Forum posts

Posted 17 years ago2007-03-24 13:00:48 UTC
in TWHL Mix 2? Post #216923
Now you get more screenshots from me. :nuts:

Entering the Map

The electronics cupboard - THIS IS NOT FULLBRIGHT

The source of my question on water

An office next to the cart ride area

The platform outside the office, pictured with cart

A junction, with cart

The player better duck...

Now, fingers crossed that all works. Now to work on getting the cart the right way around and sorting out the near-fullbright light next to the cupboard.
Posted 17 years ago2007-03-21 15:29:19 UTC
in problems saving as .bsp Post #216619
Tried pressing the compile button?
Posted 17 years ago2007-03-19 19:06:47 UTC
in Half-life quiz (perhaps hard...) Post #216427
Hunter's not at the top of Urb's anymore. :P
Posted 17 years ago2007-03-13 14:00:34 UTC
in TWHL Mix 2? Post #215735
We're doing our own maps separated by a central hub, so teleporters can be used in some places (within our own sections). Garg was handling the hub, wasn't he? I'm still waiting to see that "...allows me to attach any map to it by whatever means the author has and is visually impressive."
Posted 17 years ago2007-03-05 12:51:44 UTC
in How do I use light? Post #215046
Which engine are you using? HL or Source?
Posted 17 years ago2007-03-04 05:19:33 UTC
in Could be funny (Non HL Project) Post #214899
Posted 17 years ago2007-03-03 16:01:42 UTC
in Could be funny (Non HL Project) Post #214788
Two words: Geek Central. :nuts:

My pic and shirt pic are in the same file, here.

If you can't use that shirt pic, use this one.

Lambda.
Posted 17 years ago2007-03-03 08:59:14 UTC
in URB'S TWHL PROJECT (Sims 2) Post #214738
For some reason I'm having a disturbing vision of someone like Gordon or the G-man suddenly turning up in front of the house. :o

Actually, that's a point. Does Sims 2 have anything like the Career Creator yet?
Posted 17 years ago2007-03-03 07:59:25 UTC
in URB'S TWHL PROJECT (Sims 2) Post #214732
Have you got the Seasons expansion? It'll be... let's just say interesting to see them all complaining about the rain. :D
Posted 17 years ago2007-03-02 03:38:59 UTC
in TWHL Mix 2? Post #214569
Yeh've all already seen mine, so I'm giving no more until I've finished the cart tunnels. :P
Posted 17 years ago2007-03-01 12:49:00 UTC
in TWHL Mix 2? Post #214445
GAMEPLAY:
Mostly puzzle, but involving a shootout between the player in a cart and grunts on platforms.

CUSTOM STUFF:
Couple textures, maybe voice acting if I can find out how to convert the files to the right type.

WEAPONS:
Standard human/military.

LOCATION:
An old lab and rail complex beneath a storage room.

LENGTH:
What Elon said. :P
Posted 17 years ago2007-02-28 15:34:58 UTC
in Water problem Post #214333
Ok, tried that. First attempt, making the whole thing then a func_illusionary, went weird, so I tried making them func_illusionary in separate groups. Now, the desired effect is acheived from above (apart from a block that I forgot to tie to illusionary), but now I can't see the water from the lower area, it's disappeared again.
Posted 17 years ago2007-02-28 14:17:33 UTC
in Water problem Post #214323
Yeah... this is one of my problems. The point of the small area is that the player rides a cart along a track, and can look down through the water to the track beneath it. Later, the player travels that track as well.

Looks like func_water is out of the question, then.
Posted 17 years ago2007-02-28 14:05:17 UTC
in Water problem Post #214320
That's fixed the sounds, and the water now appears, but I need it to be transparent.
Posted 17 years ago2007-02-28 13:16:55 UTC
in Water problem Post #214312
Ok, this is odd - I've changed it to func_illusionary, hasn't changed it at all, and now a whole other area of the map gives us sounds that it's underwater but there's no water textured brush there or anything.

In short, it didn't fix it, it made it worse.
Posted 17 years ago2007-02-28 04:31:08 UTC
in TWHL Mix 2? Post #214272
Well, I'll attempt the teleporter... if people have already designed things I'll do my best not to modify them.
Posted 17 years ago2007-02-28 04:20:21 UTC
in Water problem Post #214271
TWHL Mix 2 map problem. :

I'm working on the cart ride portion of my map, and one of the points I'd like is where the cart runs under 'doorways' which keep water away from the cart. I have water brushes above and on either side of the 'doorways'.

Now, when I compile it, it's solid and non-transparent. So I change it to a func_water, and add some transparency.

