Forum posts

Posted 18 years ago2006-02-26 16:34:33 UTC
in Solid Models? Post #165192
ZL: Instead of your 'texture' '0' func_wall, not instead of the whole setup... ;)

ChapterNine: make 'em entities, as ZL and I already said. And yeah, it's probably best to keep the shapes simple, unless your model really needs to be that touchable.
Posted 18 years ago2006-02-26 12:27:24 UTC
in Solid Models? Post #165150
A func_wall covered with the null texture does the job just fine, too, ZL... ;)
Posted 18 years ago2006-02-26 09:56:27 UTC
in Hammer compililing old map builds Post #165130
Bounds out of range looks like either a too large brush (outside the grid in Hammer), but probably an extremely tiny or messed up brush. Take a look at the brushes whose number is given, I think you're best off removing them and recreating them.

Oh, and bytheway, that log shows all your compile logs. Next time, only post the log of the last compile (may be a little searching to get the right part, but saves some post length here ;)).
Posted 18 years ago2006-02-26 06:18:24 UTC
in SP vs MP Post #165092
I like both.

I don't agree that MP is just throwing something together, not if you want to do a good map that is. Neither is SP, but SP is somewhat easier to predict, as you can guide the player much easier, which isn't the case in MP maps, where it's more a sort of focussing combat into certain area's.

Oh well. ;)
Posted 18 years ago2006-02-26 06:17:52 UTC
in What is Half-Life Post #165091
And guess what, one Half-Life community is called Wavelength... no sign of a lambda on that page, though. ;)
But isn't the lambda also in use as a symbol for decay constant?
Posted 18 years ago2006-02-25 22:00:02 UTC
in Some tips on advanced VM (shortcuts) Post #165064
The arch shape is your friend here, plus you'll want to keep some curves as simple as possible to save you some work.

However, I assume you've got a nice circular tunnel here, but I don't know your actual situation. Got a screenie?
Posted 18 years ago2006-02-25 21:56:57 UTC
in Competition 19 Post #165063
There's a few things to polish there, yeah. Like naming readme's the same as the map, rather than giving it the name readme.txt. Such files get lost every time a new readme.txt comes across, so in the end I really don't know who made a map anymore.
Wadincluding and the like is also greatly appreciated, as is making sure every necessary file gets into the .zip (one map didn't load due to a missing sprite).

However, I'm not going to judge on those things, just take them to heart next time you make a map. ;)

// I must say, providing a screenshot in the .zip is probably overkill as the map is already 'sold' (downloaded) by then, but it may be interesting to setup a sort of fast gallery system, so checking old maps becomes much faster...
Posted 18 years ago2006-02-25 20:18:01 UTC
in Free games Post #165039
Give Trackmania Nations a try. Free, and looks quite funny (comes with a level editor built in afaik). I'm downloading right now. :)
Posted 18 years ago2006-02-25 18:46:36 UTC
in Hammer compililing old map builds Post #165034
A problem occurs during compile which causes the compile tools not to build the .bsp. So, the old one isn't overwritten, and you get to play the old one. This also explains why you get the "can't find map" message after you deleted the old .bsp - there is no new .bsp being built.
The old .bsp is still in the game maps folder though, so you still get to play that version (with the usual settings, a .bsp is built in the map where it's .vmf is stored, then it's copied to the game maps folder).

Perhaps you can post your latest compile log?
Posted 18 years ago2006-02-25 18:42:25 UTC
in Low FPS? and Transparency? Post #165033
If you always get the bad fps, you're either running the worsest system, or have your settings set at their worst (software mode, probably, yeah ;)).

As for transparancy, are you using a custom texture? If so, make sure the name starts with {, and that the transparant parts are colored with the 255th (last) color of the texture palette.
Posted 18 years ago2006-02-24 20:22:43 UTC
in Problem using "light_spot" Post #164912
I always use other programs while compiling from Hammer... ;)

But I'm interested, how much time does it really save?
Posted 18 years ago2006-02-24 15:21:14 UTC
in Problem using "light_spot" Post #164875
Pha, batch compiling isn't magic... :P Hammer does the job just fine. What's the time difference between a batch compile and a Hammer compile anyway? Come on, convince me of this... what real, feasible advantages has it? ;)
Posted 18 years ago2006-02-24 15:19:36 UTC
in General explanation of HL1 coding :help! Post #164874
Those things require some understanding of the HL game code. I'd say, do some research, try to get familiar with it.
What I'd do is find out what class(es) manage the game, and store a time variabele in them (or just do ugly and use a global var, it's easier after all and how important is maintainability in your case? ;)). Then make the shotgun code print that variabele out to a file when picked up.

