Forum posts

Posted 20 years ago2004-06-29 03:31:17 UTC
in Latch on elevator? Post #37357
Find out here.
Posted 20 years ago2004-06-29 03:28:34 UTC
in Can't play BSPs help plz Post #37354
Make sure that you use the directory's name in the '-game' command.
If your mod is called for example 'My first Mod' in the Liblist.gam, but the directory's name is 'mfm', the use '-game mfm'.
Posted 20 years ago2004-06-29 03:26:20 UTC
in FDG Post #37353
Hehe, good!
I can't think of any other abbreviations now, at least of none that are not so easy.
Posted 20 years ago2004-06-29 03:22:11 UTC
in Latch on elevator? Post #37351
It is possible. You can fake it pretty easily.
Depends on what exactyl you want.
You can create a latch is only openable while the elevator is not moving.
If you want it to be openable all the time, you'll need spirit, as rabidmonkey777 said before.
Posted 20 years ago2004-06-29 03:19:03 UTC
in Can't play BSPs help plz Post #37350
I assume that you're talking about the MP list.
Open your liblist.gam file in the mod directory and look for 'mp entity' or something like that. There you'll see what entity must be in a map to make it appear in the MP map list.
You can still open every map you with the console. Just open it and type 'map mapname'.
Posted 20 years ago2004-06-29 03:15:09 UTC
in Maximum textures in a WAD? Post #37346
@rabidmonkey777: Afaik the half-life.wad is the biggest wad I've ever seen. Find out how mayn textures it contains and try to stay below that.
If you want to reduce your wad size, split it into themes. One for forest textures, one for sci-fi textures etc.
Posted 20 years ago2004-06-28 19:27:45 UTC
in FDG Post #37296
People who don't know this mustn't call themselves a 'mapper'!
:P
What about CSG, BSP, ZHLT and MHLT? :D
Posted 20 years ago2004-06-28 18:17:03 UTC
in Project X1 SP Level Post #37279
Please don't make too many 'kill 5 grunt, pick up ammo, walk 10 metres, kill 4 grunts, ...' scenes. We've had an awfull lot of those lately.
Is there a website featuring information about your project. Or will you make one?
Posted 20 years ago2004-06-28 18:01:30 UTC
in Machine Compo Post #37273
i know :D
But I've really managed to get > 10k r_speeds. Without useless splitting and sh*t like that.
Posted 20 years ago2004-06-28 17:38:48 UTC
in texture problem Post #37271
See, we try to help you though your explanation is quite incomprehensible.
Another attempt.
How did you 'put the texture into worldcraft'?
Did you convert it to a bitmap and put it into a wad file or how did you do it?
You should defintively do something about your choleric seizures.
Posted 20 years ago2004-06-28 17:28:51 UTC
in texture problem Post #37268
Ever thought of using punctuation?
Posted 20 years ago2004-06-28 17:27:19 UTC
in Machine Compo Post #37267
YARGH! :zonked:
I want to see that one!
I've managed to get more than 10k with w_polies and e_polies once.
And I've been using High-def models.
Posted 20 years ago2004-06-28 17:25:03 UTC
in My map is crashing while ingame. Post #37264
:lol:
Hehe, how can that happen?
But, you're right. Gl-wireframe does not work in MP.
Posted 20 years ago2004-06-28 17:23:03 UTC
in texture problem Post #37263
He's becomming ungrateful and annoying again.
Dude, you're stupid?
If you want help, you gotta do something for it.
We are trying to help you quite patiently and you're coming up with homophobic insults again.
Either you're able to explain your problem seriously, or you don't deserve any help.
Posted 20 years ago2004-06-28 17:10:00 UTC
in texture problem Post #37256
The Valve Hammer Editor is the new version of Worldcraft.
Afaik all versions after 3.3.

