Forum posts

Posted 18 years ago2006-02-20 22:04:34 UTC
in Add sounds Post #164178
You'll need a converter.
What format is the song now?
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Posted 18 years ago2006-02-20 21:57:50 UTC
in Add sounds Post #164176
sorry bud, I don't map for Source.. umm, for starts, try changing the name on the wav file, to something simple. like:

06 -Feel good inc.wav
to:
feelgood.wav
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Posted 18 years ago2006-02-20 21:52:46 UTC
in Add sounds Post #164173
Well, the HL2 engine is what I meant.. or Source. :D
uuum, you'll have to wait for others who can relate better to this situation.
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Posted 18 years ago2006-02-20 21:49:43 UTC
in Add sounds Post #164171
uumm... ok. give me a sec. I'll reread your post.

OK, we are on the same track.. lol. Ok the ambient_generic is an entity.
I don't map for source so, ya. Anyone else?

(btw) This thread should be in the HL2 Forum section.
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Posted 18 years ago2006-02-20 21:46:58 UTC
in Advanced Glass Post #164169
haha, you said Unbreakable... eh'em, anyways. : :D
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Posted 18 years ago2006-02-20 21:45:34 UTC
in Add sounds Post #164167
Use an Ambient_Generic :)
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Posted 18 years ago2006-02-20 21:38:43 UTC
in UNB's Mod in the making. Post #164165
haha, yes Elon. But the HL Decals are'nt all that great. Plus some are colored weird (orange, or bright yellow) So, I don't really know how to add detail to the floor in that manner.

This will hopefully be completed in a couple months. (6-8 mnths)

Jay: The light is'nt actually placed over the fire, however theres a fan. in which I'll probably do something with.

Right now, I'm mostly trying to focus on the plot/script. :

New Screenshots guys!

http://www.geocities.com/mv85_19/121com.html

(I realize that one of the rooms has no detail. It was designed for testing models only. It will later be turned into a medical area.)
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Posted 18 years ago2006-02-19 14:21:36 UTC
in UNB's Mod in the making. Post #163974
Guys, this is HL1, but, I'll see what I can do. :D
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Posted 18 years ago2006-02-19 13:43:45 UTC
in UNB's Mod in the making. Post #163960
haha jeez. :nuts:
Hydeph: ummm, so, whats your problem again? :D lol.

Um, anyway. Heres some more screenshots of the Hangar.
I added some crates on fire, and smoke. But whatelse can I add?
--------------------
User posted image

--------------------
User posted image

--------------------
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Posted 18 years ago2006-02-16 12:34:13 UTC
in UNB's Mod in the making. Post #163607
Here's a wallpaper.

User posted image


:D

btw above post: Through--**Throw
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Posted 18 years ago2006-02-16 12:31:29 UTC
in UNB's Mod in the making. Post #163603
Ok guys, I got the name of my mod. After much thought I was going to choose 'Constant Anger' But after discussing it with friends and what not. We decided to through the whole idea away. We finally came up with a more acceptional name.

The mods name will be 121 Communications
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Posted 18 years ago2006-02-14 21:28:43 UTC
in Cake Decorating Contest Post #163325
So, who judges these anyhow?
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Posted 18 years ago2006-02-14 16:04:54 UTC
in Cake Decorating Contest Post #163282
You said pimped, so I pimped it!
User posted image
:D
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Posted 18 years ago2006-02-14 14:49:13 UTC
in UNB's Mod in the making. Post #163257
Darker.. yep, made the texlights brighter by 2000.

HL:HS, nope I never forgot.. I have just become tired of the ling compile times. and my maps are so unorganised(wad files, etc.) theres also some minor bugs in it. I'll get it to you asap though.

Anywhos.

Another pic:
User posted image

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Posted 18 years ago2006-02-13 19:03:32 UTC
in UNB's Mod in the making. Post #163109
New Screenshots!
(Hanger is not complete. Crates and other stuff will be added)
User posted image

User posted image

User posted image

So please, tell me what you think! :D
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Posted 18 years ago2006-02-12 21:15:02 UTC
in Reissues Post #162930
hmm.. I might make a map.. but thats a big might.
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Posted 18 years ago2006-02-12 13:06:15 UTC
in UNB's Mod in the making. Post #162847
ok, I'll look it over.
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Posted 18 years ago2006-02-12 12:44:05 UTC
in UNB's Mod in the making. Post #162842
well, I finally got the model to work.. (reason was I forgot to save the workspace, when I reloaded, gina.cpp, was not included. Stupidity! :o)