As for overwriting, you can do several things while writing to files. One is to start at the end of the file, another is to erase it while opening (which you probably don't want), and so on. Invest some time and you'll get familiar with it.
Posted 18 years ago2006-02-24 10:17:39 UTC
in Problem using "light_spot" Post #164791
Aren't you just impatient? The rad process can take quite some time. How long did it take untill you killed it?
Posted 18 years ago2006-02-24 09:43:06 UTC
in Problem using "light_spot" Post #164787
That's fullbright, yes. No shadows, only an even 'lighting'.

The game doesn't matter in this case, you'll always need to use a light_environment if you want your sky brushes to emit light.
Light_spots are used to create, well, spotlights. They can be aimed at entities or set to shine in a certain direction by setting their angles. They cast light in that direction just like a spotlight would - a bright inner circle with a fading outer circle, so to say.

EDIT: That's a huge image filesize for it's size! Almost half a MB for that! With some decent .jpg optimizing, you can decimate the filesize!
Just thought I'd mention it... ;)
Posted 18 years ago2006-02-24 09:13:00 UTC
in Problem using "light_spot" Post #164781
I'd say, set the 'Is Sky' to 'No' and use a light_environment for that instead...
Posted 18 years ago2006-02-23 19:24:39 UTC
in Rolling Marble Post #164715
I never liked the way Skyroads handled the fuel and oxigen. I always felt I died for no reason at all.
To make floors recharge fuel or oxigen just didn't feel right. If you were to make items for that and spread them deliberately rather than giving only one or two changes at restoring these, I think that would work much better than the way Skyroads did it.
I hated the explosive floors as well. Just don't put a floor there then, but don't confuse me by giving it a slightly different color than other types! Arr...
Posted 18 years ago2006-02-23 19:15:57 UTC
in The Annual Hunter Awards Post #164713
Thanks, Huntee. :)

Congrats to the other winners. :)
Posted 18 years ago2006-02-23 17:06:56 UTC
in HL on Steam... Post #164693
Contact the Steam support team or such, or read their pages (recommended to do that first, anyway)... it may be a SIERRA problem, as they had duplicate CD-keys at some time.
Posted 18 years ago2006-02-23 15:18:39 UTC
in HL SDK - Dev Dev Revolution Post #164666
Jep, that's the most recent version there is. The HL SDK just hasn't been updated in a long time.
Posted 18 years ago2006-02-23 15:02:11 UTC
in HL SDK - Dev Dev Revolution Post #164662
Try downloading the HL SDK2.3 from Wavelength. The VERC is sort of falling apart when it comes to images and downloads these days.
Posted 18 years ago2006-02-23 11:52:35 UTC
in NODRAW texture appears in-game on disp.. Post #164626
As Rabid said. There's a few buttons that were introduced in Hammer 4.0 (in other words, they're not in the 3.x serie) that allow you to toggle non-dismap faces of brushes on or off in the editor, which makes it easier to put another face of a brush into a dismap, without having to destroy the others of that brush first.
Posted 18 years ago2006-02-23 11:50:09 UTC
in Model editor for Source Post #164625
I found 3ds max to be easier to work with than XSI, yes. But my years of experience with Milshape make it easier for me to work with that, so I still use Milkshape for low-poly models.
Posted 18 years ago2006-02-23 10:53:04 UTC
in Pool table Post #164620
I think they're fine, but you could put a smaller block underneath them to give 'em some variation in shape. Use what you've got now as an upper base for the legs.
Posted 18 years ago2006-02-23 09:19:54 UTC
in General explanation of HL1 coding :help! Post #164617
Check Wavelength. It has a nice section about programming in general and a coding section for both HL and HL2 (and some other games too).

