Forum posts

Posted 12 years ago2012-08-02 21:23:24 UTC
in [UTILITY] Compilator 3 Public Beta Post #308729
Yes, i looked at the compile process when i compiled with Hammer, couldn't find anything other that the -game parameter and vmf path.

You know what, screw Source support, it's not working.
Posted 12 years ago2012-08-02 15:57:50 UTC
in [UTILITY] Compilator 3 Public Beta Post #308726
Well I've just tried it. Made a simple map in Hammer for Half-Life 2 using only vanilla textures. First i compiled it with Hammer to make sure the map is error free, and it was.

Next i created a batch file and placed it in sourcesdkbinsource2009bin. Then I run it and guess what? Vbsp still crashes and i get missing material errors, just like many years ago when i last tried it.
User posted image
What the fucking fuck?

Here's my batch code:
vbsp.exe -game "d:steamsteamapps<USERNAME>half-life 2hl2" "D:Steamsteamapps<USERNAME>sourcesdk_contenthl2mapsrccompilator3_test_level.vmf"
vvis.exe -game "d:steamsteamapps<USERNAME>half-life 2hl2" "D:Steamsteamapps<USERNAME>sourcesdk_contenthl2mapsrccompilator3_test_level"
vrad.exe -game "d:steamsteamapps<USERNAME>half-life 2hl2" "D:Steamsteamapps<USERNAME>sourcesdk_contenthl2mapsrccompilator3_test_level"
I'm still thinking I'm missing some kind of parameter that vbsp needs in order to run properly. Only God knows what.
Posted 12 years ago2012-08-01 23:11:26 UTC
in [UTILITY] Compilator 3 Public Beta Post #308693
True, but when i tried it, it didn't work. Maybe i was missing a parameter? Perhaps i should try it again first.
Posted 12 years ago2012-08-01 19:46:45 UTC
in [UTILITY] Compilator 3 Public Beta Post #308690
No, that does not mean "yes " to my "quetstion". I need to know if it's currently possible to compile a Source map outside Hammer with a batchfile without causing those missing material error and that vbsp crash.
Posted 12 years ago2012-08-01 18:27:09 UTC
in [UTILITY] Compilator 3 Public Beta Post #308687
Can someone confirm for me that you can compile a Source map outside Hammer using only a batchfile?

Last time i tried, it would always lead to vbsp crashing and many missing material messages would appear during the compile process.
Posted 12 years ago2012-08-01 14:25:59 UTC
in 2D Platformer Engine/Pipline suggestions Post #308676
If you prefer to make games with no programming, try Construct 2 at http://www.scirra.com/
Posted 12 years ago2012-07-27 12:35:12 UTC
in Post your screenshots! WIP thread Post #308475
I think all you need to do is take that vmt file, put in the same directory under the materials folder (as the original file in the gcf) then change the properties as desired. That way you'll overwrite the same file in the gcf. Don't forget to include the vmt in your bsp when you final compile.
Posted 12 years ago2012-07-26 20:56:05 UTC
in Now Gaming: ... Post #308443
Nobody wants to read! Make a Let's Play series instead.

Also know that seeds generated with older versions of Minecraft yield totally different worlds in newer version, so you might as well use a random seed.
Posted 12 years ago2012-07-24 20:59:14 UTC
in [UTILITY] Half-Life Launch Pad Post #308372
Version 1.0.0.51 is here!

Fixed HLLP not being able to access the registry if UAC is on. I gave the application full access, so you may get the UAC dialog at startup when it's trying to access the registry.
Posted 12 years ago2012-07-13 22:42:51 UTC
in Now Gaming: ... Post #307862
Episode 3 is now online for all those who are interested
I am! I still play Minecraft too. :)
Posted 12 years ago2012-07-02 23:43:58 UTC
in Counter-Strike Source Jailbreak Error Post #307581
Here's an unmodified GameInfo.txt for CSS:

http://www.themightyatom.nl/stuff/GameInfo.txt
Posted 12 years ago2012-06-24 12:49:15 UTC
in Steam Profile Analysis Post #307374
Atom
Games Owned: 110
Percentage Played: 61.82%

Full Steam Analysis Profile
Posted 12 years ago2012-06-17 22:13:04 UTC
in Dimbark's CSS Server Post #307212
Aww, don't be so mean...
But yes, this is funny. :P

Dimbark, 192.168.1.138 isn't going to work. That's your internal IP address. For us to be able to connect to your CSS serer, you need to, 1: give us your external address and 2: you need to reroute incoming connections from your router to your local computer.
Posted 12 years ago2012-06-03 16:49:16 UTC
in Hours of gaming Post #306714
I have this Russian dude in my friends list who has over... well, see for yourself:
User posted image
What a nut.
Posted 12 years ago2012-04-13 19:17:11 UTC
in 10 April, 2012... Post #305362
Yep, mice, frogs and butterflies mostly. :)
Posted 12 years ago2012-04-13 16:38:59 UTC
in 10 April, 2012... Post #305360
Thank you, Striker.
I just laid down some stones around her grave and planted some plants in the middle. Her final resting place now looks very peaceful.

