Forum posts

Posted 7 years ago2017-10-21 15:45:01 UTC
in Compiling crash when map gets too big Post #337815
@qckdth

Let me take a look at your map.
Posted 7 years ago2017-10-20 20:30:35 UTC
in Compiling crash when map gets too big Post #337808
Visleaves

Portals

If your PTS file is 0 kb, then VIS didn't run properly I guess. This means you probably have a leak in your map.
Also try tying all complex brushwork on your level to func_detail, but first make sure if the specific piece of brushwork you want to tie doesn't seal the map from the void.

Sorry if you find any mistakes, my English is pretty bad.
Posted 7 years ago2017-10-20 12:57:15 UTC
in Shooting through impassable grids and fe Post #337800
"I've seen in HL main campaign (for example "We've got hostiles") they had a grid set to a func_door"
That's actually pretty easy to make. Just take a look at this map.

P.S. You'll have to manually place a weapon at the map since I forgot to do it myself.
Posted 7 years ago2017-10-20 11:37:01 UTC
in TWHL Pockets Post #337797
My map isn't even close to being playable. Most of the scripts just don't work properly and I'm too lazy to fix everything up.
Posted 7 years ago2017-10-19 18:13:29 UTC
in TWHL Pockets Post #337795
Well... My entry is still not finished. I don't think I can make a good map in just 3 days, so I guess I have to leave.
Posted 7 years ago2017-10-17 22:07:28 UTC
in TWHL Pockets Post #337783
User posted image
4 days left... Not sure if I'm gonna make it.
Posted 7 years ago2017-10-16 22:06:37 UTC
in Post your screenshots! WIP thread Post #337776
Posted 7 years ago2017-10-14 10:40:59 UTC
in TWHL Pockets Post #337754
Posted 7 years ago2017-10-14 08:41:26 UTC
in "Ambiguous leafnode content" S Post #337767
"I sealed up my map with a func_conveyor"
Lol
Posted 7 years ago2017-10-10 18:32:10 UTC
in TWHL Pockets Post #337749
Posted 7 years ago2017-10-08 13:13:55 UTC
in TWHL Pockets Post #337736
Nah, it's just some kind of energy field to not let the player pass through.
Posted 7 years ago2017-10-07 21:38:35 UTC
in TWHL Pockets Post #337731
Posted 7 years ago2017-10-06 03:41:52 UTC
in TWHL Pockets Post #337714
Well, it seems my English is really bad.
Posted 7 years ago2017-10-05 22:27:06 UTC
in TWHL Pockets Post #337710
@MistaX88

Why do you think I'm gonna start from scratch. I have a decent gameplay concept in mind, I also don't need to make a new set of textures. So all the hard work is already done.
The concept itself is pretty simple. I should be able to finish it in a couple of weeks.
Posted 7 years ago2017-10-05 18:34:12 UTC
in Post your screenshots! WIP thread Post #337708
Posted 7 years ago2017-10-05 16:24:34 UTC
in Post your screenshots! WIP thread Post #337704
Posted 7 years ago2017-10-05 13:30:24 UTC
in TWHL Pockets Post #337703
Had to scrap my entry last night.

The gameplay was really bad and most of the entity setups refused to work properly. I wasted 2 weeks trying to fix all of the issues but eventually I just gave up, so I decided to start a new map instead.

I hope I can finish it before the deadline.
Posted 7 years ago2017-10-03 16:09:49 UTC
in Half-Life steam version - music cutting Post #337688
I've heard that SoHL versions after 1.5/1.6 are glitchy af.
Posted 7 years ago2017-10-03 12:19:50 UTC
in Post your screenshots! WIP thread Post #337677
@Bruce

I didn't.
Posted 7 years ago2017-10-02 20:12:51 UTC
in Post your screenshots! WIP thread Post #337663
Posted 7 years ago2017-10-01 09:29:16 UTC
in (Goldsrc) Texture problem Post #337645
I already took a look at his map. It appears that the brushes with missing faces were off the grid.
Yeah, tying off-grid brushwork to func_detail usually fixes the problem but in general all brushes must be snapped to grid.
Tying to func_detail small details or any other brushwork that is not supposed to block visibility is also recommended.
Posted 7 years ago2017-09-30 13:56:08 UTC
in (Goldsrc) Texture problem Post #337640
Send me a PM with a link to your map. I'll try to figure out what's wrong.
Posted 7 years ago2017-09-30 11:31:43 UTC
in (Goldsrc) Adding Oposing Force weapons i Post #337632
"If you are simply making a map in opposing force, just put your map in the gearbox/maps folder and play it from OP4 instead."
Posted 7 years ago2017-09-29 23:05:45 UTC
in (Goldsrc) Changelevel trigger Post #337619
Only problem is that the npc's stay after level change, so they are like suspended in the air
Use trigger_transition. Only the entities which are inside the trigger will be transfered to the next map.
http://twhl.info/wiki.php?id=144
Posted 7 years ago2017-09-27 16:57:22 UTC
in TWHL Pockets Post #337566
Oh, that's good. I have some issues with my entry and I really have no idea how to fix them, so I'll definitely need more time.
Posted 7 years ago2017-09-26 16:47:20 UTC
in Quiv Post #337555
@Screamernail

I think there's no point to submit the WIP version because nobody is going to play it.