Log output is easy. You're dealing with file streams here, and specifically file output streams. This program should do exactly that: outputting something to a file:

[quote]#include <fstream>

using namespace std;

int main()
{
ofstream out;
out.open("outputlog.txt");

out << "Say hellon";
for(int i = 0; i < 10; i++)
out << i;
out.close();

return 1;
}[/quote]

Easy, ah? You include <fstream> so you get access to some file in- and output stuff, then you create an ofstream object, then you call it's open function and provide a filename (can be done while creating the object, too) and then it's just pouring text into it. Close the file for good measure when you're done and that's it.
Posted 18 years ago2006-02-23 08:33:17 UTC
in baby_headcrab becomes transparent hcrab? Post #164615
I think that explains it. Check with Muzzle if he gets the same results, it's probably a bug or such.
Posted 18 years ago2006-02-22 20:25:08 UTC
in English? Post #164560
Hahaha! That's a nice one. :)
Posted 18 years ago2006-02-22 17:43:28 UTC
in Ambience of surf maps Post #164533
You could try the player_weaponstrip entity for that, though I'm not so into CS mapping, the methods might differ a bit there.
Posted 18 years ago2006-02-22 14:19:33 UTC
in Ambience of surf maps Post #164515
Heh, it's not all your fault, FresheD, I know your intentions were good. The way you presented them could've been better, all I meant to say is to think about it. No offence meant (and looking at your reaction, my post probably failed at some point too, so you're in company there ;)).
Posted 18 years ago2006-02-22 13:23:18 UTC
in Ambience of surf maps Post #164498
@FresheD: Such tones often don't make sense to people, and they aren't really athmosphere-improving either.

What I see in your post was an attitude of: I learned it right, now look at you, you don't even try! That's probably not what you intended, but that's what I read in it.
Just take care and try to think how others would view your post. That's difficult, I don't say I'm particularly good at it (perhaps I offend someone in this post too :P) but it's worth it. And otherwise, don't post. I don't think there's a need to tell everybody with a different attitude they're not going to make it. They'll either change, or just don't make it (or make it with a different attitude somehow, I dunno).

Oh well, let's end this ranting... I don't feel like I've got much to say here, anyway... ;)

EDIT: And if everybody keeps posting before I finish mine, I'll have to get used to the @person system... :P
Posted 18 years ago2006-02-22 13:00:49 UTC
in Ambience of surf maps Post #164492
You don't get it do you?
Do you, FresheD? Giving a rude answer like yours only stirrs up these discussions. There's no need for that. Tell them what they need to do to get help in a polite way, or don't tell them. No need for fighting.

Not that I agree with Bobs (over)reaction, but we shouldn't put all blame on him. These reactions can be avoided with a little thought from our side.
Posted 18 years ago2006-02-22 10:53:57 UTC
in Ambience of surf maps Post #164464
@Bobthereaper: If you don't even know that, then I suggest you to read some basic tutorials first.
Anyway, what I know about surf maps is that it's mostly just about the angle of the faces. Gravity changes don't seem to be necessary, a push at the start is helpfull but that's it.

Oh, and next time, explain your problem better - it's really hard to figure out what exactly you want. I still don't know what exactly your problem is...
Posted 18 years ago2006-02-22 10:25:14 UTC
in Func_train&func_tankturret Post #164454
Yes, of course you'll need two func_trains. But I guess you came with your own solution here already. ;)
Posted 18 years ago2006-02-22 08:05:43 UTC
in Func_train&func_tankturret Post #164432
That would be a way to do it (though you don't have to kill that func_train - just make it invisible, just like you'd do with the func_tankturret. That would make it easier to make the tank move again after firing).

This was done in HL already, actually. A little more complicated though, as they used two turrets (one for the turret body, with no pitch freedom, another for the cannon itself, which actually fired).
Posted 18 years ago2006-02-22 08:01:39 UTC
in Easy,Normal,Difficult-different start Post #164429
Agreed with Ant.
Unless you're going for something Serious as in Sam, but let's stuff that under arcade for now. ;)
Posted 18 years ago2006-02-21 19:34:25 UTC
in Rolling Marble Post #164336
Heh, nice one. Reminds me of the classic Sky Roads. :)

But there's some stuff to tweak:
1. The arrow buttons were overreactive in the menu.
2. The point of view in-game is very low, there's little overview of what's to come.
3. There's only two sides. I could stay just in the middle and always be safe just as long as one side was wood. I only had to jump over total gaps.

