Forum posts

Posted 14 years ago2010-02-26 12:56:13 UTC
in [UTILITY] Half-Life Launch Pad Post #279302
Found a critical bug and went fixing it.
Version 1.0.34 is now here. Either use the Check for new version button to automatically retrieve the update or simply download and overwrite the old version with the new one. Settings file is compatible with 34.
  • (Fixed) Launching a Steam map from the contextmenu fails because of an invalid path variable
Posted 14 years ago2010-02-26 12:12:37 UTC
in How would you like your Zombie Game serv Post #279301
Posted 14 years ago2010-02-26 08:21:25 UTC
in plane with no normal - wtf? Post #279298
If you're using a beta of the Compilator (with HLFIX), csg actually reports a different brush number. This is caused by hlfix. To get the correct brush number, either temporary compile with Hammer (vis and rad off) or take a closer look at the hlfix compile process (note that there's no log of hlfix). Just start the compilation proces and when hlfix is finished and csg start, pause the compilation process so you can examine the hlfix bit.
Posted 14 years ago2010-02-25 14:47:47 UTC
in I'm missing something important. Post #279266
Try this tool: http://www.slackiller.com/hlprograms/spritefixer.zip
That should fix it.

And there a better fire sprite available: xfloor.spr i believe its called. Look it up.
Posted 14 years ago2010-02-24 19:44:45 UTC
in TWHL Cubicles Post #279244
Mine will be a mini version of LC39A...
Posted 14 years ago2010-02-24 19:22:33 UTC
in microchallenge Post #279241
Looks like an ACU (Armoured Command Unit) from Supreme Commander. Very cool.
Posted 14 years ago2010-02-24 18:14:03 UTC
in TWHL Cubicles Post #279233
I think the idea is to map whatever you want inside a 512*512*512 sized mapping space.
Posted 14 years ago2010-02-24 17:52:54 UTC
in TWHL Cubicles Post #279228
Posted 14 years ago2010-02-24 15:07:29 UTC
in TWHL Cubicles Post #279222
Fine.

And remove your Christmas hat.
Posted 14 years ago2010-02-24 14:53:34 UTC
in TWHL Cubicles Post #279220
512 sounds a bit small too me. How about 1024?
Posted 14 years ago2010-02-23 15:13:05 UTC
in Post your "Mini"- Tutorials he Post #279203
alias dm deathmatch 1
alias r restart

bind "key_of_your_choice" "dm; r"
Posted 14 years ago2010-02-23 14:32:37 UTC
in TWHL's Classic DM Server Post #279200
Having a ping around 180 is no fun. :/

If there's anything Soup Miner can do, do it!
Posted 14 years ago2010-02-23 14:01:13 UTC
in Post your "Mini"- Tutorials he Post #279198
What do you mean, universal tutorial thread?

The Mapping Tips thread is for both Source and GoldSource and its purpose is to provide tips or mini tutorials really, so this thread is actually not needed (not going to say pointless :D).

I will not lock this just yet.

Plus, you were basically just posting a mapping question.
Posted 14 years ago2010-02-23 13:15:31 UTC
in TWHL's Classic DM Server Post #279196
The reason why i don't play much on the server anymore is simply because of the high ping im getting, so i was thinking about starting a second HLDM server so that players with high pings have a choice. If players from EU have a high ping on Soup Miner's server, they probably get a better ping on the EU server.

The server will be identical to Soup's server. Same maps, same settings.

What do you think? Should we start an European server for us Europeans?
Posted 14 years ago2010-02-22 16:06:57 UTC
in Post your screenshots! WIP thread Post #279168
Looks more like ka_lagfest to me. :P
R_speeds would skyrocket.

