Forum posts

Posted 20 years ago2003-12-30 21:21:55 UTC
in Completely OFF TOPIC!!! (Music). Post #9874
Nono Loque. Earth moving is an album featuring only songs, I mean, no instrumental themes. Mike Oldfield stood up to the challenge of doing a different album and he did, it?s a good collection of rock, chill and progressive tunes, really really enjoyable :D. Songs of Distant Earth is also cool :). I think he moved to Spain after recording it :P.
DieHard, there is a way we can hear them: post mp3s if they allow you :D.
And for High Voltage... I liked Oasis years and years ago... Before What?s the Story Morning Glory and so on... Are they still playing together?. I heard they split up due to these brothers in the band always arguing.
Posted 20 years ago2003-12-30 21:14:42 UTC
in Names Post #9871
Indeed I am 7th. In Spanish my name is Daniel Pastor (well, spaniards have 2 surnames anyway) but I like to translate my name to any language I can use. It?s fun this way.
Posted 20 years ago2003-12-30 01:00:21 UTC
in New strange Leak thing. Post #9746
Err... Maybe I?m logged on or maybe not but I?m Marlboro... Well, Jax, Bllwnkle, thanks but I sorted it out... If anytime it happens to you bear in mind that you may be close to the grid limits Hammer has... When using cordon bounds this thing happens if you map close to the edge and... Now happened without cordon bounds...
As an answer for Jax, well... It did not let me noclip :nuts: , just fall and fall and die. Curious, ain?t it?... Seems that the word leak means more than we thought.
Posted 20 years ago2003-12-29 23:20:29 UTC
in Completely OFF TOPIC!!! (Music). Post #9739
I saw Mike Oldfield live when he was touring with the 3Lunas album... Or was it Tubular Bells 3?. Anyway, this guy rules, I?ve got all of his albums, most of them in vinil and... They are sooooo good. There are some weak ones and there are diverse opinions about them, for example, one of my personal favourites remains Earth Moving while others say it sucks. What?s your opinion about this album Loque?.
And for Vangelis... Well, I?m afraid I only have the Opera Sauvage vinil and the Soundtrack for Blade Runner... But it?s ok...
And Armadillo, RadioHead is damn good and... Damn Strange too!!!. I?ve got their last albums and they are completely annoying!. Liked O.k Computer very much!. Unfortunately I don?t like RATM (I almost hate them because of an incongruent message and... something in their music). Audioslave was better in my opinion, Chris Cornell is far superior to Zack de la Rocha in vocals (once again, in my opinion, this guy can?t sing... Sorry if I hurt someone, feel free to hurt me, that?s just what I personally think :)) and this did wonders for the sound of the band. Rem is funny, but Shiny Happy People is a repulsive song and has a truly repulsive video shot!!!!!. And for the other bands... I don?t know them, well, I know about Blur, but don?t like them. What are they about?.
Posted 20 years ago2003-12-29 22:56:46 UTC
in New strange Leak thing. Post #9738
That?s completely new for me!!!!.
I just compiled my map to get a leak and... Well, how can I tell you there?s no leak at all?. Instead of it, the player floats away from the map, falls down and dies at huge R_speeds XD!. Really scary... All walls and floors dissapear and, well, still I can see no leak in the level... Well, the player start is into the map as well as all entities and rotating stuff...
Oh, and sometimes HL just hangs up while loading the map (when calling the server and setting up the renderer and so on).
What?s happening?.
Posted 20 years ago2003-12-29 22:53:45 UTC
in Annoying R_speeds thing... Post #9737
Well Kol and Andy, I thank you very much for your help, as always. I also thank other people but mostly both of you, Kol for dedication and Andy for cleariness... I understood how they work and how do I use them. I also understood how to set some VIS blockers to reduce the polycount and also started to manage those tricky Hint textures. Thank you very much guys :).
Posted 20 years ago2003-12-29 22:50:52 UTC
in Names Post #9736
Daniel here... My surname is something like Shepard. So, Daniel Shepard or, as I use to have fun of, Herr Daniel Hirt.
Posted 20 years ago2003-12-27 05:28:59 UTC
in Annoying R_speeds thing... Post #9471
The thing is that I did it and did not work. I named it "null". Should I name it "NULL" or "Null"???. I mean, maybe this thing is case sensitive. I?m also using zhlt 2.5.3. Any additional commands?.
Posted 20 years ago2003-12-26 05:45:39 UTC
in Completely OFF TOPIC!!! (Music). Post #9368
??????????????. Is that about my poor memory?. Too much data in a too much small head. Memory loss is a fact... Memory loss is sure if you don?t get enough sleep... Too much time sleeping about 5 hours... I need to rest.
Oh, Sariborius, you really NEED to give a listen to Soilwork?s Natural Born Chaos. Worth listening to.
Posted 20 years ago2003-12-25 14:53:34 UTC
in Annoying R_speeds thing... Post #9315
O.k Kol but, what are NULL textures?. Where are them?. How do I use them?. Tell me about them, please, I only have those SKIP and HINT textures in my wad account. I?ll try to zip that. Merry Christmas.
Posted 20 years ago2003-12-24 15:35:43 UTC
in Annoying R_speeds thing... Post #9230
Taking it into account. Keep it coming :D.
Posted 20 years ago2003-12-24 11:01:51 UTC
in Annoying R_speeds thing... Post #9212
I was going to post it but... It?s 6,4 mb of RMF!!!!!!!!!!!!. What do you guys think about this????. Do this size responds to the map?s compiling time?. (Still there are no point entities in the map, just the architecture and brush entities... I?m afraid of my own map).