That's when things go wrong. Now, when I compile it, the water is practically nonexistant. (FX amount is set to 130). I can still jump up above the doorways and hear the water sound, and go out of the dry area with the water sounds, but still no water. The only actual water (as such) is in the far corner, where there is a visible top and bottom face, where the water is opaque, step into it and it acts like normal water, but still.
Posted 17 years ago2007-02-28 03:35:23 UTC
in TWHL Mix 2? Post #214268
Well, actually, it would depend on the size and shape of the teleporter parts in people's maps, unless they haven't put them together yet. I've got one of the easiest, seeing as all I need are cables and perhaps a couple of dampening locks, but...

I'd gladly try building the teleporter, but I need to know what parts have already been made.
Posted 17 years ago2007-02-26 16:51:55 UTC
in TWHL Mix 2? Post #214016
Finally decided how to do the electronics - Player approaches an open crate in front of an electronics storage thing. Storage doors open, electronics move into crate, which becomes a func_pushable. Lights go out. Player pushes crate towards motorised cart. Electronics appear in cart, then Player activates the cart to send it back to the beginning of the map.

I may add a shootout part. Hey, that can be during the cart ride. Shooting grunts/Xenians and keeping an eye out for low pipes and doorways at the same time. Don't suppose anyone could make me a 'Mind your head' sign texture? :D
Posted 17 years ago2007-02-26 04:32:07 UTC
in Black mesa transit system type map Post #213932
Half-Life Improvement. Looks like it's dead, no updates for roughly two years.
Posted 17 years ago2007-02-25 13:02:56 UTC
in TWHL Mix 2? Post #213861
Redone the screenshots in JPG to make Ant happy (for what it's worth :roll: ), and OpenGL to make everyone else satisfied.

Upstairs, downstairs, and in between.

The huge 'exit' textured wall in the first pic is the space avaliable for the exit to the hub.
Posted 17 years ago2007-02-25 08:50:18 UTC
in TWHL Mix 2? Post #213833
Yeah, I've switched to OpenGL now. Just gotta be careful not to compile while there's a hole in the floor. :o
Posted 17 years ago2007-02-25 07:57:53 UTC
in TWHL Mix 2? Post #213824
Unfortunately, anything other than software mode crashes the game if there's even the tiniest little leak. So I'm stuck with it. But, since there's no leaks at the moment, I'll try getting screenshots of it in one of the other modes.

And I've just got a section of wall textured with one of the exit signs for my hub passage.

Ant- yes. :P
Posted 17 years ago2007-02-24 17:45:46 UTC
in TWHL Mix 2? Post #213691
Upstairs, downstairs.

Planning to improve on architecture at a later point.

Floating cube is designing process only.
Posted 17 years ago2007-02-24 17:28:09 UTC
in When's your birthday? Post #213689
Jan 4th.

looks something up

Hey, Arcan shares his birthday with Galileo. If he's telling the truth.
Posted 17 years ago2007-02-24 14:09:19 UTC
in TWHL Mix 2? Post #213637
How big do you need the electronics to be?
Posted 17 years ago2007-02-24 05:54:24 UTC
in TWHL Mix 2? Post #213551
Something I need, though - the player needs to have obtained at least the crowbar before attempting my map, because there's a passage hidden underneath an immovable crate.
Posted 17 years ago2007-02-24 04:58:41 UTC
in Spirit - Movewith Post #213549
Ooh, assumptions!

All wrong.

But anywhoo, I'm adding origin brushes to fix the problem. Turns out the button parts were rotating around the map's origin.

And, since I can't be bothered for diagrams:

Everthing is hidden, vertical, in the wall. hiddenbutrot, hiddenbutext, and the button itself.

The cube button (which will eventually be replaced) rotates hiddenbutrot, which is the frame that holds hiddenbutext and the button, out of the wall.

When that has rotated out, hiddenbutext, which is a pole with the button on the end, slides out, offering the player the button, which will eventually open a secret passage.

Nothing is intended for use as a door.
Posted 17 years ago2007-02-23 17:19:34 UTC
in Desktops of February Post #213492
Can't be bothered to post mine here, since I'm running a rotation of several BM:S images.
Posted 17 years ago2007-02-23 16:41:56 UTC
in Whatif: TWHL Gathering issue Post #213487
looks at Frappr

According to this, the closest member to me, geographically, is Seventh. Then Habboi and alexb.
Posted 17 years ago2007-02-23 16:27:15 UTC
in Spirit - Movewith Post #213486
I'm working on a point in the map for the TWHL mix. The player has to do something in order to release a button. At the moment, as I'm still working on it, I'm using a button levitating cube. But that's not the problem. The button activates a func_door_rotating that appears out of the wall. That's good. What's supposed to happen next is a bar slides out from between the two parts of the f_d_r offering the player the new button.

