Forum posts

Posted 16 years ago2008-08-18 09:27:57 UTC
in Now Playing: ... Post #254004
Win, Daubster.

Muse - Thoughts of a Dying Atheist
Posted 16 years ago2008-08-16 08:10:23 UTC
in Which computer?! = o Post #253867
Ant, how so?
Posted 16 years ago2008-08-16 08:02:20 UTC
in Which computer?! = o Post #253864
32-bit programs run fine on 64-bit Windows.
Posted 16 years ago2008-08-16 07:39:08 UTC
in Prefab situation, setting up Hammer. Post #253862
Well, you don't have to. There's a version of the SDK compilable with g++ here.
Posted 16 years ago2008-08-14 11:54:11 UTC
in Uploading Additional Screenshots... how? Post #253752
I don't think so, Habboi. Not that I actually know how, just saying. :P
Posted 16 years ago2008-08-01 14:11:46 UTC
in [UTILITY] Twister 5 Post #253253
You know, Muzz, .NET assemblies are decompilable back to what's basically the original source code, minus local variable names, comments, etc. Take a look at Reflector.

As for a height-mapping algo: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=34
Posted 16 years ago2008-07-21 08:14:55 UTC
in happy birth day zombieloffe Post #252787
Happy birthday elfo ^__^
Posted 16 years ago2008-06-19 11:58:41 UTC
in school shootout mod idea Post #251541
Posted 16 years ago2008-06-14 12:19:00 UTC
in TWHL3: The Buglist Post #251232
Apparently, journals made before the arrival of TWHL3 can't be deleted.
There seems to be a problem with what you are trying to do.

The specific problem is: Journal not found.
Posted 16 years ago2008-06-11 16:19:31 UTC
in VERC Proposal Post #251144
Posted 16 years ago2008-06-10 08:40:33 UTC
in VERC Proposal Post #251093
I actually have every (I think) HL1 coding tutorial from VERC saved on a disk somewhere, lemme see if I can find it.
Posted 16 years ago2008-06-05 11:48:08 UTC
in Half-Life: Static Friction Post #250936
I'm almost positive I read a tutorial once that provided all the code and models need to implement that, Muzzle. Can't find the link though.
Posted 16 years ago2008-04-24 08:29:19 UTC
in Half-Life maps as online VRML, 3D chat w Post #249135
You could always just use IE Tab if you need to view an IE-only page in FF.
Posted 16 years ago2008-04-07 09:02:47 UTC
in Open for TWHL3 Suggestions Post #248545
IMO, the "X comments" link should be at the bottom of the journals content, not the top. It's the way it is in most blog-type things, and I keep clicking on the wrong comments link (a small nuisance, but meh).
Posted 16 years ago2008-04-07 08:37:10 UTC
in I can't see on a long distance in hammer Post #248540
Tools -> Options -> 3D views -> Back clipping plane.
Posted 16 years ago2008-04-07 08:29:27 UTC
in Now Playing: ... Post #248539
Telemetrik - Cosmos
Posted 16 years ago2008-04-02 08:46:35 UTC
in Desktops of April & May Post #248357
Posted 16 years ago2008-03-26 16:54:57 UTC
in Flat-Life : Full Version Release! Post #248066
Very awesome, ChickenFist. I can't wait to see more maps for this.. in fact, I might even have a go at making one myself. ;)
Posted 16 years ago2008-03-25 15:50:08 UTC
in Desktops of late March Post #248013
Posted 16 years ago2008-03-14 15:39:45 UTC
in Now Playing: ... Post #247674
Win, satchmo.

The Chemical Brothers [Come With Us] - Galaxy Bounce
Posted 16 years ago2008-02-26 10:23:14 UTC
in HUD Color Generator Post #246645
Wow, I totally forgot about this. Too much stuff going on lately I guess.

crazyb2000: In the cl_dlls folder of your mod as client.dll.
Posted 16 years ago2008-02-12 10:03:53 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #245518
I :heart: this mod... so much.
Posted 16 years ago2008-01-29 11:36:10 UTC
in OpenGL no workie Post #244526
Run the game using the !Launch.bat file in the Paranoia directory.
Posted 16 years ago2008-01-14 10:41:55 UTC
in Something freaky Post #243397
Oh man, I forgot about AoM.. those zombies were awesome, the first time one came at me like that brix were shat.

