Forum posts

Posted 20 years ago2004-08-13 07:21:45 UTC
in CS Weapons Post #50584
I strongly advise that you get this FGD for CS mapping. It'll have the armoury_entity, too.

PS: Nice going sprout :) You shud get an avatar though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 07:20:16 UTC
in Machine gun Post #50583
I can't think of any way to give the func_tank a firing sound. The other tank ones, maybe, but not the automatic gun.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 05:57:00 UTC
in TWHL SHOULD BE #1!!!!! Post #50566
  • Seventh-Monkey changes topic to 'TWHL SHOULD BE #1!!!!!'
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 05:52:24 UTC
in Leaks? Post #50563
Whoa! That's changed a lot since I followed it a year or so ago!

This leak tutorial is excellent too.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 04:53:07 UTC
in TWHL SHOULD BE #1!!!!! Post #50553
Believe it or not, I was being sarcastic and are still here ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 04:52:35 UTC
in hey im back not sure how long tho Post #50552
I'd use Apache HTTPd over MS IIS, too, definitely.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 04:50:44 UTC
in Free Website Post #50551
Does it allow hotlinking?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 02:58:44 UTC
in Looping Sound Post #50534
I'm guessing it's a custom sound, so you want this.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 02:58:14 UTC
in spawning creatures? Post #50533
You might also want to look at the entity guide.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 02:51:02 UTC
in Spwaning creatures, then ordering them Post #50531
Set the child's name, and target a scripted_sequence 'on release'. Set the script's target monster to the child name of the monstermaker.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 02:47:45 UTC
in hey im back not sure how long tho Post #50530
Same, just recommending that you test your security if you a) have a static IP (one that's always the same) and b) run servers (like me).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-13 02:41:07 UTC
in New Map: cs_bank Post #50528
The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity.

HLRAD will now pretend that the light emitted by the texlight is "really" being emitted by your light entity! In other words, turning the light on and off will now turn the texlights on and off, too.

You'll probably want to set the brightness of the light entity to 0.01, so that it emits no light of its own.
In short, you should target the entity light, same as normal with switchable lights.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 16:27:29 UTC
in TWHL SHOULD BE #1!!!!! Post #50465
they put random pictures of models holding guns on the site
looks at bland orange
they put random pictures of models holding guns on the site
looks at orange-ness, lack of photos

Hm.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 16:26:35 UTC
in Websites Post #50464
Bump!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 16:26:05 UTC
in Free Website Post #50463
www.clickherefree.com

Excellent free/cheap host index.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 16:24:55 UTC
in Texturing Post #50462
Why? That isn't a problem :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 16:23:25 UTC
in Noob Question (scripting lights) Post #50461
For your future information, scripted_* are for controlling monsters only.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 16:18:15 UTC
in See through sky. Post #50460
I couldn't do anything about this :

It wouldn't even draw the top room's ceiling when there was a world brush over it. I doubt it's avoidable :(. Perhaps a trigger_teleport'd help you in your map, or other trickery?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 15:53:18 UTC
in fog! Post #50451
Experiment.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 14:16:36 UTC
in Compo 11 Post #50441
Good f'you ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 14:14:05 UTC
in How do you make a Force Field Post #50439
My pleasure.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 14:13:05 UTC
in Insomnia: my new map Post #50438
Hehe.

I'll try your map. Probably be tommorow though, I got a photo to manipulate before I go to sleep an' it might take awhile.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 13:53:55 UTC
in I got an idea(remade) Post #50435
Maybe you can be a reserve for someone who doesn't show.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 13:52:19 UTC
in stupid splash screen Post #50434
Put the files in secondchancedirectoryresourcesbackground, following the format of the images in the GCF.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 13:50:45 UTC
in Machine gun Post #50433
Posted a fixed version to the map's comments.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 12:44:44 UTC
in Error compiling, details inside! Post #50426
Posted 20 years ago2004-08-12 12:42:48 UTC
in How do you make a Force Field Post #50425
VOX: the issue here is the timing ;)

davideo was almost there, but you need to tick "multithreaded" in the multi_manager's flags.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 12:35:55 UTC
in Noob Question (scripting lights) Post #50424
Name the light, and trigger it with the "Target" field of a func_button, etc.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 12:35:02 UTC
in stupid splash screen Post #50422
It's done differently in Steam. Use GCFScape, open half-life.gcf and examine the images in valveresourcesbackground.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 12:29:04 UTC
in TWHL SHOULD BE #1!!!!! Post #50420
abandons you lot and rushes over to Pro HL
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 12:21:56 UTC
in I got an idea(remade) Post #50419
Shall we give each person three days after they reach the 'working' place to confirm, else move them down one, then delete them if they still don't appear?

