Forum posts

Posted 16 years ago2008-03-12 00:51:26 UTC
in Hint Problem Post #247577
i followed this tutorial :

http://www.twhl.co.za/tutorial.php?id=71

i experimented with a simple U shaped corridor and the effect were incredible!! without a hint brush FPS was at 40 after i put them right up to 60. The diagonal cutting corner method is the best.
Posted 16 years ago2008-03-12 00:45:35 UTC
in MotM: January Post #247576
yes, i found it, very VERY secret for clever (cheating (or developer) people!

BTW, why aren't we on MOTM Feburary?????
Posted 16 years ago2008-03-09 00:42:12 UTC
in hl quiz Post #247458
The German content locks are hard-coded into the actual game so really, you are playing the German version! :pirate:

I know because I have found the German locks when i was running through the code.

And the answer is GORDON...

Do you mean he was adopted??? WOW, i never have looked into Gordon's history...
Posted 16 years ago2008-03-09 00:35:43 UTC
in Competition 25 Post #247457
So i can't use any of the textures i always use because i didn't make them?

Also, can I use a HL2 model in a HL1 map???
Posted 16 years ago2008-03-07 20:23:54 UTC
in HL model replacement Post #247359
On another note, when coding for half-life, there is so much potential for weapons it is amazing! I could code every single weapon to drop a different type of shell, drop an empty magazine when you reload, even allow players to add mods to their guns (working on this one!). With a bit of tweaking you can do anything. I believe that Half-life will live on for decades at this rate!!!
Posted 16 years ago2008-03-07 20:20:00 UTC
in Half life crash with game_counter and ga Post #247358
No. Someone just decided it would be better as a brush-based entity. I don't believe players actually trigger it by walking through it, they may have planned it to be used that way but it sounds like a dodgy method of triggering things.
Posted 16 years ago2008-03-06 01:04:20 UTC
in HL model replacement Post #247278
In the mod I'm working on i got exclusive permission to use the weapons models from Half-Life 1.5 Weapons Edition. Now that is a cool multiplayer mod!!!
Posted 16 years ago2008-03-06 00:58:11 UTC
in Half life crash with game_counter and ga Post #247277
Ahh, I hate this but i know exactly what is wrong. BUT I WON"T TELL YOU!!!

No, i will. :)

for some stupid reason, when a func_breakable targets a trigger_counter the trigger can't understand the func_breakable's triggering format so the game crashed because it doesn't know what to do. To fix this error, simply create a trigger_relay that targets the trigger_counter and instruct the func_breakables to trigger the trigger_relay instead of the trigger-counter directly. eg.

Instead of this:

func_breakable ---> trigger_counter

Do it like this:

func_breakable ---> trigger_relay ---> trigger_counter

The trigger_relay can understand the format and will convert it to a format that the trigger_counter can, therefore fixing your problem.
Posted 16 years ago2008-02-24 23:57:46 UTC
in TWHL3: The Buglist Post #246558
It's not a cache problem because do my internet at cafe's. almost On a different computer every time.

P.S. I am at 171! Did you fix it or was it something else?

#EDIT#

http://www.twhl.co.za/vault.php?map=5022

Why is my post at the top of the page yet it is the oldest??????? You can't have reversed them because i posted on the 24th, the next one is the 22nd but the post at the bottom is on the 23rd??

eg.

Posted - 24th
Posted - 22nd
Posted - 22nd
Posted - 22nd
Posted - 22nd
Posted - 23rd
Posted 16 years ago2008-02-24 00:04:37 UTC
in TWHL3: The Buglist Post #246477
I'm stuck at 170 logins???? I've logged in 5 times over the last week and I'm still at 170???

#EDIT# Someone probably already mentioned this but I don't have time to read through this topic, The avatar pictures overlap the edge. Sorry If this is already known...

#EDIT AGAIN# Why does the Logout button have to be on the front page. It was very convenient to have it on the side. You don't have to change it, just airing my thoughts.
Posted 16 years ago2008-02-21 21:19:42 UTC
in MotM: January Post #246133
he he, thought that would work :biggrin: ;)
Posted 16 years ago2008-02-21 21:18:56 UTC
in script??? Post #246132
use a scripted_sequence. aiscripted_sequences are a bit buggy for this. Anyway, set the target monster to your scientist, and set the IDLE animation to c1a4_wounded_idle. make sure the scripted_sequence has a name but nothing has to target it. DO NOT TRIGGER IT unless you want the scientist to stop playing the animation. Set the flags "no interruptions" and that should work.
Posted 16 years ago2008-02-21 21:06:03 UTC
in HL model replacement Post #246129
Check out:

www.fpsbanana.com

Some really (and i mean REALLY) good ones there for a whole bunch of games including HL, CS, HL2, CS:S and other mods and games. :pwned:
Posted 16 years ago2008-02-21 20:49:03 UTC
in MotM: January Post #246125
WTF! Why does nobody vote??? :zomg:
Posted 16 years ago2008-02-15 20:49:10 UTC
in Flat-Life Popularity Drive: Compo? Post #245728
Hey? It's meant to be a black room. It's just for the VGUI menu screen so people can select a map, like Half-life's custom game menu. Mind you, ChickenFist, can you make a lobby map like you select the map then the menu closes and you walk into a really cool looking portal to get to the next map? just a suggestion... :) (don't kill me!! :zomg: )
Posted 16 years ago2008-02-13 20:31:08 UTC
in MOD the comic Post #245598
Honestly, this thread was DEAD!!! Anyway, all of those were lame, find something better to do...like map :furious:
Posted 16 years ago2008-02-13 20:27:39 UTC
in Flat-Life (HL2D) Post #245597
i really agree with ya on that one. Better to let off little hints and pictures of what's to come so people keep checking it out to ask "Is it ready yet??"
Posted 16 years ago2008-02-08 20:54:17 UTC
in MotM: January Post #245330
Black Mesa Lobby HL1 Remake

:cool:
Posted 16 years ago2008-02-05 21:14:53 UTC
in GoldSource Mapping Tips Post #245060
I rarely get leaks anymore, like Ant said, if you make a map using your brain then the risk of an unintentional leak is almost impossible.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-31 20:12:37 UTC
in Flat-Life (HL2D) Post #244711
I agree, who cares?!? Play it and learn from their mistakes, that is always the best way to make a mod. You should always strive to learn what works and what doesn't. A smart mapper does this too
Posted 16 years ago2008-01-31 01:01:32 UTC
in Crafty Object Viewer for Source Post #244664
Actually no, Crafty can only display the maps as well as your computer can handle them normally. So if you have laggy game-play you will have a laggy Crafty. Also, Crafty doesn't seen to display models for me.
Posted 16 years ago2008-01-30 00:13:55 UTC
in Flat-Life (HL2D) Post #244593
Hey Chickenfist! You've got competition!!

http://www.ragnarokarena.com/ :zomg:
Posted 16 years ago2008-01-29 23:57:41 UTC
in MOD the comic Post #244591
I agree with Luke Blitzkrieg pulled a doozy! lol x2 :zomg:
Posted 16 years ago2008-01-29 23:37:24 UTC
in Cat-Life HL1 Mod Recruiting Post #244590
If you can catch them! lol!

Sounds great, Half-Life needs some new direction.
Posted 16 years ago2008-01-28 20:24:48 UTC
in Alternative mapping programs?? Post #244493
No, it is actually possible but it would be the equivalent of us trying to read "The Matrix" code. :hecu:
Posted 16 years ago2008-01-28 20:22:49 UTC
in Anyone know a good decompiler? Post #244491
Well, that explains it. That is actually a good idea to prevent copying.
Posted 16 years ago2008-01-27 20:15:36 UTC
in Santa's Revenge 2 Post #244444
ATTENTION ALL!!! After a recent email from a Santa's Revenge 2 player who couldn't get it to run we may have found a solution to all your problems!!

Try downloading the latest Spirit dlls here:

http://www.chatbear.com/unity2/839/199,1190219712,11396/1057067?v=flatold

Copy the both the cldll and dlls into santasrevenge2 directory and overwrite the old ones. If this doesn't work then I don't know what to do! Sorry.
Posted 16 years ago2008-01-22 23:25:29 UTC
in MOD the comic Post #244093
Ahh! Stupidity at it best! :nuts:
Posted 16 years ago2008-01-22 23:01:26 UTC
in MOD the comic Post #244089
LOL!!! A perfect portrayal!!
Posted 16 years ago2008-01-22 22:51:23 UTC
in Anyone know a good decompiler? Post #244088
Yes, I have both and winBSP is much better as bsp2map will decompile exactly the way it is, with broken brushes and everything and winBSP has a limited ability to brush merge and also doesn't HOLLOW every single brush like bsp2map does.
Posted 16 years ago2008-01-22 22:47:47 UTC
in MOD the comic Post #244086
I hate this show now. It was fine the first three times but now they're playing the stupid series AGAIN for the ninth time!!! And the show can go for months!!
Posted 16 years ago2008-01-22 22:45:30 UTC
in Wanted: Error Guides Post #244084
I have quite an extensive guide, I believe I gave a copy to Captain P a while ago ask him. Otherwise I put it up next time I log in.
Posted 16 years ago2008-01-15 20:17:29 UTC
in Shader Water in Spirit - The Tutorial Post #243499
It that case, the dianosis is:

Crappy video card!
Posted 16 years ago2008-01-15 20:15:36 UTC
in Flat-Life (HL2D) Post #243498
If it works you should develop it. Maybe add some special powerups or something that to make it more comic-like (if that's what your're aiming for ;) )
Posted 16 years ago2008-01-14 01:49:58 UTC
in GoldSource Mapping Tips Post #243376
Yeah, it's like that. I mapped for five years before coming to TWHL and I still copped crap. And as mentioned before the arch tool is an excellent tool for curved architecture, and creates a more stable environment than carving with a cylinder. Another thing is that the cylinder vertex points are often not alight with the grid but Arch vertexes always are AND after creating an arch you can use vertex manipulation tool to square out the sides creating a perfect square only using the arch brushes. REMEMBER though! Always create a full 360 degree arch and delete the pieces afterwards as the end result will always be perfect. Create a 180 degree arch and sides can often become scaled wrong in the middle and will be the wrong shape and size.