User posted image


Now, only one problem baffles me. My new Gina has very low health. I shoot her once, and she dies. Muzzleflash, does that happen with your Otis?
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Posted 18 years ago2006-02-10 15:34:27 UTC
in UNB's Mod in the making. Post #162505
Yep Anaklar. :)
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Posted 18 years ago2006-02-09 22:02:23 UTC
in UNB's Mod in the making. Post #162361
Yes I copied, and pasted all of Barney's code and changed the basics.
Gina is a Barney model replacement, so she has all the same animations.
However, hearing you mention about animations, where is barney's animation names in the code? Should'nt it be in there, you know, to walk, its the walk animation, and so on.
Maybe I have to copy that as well for gina..
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Posted 18 years ago2006-02-09 15:16:48 UTC
in UNB's Mod in the making. Post #162284
I tried it, and got the error:
monsters.cpp(2221) : error C2078: too many initializers
wait nevermind, I see the problem..
Trying it out now..
..
OK, I got a different error when loading:

* GetSkillCVar Got a zero for sk_gina_health1 *
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Posted 18 years ago2006-02-09 14:36:22 UTC
in UNB's Mod in the making. Post #162264
wow, I definetly never did that.
I'll have to test it after work unfortunately. Thanks Muzzle. :D
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Posted 18 years ago2006-02-09 13:22:51 UTC
in UNB's Mod in the making. Post #162250
really, sounds great.

I'll need Radio effects from a general.. I won't have any lines down until I get a proper story-line and script though. But once I do, it will be great. :)
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Posted 18 years ago2006-02-09 13:13:26 UTC
in UNB's Mod in the making. Post #162245
well, ok, I did it, however the difference is barely noticable the big diference is mainly your sprites which ar really nice
(much better that mine) I think it does have something to do with the opacity.
User posted image

User posted image

Muzzleflash: ok, nope, I got no errors during compile, I correctly made the entry in the fgd (I have model support, I can see the model in hammer). When I load the test map, it just says "Can't Init monster_gina"


BTW guys, the hud does look brighter in game. Also the flashlight can't have the on/off, because when you turn the flashlight on, then the first flashlight sprite picture overlaps it. Hard to explain
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Posted 18 years ago2006-02-09 12:12:50 UTC
in UNB's Mod in the making. Post #162238
ok, ok.. blue will stand, but what type of blue?

You said a Royal blue.. how about this: 5D87FF
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Posted 18 years ago2006-02-09 12:11:11 UTC
in Cake Decorating Contest Post #162237
Great thread.
User posted image
:D
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Posted 18 years ago2006-02-09 11:48:22 UTC
in UNB's Mod in the making. Post #162230
I might even go with green on second thought.
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Posted 18 years ago2006-02-09 11:24:24 UTC
in UNB's Mod in the making. Post #162225
nope, it's HL1

Here you go Rimrook:
User posted image
Yea though, green is the most visible color. But, i like blue.. lol
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Posted 18 years ago2006-02-09 10:56:21 UTC
in UNB's Mod in the making. Post #162219
good idea Rimrook.

I got a problem, I coded another barney in however, she(gina.mdl) doesn't show up in the game. So ya, I know Muzzleflash coded a new barney into HL:HS and was wondering if he had a similar problem..??
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Posted 18 years ago2006-02-09 09:18:35 UTC
in UNB's Mod in the making. Post #162210
haha, gargly... yes the hallway is plain.. it won't be in my mod trustme.. haha. It's a simple testmap.. lol.
Whats wrong with the gif Seventh? I did link to the image. (Thumbnail)

Too blue? I don't understand. : :D
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Posted 18 years ago2006-02-08 23:22:24 UTC
in UNB's Mod in the making. Post #162166
There is this better?

User posted image


I'll light'n the counters tomorrow..
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Posted 18 years ago2006-02-08 22:30:29 UTC
in UNB's Mod in the making. Post #162159
ok thanks for the input guys. I think I will do that (One weapon per slot, spreaded over 5 slots)

However the story-line is staying quiet!
In the near future, I will need voice actors, but other than that, there's not really much help needed..

BTW, yes there is a hint of cs sprites, mostly all but the oicw sprite in the hud, I had to do that one myself.

I will be hopefully releasing a trailer in a couple months. Plus there will be picture updates. Stay tuned
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Posted 18 years ago2006-02-08 15:55:12 UTC
in [WIP][HL1] Xen Assault Post #162113
The arrow is easy Saco, just get rid of the Precache models for the arrow.

CP yep, very true, but hey, why not just change a few simple codes. :D
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Posted 18 years ago2006-02-08 15:50:25 UTC
in UNB's Mod in the making. Post #162112
well guys thought I'd start this thread because I will have stuff to update soon.

This is where the mod stands now:
Models: 100%
Code: 60%
Maps: 20%
Sprites: 70%
now, the main idea why I needed to start this thread was to see what you guys think of my hud.

