
in Xen and The Citadel *SPOILERS* Post #78810
"xenon"

Also based on the Xenomes from Gunman.
Posted 19 years ago2004-12-15 07:20:58 UTC
in NO GUNS MR.FREEMAN ....(hl1) Post #78436
No you don't :)
Posted 19 years ago2004-12-15 05:39:33 UTC
in Compo 12 (Real World) Post #78428
Grats, Ant. :)
Posted 19 years ago2004-11-30 14:52:15 UTC
in Compo 12 (Real World) Post #75610
Argh. ^ me.
Posted 19 years ago2004-11-30 09:12:51 UTC
in Compo 12 (Real World) Post #75575
Im not telling ya. :| :P
Posted 19 years ago2004-11-30 05:36:26 UTC
in Compo 12 (Real World) Post #75572
Also, im sure im not getting the first place. Because I FORGOT SOMETHING TO ADD! Djeezz, how stupid! But it was to late when i noticed it, the deadline was allready threre. Argh!

/me hopes the judges didn't noticed my stupidity. :P
Posted 19 years ago2004-11-30 05:29:03 UTC
in Compo 12 (Real World) Post #75571
Hurry up! :P
Posted 19 years ago2004-11-29 05:45:36 UTC
in The Wonders Of Displacement! Post #75403
TEH OMFG PWN! :cool:
Posted 20 years ago2004-11-22 17:50:34 UTC
in Half-Life 2 not working Post #74319
^ Me. :S
Posted 20 years ago2004-11-22 06:49:03 UTC
in A small favor Post #74241
Bij deze ook gevote. :)
Posted 20 years ago2004-11-21 10:12:18 UTC
in The enemies must attack the camp Post #74075
Don't use that crappy path_tool thing. Its buggy.

Scripted_sequence is what you need.
Posted 20 years ago2004-11-20 19:52:55 UTC
in How do i make Post #73991
You can wadinclude your custom wads, with your new textures.
Simply add this command line to hlcsg.exe:

-wadinclude wadname.wad
Posted 20 years ago2004-11-09 10:19:04 UTC
in I NEED GIFS!!!!!!! Post #72355
Posted 20 years ago2004-11-09 09:37:35 UTC
in Compo 12 (Real World) Post #72347
YAY! CP doesn't enter. Whahaha.

Djeezz Antony, your bridge is teh pwn! :D
Posted 20 years ago2004-11-05 08:53:01 UTC
in Coding...HOW???? Post #71679
Get MSVC++6.0, i don't care how. :P

Then go to the VERC site and check out the Half-Life coding tutorials/articles.
Quick link: http://collective.valve-erc.com/index.php?area=search&game=Half-Life&category=coding

Try to follow these. I suggest you try these out:
Dynamic Lighting
FatBoy Mode (ROFL one)
Customizable Hud Color
Dynamically Resizing Models

Just some funny stuff to try out. :)
Posted 20 years ago2004-11-02 08:34:58 UTC
in Compo 12 (Real World) Post #71109
Do they drive? :D
Posted 20 years ago2004-11-02 06:30:03 UTC
in Compo 12 (Real World) Post #71092
Uhm, invalid code. You have this:

http://img18.exs.cx/img18/5789/shb13.jpg<BR>

Anyway, dude, thats awesome. Those cars are models right?
Posted 20 years ago2004-11-02 05:28:10 UTC
in Hosting From Your Comp Post #71086
Wow, apache is for professors, way to difficult to set the shit up...
Posted 20 years ago2004-11-02 05:17:00 UTC
in Compo 12 (Real World) Post #71081
Thanks, Anthony! :D

Serious progress!
Posted 20 years ago2004-11-01 14:34:35 UTC
in Compo 12 (Real World) Post #70973
Posted 20 years ago2004-11-01 11:45:29 UTC
in Compo 12 (Real World) Post #70942
http://members.lycos.nl/michielb55/MuzzleFlash/cborg_ingame-echt.jpg <--- Big picture!

Allready got the graffity on the empty wall. More will be added later.
Posted 20 years ago2004-11-01 08:16:59 UTC
in monster in deathmatch? Post #70911
Its very simple. Make your DeathMatch map as you always do. Then simply add monsters here and there. Monstermakers will work too.

Once ingame, all you have to do, is turn on mp_allowmonsters 1 (Restart of map required) and you'll see, there will be monsters. :) With their AI intact, and they all behave and react as in singleplayer maps.
Posted 20 years ago2004-11-01 06:14:12 UTC
in Map change failed'....'not found Post #70890
Note that errors like this are not always visible in Hammer's Check for Problems function, Hammer might even report there are no errors at all.

Anyway, you got a couple of brushes in your map with invalid shapes or, theey are to close to the map grid border, or even completely outside. Delete this brushes, recreate them, or jsut move your whole map a bit away from the border.
Posted 20 years ago2004-11-01 06:09:21 UTC
in Compo 12 (Real World) Post #70889
Meh, glass mazes/mountains wins, real colored glass with collored shadow loses. T_T
Posted 20 years ago2004-11-01 05:49:50 UTC
in Compo 12 (Real World) Post #70881
Hey! What about mine, punk! :P :P

Hehe.

Waow, i made serious progress this weekend!
Posted 20 years ago2004-10-30 15:34:23 UTC
in I have a problem with hlvis... Post #70648
Wrong forum.
Posted 20 years ago2004-10-29 17:28:10 UTC
in Compo 12 (Real World) Post #70505
ARGH! That was me. :)
Posted 20 years ago2004-10-29 09:02:07 UTC
in Compo 12 (Real World) Post #70367
"That Hammer shot is so good I thought I'd clicked on teh top one again#!"

ROFL! Thats a god sign, it means im doing a great job. :) Thanks!

Yeah, i can make the white thingies a bit darker, but i got to find a suitable texture for that first. Would be no problem. Wait until you see an ingame shit... This evening maybe. :)
Posted 20 years ago2004-10-29 08:38:48 UTC
in Compo 12 (Real World) Post #70358
Lots and lots of grammer error there.

Mah = Meh
founf = found
And = an

I think Atom/Andy should add and "Edit" button wich allowes us to edit our own posts.

Back on topic please, what do you think?
Posted 20 years ago2004-10-29 08:36:56 UTC
in Compo 12 (Real World) Post #70357
Mah, screw my Paris Nord map. :P Its was to tough for Half-Life to handle. I founf something different to map: And old abandoned locomotive werehouse. Got progress:

The front of the building in real life:
http://members.lycos.nl/michielb55/MuzzleFlash/Gelderland_22%20juni%202003_045.JPG

And in Hammer:
http://members.lycos.nl/michielb55/MuzzleFlash/inhammer.JPG

:D
Posted 20 years ago2004-10-26 12:03:57 UTC
in Compo 12 (Real World) Post #69560
Argh, another one. :/
Mhh... I'm getting a bit worried about the playability of some entries...
performance-wise spoken...
ARGH! Who cares about performance! That isn't important at the moment. Ill will only map that part you see in the picture. Everything behind won't be mapped, since i have no idea how it looks like.