Please explain the
When i put this one in world craft
part a little closer.
How did you 'put it into worldcraft'?
As an indexed bitmap inside a wad? Usually that's the only way.
Posted 20 years ago2004-06-28 17:06:39 UTC
in Need help with sounds Post #37254
Add an ambient_generic ent to the map.
Open the properties dialogue and choose a *.wav file from you 'sound/..' folder.
Go to the flags tab and choose a sound radius.
Usually, if the 'not toggeled' and the 'start silent' flags are off, the sound should be playing all the time. If you don't need to toggle it on/off at any time, don't give it a name.
Posted 20 years ago2004-06-28 17:01:08 UTC
in My map is crashing while ingame. Post #37250
Err, afaik developer and logging works aswell in MP.
Posted 20 years ago2004-06-28 16:59:37 UTC
in FDG Post #37249
Hey this ain't a chatboard.
Would you please speak in complete senteces?
:P
Posted 20 years ago2004-06-28 16:57:42 UTC
in Machine Compo Post #37247
Ah, now I know what you meant.
Will I be disqualified if faces disappear, due to high r_speeds?
Posted 20 years ago2004-06-28 13:26:28 UTC
in Machine Compo Post #37215
My map sports a "Specially designed with Andy in mind" sign though :)
??? :roll:
What do you want to say? I didn't get it.
Posted 20 years ago2004-06-28 13:24:06 UTC
in MARIO!!!woohoo-secret levels Post #37214
... it is 10 TIMES BETTER THAN HALF LIFE ...
You should never say that in a Half-Life community!
Cmon guys, let's abcise his balls!
Posted 20 years ago2004-06-28 13:19:09 UTC
in My map is crashing while ingame. Post #37213
Activate 'developer 2' via console and log the game. Maybe it's something in the entity settings, as 7th mentioned before.
Posted 20 years ago2004-06-28 12:01:32 UTC
in A Horror Idea, Some Screens Post #37201
What about a door handle? :P
A computer mouse?
What about pure alcohol? You just spill it onto the zombies to blind them and make their wounds hurt real bad. :badass:
Posted 20 years ago2004-06-28 11:49:05 UTC
in Machine Compo Post #37199
What!?! Why?
I have a tnt2 and high r_speeds will slow down my machine, too.
But I often build detailed stuff that requires r_speeds between 900 and 100.
I don't know if I will need so much for this compo, but I think r_speeds above 800 should be allowed in non-combat areas.
Posted 20 years ago2004-06-28 10:31:33 UTC
in Too many direct lights problem Post #37181
The 'XXX opaque faces' messages tells you how many entity faces have their zhlt_light flag set to something that blocks light.
Posted 20 years ago2004-06-28 10:22:45 UTC
in Machine Compo Post #37178
Depends on your definition of 'really nice'.
I just tried to encourage him, why did you spoil it?
Posted 20 years ago2004-06-28 09:24:30 UTC
in Machine Compo Post #37170
NO!
I've seen thousands of map that looked like crap, but where fun playing 'em anyway.
Actually it is impossible to build a really nice map in three weeks. But only about 40% of the playing fun is the eye candy.
Posted 20 years ago2004-06-28 09:19:12 UTC
in AWESOME!!! Post #37169
You seem to be bored.
Stop spamming!
There's a compo running.
Posted 20 years ago2004-06-27 09:02:34 UTC
in Machine Compo Post #36853
You should not post your ideas here.
Someone could steal it and win the compo due to his better mapping skills.
Posted 20 years ago2004-06-27 08:16:16 UTC
in favorite cs map?? Post #36848
My favourite cs map?
cs_sux!
Does that one exist?
Sorry, that was spam I know.
Posted 20 years ago2004-06-26 18:45:11 UTC
in flame Post #36720
Haven't we had this 'how to use wally' thing before?
Open the pak0.pak, right-click the folder you want to extract and choose 'extract'. Why don't you just read the wally help file?
Posted 20 years ago2004-06-26 18:42:12 UTC
in Machine Compo Post #36719
Modeling the whole machine would be cheating. You can do much more with models and it's easier, too.
I use a model for a little valve, the rest is pure world craft.
Posted 20 years ago2004-06-26 18:40:23 UTC
in A Horror Idea, Some Screens Post #36716
Maybe we could include one scene like that.
Everywhere else the ammo must be very rare.
Jahzel, what d'you think?
Posted 20 years ago2004-06-26 17:59:18 UTC
in A Horror Idea, Some Screens Post #36694
Wheeeee!
Sounds like Serious Sam style.
Hordes of zombies and loads of ammo. 'Hm what could we do with that?'
Though it's not so horror anymore.
Posted 20 years ago2004-06-26 15:39:49 UTC
in A Horror Idea, Some Screens Post #36650
Yeah, old fashioned shotguns rock!
The trigger still looks a bit chiseled.
Maybe making the barrel a bit thicker could make the weapon appear more powerfull.
Posted 20 years ago2004-06-26 15:33:56 UTC
in Killtargeting a tripmine - laser stays. Post #36649
I intenede to do that.
The original ones are so easy to discover.
Posted 20 years ago2004-06-26 15:32:09 UTC
in water looks stooped from far away Post #36648
I don't know what in my post leaded you to asking how old I am.
I'll not take it as an insult, though it's a bit offending
I tried to explain to you why everybody reacted so repelling.
My post was aimed at helping you. If you don't want any help, why did you post here?
Oh, to answer your question, I am 18 years old.
i sayed you know what i mean because i thaught it happened on everyones comp :(
You can never assume that things look and act equaly for everyone.
That's why I told you to explain your problem a little closer.
Posted 20 years ago2004-06-26 11:01:53 UTC
in water looks stooped from far away Post #36614
You sound like coolfat when he's yelling at CP for no reason.

