Forum posts

Posted 13 years ago2011-01-17 17:43:47 UTC
in Coder wanted. For real this time. Post #289274
Well, that's what happend in Opposing Force and that's how i want it.

It's fixed by the way, thanks to the invalid potato. :D
Posted 13 years ago2011-01-17 16:29:14 UTC
in Coder wanted. For real this time. Post #289261
Ok, ?ll give it another try, though i think i got the client side for the deagle. I copied over code from the Raven City SDK. Perhaps it wasn't finished? That's what i hate about it, i don't know what's finished and what isn't.

But is there anything in my code list you'd like to code for me? Even if its just one thing, i'd be very happy.

EDIT
AWSUM!

The deagle and displacer work. Except for one thing. If you've played Opposing Force, you know that the deagle is a lot more accurate when the laser is on. When it's off, bullets scatter all over the place. In the video above, that doesn't happen. Bullets always seem to scatter no matter what. Why?
Posted 13 years ago2011-01-17 12:12:18 UTC
in TWHL's Got Talent Post #289264
Goes to show how great the feeling is when your stuff actually gets played and mentioned. ^^
Posted 13 years ago2011-01-16 20:36:08 UTC
in Coder wanted. For real this time. Post #289207
I don't get C++. Here's why:

Video (24 mb mp4)

Im yet again asking an experienced coder to code the weapons in the video above correctly plus the things in my code list for me.

My code list.

Please help an unexperienced coder but experienced mapper out of his misery.
Posted 13 years ago2011-01-16 18:27:46 UTC
in Now Playing: ... Post #289187
Posted 13 years ago2011-01-16 11:59:44 UTC
in Raven City FGD file Post #289178
Well, i got the Raven City SDK from 2muchvideogames (don't know where he got it from). Why release the RC SDK and not the FGD?
Posted 13 years ago2011-01-16 11:46:20 UTC
in Raven City FGD file Post #289176
Who has it?
Posted 13 years ago2011-01-15 16:04:59 UTC
in HL2 EP2 FAILURE Post #289140
SitRep:

1. Update drivers.
2. Defragment your disk(s).
3. Verify integrity of game cache files.
4. Defragment cache files.
5. Make sure your PC if free from viruses, spyware and adware.
Posted 13 years ago2011-01-14 16:09:16 UTC
in Theoretical Disaster Post #289090
Beginner or experienced, we all make mistakes.

Now back on topic: Your monitor.
Posted 13 years ago2011-01-14 14:55:47 UTC
in Theoretical Disaster Post #289085
Oh shit! He tricked me!
Squad, get Dimbark! Move!

How old is your monitor? Find out what the highest possible resolution of it is.
Posted 13 years ago2011-01-14 12:53:23 UTC
in Now Hiring: Map Vault Moderators Post #289082
I think we, the admins, can handle it from here.
Posted 13 years ago2011-01-14 12:50:55 UTC
in Theoretical Disaster Post #289081
If you have terrain made of multiple faces (so any terrain, then) and one of those faces has its texture alignment set to X35 while the rest of it is set to X0, then you end up with a massive seam
My point exactly.
Posted 13 years ago2011-01-13 22:05:12 UTC
in Theoretical Disaster Post #289056
You'll need to select one side of the seam, take a look at the X and Y Shift values. Then select the other side of the seam and change the Shift values so that they match the value on the side of the seam.

What's even better: Select both sides of the seam, and bring the X and Y Shift values back to 0.
Posted 13 years ago2011-01-13 21:12:23 UTC
in Theoretical Disaster Post #289054
I think it's rather fine, but I can change the texture.
It's not fine, its ugly. Who said anything about changing the texture? If you changed the texture without adjusting the X and Y Shift values and possibly the X and Y Scale values, that seam won't disappear, it'll still be there.