Instead, keep working on it. If you run into problems, we will be glad to help. Good luck.
Posted 7 years ago2017-09-26 10:58:42 UTC
in Quiv Post #337545
Wait, is it a Half-Life mod?
Posted 7 years ago2017-09-23 19:55:48 UTC
in Half-Life: C.A.G.E.D. Post #337498
That's an amazing mod, Cayle. I'd even pay for it if I had any money.

I'm quite surprised by the fact that no single func_detail is used in any of the maps. All small details are either tied to func_wall or func_illusionary. And what really impressed me are the crazy entity setups standing behind the intro and the final cutscenes. Awesome job.
Posted 7 years ago2017-09-22 15:21:08 UTC
in Liquid Space Post #337473
Yeah, you should stop whining and start learning, @Screamernail.
Posted 7 years ago2017-09-19 22:28:53 UTC
in Any role players in the crowd? Post #337446
Try Knights of the Old Republic I/II.

You may run into problems with launching these games on modern systems, such as Win7/Win10, but tweaking the graphics settings should help.

Also it's recommended to play KotOR II with the TSL Restored Content Mod installed. It restores about 40%-50% of all the content that was cut from the final game.
Posted 7 years ago2017-09-19 20:57:44 UTC
in TWHL Pockets Post #337447
User posted image
Now it looks better I think.
Posted 7 years ago2017-09-19 00:01:56 UTC
in How do I stop npcs from persisting in ne Post #337440
Just make it impossible for the npcs to get to the changelevel/landmark. A simple monsterclip brush would be enough but there are other, more interesting ways to block npcs from getting somewhere you don't want them to be.
Posted 7 years ago2017-09-14 20:58:33 UTC
in TWHL Pockets Post #337410
I actually tried to make a Quake-like level with runekeys and stuff, but I agree, it looks more like Unreal rather than Quake.

The map is very short and the gameplay is pretty bad i.m.o. I have no idea how to improve it at the moment.
Posted 7 years ago2017-09-14 14:44:22 UTC
in TWHL Pockets Post #337406
Posted 7 years ago2017-09-13 17:26:24 UTC
in Post your screenshots! WIP thread Post #337401
@Snehk
"Notice lack of texture blending - engine requires vertex painting for it, so making modelled terrain is not only easier, but also possibly better looking."
So idTech 4 doesn't have anything like displacements?
Posted 7 years ago2017-09-13 11:55:57 UTC
in Post your screenshots! WIP thread Post #337390
Awesome...
Posted 7 years ago2017-09-09 15:21:36 UTC
in TWHL Pockets Post #337360
Posted 7 years ago2017-09-08 12:10:37 UTC
in Post your screenshots! WIP thread Post #337353
I need to try these out... I have always been bad at texture creation.
Posted 7 years ago2017-09-08 11:34:00 UTC
in Post your screenshots! WIP thread Post #337350
Procedural texture generation?
Posted 7 years ago2017-09-06 04:05:04 UTC
in Func_detail size limit? Post #337322
As far as I know func_detail acts like a wbrush except for that it doesn't block VIS.
Posted 7 years ago2017-09-05 16:13:56 UTC
in Func_detail size limit? Post #337311
You can merge several func_details with similar parameters into one as I did to decrease the amount of brush-based entities:
User posted image
User posted image
User posted image
However I recommend doing this only when you're sure you aren't going to edit the geometry in the future.
Posted 7 years ago2017-09-05 16:06:30 UTC
in Now Gaming: ... Post #337310
@Victor-933

The problem is that such mods add lots of useless weaponry. Two assault rifles with the same parameters but different costs or vice versa is a common sight there. I don't stop anyone from installing any weapon packs, that's just my own opinion.
Posted 7 years ago2017-09-05 13:02:09 UTC
in TWHL Pockets Post #337305
Posted 7 years ago2017-09-04 20:22:06 UTC
in Post your screenshots! WIP thread Post #337288
QuAdmer sounds nice.
Posted 7 years ago2017-09-04 09:00:46 UTC
in Now Gaming: ... Post #337276
Those weapon mods only bring disbalance into the game. I'm kinda fine with the vanilla weapons.
Posted 7 years ago2017-09-03 20:02:26 UTC
in TWHL Pockets Post #337270
@MistaX88

It's called "Xen Anomaly". Basically it's a stone structure levitating somewhere in Xen, so I can use Xen monsters in my map.
"The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past."
Oh, then I guess I'm doing everything right. Thank you.

@Urby

It looks like you've left the bottom faces of the airlock doors untextured:
User posted image
Posted 7 years ago2017-09-03 18:56:31 UTC
in TWHL Pockets Post #337268
"Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame."
Don't worry. Maybe I'm a beginner, but I'm not that bad.
Posted 7 years ago2017-09-03 17:23:51 UTC
in TWHL Pockets Post #337266
@MistaX88

Oh, well, thanks!
________________________________________
User posted image
User posted image
Does that glow effect look out of place?
Posted 7 years ago2017-09-03 16:59:43 UTC
in TWHL Pockets Post #337264
User posted image
Am I allowed to replace the button with something else/remove it completely so the door is opened by a trigger?
Posted 7 years ago2017-09-03 12:55:53 UTC
in TWHL Pockets Post #337260
Can't wait to try it out myself.