That's not what happens right now.

Right now, as soon as I hit the button and the multimanager runs for a second, the rotating comes out fine, and the bar flies off as if it's running on it's own origin brush. And then it slides forwards. I don't want this to happen as this leaves the button pole and button in mid-air where the player can walk through it, oddly enough.

The pole is on a movewith the f_d_r (hiddenbutrot), and the button is on a movewith the pole (hiddenbutext).
Posted 17 years ago2007-02-23 13:53:24 UTC
in TWHL Mix 2? Post #213468
Hmmm...

Computer - Espen180
Battery 1 -
Battery 2 -
Oxygen Tank -
Hydrogen Tank -
Satelite Dish -
Alien Crystal - Urbanebula
Portal Framework (Base) -
Portal Framework (Portal "Holder") -
Portal Electronics - Kinrah

Thinking of the idea that once they locate the electronics, removing them shuts down power so they have to renavigate the map, via a different route since shutting down the power disables an elevator, backwards, in darkness.
Posted 17 years ago2007-02-23 12:59:34 UTC
in TWHL Mix 2? Post #213459
Although the current setup wouldn't have space for a number of people... You'd get to have 4 maps, 5 if there are two batteries. How many people are working on this again?
Posted 17 years ago2007-02-23 03:35:26 UTC
in TWHL Mix 2? Post #213427
Meh... I've only ever made a few custom textures... and all they are are stuff for the Transit System platforms at Transit Control. And that was just word replacement.

Unless someone's willing to make a wad for me, I think I'm just gonna have to stick to the half-life wad.
Posted 17 years ago2007-02-21 15:15:22 UTC
in TWHL Mix 2? Post #213250
You could still involve things like a weapon hidden in someone's map that can only be accessed by doing something in another map, though.
Posted 17 years ago2007-02-20 14:01:17 UTC
in TWHL Mix 2? Post #213155
Yeah, that works. Let's see if we can't confuse the players in the process. :P
Posted 17 years ago2007-02-18 11:52:06 UTC
in TWHL Mix 2? Post #212906
Count me in for this one. Maybe I'll actually finish a map.

Also, HL1.
Posted 17 years ago2007-02-15 10:55:06 UTC
in Continuance of Texture Problem Post #212547
Sounds to me like something I get in HL2 alongside the purple and black squares error.
Posted 17 years ago2007-02-14 08:00:42 UTC
in How can i give text output to user Post #212442
I haven't worked with Source, so I don't know if the entity's the same, but it would probably be a game_text.
Posted 17 years ago2007-02-10 16:52:01 UTC
in Team DM: TWHL vs. SP Post #212118
Was that why I experienced a connection problem a minute or so ago?
Posted 17 years ago2007-02-10 16:40:33 UTC
in Team DM: TWHL vs. SP Post #212116
Be there in a few secs.
Posted 17 years ago2007-02-10 14:16:19 UTC
in Team DM: TWHL vs. SP Post #212107
That explains why there's only one person on the server then.
Posted 17 years ago2007-02-10 13:46:57 UTC
in Team DM: TWHL vs. SP Post #212104
EDIT: Nevermind. >.<

Still, anyone know who's winning?
Posted 17 years ago2007-02-07 21:17:45 UTC
in Team DM: TWHL vs. SP Post #211894
I might look into it...

Nah, let's just go if there's a slot anyway. :D
Posted 17 years ago2007-02-05 20:02:38 UTC
in FATAL ERROR (Dll) Post #211736
Have you tried fixing those solid errors?
Posted 17 years ago2007-02-04 07:52:21 UTC
in Hello I am new. Two Questions inside. Post #211619
Looking into questions on water, how would you make it that the player can travel through it in some sort of box elevator, and not get wet?
Posted 17 years ago2007-02-03 08:27:25 UTC
in Modifying existing maps? Post #211503
Well, what would the original HL maps come into, then? Various people have used them in their mods, and Valve doesn't seem to mind. I would have issues with using stuff from other mods without permission.
Posted 17 years ago2007-02-03 06:24:34 UTC
in Modifying existing maps? Post #211487
I just use BSPTwoMAP and then recreate the solids, making them larger and without errors. Then, if need be, I add some entities.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-18 13:19:13 UTC
in Spirit crashes Half-Life Post #209885
Ok, I think I fixed it by switching out of OpenGL mode. I was able to use OpenGL with a leaking map before, so I don't know what caused it if Spirit didn't.