Or don't you care?
Posted 13 years ago2011-01-13 20:56:24 UTC
in Theoretical Disaster Post #289050
Yes, seam. On that sand texture.
Posted 13 years ago2011-01-13 19:02:49 UTC
in Theoretical Disaster Post #289047
Do something about that ugly seam in the second screenshot. Don't leave Texture Lock on if you don't need it.
Posted 13 years ago2011-01-13 15:41:50 UTC
in [UTILITY] Half-Life Launch Pad Post #289042
Done.
Fixed.
Posted 13 years ago2011-01-13 15:03:52 UTC
in [UTILITY] Half-Life Launch Pad Post #289039
Goddamn, im not paying attention at all today.

Fixed.
Posted 13 years ago2011-01-13 14:45:11 UTC
in [UTILITY] Half-Life Launch Pad Post #289037
Posted 13 years ago2011-01-12 15:58:01 UTC
in [UTILITY] Half-Life Launch Pad Post #289006
Not gonna happen. And remove your Christmas hat.
Posted 13 years ago2011-01-12 15:32:31 UTC
in [UTILITY] Half-Life Launch Pad Post #289004
Posted 13 years ago2011-01-11 13:23:23 UTC
in Goldsource mapping for steam- How to fix Post #288972
The reason I don't use compilator for every compile is because I have it set up for final compiles, and I'm just too lazy to actually run it every time.
Compilator 3 supports profiles. You could create one profile for quick compiles and one of final compiles. All you need to do is switch between the two.

You can also start a compilation job without having to go back into the Compilator and click the Compile button, you can just stay in Hammer and use a keyboard combination to start the compilation (default combo: Ctrl+Shift+C).

Only problem: I have'nt released Compilator 3 yet...
Posted 13 years ago2011-01-10 20:18:53 UTC
in Half Life 1 mod: maps needed Post #288949
Yeah i got it, 2muchvideogames PM'd me the link before.
But thanks. :)
Posted 13 years ago2011-01-10 14:50:20 UTC
in Half Life 1 mod: maps needed Post #288934
Posted 13 years ago2011-01-09 16:05:31 UTC
in _normal map problem? Post #288877
Thanks, i guess that did it. :)
Posted 13 years ago2011-01-09 15:05:17 UTC
in VTF ? Post #288873
Are you familiar with that dreaded petal shaped light when you place a light entity in front of a wall that has a normal map?

As seen here.
Posted 13 years ago2011-01-09 13:49:34 UTC
in HL2 EP2 FAILURE Post #288868
1. Update drivers.
2. Defragment your disk(s).
3. Verify integrity of game cache files.
4. Defragment cache files.
5. Make sure your PC if free from viruses.

If you don't know how to perform these steps, get someone to do them for you.
Posted 13 years ago2011-01-07 21:39:35 UTC
in Half Life 1 mod: maps needed Post #288784
Sounds good. Where can i get the SDK?
Posted 13 years ago2011-01-07 18:59:43 UTC
in Half Life 1 mod: maps needed Post #288777
You can incorporate their cpp files into your project for sure.
Is the Raven City SDK based on Spirit? Cuz if it is, there's no way in hell im gonna be able to add bits of the Raven City code into my SDK project. I need someone to do it for me instead.

Please don't let it be Spirit based.
Posted 13 years ago2011-01-07 11:38:31 UTC
in Half Life 1 mod: maps needed Post #288767
Who's willing to code the Desert Eagle from Opposing Force for me? If i remember correctly, it was already coded by someone. Is that someone willing to share his Deagle code with me so i can add it to Uplink Extended?

That, and these.

I also heard that it is possible to upgrade the HL SDK project code so that it can be opened and compiled under Visual Studio 2010. How?
It would be nice to see my Uplink Extended code in VS.
Posted 13 years ago2011-01-05 22:16:44 UTC
in Organic Modellers Post #288713
reffered to as monster_spider.
So you want an actual monster entity with AI?
That's tough.
Posted 13 years ago2010-12-31 13:28:45 UTC
in Large BSP when compiled Post #288457
That is indeed pretty strange. Im affraid i don't have an explanation for it either. :/
Posted 13 years ago2010-12-30 18:26:22 UTC
in Theoretical Disaster Post #288409
You could also try Paint Shop Pro. It's less powerfull than photoshop, but at least its a bit easier to use. Give that a try.
Posted 13 years ago2010-12-29 19:58:38 UTC
in Hammer Freezing Post #288325
Since you told me you got your computer from your uncle, it makes believe your computer is pretty old and that it has a hard time running the Source SDK.

