Forum posts

Posted 6 years ago2018-05-20 17:39:28 UTC
in CS1.6 player_weaponstrip problem Post #339672
I guess it doesn't have a name set to it. It strips the player of their weapons automatically without one, as far as I know.
Posted 6 years ago2018-05-20 12:22:29 UTC
in Best Half-Life Chapter Tournament Post #339668
Surface Tension.
Posted 6 years ago2018-05-17 23:05:10 UTC
in Post your screenshots! WIP thread Post #339646
Posted 6 years ago2018-05-17 14:41:10 UTC
in Best Half-Life Chapter Tournament Post #339631
Unforeseen Consequences.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-12 17:01:08 UTC
in Illegal brushes? Post #339562
First go to the brush (find it by number), then delete it. Even though it takes you to a completely empty part of the map, the problem brush still gets selected. Just delete it and continue mapping.
This post was made on a thread that has been deleted.
Posted 6 years ago2018-05-02 21:46:51 UTC
in Best Half-Life Chapter Tournament Post #339479
Surface Tension.
Posted 6 years ago2018-05-01 18:55:27 UTC
in Big enemy health values Post #339471
In case with apache, you probably have your difficulty set to Easy so it dies so easily. Try using the following combination of console commands to change the difficulty while playing a custom map:
Skill * (* - The level of difficlty - 1(easy), 2(normal) or 3(hard));
autosave;
load autosave;

For bigmomma you have to manually create a grid of info_bigmomma entities which are basically info_nodes. But this entity has a parameter where you can specify a value which the bigmomma's health will be set to when the monster reaches the entity. Info_bigmomma also has some other parameters which you should try tinkering with if you want to set up a good fight.
Posted 6 years ago2018-04-29 22:35:39 UTC
in Best Half-Life Chapter Tournament Post #339456
Unforeseen Consequences.
Posted 6 years ago2018-04-22 20:22:28 UTC
in Post your screenshots! WIP thread Post #339412
It's because that pitch-black face isn't getting any light. Try using the "Light origin target" parameter. Place an info_null with an offset of 4-16 units away from the door's center. The direction of the offset should be opposite to the pitch-black face's position. Then give a name to the info_null and enter that name into the door's "Light origin target" field. The door will be moved to the info_null's position during light calculations and then, after the calculations are complete, moved back to its initial position.
Posted 6 years ago2018-04-19 22:26:32 UTC
in Best Half-Life Chapter Tournament Post #339389
Black Mesa Inbound.
Posted 6 years ago2018-04-19 14:55:56 UTC
in Env_fade Post #339383
Ok, now I get it. Your env_fade has "Activator Only" enabled. But, when you press the button, it triggers a multimanager, which then triggers a trigger_relay, so the activator data is lost in the process. The env_fade can't determine the activator and crashes the game. Triggering it directly with a multimanager with the delay set to 8.01 helped.

Here's the fixed version: https://drive.google.com/open?id=1gW0izO4F0SBoCbxSDiruc7yEtfQETzyH

I deleted some stuff while experimenting with entities so just copy over what you need to the original map.
Posted 6 years ago2018-04-19 11:42:08 UTC
in Env_fade Post #339377
Ah. Well, that wasn't clear enough actually:
"It had to do something with the flags, or properties of the entity.

I think it was the fade duration which I set to 0."
It's going to be fun if setting it back to 0 is going to work for him.
Posted 6 years ago2018-04-18 22:20:09 UTC
in Best Half-Life Chapter Tournament Post #339363
On A Rail.
Posted 6 years ago2018-04-18 21:37:10 UTC
in Env_fade Post #339361
So I'm taking a look at it right now. What you should do that may help you to get rid of the error is, first of all, replace all 0 delays for every multi_manager with 0.01.
Also try doing what Admer said (setting the "fade duration" parameter to 0, probably the right solution since I have the duration on my map set to 0 as well).

Also, if the tweaks listed above help, you won't need a trigger_relay at all.
Posted 6 years ago2018-04-18 20:22:30 UTC
in Env_fade Post #339359
Play with the properties, the entity seems to be bugged then.
Posted 6 years ago2018-04-18 18:35:10 UTC
in Env_fade Post #339356
The button should have the "Delay before fire/trigger" keyvalue. If it does then it's what you're looking for.

Not sure if triggering an env_fade via a relay or mm can crash the game but I believe I've heard something like that somewhere. However, on one of my maps I have a mm that triggers several entities and env_fade is one of them. Had no crashes on the map so far.

Can you try uploading the map source file so people can have a look at it or at least sending it to someone?
Posted 6 years ago2018-04-17 09:33:03 UTC
in Best Half-Life Chapter Tournament Post #339344
Surface Tension.
Posted 6 years ago2018-04-16 08:06:56 UTC
in Best Half-Life Chapter Tournament Post #339335
We've Got Hostiles.
Posted 6 years ago2018-04-14 04:48:12 UTC
in Best Half-Life Chapter Tournament Post #339321
Black Mesa Inbound.
Posted 6 years ago2018-04-12 23:01:01 UTC
in Best Half-Life Chapter Tournament Post #339299
Questionable Ethics.
Posted 6 years ago2018-04-10 23:50:40 UTC
in Best Half-Life Chapter Tournament Post #339284
Power Up.
Posted 6 years ago2018-04-09 22:12:16 UTC
in Best Half-Life Chapter Tournament Post #339270
Residue Processing.
Posted 6 years ago2018-04-08 22:35:20 UTC
in Best Half-Life Chapter Tournament Post #339257
Lambda Core.
Posted 6 years ago2018-04-08 00:14:36 UTC
in Best Half-Life Chapter Tournament Post #339244
Blast Pit is rather tedious and frustrating, especially if you're low on HP.