This mod will contains only 5 weapons.
1. Knife
2. USP
3.O.I.C.W + Grenade Launcher
4. Shotgun
5. Grenades
So I decided to code the hud so all 5 weapons are going down in slot 1.
(refer to picture) What do you guys think about his?
User posted image
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Posted 18 years ago2006-02-07 13:15:01 UTC
in [WIP][HL1] Xen Assault Post #161926
Hey great news Saco!

You know how you wanted to change the crossbow into a sniper rifle, but after I tested it, I said increasing the Velocity from 2000, to 5000 makes it very unacurate..

Well, I know why now!

Half-Life limited the max velocity to 2000!

so to fix that all you'd have to do is make a server.cfg, or listenserver.cfg and add:

+sv_maxvelocity 5000

(or you could add it in your target link{same as when toggling cheats on}) :D
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Posted 18 years ago2006-02-07 09:52:43 UTC
in Dynamic Skies Post #161872
haha it's true Rowley.. we always come back.. haha.. :D

-Thanks.
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Posted 18 years ago2006-02-04 18:32:11 UTC
in free counter-strike lessons from cheese Post #161484
...right... :|
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Posted 18 years ago2006-02-04 18:25:07 UTC
in Dynamic Skies Post #161482
well, for the time being Madcow, there will be no example map, until after I release my mini mod that I'm working on.
my mod will include lots of new code, and even a 3-sec bullet-time effect is at your finger tips with the press of a button... so yep, for those of you who know of my detailed mapping, well, beleve me, it was nothing that I have to offer now.. it will blow your mind!

Umm, so yep, as you guys know, I have returned.. TWHL is a great place!
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Posted 18 years ago2006-02-03 23:33:25 UTC
in Dynamic Skies Post #161389
yep, pretty much.. env_sky entity is kinda like a camera, and it projects it on the null texture so to speak. so it kinda treats the null texture like the sky texture..

: :D
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Posted 18 years ago2006-02-02 22:30:39 UTC
in Dynamic Skies Post #161224
no, no.. you see, I have one room that is covered by the null texture all around, then another room with small scaled buildings and a func_conveyer for the clouds... blah, just a sec..
...
...
...

ok heres a screenie... it's too hard to explain!
User posted image
:D
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Posted 18 years ago2006-02-02 15:43:43 UTC
in Dynamic Skies Post #161158
yep, it's always being rendered, however it doesn't slow down performance whatsoever.
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Posted 18 years ago2006-02-02 13:55:28 UTC
in Dynamic Skies Post #161115
thats what I did with the buildings Habboi. :D Did you watch the video?
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Posted 18 years ago2006-02-02 11:13:54 UTC
in Dynamic Skies Post #161078
no example maps, sorry Worldcraft. Although be on the lookout for my minimod, which has new code and much more!

For the dialup users.. well, I can't really post a pic, because then you'll just see buildings, with a normal sky.

So I made a gif which is 910k not many frames but you'll get to see the main idea.

Everything off of the roof is the sky. (Buildings, clouds, and even the jet flyby is the sky!)

User posted image
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Posted 18 years ago2006-02-01 23:21:14 UTC
in Dynamic Skies Post #161023
It's 'Numb' By Drowning pool. :D
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Posted 18 years ago2006-02-01 22:22:40 UTC
in Dynamic Skies Post #161016
Yep, I created a 3D Skybox for HL1

http://www.acidplanet.com/artist.asp?PID=732119&T=208

Sorry, vids only like 2fps, but you'll get the picture..

mind you, this was just a test, and it turned out great.. lighting and such would be fixed if it was being used for other purposes. :)

So tell me what you think.

(To avoid buffer time/wait, I'd suggest downloading)
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Posted 18 years ago2006-01-31 12:58:20 UTC
in OOOOOooooh YEAH!! Post #160731
Yep, just forwarning everyone at the forums that I am working on something great.. But there will be no screenshots shown, or anything of this upcoming mini-mod.. lets just say, it puts the realism back into HL1 modding! Aliens, maybe.. So yep, be on the lookout..

Seventh You can close this thread.
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Posted 18 years ago2006-01-30 23:29:44 UTC
in GoldSource Mapping Tips Post #160621
Heres tips1,and
2.
:D
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Posted 18 years ago2006-01-30 23:20:33 UTC
in Next compo? When? Post #160620
Hope the next compo will be more interesting, like maybe a storyline compo, or something.
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Posted 18 years ago2006-01-29 18:09:42 UTC
in HELP! Post #160380
Yep, Opera for the win!

Thanks guys for all your Comments.
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Posted 18 years ago2006-01-29 18:07:12 UTC
in New Problem! Post #160379
haha, man do I feel like an idiot!

here take a look:
User posted image

The Scientist leaning against the wall was in the floor. TskTskTsk, I just got PWNED by Teh Hammer! :D
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