You've probably not got all the walls or changelevel entities perfectly lined up. What I suggest you do is re-build the "change level" corridor separately, including the changelevels and landmarks for both maps. This way you can ensure everything is perfectly aligned. Just make sure all the center points are on the same axis. (all the x's touch on one of the 2D views) When you have done this, copy it whole to both levels, and then delete the entities that don't apply. This should solve your problem.
lol, I've got google as my homepage and every day I type in "TWHL" and punch the "I'm feeling lucky" button! >wooosh<... straight through with less effort the typing the url or even adding to favs list!
Posted 20 years ago2003-12-14 00:38:30 UTC
in ZipPost #7642
Just use some compressing software to put it in a .zip file. In the unlikley event that you dont have anything to do this with, look for some share/freeware at tucows. Then upload the zip file -dont forget a readme.txt!
Also consider that anyone who wants to play our mod would also need spirit... I think it would be a shame if the first official TWHL mod was for "spiriters only" ...Methinks stick with origional.
Outch. No backups... I hope you've learnt a lesson! (On the other extreme I have over ten coppies of the same map i'm working on :nuts:) btw, that whole server logging out thing happens to everybody.
I would DEFINATELY vote for the TS storyline idea, and here's why:
We could structure the mod around a central "portal room" which allows the player to choose the next three or so levels, and also unlock newer, harder levels once he completed enough of the easier ones. The storyline is quite flexible therefore, although it's impossible to appease everyone, we can still have something that everybody can contribute their own ideas too, without any limits on how much people can or can't do.
To see the storyline I have suggested and would stand behind, go here.
Posted 20 years ago2003-12-07 03:39:52 UTC
in OperaPost #6883
2. Of course! That's because it is from the last time you refreshed! we're always 0 secs! (but it would be cool if someone added a timer script to make it look dynamic! HEY! can you imagine that? From the time you refresh, it continues to count all the users last time up in secs/mins! that would look great!) YESYESYES!
Check to see if you have placed any/enough info_player_deathmatch entitys instead of info_player_start. Otherwise it sounds like it's your server, then :.
I think smart edit is supposed to solve problems like that, but of course it can't be used on entities with non-specific key values like the multi_manager. btw, the values you use in the multi_manager should be numeric, and represent the time in seconds the "key" is triggered after the multi_manager. Eg. Key="door2" Value="0.01" means the entity door2 will be triggered 10 milliseconds after the manager is triggered. This allows you to create specially timed events. I'll take a look at your map soon.
It's dosent LOOSE the textures, it just can't see/read them. -But it still remembers the names!!!:D at the worst you will have to do a find replace. I would also suggest you save a backup before doing anything further. (find-replacing the wrong texture can be a pain)
lol, "not solid" means it's like a ghost. u can walk right through it, cant do much to it at all, really. Useful for light, or func_trains if you want moving water
First download TBCC from www.Gracelessland.com It's sooooooooooooooo much better/easier/more usefull/does Quake as well-er/supports zhlt=er than Hammer. It adds massive flexibility to compiling stuff... stringing maps... auto shutdown, etc
Strange: someone out there probably knows exactly what's up, but in the meantime, I would suggest you export to a temporary .map and do a separate "test" compile. I would be interested to see if they are compiled or not. -it might help to solve the problem.
It can happen when you haven't included all the .wad files you are using with hammer. (But then how can you see them listed in the first place?) Perhaps you have removed/ some .wad's from hammer's list of included textures. -Or Mabye you have moved the listed directory of the .wad. Check those.
Well, you can use a trigger_push to throw a player (quite fast) in a certain direction, but If you're talking about "speed up" as in a caffine boost or something, the jumpsuit's as close as you're going to get.
-Not always. If the verticies of what ever you're moving dont align perfectly to the grid, this can happen when you try to move it. Use VM to fix up the shape before trying to move it. -Or dont move it.
Build a nice looking pipe with the arch tool, then: Create a brush and tie it to a trigger_push entity. If you want to suck the player upwards, you will need to set the angle to up, and the amount of push to around 3000. note that for some reason, if you walk into a trigger push that is facing up, you have to jump to be thrown upwards. For an example look at the fan at the bottom of the "snarc pit" map (A hl multiplayer that comes with the game). To overcome this, the player has to fall into it somehow. So a tiny step-overable ledge should over come that, of if your pipe goes from floor to ceiling, just have it dropping down into the blackness. Another note... don?t ever suck the player down a pipe, or he will fall to his death. Use trigger_gravity at the top of the pipe to lower gravity first, then reset it at the bottom.
-or mabye it's NOT jobabob, but the server skrewed up?: anyway... WELCOME! jobabob! To TWHL! I really, honestly, and sincerely hope your problems are quickly and easily solved by the kind, friendly, and informative people here at TWHL! ?Where you can be guided step by step to the magical land of half life mapping!
To "make" a .bsp file? you need to compile it. Here at TWHL we have loads of tutorials specially crafted for beginners like yourself. I would suggest you read Atom's tutorial on compiling introduced followed by Andy's "In the beginning" tutorial's. You can find these listed on the Beginner's tutorials page while your at it, you may also find Skeeve's tutorial on running your maps to be handy. I really do hope this helps you. Please, if confused, feel free to post any more questions. Running your first hl map is can often be quite a daunting experience at first. We are all glad to help!
If you know what youre looking for you can run half-life (or whatever mod), look at the desired texture, and type "impulse 107" into the console to get the name. But, hey Ive already said that over Here.