Posted 20 years ago2003-12-24 10:56:36 UTC
in Annoying R_speeds thing... Post #9211
O.k, o.k... :). We?re here to learn and to credit everyone :D. I?ll mail you my map.
Posted 20 years ago2003-12-24 10:22:51 UTC
in Annoying R_speeds thing... Post #9208
Arghh!!!!. Help meeee!!!!. This is getting worse!!!. I?ve put some skip textures and now it seems that I have TONS (yes, tons) of Mixed Face Contents errors. I know what causes this error (mixing water and sky or water and some other texture and so on) so... What am I doing wrong?. Should I use the Skip texture???. Heeeeeelp!!!.
Posted 20 years ago2003-12-24 08:48:01 UTC
in Completely OFF TOPIC!!! (Music). Post #9200
This thread will never die :P.
Posted 20 years ago2003-12-24 06:01:53 UTC
in Annoying R_speeds thing... Post #9176
Do I have to texture with SKIP non-visible parts of brush entities?.
Posted 20 years ago2003-12-24 05:55:41 UTC
in Completely OFF TOPIC!!! (Music). Post #9175
Really???. OMG!!!. I didn?t notice!!!.
Posted 20 years ago2003-12-24 05:51:22 UTC
in Annoying R_speeds thing... Post #9174
Thanks for your offering Alex, but as I told Kol, I?m about finishing it and it would be very sad for me to give up at this point. :).
Posted 20 years ago2003-12-23 18:19:26 UTC
in animated sequence problem!!! Post #9110
Maybe he wants to spawn a determined kind of monster and make its corpse dissapear... But in response to the question: it?s easy, there are too many entities in the visible part of your map. Try to run VIS, to group together some func_walls and tie them as one and to reduce the visible entities (both brush and point based). And yes, there?s a limit of entities I can?t remember and you should never come close to it.
Posted 20 years ago2003-12-23 18:16:30 UTC
in Annoying R_speeds thing... Post #9108
So something?s evidently wrong with my map. 1:30 hours of VIS only :(. I don?t dare to do a RAD to it still.
Posted 20 years ago2003-12-23 10:01:25 UTC
in Spam Post #9039
1982 was a great year to be born, ain?t it Jobabob :P?.
Posted 20 years ago2003-12-23 10:00:11 UTC
in animated sequence problem!!! Post #9038
Of course it works :D. Did you ever doubt it?.
Posted 20 years ago2003-12-23 09:59:31 UTC
in Annoying R_speeds thing... Post #9037
Oh!!!!. I nearly forgot that you get the presents on Christmas!. Spaniards get it on January, 7th :(.
Posted 20 years ago2003-12-22 22:23:50 UTC
in Loading time problems! [closed] Post #9003
What computer do you have?. I?ve made a big level and takes a while to load in HL, it may be something natural but... Never hangs up.
Posted 20 years ago2003-12-22 22:22:42 UTC
in animated sequence problem!!! Post #9002
I?ts hard to see the "A" you?re reffering :P. It could be:
-I?ve got "hundreds" of little well known secrets.
-Create "hundreds" of very narrow but...
-You should create "hundreds" of func_breakables.
-Now put "hundreds" of trigger_teleports below the func_breakables and "hundreds" of info_teleport_destinations.
And so on. Sorry for the spam but though I?d like to know what Ministeve is talking about in order to make my ego grow.
Posted 20 years ago2003-12-22 21:45:45 UTC
in @rmadillo's Handy Hints Post #8997
Don?t take the red pill. Of course don?t drink water a stranger may offer you and always refuse to have intimate relations with close familiars.
Posted 20 years ago2003-12-22 21:44:23 UTC
in Map vault problem: Post #8996
I?ll upload as soon as I have something to.
Posted 20 years ago2003-12-22 21:42:46 UTC
in Annoying R_speeds thing... Post #8994
I?ll wait anxiously.
Posted 20 years ago2003-12-22 21:42:20 UTC
in animated sequence problem!!! Post #8993
DOn?t do the "Instant" thing... Never works for me :(. Instead of this what I do is to set up a teleporter... Let?s see, I?ve got a little well known secret about how to do this and I?m sharing it now with a fellow RPG player ;).
Create a very narrow but high room outside of your map. Done?. Right. In the middle of the air in that room you should create a func_breakable, give it a name and check the "Trigger only" flag. Done?. O.k. Now put a trigger_teleport below the func_breakable and a info_teleport_destination where the monster has to be spawned. Link both the teleporter and the destination and don?t forget to check the "Monsters" flag in the trigger_teleport. Done?. We?re near. Put the desired monster above the func_breakable... Now trigger the func_breakable and the monster falls right to the teleporter and is spawned just where you wanted.
I tried other methods but this works fine.
Posted 20 years ago2003-12-22 12:51:42 UTC
in Spam Post #8887
Errr... There was a little enigma dealing with 7th post... A guy is lost in an island with 2 different tribes which live in different sides of the island. One of the tribes always speaks the truth and the other always lies. How does the guy know whith one simple question about them which tribe lies and with doesn?t?.
"I am a liar." -----> States that all you say is a LIE.
"This is a lie." -----> States that "This" is a LIE. As all things you say.
"This"------> If referring to the first statement we get:
"I am a liar and I?m lying as I say it" ---> So we finally get some conclusions.
a) You AIN?t a liar.
b) You?re mad.
c) You?re MORE than a liar, you?re commiting perjury all the time and want to make us think that you?re a liar instead of a perjurer.
d) You use the word "Lying" as "Standing on the floor".
e) Ministeve also went mad.
....
Add your own.

