Forum posts

Posted 19 years ago2005-07-28 21:37:05 UTC
in Rep system Post #124284
It's an alright idea, though TWHL does has it's own sort of unofficial rep system, I suppose. Most of it involves IRC :P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-28 17:35:05 UTC
in whatsnew.co.uk Post #124234
It needs more D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-28 05:32:25 UTC
in Competition 16 Post #124056
Posted 19 years ago2005-07-28 05:15:05 UTC
in Decal Size Post #124049
It needs to be an info_overlay to do this.

Info_decals are good for small details which dont need a size change, overlays for everything else.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-27 23:11:22 UTC
in Rate my Pic!! 1-10 Post #124005
The lighting needs more of an angle now...The flat overhead light is boring. Get some interesting shadows by angling the sunlight.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-27 16:02:43 UTC
in Song you're listening to now Post #123945
The Validators - Hey Hey 16k
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-27 15:40:23 UTC
in Development News Post #123931
Only the person with the last post can edit. This is to avoid people going back and rewriting their threads, etc.

(If I remember, it's similar to the admin controls, the little 'E' or 'Edit' under your name on your last post.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-27 06:05:10 UTC
in Help! Errors killed my map! Post #123792
No, you can't. The corn is mine dammit :biggrin:

It's just a hammer bug, blackravent. The VMX is created when you save so keep it saved and you're alright.

Make sure you're not saving with invalid solids and errors too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-27 03:09:43 UTC
in Development News Post #123773
Hey, hey, update day, what does that get you today...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-27 01:33:03 UTC
in Rate my Pic!! 1-10 Post #123768
Don't fancy that metal texture used all over (split the column up into three brushes, raise the two on the left and right and have an indent in the middle), that would look better. Like the tram and terrain though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 16:17:45 UTC
in BF2 MP bots? Post #123704
No problem =]

Yeah, in most games, actually (Source included) it will simply spawn a server and set a password or max players value. BF2 doesn't do this, so it will just boot a bot from a slot if a player joins and it will function like a normal map.

Only problem is that Singleplayer uses the 16-player mapsizes =[
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 15:08:15 UTC
in BF2 MP bots? Post #123700
There's no way to do it in the actual multiplayer mode, but you can just start a singleplayer game and have people connect to your IP with the 'Connect with IP' in the multiplayer menu.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 06:28:35 UTC
in Help! Errors killed my map! Post #123627
No problem =] - It's a scary error the first time you encounter it, though it's something quick to fix in subsequent occurences.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 06:26:14 UTC
in Competition 16 Post #123626
My update:

Skybox and Lighting Test
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 05:24:30 UTC
in Help! Errors killed my map! Post #123607
Rename the .vmx file to .vmf and open that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 05:09:32 UTC
in Song you're listening to now Post #123605
Stiff Little Fingers - Straw Dogs

#Doooogs, of straw, bark, and bite, dooooogs, of straw, might, is right#
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 04:25:19 UTC
in Song you're listening to now Post #123601
Slowdive - Slowdive
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 04:23:29 UTC
in bright objects Post #123600
Most standard large/nondynamic props go on prop_static, most smaller ones like trash go on prop_physics/multiplayer, and that's really what you should worry about. Dynamic and such accept most models for special applications.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-26 04:21:57 UTC
in Volumetric light Post #123599
func_illusionary and func_brush are really the same. It's all personal pref I guess =] - func_brushes can be parented and dynamic though so it's cool if you need rotating volumetric light.

The models/ textures for the volumetric light, as well as effects/trainsky (CS:S) and sprite textures all work. Depends on which one looks good for your particular applications. And you can always make/modify an existing one for your applications.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-25 15:45:04 UTC
in modelling competition Post #123514
@pepper: I know Unreal Tournament 2k4 comes with the PLE edition, which should also be free to use for non-commercial applications and such (and download from their site even.), and I think only a couple features are disabled. Good for a test run, aye?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-25 15:40:31 UTC
in Song you're listening to now Post #123513
14 Iced Bears - Falling Backwards
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-25 15:36:12 UTC
in Retardz0r bots? Post #123511
Clip off the stairs too. If you have no clipbrush on them they'll get stuck.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-25 06:36:42 UTC
in Running map problem. Post #123366
A helpful hint, too: Maps * should give you a full maplist.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-25 02:55:58 UTC
in CS:S and box & .BSP @ .vmf? Post #123321
props_junk

vmex is the decompiler tool. Googlify =]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-25 02:54:40 UTC
in Song you're listening to now Post #123320
Backdrifts = <3

Radiohead...Backdrifts

:sarcastic:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-24 06:30:40 UTC
in modelling competition Post #123103
Keep it in the forum for now, and we can deal with it if lots of people do it or it's a topic of high interest.

