Forum posts

Posted 16 years ago2008-09-24 13:30:35 UTC
in a gift for the modellers Post #256028
both of the webs are v cool. too bad i dont model
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 12:46:23 UTC
in SteamDieing Post #256025
it freezes when i try to remove it via control panel, and there is no "uninstallsteam.exe" in any of my steam folders
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 12:08:05 UTC
in Half-Life: Decay for PC Post #256021
lol are u serious?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 11:37:27 UTC
in SteamDieing Post #256012
k, ill do that now :<
... so how do i back it up? surely if i delete steam, it wont delete all my maps etc... will it?

P.s: at, ive noticed this too: my steam wont go online all the time this freeze happens.

Edit: ok i cant even remove steam! omg whats wrong with my pc
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 11:36:33 UTC
in Cant make big maps Post #256018
i didnt say 64x64 to a 256x256 wall
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 11:02:43 UTC
in Half-Life: Decay for PC Post #256013
Penguinboy, on my ps2 i got to like mission #6 by playing alone. it is possible to do, but i agree with you - "it's bad"
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 03:10:01 UTC
in Half-Life: Decay for PC Post #256005
lol gl with that... er wut? my hl dl took 18 min :D
Skals SkalsLevel Designer
Posted 16 years ago2008-09-24 03:01:30 UTC
in SteamDieing Post #256004
ATDestroyer, tried it. my steam is still atcing like a complete retard. it wont get connected to the internet and it will freeze when i do almost anything with it. I think its my pcs fault. it wont shut off lately when i try to turn it off.... i did a system recovery for drives only, and its still acting retarded.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 16:18:46 UTC
in SteamDieing Post #255982
K, ill try that tomorrow. gtg now :)
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 15:18:51 UTC
in Half-Life: Decay for PC Post #255980
Posted 16 years ago2008-09-23 15:07:41 UTC
in Half-Life: Decay for PC Post #255978
ok thats better :>
I would play it now if my steam would work :<
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 15:03:17 UTC
in SteamDieing Post #255976
My Steam i dieing(unless it is already dead)

It keeps freezing everytime i enter or try to enter any game and it stays frozen. restarting my pc doesnt work too. help please
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 14:58:14 UTC
in Half-Life: Decay for PC Post #255975
hunter, thats the second time you've posted the same image without saying anything. i concider that spam
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 14:20:04 UTC
in Half-Life: Decay for PC Post #255969
he said
Holy shit!
Its out?
so i said the atcual game is not out its a remake. and you know that im talking about pc here.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 14:14:04 UTC
in Half-Life: Decay for PC Post #255967
ill beat you to it muzz. and no muzz, the atcual game isnt out, this is an attempt to remake it, i just hope its good
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 14:05:39 UTC
in Half-Life: Decay for PC Post #255965
I have the original on ps2 right next to me... it got quite hard looking at the fact that i had to play it alone. :P ill check it out now.

Edit: hey, is this won hl? anyway, i hope i get some alien arm models out of this :D
Skals SkalsLevel Designer
Posted 16 years ago2008-09-23 12:40:30 UTC
in Cant make big maps Post #255957
@Tetsu0: fitting a 64x64 texture to a 512x512 unit wall is also a big no-no :)
Skals SkalsLevel Designer
Posted 16 years ago2008-09-22 02:48:20 UTC
in The Wii, Xbox 360 & PS3 so far...... Post #255915
Heh, i guess an fps on wii could be cool too. aiming with the remote n stuff...
Skals SkalsLevel Designer
Posted 16 years ago2008-09-22 02:45:57 UTC
in Building a New Rig Post #255914
satchmo, i taught u were talking about your mom not your wife
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 15:40:52 UTC
in The Wii, Xbox 360 & PS3 so far...... Post #255892
Hm whats all this about? nothing is shit. what matters is if your having fun. Sure if your not having fun you can call it shit, but it doesnt meen that every one else has the same opinion.
I spread my spare time between xbox360 and pc evenly. it doesnt matter how good the games graphic is aslong as your having fun, for example, i just purchased golden axe(arcade) and doom1 for xbxo360 just for fun... wii, i dont know about wii. i think 3 consoles are enough for now (i have pc ps2 and xbox360)
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 12:20:55 UTC
in Building a New Rig Post #255879
Gl with your new so called "Rig"

P.s: why did you let you'r mum buy you a new pc?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 09:49:10 UTC
in Unknowncrash Post #255875
hm. ive added just a trigger_changelevel and info_node (and i eddited some of the maps properties, like increased visible distance and a chapter title)... but there is something that catched my eye. i had a func_pushable in my map. it didnt show up in the game in the DM mode wich worked... could this meen that the func_pushable is bugged and is crashing the game?