Just trying to help!

I also like Kasberg's maps. I tend to study them and learn different techniques to create good maps. Unfortunately, my downfall is that I get carried away and the R_speeds get out of hand. Like in my Anti Reality map
Posted 16 years ago2008-01-14 01:28:53 UTC
in Map of the Year || Best of 2003-2006 Post #243375
I was wondering when we were gonna have best map of 2007. I vote

!!Day 15 (SOURCE MOD)!!

Yay! :biggrin:
Posted 16 years ago2008-01-14 01:23:20 UTC
in Need help converting textures Post #243374
You'll want to use this program. Very useful for me, I use it in reverse to make HL2 textures into a HL1 Wad. Pretty much just copy and paste!

http://nemesis.thewavelength.net/index.php?p=40
Posted 16 years ago2008-01-14 00:46:33 UTC
in Shader Water in Spirit - The Tutorial Post #243372
I can't run it. I get the error "error on fracture" is this just my crappy video card or something more sinister??? :zonked:
Posted 16 years ago2008-01-08 20:36:19 UTC
in Help! Microsoft has handicapped me! Post #242968
Microsoft won the OS war a long time ago. Some still exist, and there are many a user who prefer them to Windows but most programs do not run on anything but windows. That's the way companies control
Posted 16 years ago2008-01-08 20:32:46 UTC
in Half Life 3 might exist afterall Post #242966
:walter: (Explodes with laughter!!)

As much as I hate to say it, Half-Life1 is dead commercial-wise. It's sites and mappers like us that really keep it alive.
Posted 16 years ago2008-01-08 20:26:22 UTC
in MotM: December Post #242964
Zig-Zackaly :nuts:
Posted 16 years ago2008-01-08 01:34:17 UTC
in MotM: December Post #242922
Well, I'm glad some people got it to work. :D

I aplogise to all for who it didn't. i won't be releasing a patch as I just lost my removable drive and in turn, lost all my maps, my HL install, models, everything! So the Santa's revenge maps are GONE!!!
Posted 16 years ago2008-01-08 01:23:33 UTC
in Flat-Life Popularity Drive: Compo? Post #242919
Good idea! After a recent hard-Drive failure, I will have to start again but with more enthusiasim!! By the way, why are going to make us pay!!! Why, man? WhYy?

(you misspelled prizes as prices!!! :lol: )
Posted 16 years ago2008-01-05 01:34:21 UTC
in MotM: December Post #242628
Fy_Vertstadt

:) :| :( :| :) :D :nuts:
Posted 16 years ago2008-01-02 20:24:44 UTC
in gravity gun????? Post #242340
I'm a member of both but I prefer TWHL. I think because the Snarkpit site is a bit more complicated. I dunno, maybe it's the pretty colours :nuts:

As for your gravity gun code, it is possible, I have an idea how to get it to work but "HOW" to make it work is beyond my coding skills right now.
Posted 16 years ago2008-01-02 20:21:46 UTC
in Shader Water in Spirit - The Tutorial Post #242339
Thanks! btw, did you try that code i sent you or did it fail?!? (probably failed as I didn't test it in Spirit)
Posted 16 years ago2007-12-30 20:21:03 UTC
in de_dome Post #242147
I strongly suggest using a batch compiler and running it on "estimate" and "high priotity" this way, windows will not deny the compile virtual memory when it runs low and estimate shows the tasks it is doing. eg, anti_reality had 22356 task to do on a full vis, I always knew it was going because it slowly did one after the other until it stopped on 15787 and sat there for 6 hours, I decided it had crashed.
Posted 16 years ago2007-12-30 20:15:59 UTC
in Santa's Revenge 2 Post #242146
Okay, hoping to release a patch very soon. Can some of you who have problems with the second/third level please tell me where and how it crashed so I can go about fixing the problem! Thankyou, and sorry for the holdup. :)
Posted 16 years ago2007-12-26 23:53:11 UTC
in Half Life 3 might exist afterall Post #241983
But they have done in the past. Hl1 was full of models they simply never used. And HL2 mapping is not as easy, I set up a basic trigger in HL1 to alternate a row of flashing lights to turn them on and off in order. Works fine. In HL2, I set up the same sequence and it never worked properly. Yes you can blame it on poor mapping and whatever, but that's not the point. They may have new triggers and features but they ditched nearly all of the old ones.