Just remembered They Hunger too. Not that scary, but pretty creepy at times. I :heart: that mod.
Posted 16 years ago2008-01-12 18:35:10 UTC
in Something freaky Post #243277
Try playing Paranoia to get some ideas. The first time you encounter the zombie-things and the bit leading up to it was probably the scariest thing I've seen in an HL map.
Posted 16 years ago2008-01-05 14:52:34 UTC
in Your system has halted???? Post #242663
I like Vista.
Seconded.
Posted 16 years ago2008-01-02 10:41:45 UTC
in Now Playing: ... Post #242287
Black Sabbath [Sabotage] - Symptom Of The Universe
Posted 16 years ago2007-12-24 15:15:40 UTC
in Now Playing: ... Post #241864
Slagsm?lsklubben - [Sagan om konungens ?rsinkomst] Kom Igen Kommissarien
Posted 16 years ago2007-12-22 21:52:42 UTC
in Flat-Life (HL2D) Post #241766
What's the music used in the trailer? It's awesome.
Posted 16 years ago2007-12-18 15:29:58 UTC
in Rock/Boulder Construction Post #241460
Posted 16 years ago2007-12-18 11:20:04 UTC
in Now Playing: ... Post #241445
The Cinematic Orchestra [Motion] - Durian
Posted 16 years ago2007-12-18 11:14:09 UTC
in Map of the Year || Best of 2003-2006 Post #241444
5 points: Minimicus
4 points: Orb (Compo 20)
3 points: Life's End
2 points: Half-Life: Uplink Extended
1 points: Sunden
Posted 16 years ago2007-12-17 19:07:38 UTC
in Spirit 1.4 source code Post #241381
Well then it must be your FUCKING internet connection because all of these links work fine for me.
Posted 16 years ago2007-12-15 15:56:51 UTC
in WHO LIKES DODGE. Post #241051
lol u guys.
Posted 16 years ago2007-12-08 17:35:21 UTC
in Desktops of December Post #240265
Posted 16 years ago2007-12-08 16:22:41 UTC
in Desktops of December Post #240256
/r/ that theme, World Crafter.
Posted 16 years ago2007-12-05 22:17:37 UTC
in Christmas avatars Post #240001
Charlie Brown > u
Posted 16 years ago2007-12-05 21:48:06 UTC
in Desktops of December Post #239998
Posted 16 years ago2007-11-29 17:33:56 UTC
in The Internet Wins. Flawless Victory Post #239420
TAY ZONDAY IS A SELL OUT
Posted 16 years ago2007-11-28 18:59:44 UTC
in Cool Sounds Post #239346
Steam.
Posted 16 years ago2007-11-28 18:36:17 UTC
in Cool Sounds Post #239344
So do I, fu ZombieLoffe.
Posted 16 years ago2007-11-26 19:02:15 UTC
in mr.doomass is newbie without half-life Post #239222
Posted 16 years ago2007-11-26 17:37:07 UTC
in HUD Color Generator Post #239214
Glad to see you're all so enthusiastic about this. I haven't really gotten much done yet, since I don't currently have Half-Life installed on my dev PC, but once I do I'll start working on the weapon customization. It'll have specific settings for each individual weapon, in addition to some other stuff, such as changing player speed when holding a certain weapon, muzzle flashes that light up the world, etc. I'm also thinking of doing a visual HUD editor, where you can change the color and drag around the different elements, and all changes will be previewed in real-time. But, let's not get ahead of ourselves. ;)

I also plan on keeping it open-source, so if anyone would like to help out you're more than welcome. As of right now it'll most likely be written in C using straight Windows API.

@Rimrook: Good ideas, go ahead and send me those tools if you want.
Posted 17 years ago2007-11-17 17:49:31 UTC
in 1st Mod: Compiling Custom Content? Post #238711
Yes, you should definitely be using MSVC6 for your HL1 coding. Not only should it compile the SDK without any problems, it's just better in general than MSVC '05, which produces bloated files that rely on DLLs not included in Windows by default. Also, I strongly suggest you learn C and then C++ before even thinking of doing any HL coding. Otherwise you'll be stuck copy-pasting code from tutorials without even understanding what it means/does.

1) It depends on what project you're building. There are two, the server DLL and client DLL. To open them, open up [SDK]/Single-Player Source/dlls/hl.dsp and [SDK]/Single-Player Source/cl_dll/cl_dll.dsp, respectively. The server project holds code for things like weapons, monsters, triggers, etc., while the client project holds code for things like the HUD and keyboard input. Once you've got one of these projects open you can edit the different source files, or add new ones (Project -> Add To Project -> New). Once you're done you need to compile. This can be done by clicking Build -> Build xxx.dll, or just hitting F7 (it may take a while). When it's done, the resulting DLL file will be in one of two places: if you're building hl.dsp, it'll be in [SDK]/Single-Player Source/dlls/Profilehl as hl.dll. If you're building cl_dll.dsp, it'll be in [SDK]/Single-Player Source/cl_dll/Debug as client.dll. These DLLs go into your mod's dlls and cl_dlls folders. If you're trying to add a new weapon you'll need to edit the server project.

2) Look in [SDK]/Single-Player Source/dlls/game.cpp.

3) Read all about HL weapons here.

As for tutorials, you can find a list of them here.

And I'm not sure about your linking problem as I've never encountered it myself, does this happen when you're using MSVC6?
Posted 17 years ago2007-11-17 17:07:27 UTC
in TF2 Review Post #238709
That's pretty awesome. :D
Posted 17 years ago2007-11-16 18:32:13 UTC
in HUD Color Generator Post #238633
These all sound like pretty good ideas, I could just turn it into a general customization tool. I'll probably get started on the weapon tweaking bit tonight.

Keep coming up with stuff to add. :)
Posted 17 years ago2007-11-13 16:47:26 UTC
in HUD Color Generator Post #238368
Like what?
Posted 17 years ago2007-11-12 13:49:13 UTC
in HUD Color Generator Post #238204
Here's a (very) small tool I wrote that generates a custom client DLL for HL1 that turns the HUD the color you specify. Useful for minimods where you just wanna change the HUD color without having to poke around in the SDK.

The DLL itself is compiled from the latest version of the SDK (2.3), with the only modifications made detailed in this tutorial (so obviously, credits for the color changing code go to m0p).

C source code is included.

Download here (476kb)
Posted 17 years ago2007-11-12 12:49:33 UTC
in Mapping for Nexiuz Post #238202
It'll probably just crash when it tries to open the RMF. Does Quake 3 even use RMFs?
RMFs are used only for Hammer, they're converted to .map before being given to the compiler. Mapping for Quake 3 with Hammer might actually work if it wasn't for that fact that Q3 doesn't use WADs for its textures (right?), and that the MAP format used by Q3 probably differs from that generated by Hammer.
As far as I know, Hammer doesn't store any texture information in .map files, so I don't know how the Quake3 textures would work.
Hammer MAP files store the WADs used and the name and coordinates of the texture on each face. Just open one up in a text editor and take a look.
Posted 17 years ago2007-11-11 22:17:23 UTC
in Desktops of November Post #238178