PS: I had such an horrible dream tonight.
Posted 20 years ago2003-12-22 12:44:23 UTC
in Map vault problem: Post #8886
Seems I?ll upload it again as soon as I can. My maps are undoubtly gone to some better place in space and time and now are enjoying their well earned rest :P...
Posted 20 years ago2003-12-22 12:39:40 UTC
in animated sequence problem!!! Post #8885
Respecting to the Grunt... Try using the AiScripted_sequence if you?re using the Scripted_sequence or vice-versa. Check also that the "Movement" point is not set to "Teleport" (this is USELESS In my opinion) and that the grunt is not stuck on the floor/wall/ceiling. Also take a look at a field that lets you select between "Normal AI" and "Ambush" (I don?t remember its name).
As for the model... Probably you mispelled some model name or folder in a monster_generic.
Posted 20 years ago2003-12-22 11:16:40 UTC
in Annoying R_speeds thing... Post #8877
You should... Example maps vault, maybe??.
Posted 20 years ago2003-12-22 11:16:02 UTC
in func_tracktrain Post #8876
Let?s pray they fix all those things in the incoming best game of the entire universe (we all know what we?re talking about). By the way and to avoid spam, I know it?s possible to change levels with trains and since you, Kol, are the master on level changing tutorials I?d like to ask you how you do it so... How you do it?.
Posted 20 years ago2003-12-21 20:26:31 UTC
in Spam Post #8798
Weren?t you already :P?.
Posted 20 years ago2003-12-21 20:14:12 UTC
in Spam Post #8794
... ... ... ... ...
First Jobabob went mad in some post.

... ... ... ... ...
Now Seventh.

... ... ... ... ...
Who?s next?.
Posted 20 years ago2003-12-21 19:39:04 UTC
in Map vault problem: Post #8790
I don?t know if it?s happening to everyone but since the icons have been added to the Map Vault my maps have gone crazy!!!. I mean, I have them hosted here, at our very own and super-cool site, but now it says that they?re hosted in some remote http that does not exist :nuts: ...
There must be a problem about this so I think I would inform you about it :).
Posted 20 years ago2003-12-21 18:40:16 UTC
in func_tracktrain Post #8781
I HATE that bug. Do you think Valve will fix it???.
Posted 20 years ago2003-12-21 18:38:38 UTC
in Annoying R_speeds thing... Post #8780
Hello 7th. Welcome to the ghost thread.
I think the "R_speeds" word in the topic?s name is making people afraid of seeing it... So, placing Hint textures may greatly increase the performance of my maps but, still, I can?t understand fully what?s to be done... Let?s see, I take a look at the hallway in top view and place HINT textures "closing" the area the player is not supposed to see in the next room. It?s that?.
Posted 20 years ago2003-12-21 12:47:01 UTC
in func_tracktrain Post #8736
O.k.
First do what Kol says. He?s wise.
Then consider that whenever you trigger the train it would stop or start moving again, depending on the state it was so if you trigger the train when it?s moving it will stop. This is the answer to all.
If you want a button to only trigger the train ON you should use some sort of trigger_relay.
If you want the train to stop at a determined point do this:
1-Create a multimanager. Name it and make it trigger the name of your train.
2-Go to the func_track that you choose to stop (or the previous, or the following, honest, don?t remember!).
3-Look at the trigger on pass or something like that field.
4-Put the multimanager?s name there.