Good luck with that. :D
Posted 14 years ago2010-02-20 22:53:50 UTC
in Seaching for a Coder for Counter-Strike Post #279135
Plus, the source code for CS was never released, so there's really nothing to mod. Not for CS anyway.
Posted 14 years ago2010-02-20 18:24:23 UTC
in Problems with Valve Hammer. Post #279131
I'd have expected the older, more experience members to bring this up before me.
Do you even read posts? Read mine again, because i said exactly that.
Posted 14 years ago2010-02-20 17:52:36 UTC
in Problems with Valve Hammer. Post #279126
Try this:

Go in the directory where Hammer is installed and look for a file named winstate.wc. Delete it. If it isn't there, ignore this.

Start Hammer and go to Tools, Options. On the General tab, make sure that Use independant window configuration is unchecked and that Load default window positions with maps is checked (it may be greyed out so enable the first checkbox, check the second checkbox then uncheck the first).

That should fix it.
Posted 14 years ago2010-02-20 17:18:52 UTC
in Problems with Valve Hammer. Post #279118
Goto View -> Autosize 4 Views (CTRL+A) and see if that fixes it.
Posted 14 years ago2010-02-10 21:08:03 UTC
in Terrible Lighting Problem Post #278831
-extra should make it look better, but im not sure if the texture scale has an effect as well. Keep it at 1.00, its the default value.
Posted 14 years ago2010-02-10 20:34:16 UTC
in Terrible Lighting Problem Post #278827
Wtf Rimrook. You serious?
Posted 14 years ago2010-02-08 21:24:32 UTC
in Post your screenshots! WIP thread Post #278788
Oh please. :/
Posted 14 years ago2010-02-08 19:11:17 UTC
in Post your screenshots! WIP thread Post #278785
Some random teleporter contraption i came up with:
User posted image
User posted image
User posted image
Posted 14 years ago2010-02-08 15:26:09 UTC
in Models turning out solid black Post #278782
Is the brush they sit on an entity?
Posted 14 years ago2010-02-07 10:32:16 UTC
in Why does this ladder keep showing up... Post #278757
Indeed. Pay attention, Joe.

Moved.
Posted 14 years ago2010-01-28 13:05:57 UTC
in cs model support Post #278506
Check if the cs fgd file actually supports models in Hammer.

Instead of putting the models in cstrike/models, try valve/models.
Posted 14 years ago2010-01-27 18:32:31 UTC
in Why is it.... Post #278474
Why not do some mapping instead of making pointless threads.
Posted 14 years ago2010-01-27 17:22:34 UTC
in Audio problem with video file Post #278464
Ah, SMplayer seems to play the file WITH AUDIO! Now i don't know if that's because of the embedded codecs, or due to installing that media player codec pack (i already had it downloaded and installed before i noticed PB post not to install it).

I have'nt installed CCCP, and i don't think i still have to. :)
Posted 14 years ago2010-01-27 16:23:51 UTC
in Audio problem with video file Post #278457
No, the file is fine.

Anyway, i was just reading about the K-Lite codec pack on Wikipedia, and according to the table on this page: http://en.wikipedia.org/wiki/K-Lite_Codec_Pack, RealMedia is not included in the full version, but is included in the mega version. So im installing that, hopefully it'll install the RealAudio codec that i need.

Edit: it still doesn't work.
Posted 14 years ago2010-01-27 15:52:22 UTC
in Audio problem with video file Post #278455
Woops, yes, i meant Media Player Classic.

I got the Full version of K-Lite.

And online converters don't seem to accept the file.
Posted 14 years ago2010-01-27 15:30:06 UTC
in Audio problem with video file Post #278451
So i have a couple of video's in wmv format, but i can play none of them. Windows Media Player says a specific audiocodec is missing, VLC says there's no usable decodermodule and it says it does'nt support "undf" audio. Whatever that is.
Then finally i tried Windows Media Player Classic, and this one provides a little more information. This is what it said:
Media Type 0:
--------------------------
Audio: RealAudio SIPR 16000Hz mono 16Kbps

