Forum posts

Posted 20 years ago2003-12-19 10:11:48 UTC
in My Quantity Two mod, need ideas Post #8360
How about a police station/ fire station/ medical clinic?

A Petrol station maybe? :badass:
Posted 20 years ago2003-12-17 07:25:59 UTC
in changing levels Post #8042
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.
Posted 20 years ago2003-12-16 09:45:00 UTC
in hello & thanks Post #7961
everybody*'s a Calvin&hobbes fan! :D

*excludes those who arn't
Posted 20 years ago2003-12-15 03:25:54 UTC
in Hall of fame Post #7812
yeah, That would cool :cool: -only trouble is making sure the points are fair.
Posted 20 years ago2003-12-14 07:06:05 UTC
in 69th Vlatitude Post #7681
lol, I've got google as my homepage and every day I type in "TWHL" and punch the "I'm feeling lucky" button! :nuts: >wooosh<... straight through with less effort the typing the url or even adding to favs list! :nuts:
Posted 20 years ago2003-12-14 00:38:30 UTC
in Zip Post #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!
Posted 20 years ago2003-12-13 02:26:06 UTC
in spirit mod? Post #7492
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.
Posted 20 years ago2003-12-12 11:06:23 UTC
in Aaa! Frustro! Post #7402
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.
Posted 20 years ago2003-12-12 09:45:00 UTC
in shoutbox Post #7399
Yeah, I'll say!
Posted 20 years ago2003-12-12 09:34:50 UTC
in Aaa! Frustro! Post #7398
perhaps the last .map you made is more up to date, you could work back from that.
Posted 20 years ago2003-12-11 05:50:48 UTC
in mod vote: VOTE NOW! Post #7249
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 ago2003-12-09 10:47:37 UTC
in No Blocks when Compiled. Post #7035
Oops, sorry. I forgot to link Andy's r_speeds tut.

Very last note: Nice church. needs a snipe- >AHEM< I mean, belltower. -If you can fit one in, that is.
Posted 20 years ago2003-12-09 10:39:26 UTC
in No Blocks when Compiled. Post #7034
FWOOM! I've just posted to the map vault. Check it out.
Posted 20 years ago2003-12-07 08:11:38 UTC
in Help, me I amnew! Post #6898
Again!!!! :x ok. That's enough! (waves finger sternly at PC/server) "PC/server! Stop echoing posts!"

click once JB... if that doesn't work I will do my best to delete the doubles, but it makes the comments that follow look a little silly :-)
..Andy..
Posted 20 years ago2003-12-07 07:36:00 UTC
in Help, me I amnew! Post #6895
Oh, good! I'm glad to hear you checked the tutorial links as I advised. Did you find them Useful?
Posted 20 years ago2003-12-07 03:39:52 UTC
in Opera Post #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!
Posted 20 years ago2003-12-07 02:27:01 UTC
in Half Life freezes now! Help! Post #6876
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 :.
Posted 20 years ago2003-12-07 00:19:49 UTC
in Assistance with map requested Post #6871
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.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-06 10:40:42 UTC
in my unfinished map (test) Post #6799
maps 'n mods! -I guess
Posted 20 years ago2003-12-06 10:23:31 UTC
in screenshots Post #6793
you can use wally to convert, Im sure.
Posted 20 years ago2003-12-06 08:36:32 UTC
in problem textures Post #6774
precisley. :)
Posted 20 years ago2003-12-06 08:29:39 UTC
in problem textures Post #6771
You dont have to take the textures off, you just change the wads hammer looks at. :)
Posted 20 years ago2003-12-06 08:28:39 UTC
in problem textures Post #6770
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)
Posted 20 years ago2003-12-06 08:22:15 UTC
in problem textures Post #6765
(oops, another late post :roll: ) ANYWAY... just openhammer's wad list in that big options box. Select, remove, select remove, slect, add.
Posted 20 years ago2003-12-06 08:20:08 UTC
in problem textures Post #6763
Wally has a wad merge wizzard! (under wizard;)) It's not too hard.
Posted 20 years ago2003-12-06 08:14:26 UTC
in compile faster Post #6760
Or you could get what kol's already suggested! :D (should have refreshed:P)
Posted 20 years ago2003-12-06 08:06:17 UTC
in solid queries Post #6758
Try making a new func_breakable. The default setting should work okay if you set the strengeth and material type to what you want.
Posted 20 years ago2003-12-06 08:02:33 UTC
in problem textures Post #6756
You have to download and use Wally, a wad editor.
Posted 20 years ago2003-12-06 08:00:21 UTC
in compile faster Post #6754
strange. : another copy on vlatitude. mabye It's your OS or something. HLCC's always a failsafe. If that dosent work just try HLCC.
Posted 20 years ago2003-12-06 07:44:57 UTC
in solid queries Post #6745
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 :P
Posted 20 years ago2003-12-06 07:41:09 UTC
in compile faster Post #6741
grr... Logging out. grr
Posted 20 years ago2003-12-06 07:32:35 UTC
in compile faster Post #6737
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
Posted 20 years ago2003-12-06 04:29:08 UTC
in problem textures Post #6731
It can happen sometimes if you have more than one map opened. That still must be a pain though. Or try closing and re-opening Hammer.
Posted 20 years ago2003-12-06 04:20:42 UTC
in problem textures Post #6729
It sounds to me like hammer isn't recognizing the .wads. Are these custom textures? -and how many wads are you using?
Posted 20 years ago2003-12-06 04:15:06 UTC
in problem textures Post #6727
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.
Posted 20 years ago2003-12-06 04:02:47 UTC
in problem textures Post #6723
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.
Posted 20 years ago2003-12-05 03:12:21 UTC
in Trigger fast? Post #6594
env_beverage perhaps? make sure it's coca-cola! :lol:
(pleese don't doubble-post (crosses fingers))
Posted 20 years ago2003-12-05 02:23:45 UTC
in Trigger fast? Post #6589
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.
Posted 20 years ago2003-12-03 23:15:14 UTC
in where is deagle? Post #6513
deagle = dessert eagle. Everybody's favourite cs pistol!
Posted 20 years ago2003-12-03 20:42:59 UTC
in weapon_9mmAR Post #6496
dunno, Never heard of one myself. -Probbably involves coding, anyway.
Posted 20 years ago2003-12-03 20:41:28 UTC
in Weird leak Post #6495
-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.
Posted 20 years ago2003-12-03 10:14:40 UTC
in where is deagle? Post #6439
btw, Zombie to this day I have not looked at your map. What I make I take pride in being origional, and if you see for use self you may realise that.
Posted 20 years ago2003-12-03 10:12:55 UTC
in where is deagle? Post #6437
I admit, Zombies is better ,he got there first. Go on! download his! See if I care!
Posted 20 years ago2003-12-03 08:09:25 UTC
in Help, me I amnew! Post #6423
Innit? :P
Posted 20 years ago2003-12-03 07:25:16 UTC
in where is deagle? Post #6416
That's because it dosent exist in the armoury. Ill post an example in the example maps.
Posted 20 years ago2003-12-03 02:00:45 UTC
in How do I make shoot up tube Post #6406
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.
Posted 20 years ago2003-12-03 01:42:10 UTC
in Help, me I amnew! Post #6404
-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! :lol:
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-02 10:20:49 UTC
in Finding textures Post #6345
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.