This way you trigger the ON train to OFF when it passes through a point. Needless to say that it must be retriggered in order to get it to work.
I had a hard time with this, but results are good. By the way, don?t try to have scientists or barneys on those trains... Look strange.
Posted 20 years ago2003-12-21 12:28:42 UTC
in Entity Grouping. Post #8734
That?s why I do it. I?ve had some problems with that and of course, some problems of "Too many visible entities in the area" wich were solved this way.
Posted 20 years ago2003-12-21 12:27:14 UTC
in Annoying R_speeds thing... Post #8733
I think that if there?s a thing to fix is, evidently, the size of the map plus the size of a determined section that represents a huge, enormous cavers. It has loads of void space in the middle that takes ages to VIS. What I do is, given that this particular place works well, just hide it and don?t render it in the testing but, well, when I do a fast vis the place is fully rendered if you look at it (in the center of the map) and then comes the 5 fps.
I was wondering the following... Consider this:
-----------|  NOWHERE-VOID    |--------------------------
                |                           |
                |                           |
                 ---------------------
HULL 1 HALLWAY HULL2
---------------------
|                            |
|    VOID                 |
------------------ -------------------------

O.k... If I put some HINT blocks in the VOID parts, will it prevent some parts of the Hull2 to be visible from Hull1 and vice-versa?.
Thanks Kol.

PS: I?d upload it but since it?s near its completion I?d feel a bit silly about being unable to complete it myself.
PSS: Yes, we?re only 2 here.
Posted 20 years ago2003-12-20 17:20:13 UTC
in Annoying R_speeds thing... Post #8573
A full VIS made it work almost properly... The layout is tricky since there are large spaces to see in front of the player, I mean, there are world brushes in between but these are broken by doors and they don?t act as vis blockers. The final result is that thew engine does not always render what it has too. Sometimes renders too much. But now works. Only 1:30 hours of VIS :(.
Posted 20 years ago2003-12-20 17:17:21 UTC
in Good Old Games ... Post #8572
So MiniSteve had an Amstrad too... Cpc?. Tape or disk?.
Posted 20 years ago2003-12-20 17:15:56 UTC
in Entity Grouping. Post #8571
All rights. Thanks guys, think I catch the thing :).
Posted 20 years ago2003-12-20 12:28:27 UTC
in func_tracktrain Post #8545
Just took a look at one train of mine... Well, that doesn?t work. What you need to do is to trigger the own train to make it stop and work. Each time you trigger it it switches its state. To make this happen at determined points just look at the "Trigger on pass" field on the path_track and trigger the train from there or trigger a multimanager triggering the train (I did it this way, can?t remeber why).
Posted 20 years ago2003-12-20 12:26:11 UTC
in func_tracktrain Post #8544
Oh, the flag was "Disable train", I think.
Posted 20 years ago2003-12-20 12:24:07 UTC
in func_tracktrain Post #8543
Func_train will also work... If you want your train to rotate and bank left and right as it rotates you will need a func_tracktrain that works with path_tracks instead of path_corners. I didn?t understand the zoom of thing but well, you set the train in the left tunnel and trigger it. To make it stop at any location you should look at the properties of the path_track and set them to "Wait for retrigger" flag or something like that. Then you trigger it again and it will work again. Hope this helps.
Posted 20 years ago2003-12-20 11:31:08 UTC
in Good Old Games ... Post #8531
Shaddap little one :P. You don?t know what the 64k were and never had to rewind a tape to play again whenever you got killed... These sons of the quicksave and quickload drive me insane :P. just kidding.
Posted 20 years ago2003-12-20 09:49:36 UTC
in Annoying R_speeds thing... Post #8522
I sorted it... Deleted the part that caused the problems and pasted it again :P. It?s strange, but works. I can?t split my map due to some common things in it but I would if I could (by the way, I read your tuturial when came out and liked it ;) ).
Oh, and I did a fast VIS (3 mins) and a Full VIS (more than an hour!!!!, I simply got tired of it, now I?m starting again). With a Fast VIS and the r_wireframe 2 turned on i see the engine is rendering the WHOLE map. Is this natural???!!!. I got r_speeds of 5 fps which is pretty bad so, with Fast vis it seems that it?s like not having VIS at all... Or is my map what gone wrong???.