Edit:
oh and, you know the chapter title, it doesnt come up in dm mode, and when i go in sp mode, the game crashes before the msg is shown. does this meen that the chapter title is responsible?

Edit2:
I removed the chaptertitle from my map. ill check out the game right now.

Edit3:
Wow srsly, the Chaptertitle was crashing the game! it works now :) ty anyway (lock if possible)
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 09:28:37 UTC
in Unknowncrash Post #255871
There is something wrong with my map. When i enter it in HLSP, it crashes after the first second inside the game and gives me no errors. If i try my map in MP mode, it works just fine but it crushes in SP. Also, when i check for problems its all clean, and my compile log says nothing too!
Edit: my maps name is TheDarkTempleOM... i dont know if that helps tho

(my compile log:)
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\PROGRA~1\HLTOOLS\ZHLT\hlcsg.exe C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM
Entering C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(1.94 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(2.56 seconds)

Including Wadfile: \program files\hltools\zhlt\zhlt.wad
  • Contains 3 used textures, 8.57 percent of map (8 textures in wad)
Using Wadfile: \games\cs1.6\valve\halflife.wad
  • Contains 1 used texture, 2.86 percent of map (3116 textures in wad)
Using Wadfile: \games\cs1.6\valve\decals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \games\cs1.6\valve\liquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \games\half-life\rewolf\rewolf.wad
  • Contains 20 used textures, 57.14 percent of map (1164 textures in wad)
Using Wadfile: \games\cs1.6\cstrike\chateau.wad
  • Contains 11 used textures, 31.43 percent of map (136 textures in wad)
Texture usage is at 0.76 mb (of 4.00 mb MAX)
4.75 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\PROGRA~1\HLTOOLS\ZHLT\hlbsp.exe C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2489 (0.47 seconds)
BSP generation successful, writing portal file 'C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2098 (0.38 seconds)
SolidBSP [hull 2] 500...1000...1500...1899 (0.25 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2330 (0.31 seconds)
6.13 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\PROGRA~1\HLTOOLS\ZHLT\hlvis.exe -fast C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM
1494 portalleafs
5121 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(14.03 seconds)
average leafs visible: 689
g_visdatasize:227349 compressed from 279378
14.16 seconds elapsed

--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\PROGRA~1\HLTOOLS\ZHLT\hlrad.exe C:\Games\Steam\steamapps\draconspirit\half-life\valve\maps\TheDarkTempleOM

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\PROGRA~1\HLTOOLS\ZHLT\lights.rad']
[59 texlights parsed from 'C:\PROGRA~1\HLTOOLS\ZHLT\lights.rad']

6789 faces
Create Patches : 40375 base patches
0 opaque faces
547935 square feet [78902768.00 square inches]
24 direct lights

BuildFacelights:
(55.17 seconds)
visibility matrix : 97.2 megs
BuildVisLeafs:
(487.61 seconds)
MakeScales:
(279.58 seconds)
SwapTransfers:
(206.31 seconds)
Transfer Lists : 157491292 : 157.49M transfers
Indices :    35381568 :   33.74M bytes
   Data :   629965168 :  600.78M bytes
GatherLight:
(83.22 seconds)
FinalLightFace:
(21.72 seconds)
1135.09 seconds elapsed [18m 55s]

--- END hlrad ---

has any one got an idea of why the map crashes? please help. i cant think of why its crashing
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 09:16:57 UTC
in FireBalls Post #255870
orly? hm, the only idea i can come up with is func_trains, but then i wont be able to respawn the fireballs and dmg the player with them
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 09:01:02 UTC
in Competition 26 Post #255867
er, ive almost finished my one :)
im a quick mapper.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 08:47:08 UTC
in FireBalls Post #255864
(Yes another post from me, sorry)
I was woundering, is it possible to create flying fireballs that explode or just vanish when they hit a player, and ofcourse damage him?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 07:52:44 UTC
in ... Post #255859
ok.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 07:43:05 UTC
in ... Post #255856
I apologyse for acting like an asshole, and ill try not to in the future... thats it.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 07:25:56 UTC
in SecretRooms Post #255854
awws. well ill just make a message saying "Some one found the secret room!" then. :P
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 06:41:43 UTC
in SecretRooms Post #255849
Ok just a random question, in multiplayer mode, is it possible to trigger a message that says "(Playername)* has found the secret Room" when he steps into a trigger?
  • (Playername) as if the name of the player... i want the message to contain the exact name that player has, for example if "Skals" steps into the trigger, the message says "Skals has found the Secret Room" or if "RandomDude" steps into the trigger, the message says "RandomDude has found the Secret Room"
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 03:49:19 UTC
in Competition 26 Post #255832
I'm in, I've already started making mine which'll be a "complete several puzzles towards a final bigger goal". Fun compo smile - :)
A Temple maze with lots of traps with the goal of lots of treasure? :D
Well atleast thats what im doing.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-20 16:05:00 UTC
in Ufo Sighting in Illonois! Post #255798
whats wrong with my posts
Skals SkalsLevel Designer
Posted 16 years ago2008-09-20 12:44:08 UTC
in Ufo Sighting in Illonois! Post #255782
pepper, what do you meen get real? we already have darkmatter bombs (little bombs the size of a pea that can destroy a whole planet) there has just been nothing to test them on. even my science teacher aproves of it :P