On A Rail was not only extremely atmospheric, at least for me, but it was also pretty interesting gameplay-wise, full of various secrets and obstacles.

So yeah, it's On A Rail for me.
Posted 6 years ago2018-04-07 09:35:01 UTC
in Best Half-Life Chapter Tournament Post #339236
Forget About Freeman.
Posted 6 years ago2018-04-06 16:02:11 UTC
in Best Half-Life Chapter Tournament Post #339225
Unforeseen Consequences certainly.
It was pretty amazing seeing the facility slowly collapse.
Posted 6 years ago2018-04-05 19:36:29 UTC
in Hello Post #339211
Hello there.
Posted 6 years ago2018-04-05 03:05:39 UTC
in Best Half-Life Chapter Tournament Post #339191
Never really liked any of the Xen chapters, including the first one. Yeah, the borderworld may look fantastic and unusual but the levels feel rather, uhm, dull.

Black Mesa Inbound is probably the most memorable chapter for me, the accompanying track fits the map perfectly. Still remember how I enjoyed all the details and scenes during the ride when I played HL the first time.

So, Black Mesa Inbound.
Posted 6 years ago2018-04-03 20:54:48 UTC
in Best Half-Life Chapter Tournament Post #339172
Questionable Ethics.
Posted 6 years ago2018-04-03 03:58:13 UTC
in Best Half-Life Chapter Tournament Post #339155
Definitely Power Up. Awesome chapter (which I always skip with tripmines).
Posted 6 years ago2018-03-31 07:27:23 UTC
in Quake 2 mod for Xbox Post #339127
"Get Quark for level editing"
Wouldn't Jackhammer suit that purpose better?
Posted 6 years ago2018-03-24 19:05:26 UTC
in Make a killabe gman/kingpin... in HL1 Post #339101
Texturing the brush with NULL is a better option because if you do so then the lightmap for this brush will not be generated AFAIK.
Posted 6 years ago2018-03-24 18:05:40 UTC
in Make a killabe gman/kingpin... in HL1 Post #339096
Use the AAATrigger texture only on "trigger_" entities. I'd not recommend to use it for anything else.
Posted 6 years ago2018-03-24 09:45:08 UTC
in Make a killabe gman/kingpin... in HL1 Post #339086
Give your monster_gman a name first. Then, draw an invisible, null-textured brush around him and tie it to func_breakable. Set whatever properties you want, but set the "Material type" field to "Flesh". After that, also set the "Target on break" field to "kill_relay_1", this is going to be the name of our trigger_relay. Create it first, then set the "Name" field to "kill_relay_1". Then type your monster_gman's name into the "KillTarget" field. You may also turn the trigger_relay's "Remove on fire" flag on so it gets removed once it has been activated.
Posted 6 years ago2018-03-22 10:56:31 UTC
in [release] Half-Life DM GOLD Map Megapack Post #339068
"I'm open to suggesitons on keeping this archive up to date."
If so, may I ask you to replace the current version of deadlands with the new one? It would be very nice of you.
Posted 6 years ago2018-03-20 15:23:51 UTC
in Post your screenshots! WIP thread Post #339057
The map will mostly be lit with purple lights so I can't promise a great color diversity. I can't think of anything else that'd fit.
Posted 6 years ago2018-03-19 23:20:16 UTC
in Post your screenshots! WIP thread Post #339054
Posted 6 years ago2018-03-18 20:33:39 UTC
in (Goldsrc) Locked doors Post #339049
If a door has a name, it automatically becomes openable only via a trigger of some kind, even if there's no such trigger connected to the door on the map. So if you give the door a name, no matter what name, it'll become impossible to open by just bumping into it.

If you, though, want to make a door that can be opened the usual way or by triggering it remotely but that has to be unlocked first then you'll need to use the multisource entity. There's a tutorial about this kind of doors here on TWHL, so I recommend you to have a read through it.
Posted 6 years ago2018-03-14 22:26:25 UTC
in Post your screenshots! WIP thread Post #339022
Posted 6 years ago2018-03-10 20:54:23 UTC
in [release] Half-Life DM GOLD Map Megapack Post #338992
So, found my map in the pack, thanks for that. At least I've left a mark somewhere, kinda.
The problem is, I have almost finished rebalancing dm_deadlands. The old version had too many gaussclips lying around, and that wasn't the only issue. Also several cosmetic changes have been made.
If only you'd have waited with the release a little bit longer...

Anyway, nice job out there. Judging by the readme file you had to go through hell to get most of the maps lol.
Posted 6 years ago2018-02-20 18:49:15 UTC
in Now Gaming: ... Post #338855
I hope you have the latest version of TSLRCM installed - there's no point to play this game without it. The mod restores most of the content that was cut from the final game.

Also you should try a mod that brings back M4-78, the droid planet, if you haven't. Looks pretty nice judging by the gameplay vids I've seen.
Posted 6 years ago2018-02-15 00:25:12 UTC
in Post your screenshots! WIP thread Post #338829
Posted 6 years ago2018-02-11 13:24:02 UTC
in Post your screenshots! WIP thread Post #338816
Posted 6 years ago2018-02-10 04:07:15 UTC
in Overview makes crash my cs Post #338811
I'm sure this problem isn't caused by that. There's almost no difference between steam and non-steam cs. Even if you have a really shitty non-steam version of the game, there shouldn't be any problems with overviews. All I can say is that it's Vodka who is doing something wrong.