AM_MEDIA_TYPE:
majortype: MEDIATYPE_Audio {73647561-0000-0010-8000-00AA00389B71}
subtype: Unknown GUID Name {00000130-0000-0010-8000-00AA00389B71}
formattype: FORMAT_WaveFormatEx {05589F81-C356-11CE-BF01-00AA0055595A}
bFixedSizeSamples: 1
bTemporalCompression: 0
lSampleSize: 20
cbFormat: 22

WAVEFORMATEX:
wFormatTag: 0x0130
nChannels: 1
nSamplesPerSec: 16000
nAvgBytesPerSec: 2000
nBlockAlign: 20
wBitsPerSample: 0
cbSize: 4 (extra bytes)

pbFormat:
0000: 30 01 01 00 80 3e 00 00 d0 07 00 00 14 00 00 00 0...?>..?.......
0010: 04 00|04 00 00 00                               ......
Then it plays the video just fine, but without any audio.
So it looks like i need the RealAudio codec (SIPR?). But i don't feel like downloading and installing that shitty Real player or RealOne player or whatever it's called, just for this file. I want it to be playable in either VLC, WMP or WMPC).

So i downloaded ffdshow, a codec pack. No dice. Then i downloaded K-Lite codec pack. Again, no dice. What the fuck? I also tried Real Alternative. Guess what? Nothing.

So im stuck now. Is there anyone who can help me getting this videofile to work?
Posted 14 years ago2010-01-27 13:12:23 UTC
in cs model support Post #278447
You need to point your Mod Directory to S:\counter-strike\cstrike and Game Directory should point to half-life\valve

Then, make sure you have extracted the models in counter-strike\cstrike\models.

Now it should work.
Posted 14 years ago2010-01-26 13:51:40 UTC
in Spawning monsters Post #278436
Here's what you're looking for: http://twhl.co.za/vault.php?map=3157
Posted 14 years ago2010-01-25 13:29:31 UTC
in [UTILITY] Compilator 3 Public Beta Post #278391
Ah, i see what you mean now. Ill see what i can do.
Posted 14 years ago2010-01-25 13:10:13 UTC
in [UTILITY] Compilator 3 Public Beta Post #278387
@ Striker: You mean like, start compiling at predefined time intervals?
Why would you want the scheduler to compile maps from different profiles? I mean, you're working on one project at a time.

@ Captain Terror: So instead of checking maps using the checkbox before each rmf item, you simply highlight the ones you wish to compile?

I actually like that. Im getting rid of the CheckedListBox and replace it with a normal ListBox.
Posted 14 years ago2010-01-25 13:09:48 UTC
in Castle Disposed Post #278388
I have the 64-bits version of Windows 7 and a NVidia GeForce card and Hammer works fine.

Still, you beter finish, i did not submitted my crapmaps for nothing. :D
Posted 14 years ago2010-01-24 20:08:56 UTC
in [UTILITY] Compilator 3 Public Beta Post #278378
PB has a point, but achievements are not at all annoying. I'd like to see achievements in games.

@JeffMOD: eventually, yes. Its a bit buggy, Ep1 engine maps compile fine, but OB maps give me errors.

@Hunteh. It does that already. It accepts rmf files, then it runs through HLFix which creates a .map for the rest of the tools. This renders the Export to MAP option in Hammer completely useless. Another thing is that cordons, created with the cordon tool, no longer work. If you want to compile only a part of your map, you'll have to VIS group it. HLFix has an option to ignore VIS groups.

The thing is, this feature is only available in version 2.xx which was never released. i might just release it, but keep in mind that its still a beta, but you can compile and run maps just fine with that version.
Posted 14 years ago2010-01-24 18:08:09 UTC
in [UTILITY] Compilator 3 Public Beta Post #278371
Pointless, but fun is exactly right!