You can't just come here asking things like 'My car doesn't start, help me!' and except everybody to guess immediately what the cause for the problem is.
If you really want help, you'll have to explain your problem a bit.
Not everybody has your computer with your settings and your map with your problem.
What do you mean by stuped? You could take a screenshot and post it here.
Nobody will help you when you start to spam.
Posted 20 years ago2004-06-26 10:56:50 UTC
in i cant take anymore! Post #36613
I was talking about the hours of work you put into that map.
No matter how you spent it, it was hard and afterwards you're proud of what you've created in hours and hours of hard work.
Posted 20 years ago2004-06-26 10:46:57 UTC
in Killtargeting a tripmine - laser stays. Post #36611
My brain must've been a bit inactive when I tried to do it.
It just came to my mind some minutes ago when thinking about.
There'll be no monster_tripmine at all.
I'll fake everything.
Tripmine will be a monster_generic or so.
Laser will be an env_beam with a trigger_once.
Explosion will be an env_explosion.
So I don't have the bug and can remove everthing with ease.

Problem is solved.
Thanks to all of you anyway.
Posted 20 years ago2004-06-26 09:28:43 UTC
in Killtargeting a tripmine - laser stays. Post #36594
Hm, sounds like an interesting idea.
I'll try that. Do you know the exact color values of the tripmine's laser?
Posted 20 years ago2004-06-26 09:21:08 UTC
in User names Post #36590
:D
Sir Poops Alot
lol
Posted 20 years ago2004-06-26 09:18:20 UTC
in A Horror Idea, Some Screens Post #36588
I think we need some really weird weapons.
Like the ones in 'From Dusk till Dawn'.
Posted 20 years ago2004-06-26 09:13:03 UTC
in Killtargeting a tripmine - laser stays. Post #36583
Hehe my very first ent problem thread here.
I've put this onto the VERC too. So proof that you are better than them!

I have been trying to make defuseable tripmines.
When you used it the mine wa killtargeted and a game_player_equip gave you a tripmine.
The problem is that the laser of the mine didn't vanish.
Looks a bit strange, I wasn't able to fix it.
Does someone here know how I can make the laser disappear with the mine?
Posted 20 years ago2004-06-26 09:07:20 UTC
in NEW SERVER FOR MAPPERS Post #36576
D'oh.
Please read up!
Have you ever noticed a size restriction of 2mb in the vault?
Posted 20 years ago2004-06-26 09:05:39 UTC
in Mapping = time consuming? Post #36574
Yay!
Do it! I'd like to see the map in 3D.
Posted 20 years ago2004-06-26 09:03:42 UTC
in Build a Machine Post #36571
It is.
So enter!
Posted 20 years ago2004-06-26 08:53:27 UTC
in NEW SERVER FOR MAPPERS Post #36563
Nope!
I think we were talking about a server for uploading and providing single maps that are made for singleplayer playing.
Posted 20 years ago2004-06-26 08:43:34 UTC
in Mapping = time consuming? Post #36559
Hey you server owners out there.
Give this man some space, we all want to play this map!
Posted 20 years ago2004-06-26 08:42:12 UTC
in NEW SERVER FOR MAPPERS Post #36557
:o I hope I didn't make you hate me too much, by being so negative all the time.