My suggestions:
1. Allow more tiles next to each other (this probably means, make the tiles smaller so more fit in).
2. Put in some additional tile types, like booster, glue, jump-pads that allow you to jump higher, some height difference perhaps. Whatever you can think of.
3. Put in an 'avatar'. A spaceship or frog if you like :P.
4. Some powerups or items could result in some interesting gameplay changes. Coins to add to the score, an activate-at-will speed modifier, a hover-powerup (temporary immunity to gaps), a score modifier... perhaps reward higher score for higher speed?

All in all, nice little game. Perhaps if you pick it up again you can make something real fun of this. :)
Posted 18 years ago2006-02-21 09:08:17 UTC
in Rolling Marble Post #164226
File not found?
Posted 18 years ago2006-02-20 20:37:07 UTC
in Wuddaya Think? Post #164153
Aaw, nice one. How long did that take you? :)

With what program did you render this, bytheway? Problem with renderers is that in-game, a model often looks different (depending on what renderer and what game, of course).
Posted 18 years ago2006-02-20 20:34:55 UTC
in RAR compression Post #164152
Personally I stick to .zip if it's intended for a large public (where some people may not have a .rar tool, while I want to reach as much people as possible).
I use .rar when it's intended for a few people I know and when file size matters more. And indeed, WinRAR doesn't expire. :)
Posted 18 years ago2006-02-20 18:32:10 UTC
in Easy,Normal,Difficult-different start Post #164137
From the threads you've started, it looks like you're trying to do things that require some programming skills. Either learn programming with C++, or scale down your idea's somewhat. :)
Posted 18 years ago2006-02-20 11:31:44 UTC
in You have been Majorized!!! Post #164062
Hey, esmajor. Nice to see you back. :)
Posted 18 years ago2006-02-20 11:30:17 UTC
in 3 weird properties Post #164061
@srry: take a look at the ZHLT documentation (it's either in your zhlt directory or on their site) if you want to know more. :)
Posted 18 years ago2006-02-20 11:29:21 UTC
in My Skin Problem Post #164060
You're asking for a lot here - creating textures often isn't a 15-minutes job. Search for some (universal) skinning tutorials, try to get used to some good art programs and try to find out what looks so good about those barney skins. If you want to get good at it, it'll take some time and investigation.
Posted 18 years ago2006-02-19 19:19:33 UTC
in UNB's Mod in the making. Post #164007
Heh, looks very nice indeed. Keep it up! :)
Posted 18 years ago2006-02-19 10:20:52 UTC
in baby_headcrab becomes transparent hcrab? Post #163948
@Daub: The .fgd doesn't have anything to do with this, monster model paths are hardcoded in the gamecode. Only Hammer uses the .fgd.

@Saco: What did you do before this happened? Without some more info we won't be able to help too much, I'm afraid. Did you change the gamecode, or other structural things?
Posted 18 years ago2006-02-19 10:16:08 UTC
in teleport question Post #163947
Killtarget is the best solution if you don't need him anymore. Otherwise, a scripted_sequence with it's move-to option set to Instantaneous does the job for npc's.
Posted 18 years ago2006-02-18 14:42:59 UTC
in Dear Tech Support Post #163858
Hehe, that was a fun one to read. :)

Makes me think, is there an 'encountered bugs' list for Wife 1.0, bytheway? :P
Posted 18 years ago2006-02-17 20:29:06 UTC
in Model loader Post #163791
Nope, actually meant for a new RTS game, but merely for excercise though.

For this, they're simply test models, as I'm writing this model loader with a different idea in mind (not that it wouldn't be usefull for a RTS, but hey, everything at it's time). :)
Posted 18 years ago2006-02-17 08:12:30 UTC
in GTM Again!? Post #163724
Hehe, fun comic. :)

Hmm... me as terrorist? Let's just say we kidnapped the guys that run Muzzle's server ('cause we weren't happy with the uptime or such) and CT's will have to rescue 'em...

Yeah, or we're going to blow up the mapvault or such... :P
Posted 18 years ago2006-02-17 07:41:09 UTC
in Model loader Post #163723
The same models appeared in this thread: Low-poly soldier model.

There's an building and flak APC in the greenshaded screenshot and I dug up an old truck model from a year ago or so.

EDIT: This is a better shot of the flak vehicle, as it doesn't really show up well in the greenshaded shot.