If that's the case, then there isn't much we can do about it other than telling you to upgrade or get a new computer.
Posted 13 years ago2010-12-29 19:53:58 UTC
in Random triggers Post #288324
How exactly do you specify multiple targets for an env_beam to pick up randomly?
Just set up more info_targets as the beam's end entity and place func_buttons between each end entity and the start entity so that the beam goes through the buttons.
Posted 13 years ago2010-12-28 21:10:47 UTC
in Random triggers Post #288285
And doesn't a beam with random strike and no targets do that teleporting effect on the vortigaunts?
I have an example map on that. Check it out to see how its done (can't quite remember).
Posted 13 years ago2010-12-28 16:50:02 UTC
in Half Life: Potential Study Post #288278
Wait, what's this? Another mod you're working on or what?
Posted 13 years ago2010-12-28 11:58:54 UTC
in Random triggers Post #288270
True, but i do believe that the env_beam method is still better for random triggering than the multimanager method.
Posted 13 years ago2010-12-28 11:34:28 UTC
in Random triggers Post #288268
I suppose you could do it with a multimanager constantly firing trigger_changetargets in a loop.
That's not true random triggering. An env_beam with random strike is.
Posted 13 years ago2010-12-27 15:01:12 UTC
in Random triggers Post #288259
http://www.themightyatom.nl/stuff/random_trigger.rmf

What this does is randomly trigger one of three distant mortar sounds, as well as an env_shake, using the env_beam random strike flag as the actual random picker.
Posted 13 years ago2010-12-23 15:20:07 UTC
in HEEEELLLLP! Post #288162
*closing :nya:
Fine.
Posted 13 years ago2010-12-23 14:32:55 UTC
in HEEEELLLLP! Post #288154
Nobody said anything about deleting Steam, Dimbark.
Posted 13 years ago2010-12-22 21:24:55 UTC
in HEEEELLLLP! Post #288119
If Steam freezing or is Half-Life freezing?
Posted 13 years ago2010-12-20 15:52:07 UTC
in Theoretical Disaster Post #288052
I've been working on a few of the beginning maps and I'm hoping I can find a person who can help me with a tram ride around Black Mesa
Well, im working on a train ride scene right now. I've made a new train and got a small part of track done. Contact me on Steam, perhaps i can be of service.
Posted 13 years ago2010-12-17 20:54:09 UTC
in Last movie you saw? Post #287999
Devil and Unstoppable.

They're alright.
Posted 13 years ago2010-12-16 21:42:04 UTC
in large hl1 mod package discovered Post #287965
Well, with no seeders or leachers, you can forget about ever getting it.
And what's more, those hard to find mods are probably crap and not worth playing at all.
Posted 13 years ago2010-12-16 19:38:14 UTC
in large hl1 mod package discovered Post #287963
I think you're wasting time when you try to download that. Looks like most of those mods are still downloadable somewhere on the Internet.

I don't thing its worth downloading.
Posted 13 years ago2010-12-13 19:05:11 UTC
in Texturing Post #287897
You have a lot to learn, Dimbark. A good mapper doesn't create a room by just simply carving a massive brush into another massive brush, a good mapper creates the walls, floors, ceillings and whatnot manually, brush by brush.
Posted 13 years ago2010-12-13 16:51:54 UTC
in Texturing Post #287889
That doesn't make any sense, Dimbark.
Posted 13 years ago2010-12-13 15:18:54 UTC
in Texturing Post #287885
Yeah i guess that works. Carving simple shapes like 6 sided cubes into other 6 sided cubes works, but carving more complex objects like cillinders and arches... OUCH! Don't do that.