I'd certainly like to practice my low-poly object modelling in some speed modelling stuff =]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-23 18:18:46 UTC
in Volumetric light Post #123030
No, but you can fake it with func_brush and a sprite or effect tex. The light tex on those models should work on brushes even if it's a model tex.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-23 13:06:25 UTC
in Song you're listening to now Post #122970
Heatmiser - Rest My Head Against the Wall
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-23 05:29:31 UTC
in Do you even play Half Life anymore? Post #122899
It was in GTA3 but it's quite...detailed and un-cartoony in SOF2 D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-23 02:26:44 UTC
in Texture usage max - 4mb? Post #122882
I've been using 16 and 32 texture memory limits in some of my HL1 maps and I never got any problems. (I think one person couldn't run it.) These days it's really nothing to worry about tbh.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-23 02:25:59 UTC
in Max_viewable distance cool models Post #122881
A cycler or cycler_sprite entity is the way to go for models and such.

As for max viewable distance, have you run VIS? Is your map indeed big enough to allow this distance to take effect?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 20:52:44 UTC
in Do you even play Half Life anymore? Post #122850
And legs, and arms, and heads, and torsos...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 20:40:34 UTC
in Do you even play Half Life anymore? Post #122846
They have blood decals based on hit locations, at least the enemies do. And you can't kill your NPC allies, aye D:

Guess the gory SOF2 style damage was a bit too graphic?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 12:37:53 UTC
in Hacked?!?! Post #122740
Happens to me when I login in IE and then go back to Firey Fox D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 12:33:57 UTC
in CS:S how use func_buyzone Post #122739
Put whatever you want on a buyzone. It's a volumetric trigger so it shouldn't really matter.

Hell, I have about 10 trigger textures, all for convenience as opposed to any real function.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 12:32:21 UTC
in Shooting Wood f.e. sound? Post #122738
"$surfaceprop" "wood" is the line defined in the VMT file.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 05:13:34 UTC
in Hacked?!?! Post #122641
Haven't noticed anything D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 05:06:18 UTC
in Leaks with hidden objects Post #122636
Not really. The hidden room is probably hiding part of the level that it needs to be sealed off.

But in theory yes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 03:49:25 UTC
in Problem Post #122631
Make sure your verticies are all snapped to grid at at least 1 unit, else they get moved around automatically.

And that's quite naughty ;]
SpaG , How did you get that smiley of gordon Whacking A Headcrab with a crowbar , SEVENTH! Get that sm8iley NOW!!
It's a modded HLFallout one or something. Not ours.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 03:42:57 UTC
in Development News Post #122628
Journal posts?!? :aghast: SHIT What can I write in there and what can't I?
The real purpose of journal modding for us admin-types is so that we can delete users' journal entries when they're simply things like 'asfgsdg' or things intended to annoy or spam repeatedly. Multiple entries within the same timeframe can be edited into one as well. (This is also a user option, but it's rarely used.)

Write whatever you want =]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-22 03:26:03 UTC
in PHP help and tutroials Post #122626
Seconded, PHP is quite complex. A single person can't just go "oh write this and compile this and save this" unless they're willing to devote lots of time, something most members of this forum really don't have D:

If he wants the best quality reference, text book format is the way to go.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-21 18:51:33 UTC
in Do you even play Half Life anymore? Post #122600
Source is a good engine, but all of the games/mods based on it suck right now. The only one that looks promising to me is Black Mesa: Source.
Yay~

Ragdolls are always a little buggy, in every game D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-21 18:48:24 UTC
in hl to hl2..... Post #122599
Black Mesa Research Facility.
Half-Life 3 will probably indeed use a modified version of the Source engine.
Notably since Source is so expandable in terms of it's code. Lots of bits and pieces which can be removed and assembled together. Physics and such will probably remain the same, while a new render pipeline can be added in.

I want that real life object photos -> game models technology in HL3 ;<

Nice to see you around, by the way, CP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-21 15:20:54 UTC
in Why garry's Mod rocks so much Post #122546
800x600? Pretty damn close to 1x1 ;]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-21 14:51:24 UTC
in Do you even play Half Life anymore? Post #122534
Yes, but those games are quite decent. Much more fun than HL2 if I do say so myself.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-21 14:46:46 UTC
in Do you even play Half Life anymore? Post #122532
The base prop set is quite unoriginal over and over and over in HL2 maps, but that's where custom mods come in. Most of teh D3 maps I've seen are using the same tex set and they all look like original Doom3.

I think my point still stands. Source is a very powerful and interesting engine. Don't knock it for powering HL2.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-21 14:40:17 UTC
in Do you even play Half Life anymore? Post #122530
Source is an engine, HL2 is a game based on an engine.

Okay, HL2 might have been boring, but how is the engine boring? Have you looked into the entity sets? The code? The materials system? It's extremely interesting.

I agree with Kasperg - What's wrong with the engine? If I had an old Pentium computer that couldn't run HL1 very well, that automatically makes HL1 crap?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-20 04:09:51 UTC
in beta weapons Post #122202
As the beta version is different in technical terms, it does not function with Steam. Notably, models are a different header version, sort of like Vampire Bloodlines - They, er, don't work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-19 17:16:17 UTC
in Moddin' Post #122135
#3 Go into resources, change hl2_english.txt to yourmodname_english.txt and delete all the other wierd languages (saves space and you dont need them). Open this up, change all the hl2_chapter#_title things to yourmodname_chapter#_title.
You need them to localize if you want other languages to play your mod!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-07-19 15:52:28 UTC
in Parsing Plane Definition Post #122105
Did you Alt-P?
RabidMonkey RabidMonkeymapmapmapfapmap