I'm on it though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 05:48:42 UTC
in Decompiling?? Post #50333
Check out the example maps section for general ideas...

last post

Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 05:46:33 UTC
in modeling tutorials Post #50332
I'm guessing you wrote it then ;)

Look forward to reading it and starting modelling! I'll post comments as I work through... I'm a modelling noob.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 04:19:36 UTC
in Invisible Walls Post #50317
Ah yes, makes sense. Thanks :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 04:18:56 UTC
in Counter Strike 1.6 AND bots Post #50316
The Z-Bot is excellent. Very highly recommended.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 04:09:46 UTC
in Scrolling terrain help Post #50312
Are the flags all set the same for each _corner?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 03:46:11 UTC
in Invisible Walls Post #50307
World.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 03:18:36 UTC
in Invisible Walls Post #50301
G_KID: I'm not right all the time y'know ;)

Captain P: the 'null' texture can do some odd stuff on some hardware. On my Machine compo map, it was stopping the face behind it being drawn as well!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 03:12:23 UTC
in New Map: cs_bank Post #50300
You shouldn't use entity lights, you know. You can use the trick mentioned in the last paragraph of this section of the ZHLT readme to make the texture lights switchable. They'll look a lot better!

I just played it for an hour with some brilliant bots that jaardsi showed us/me (thanks man :)). Really fun, great layout of the lobby section and I like the glass windows at the back.

You should definitely recompile though, and run vis -full. Yeah, it'll take awhile, but the wpoly count at the CT spawn is 3800. That means 3800 little triangles are being drawn for the map. HL never went over 800, and figures over 2000 usually start to get sluggish (HL just can't cope with that many).
  • Nice shiny-looking glass windows, but too many of them I think. Hard to imagine the front part of that building staying up!
  • You should tie one or two bits of decoration to the func_wall entity, as they are breaking up surfaces that they're touching (hence the nasty odd lighting around the table in the vault and a light hanging from a ceiling). You need to do that to the large pillar in the lobby too. That'll lower the wpolies and speed up your map too (a bit).
  • On the left, as you go through the lobby toward the counter, there's a railing. The handrail doesn't meet up; I suggest reading this tutorial.
  • The small door by the counter a) moves too slowly, and b) has an unpleasantly stretched texture on the top, possibly on the side too. If you're not sure how to texture single faces, read this.
  • I like the boxes in the safe room, very authentic even though they're obviously HL prefabs. Still. I think that there should be more doors, more security getting down to there.
  • Please please make the hostage rescue area bigger and cover the whole CT spawn area! I was running around with hossies not finding anywhere to put them.
All in all, a very fun map, nicely laid-out, but the lighting lets it down a bit. Sort those bugs, and the lighting, and it'll be great :). You could probably spruce up some of the walls too.

#Louisiana, Louisiana, they're tryin'a wawsh us away#
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 02:10:35 UTC
in TWHL SHOULD BE #1!!!!! Post #50297
It's how actions are shown on IRC.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 02:08:34 UTC
in HL2 screens Post #50295
That's the handycammed E3 2003. Dunno where it is now, but that's what you want anyway.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 02:07:57 UTC
in Generic Song Lyrics Post #50294
Let's not forget Totally Addicted to Plaice
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 02:07:20 UTC
in hey im back not sure how long tho Post #50293
Use IrfanView to save them as JPEGs.

Use No-IP for a decent domain. I do :). I'd also recommend that you test your firewall with this if you're going to run servers.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 17:13:02 UTC
in Custom Texture Sounds Post #50220
Uh, I can't see that one is necessary. It's carefully described by VALVe. Note that '//' means the line is commented out. Oh, wait, you're asking for completely new sounds? Coding. If that is what you meant.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 17:11:25 UTC
in Decompiling?? Post #50219
You won't do, at least not after a moderator sees them. Decompilers are not to be discussed on these forums. Persistent disobeyers of these rules will be unpleasantly humiliated ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 17:09:23 UTC
in New Map: cs_bank Post #50218
I'll try it first thing tommorow.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 15:39:04 UTC
in A Big Thank You! Post #50213
Go ahead, talk to Andy about writing a tutorial :P
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 15:08:54 UTC
in Invisible Walls Post #50202
That will allow you to shoot through. To block bullets too, just tie something to func_wall, rendermode Texture, render amount 0.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 14:52:10 UTC
in A Big Thank You! Post #50196
It's not just one person, it's everyone who's contributed tutorials and resources. Mostly atom and Andy (big hand! whoo! Heh).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 14:30:26 UTC
in SvenCoop/Sound is not enough for me:| Post #50186
Some of these are good. Try Flashkit too.
Seventh-Monkey Seventh-MonkeyPretty nifty