ATDestroyer, i agree its a fake... i meen, wich alien would fly over a city in the middle of night with his flashlights on max so that every one can see it? thats just stupid. and if they wanned us to see em, why did they not communicate?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-20 11:38:35 UTC
in Ufo Sighting in Illonois! Post #255777
well if we shot down their space ship, they probably would be hostile... and if they attack us, well send som dark matter bombs on them :D
Skals SkalsLevel Designer
Posted 16 years ago2008-09-20 11:33:45 UTC
in Ufo Sighting in Illonois! Post #255773
I would say there is a much greater liklihood of us not being the only life in our galaxy than an all-powerful beardy chap making everything we see.
agreed. some people are just retarded for not believing in aliens. there are millions of stars out there... there is no way we could be the only civilisation out of all of them, not even talking about the only life forms.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-20 11:03:27 UTC
in Ufo Sighting in Illonois! Post #255767
im not religious but a wise man once told me, god forgives everyone. even those who sin against eachother. well there you go potatis
Skals SkalsLevel Designer
Posted 16 years ago2008-09-20 03:18:11 UTC
in Ufo Sighting in Illonois! Post #255734
probably just some russian project of annihilating the world... or a fake.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-19 02:50:40 UTC
in Competition 26 Post #255657
Im joining too 0.O So far i have a few pits of death and a few moving walls :D

Now all i need is a gigantic boulder, dart traps, spear traps, swinging logs, fire traps, monkey traps(lol) and im done 0.o
Skals SkalsLevel Designer
Posted 16 years ago2008-09-18 13:27:42 UTC
in This...you have to see to believe Post #255610
Lol wtf, internet is serious business!
Skals SkalsLevel Designer
Posted 16 years ago2008-09-18 03:33:14 UTC
in This...you have to see to believe Post #255584
Tuna has a life? 0.O
Skals SkalsLevel Designer
Posted 16 years ago2008-09-18 02:55:31 UTC
in This...you have to see to believe Post #255580
it looks cool, but plain old twhl is enough for me.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 14:23:22 UTC
in request for my map Post #255373
lol why do we have to search for them? its your map. go fpsbanana.com that site has tons of models and crap you need.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 11:47:55 UTC
in Respawnable crates Post #255370
who, me?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 08:56:05 UTC
in Respawnable crates Post #255366
nah its ok. ive finished the map.
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 08:15:43 UTC
in Respawnable crates Post #255363
aws. no respawnable crates then
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 07:36:01 UTC
in Respawnable crates Post #255361
so how do i make it respawn then?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 04:45:22 UTC
in Respawnable crates Post #255356
with no journals, no maps and 1 shout? i see
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 04:30:26 UTC
in Respawnable crates Post #255354
i guess i could do that. who are you?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-14 03:51:25 UTC
in Respawnable crates Post #255351
er will that respawn the crate?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-13 14:40:30 UTC
in Respawnable crates Post #255316
[[Uhh my first forum thread in a long while... Well anyways, this is what i [want to create for my map:

[[In one place of my map, you have to use a func_pushable and push it to a certain spot in my map so that you can climb there. well i wanted to make the crates brakable too but then if they broke, the player wont be able to get to the spot he needs to go to, so i taught of something different.

[[I created a lift like shaft in one place of the ceiling in the crate room. I added it elevator like doors. every time you click a button, the doors open. every time they open, the crate standing right ontop of the elevator doors drops in the below room.

Well what i want to do is create a somehow respawnable func_pushable crate, that respawns 4 seconds after i press the elevator door button so that the player can drop as many func_pushable crates as he pleases. is this possible?
Skals SkalsLevel Designer