You want profiles? You got profiles!
User posted image
Note that this is a work in progress screenshot.
Posted 14 years ago2010-01-24 17:47:04 UTC
in [UTILITY] Compilator 3 Public Beta Post #278367
Well, i've been thinking about that, it's a little tricky. I would prefer you have to compile 100 different maps (no map twice), but it won't be easy to check on that.
As of right now, im not even sure achievements will be included in the Compilator, it was jus a test really.
Posted 14 years ago2010-01-24 16:53:17 UTC
in [UTILITY] Compilator 3 Public Beta Post #278365
User posted image
Achievements anyone?
Posted 14 years ago2010-01-24 13:55:37 UTC
in Rooms (mini co-op project) Post #278361
I think you did, you just didn't knew you applied the light emitting version of the white texture at that time.
Posted 14 years ago2010-01-24 11:13:45 UTC
in Rooms (mini co-op project) Post #278356
There are two white textures in the Half-Life wad file. Type white in the filter textbox and two textures should appear, one of them being a light emitting texture, the other just a normal texture. The one which texture name starts with +0~ is the light emitting one.
Posted 14 years ago2010-01-22 17:05:48 UTC
in psiRAVEtest05 Post #278301
compiolator
Its COMPILATOR, goddamn it!
Let me spell that for you:

C, O, M, P, I, L, A, T, O, R

You got that?

And the Compilator is not a 64 bit application, its still 32 bit, but with support for 64-bit systems.
Posted 14 years ago2010-01-15 16:29:03 UTC
in Sourcey Rooms Post #277991
Yeah, i don't mind giving the Source version of Rooms a try, so im in.
Posted 14 years ago2010-01-14 13:03:33 UTC
in Okay, for seriously. Post #277916
He said the Compilator doesn't run on 64 bit. At least version 1.02 doesn'nt.

Make sure you use tools that are compatible with 64 bits systems. Get them here: http://twhl.co.za/forums.php?thread=16333
Posted 14 years ago2010-01-13 21:46:07 UTC
in [UTILITY] Compilator 3 Public Beta Post #277889
Wtf, where's my post? I posted a reply yesterday, answering Darkie's question.

Goddammit.

In short: as i program, i learn new things and find new ways to do things better. Im going to rebuild the Compilator from scratch (which i already did). Version 2.x.xx will never make a public release. Be on the look out for version 3. One if its new feature will be a profile/preset manager in wich you can create profiles/presets for any game/mod. Just set it up once and you never have to set it up again while still being able to compile for different games/mods.

As for that 64-bit issue, Ill have to recompile the project to make the application support 64 bit cpu's as well as x86 cpu's.

Maybe ill just compile the current version as it is right now, and just release that. Several TWHL members are already using beta's of version 2 and as far as i know, they like it.

Stay tuned.
Posted 14 years ago2010-01-13 19:44:12 UTC
in Well, what do you think I should do? Post #277881
You guys are saying I'm not ready to start this mod yet, so what do you think I should do before I even think about working on this thing?
I think it's best you abandon your mod until you know a bit more about the mapping aspect of mod making.
Start with making a small singleplayer map for example, to get to know the game entities and the editor. Just begin simple and we'll tell you how to get better, things you can improve.
For now, just forget about your mod until you know how to use the editor and how to make a decent map.
Posted 14 years ago2010-01-13 11:05:14 UTC
in Half-Life: Ghosthunter [REVISED!] Post #277850
Strider, im still listed as "MuzzleFlash" in that combobox. Change please?

And rofl, Adam Savage skin ftw! I totally forgot about that. :D
Posted 14 years ago2010-01-12 19:35:25 UTC
in Half-Life: Ghosthunter [REVISED!] Post #277822
For fucks sake, stop making new threads! You already have one open, so why not continue with that one?

As for those images, i can't say im impressed. Those are only reskins and you're using player models (black barney and robo g-man). Use the real models, man.

And i agree with Hunteh here. Maybe you should start with the mapping aspect of your mod and then work on other assets such as npc's, models and perhaps weapons.
Do you actually have some mapping done?
Posted 14 years ago2010-01-12 17:49:57 UTC
in Half-Life: Ghosthunter [revised] Post #277806
Just convert your tga to jpg and show us that.