Here's a very nice photo of her:
User posted image
I'm going to have that one printed out.
Posted 12 years ago2012-04-12 09:54:05 UTC
in 10 April, 2012... Post #305303
Thanks Tetsu0 and Taylor. Your words mean a lot to me. :)
Posted 12 years ago2012-04-11 16:41:40 UTC
in 10 April, 2012... Post #305274
Thank you.

We just buried her this afternoon in the back garden. It was hard. It still is, especially for me because she was the closest to me, always hanging around in my room while i was mapping, programming or playing games.

Im so down right now...
Posted 12 years ago2012-04-11 09:50:59 UTC
in 10 April, 2012... Post #305253
Thanks all.

Funny thing: She didn't liked fish at all.
Also her sister is still with us, i don't think she knows what's going on.
Posted 12 years ago2012-04-10 20:59:42 UTC
in 10 April, 2012... Post #305219
@Dimbark: What? Thanks for that. :/
Thanks, Luke. :)
Posted 12 years ago2012-04-10 17:54:45 UTC
in 10 April, 2012... Post #305208
fighting the zombie hords up in heaven
To be honest, i hope not. But thank you anyway. :)
Posted 12 years ago2012-04-10 17:44:49 UTC
in 10 April, 2012... Post #305206
If that's true, she probably used up her last live today. Where's a 1Up when you need one. :/:(
Posted 12 years ago2012-04-10 17:13:31 UTC
in 10 April, 2012... Post #305202
Thank you again. :)
Posted 12 years ago2012-04-10 14:27:02 UTC
in 10 April, 2012... Post #305189
Actually, he is a she, but thanks so much for those kind words. Really means a lot to me. Thank you. :)
Posted 12 years ago2012-04-09 17:38:40 UTC
in Vluzacn's Half-Life Tools v34 Post #305128
I may have figured it out. Try this:

Add -waddir to RAD and specify the path to your wad directory where halflife.wad is located in.

For example:

-waddir ...Steamsteamappsusernamehalf-lifevalve
Posted 12 years ago2012-03-22 21:02:18 UTC
in Map Problem: Solid Entity (func_breakabl Post #304508
Yep. Moved it.
Posted 12 years ago2012-03-20 18:05:01 UTC
in another potential HL1 mod Post #304453
No i don't need the spore launcher, thanks.

I just checked and my deagle is very buggy. It's currently being recoded by Dexter, he'll also code Otis.

I have a 95% finished weapon_displacer, there's a problem with the beams when the weapons starts up. If you're interested, i can send you the source so you can fix it, then send it back to me. Maybe this will save you some time coding the weapon from scratch as yours is only 10% done.
Posted 12 years ago2012-03-20 17:03:10 UTC
in another potential HL1 mod Post #304451
Will you be coding the Shocktrooper and its weapon as well?

I have noticed that your deagle is very inaccurate with the lasersight on. If i remember correctly, in Opposing Force, the deagle should be very accurate if the lasersight is on and very inacccurate if it's off.
Posted 12 years ago2012-03-18 19:19:23 UTC
in another potential HL1 mod Post #304404
Does the displacer also have Gordon Freeman hands? Do you mind if i use them in my mod?
Posted 12 years ago2012-03-18 12:32:46 UTC
in another potential HL1 mod Post #304395
Does your deagle have Gordon Freeman hands?
Posted 12 years ago2012-03-08 16:36:35 UTC
in Darn sprites Post #304067
You can try this tool:

Sprite Fixer

This tool allows you to modify sprites behaviour, as in you can lock it on its Z axis, so it only rotates horizontally, or you can lock it completely.
Posted 12 years ago2012-03-04 21:27:29 UTC
in Vertices and Merging Post #303951
You can size the grid with the [ and ] keys.
Posted 12 years ago2012-03-02 23:50:05 UTC
in Minecraft Post #303886
Possibly. Time will tell. :)
Posted 12 years ago2012-03-02 22:24:25 UTC
in Minecraft Post #303884
Posted 12 years ago2012-03-01 21:00:59 UTC
in Minecraft Post #303868
Indeed, a big update came out today, bringing Minecraft to version 1.2. 1.2.2 actually because it already got some quick bug fixes.
Posted 12 years ago2012-03-01 18:05:42 UTC
in Hammer clip tool sucks? Post #303863
Hammer 4 needs a "snap vertices to grid" option. But noo...
Posted 12 years ago2012-02-29 18:37:10 UTC
in Hammer clip tool sucks? Post #303833
Well, the clip tool is useful if used correctly:

Correct:
User posted image
Wrong:
User posted image
Posted 12 years ago2012-02-23 17:42:29 UTC
in Op4/Bshift NPC's/Monsters in HL Post #303649
Sure, i will get a clean installation of the SDK and add the Gonome and Pitdrone, but nothing more because i can't code from scratch. :nuts:. C++ makes no sense to me. Then i will upload the whole thing and share a link to it here.
Posted 12 years ago2012-02-22 18:16:14 UTC
in Op4/Bshift NPC's/Monsters in HL Post #303627
I happen to have the sourcecode for the pitdrone, i can put a custom game dll together with the pitdrone AI added for you. That way you don't have to switch to Opposing Force.

Now before you ask me if i want to add more monsters, note that i barely have any C++ knowledge, but i do know how to add pre made monsters source file to the SDK and set it all up.

I also have the gonome if you want it.

Also, Blue Shift doesn't have any new monsters nor new weapons.
Posted 12 years ago2012-02-14 22:10:49 UTC
in Competition 32 Post #303391
What i would do is make a water brush big enough to cover the entire area. I've heard this can cause lag, not sure about that. Maybe it's netlag if this is a deathmatch map.
Best to test it.
Posted 12 years ago2012-02-14 20:12:37 UTC
in Vluzacn's Half-Life Tools v34 Post #303386
You are correct, it says so in the fgd.
Posted 12 years ago2012-02-14 18:55:36 UTC
in Vluzacn's Half-Life Tools v34 Post #303383
Yes the light_surface gets the color of the light by looking at the average color of the texture.

Are you saying it shouldn't emit pink-ish light? Unless that's a bug and it really should emit red light like the normal texturelight on the left.
Posted 12 years ago2012-02-14 18:12:39 UTC
in Vluzacn's Half-Life Tools v34 Post #303381
Well it didn't work for me at first, i had a bunch of small light fixtures in a room, and added one light_surface. The light_surface made all the light fixtures in the room to emit light. To make only one of them emit light, i had to use one of the filters. The 'Filter entity name' did it.

Here's what it looks like:
User posted image
The light on the left is a normal texturelight. It gets its color and brightness from the light.rad file:
+0~GENERIC86R 128 0 0 60000

The light on the right emits light from the light_surface entity. Brightness is the same as the brightness value of the lights file (60000)

Now what i like the most about the light_surface entity is that you can toggle the light on and off or select a predefined appearance or custom appearance without making the actual light it emits look like its light coming from an ordinary pointlight, it MAINTAINS the texturelight look. Awesome.
Posted 12 years ago2012-02-13 16:54:36 UTC
in Vluzacn's Half-Life Tools v34 Post #303358
I'm having trouble figuring out the difference between info_texlights and light_surface. They both turn a texture on a face into a light emitting texture, right?

It's a shame that proper documentation of these new entities and parameters of VHLT are lacking.
Posted 12 years ago2012-02-12 14:53:53 UTC
in Post your screenshots! WIP thread Post #303332
Nice.

You should make fully working vending machines though.
Posted 12 years ago2012-02-11 15:15:32 UTC
in Urby's Half-Life Quiz 2! Post #303291
Me too.
Im ashamed of myself. I should've known better.
Posted 12 years ago2012-02-10 18:08:15 UTC
in Now Playing: ... Post #303262
Posted 12 years ago2012-02-05 17:21:59 UTC
in [UTILITY] Half-Life Launch Pad Post #303177
Version 1.0.0.50 is here!

I recommend a clean directory, don't install this in any existing installations of HLLP.
Posted 12 years ago2012-01-17 12:19:14 UTC
in Vluzacn's Half-Life Tools v34 Post #302794
@CT: I doubt that's going to work as the Source SDK has the habit of replacing files at startup if it detects a difference (filesize, filecontent, etc). You'll end up with an unmodified Hammer.exe again.

@Skals: Haven't started yet, CT keeps "bothering" me with bug reports and additional features to add to my HLLP. :P

I'll get to it as soon as i can. :)
Posted 12 years ago2012-01-14 17:55:09 UTC
in Now Playing: ... Post #302688