Forum posts

Posted 15 years ago2009-03-03 16:35:25 UTC
in Desktops of March Post #263675
left4dead.fgd? :o
Posted 15 years ago2009-03-03 16:05:03 UTC
in Rooms (mini co-op project) Post #263672
Ill do it.

So i have to look for:
  • triggers stop working
  • doors and other brush-based entities become invisible
  • some brush-based entities(doors)seem to disappear altogether?!
Works fine for me. It must be your HL or something.
I did noticed something weird in my map:

Some light with a strobe effect is hitting some areas in my map. It did'nt do that before. Did you placed an animated strobe light somwhere?

And i thought i'd removed that server room! Well, actually, i VIS grouped it and made it invisible so it still exists in the rmf but is not accounted for during compile. This is why i still get "Too many entities in visible packet list" errors, and this error was the reason why i removed that server room in the first place.

So Captain, when you compile a new version of the project, make sure that the server room in my map is VIS grouped (invisible) and that Only Visible is checked (on the HLFix tab).

And that elevator light is still horrible. Its just a bright square. I want a light emitting texture, thank you very much. :)

Sorry i bitch so much about my room, but its just not what i had in mind. :)
Posted 15 years ago2009-03-03 14:09:39 UTC
in Now Playing: ... Post #263660
Have you got the right thread, MF?
Yes.

Martyn Hare - Do not underestimate
Posted 15 years ago2009-03-01 20:46:17 UTC
in Name the Map ! Post #263559
Nope, On a rail. c2a2c
You win.
Posted 15 years ago2009-03-01 20:40:11 UTC
in Name the Map ! Post #263556
Without wireframe, its even harder to notice.

Its not the tram section, remember i want to hear the chapter and the mapname.
Posted 15 years ago2009-03-01 19:39:23 UTC
in Name the Map ! Post #263554
Its pretty hidden and hard to notice. Im sure you've been there, but simply missed it.
Posted 15 years ago2009-03-01 19:11:32 UTC
in Name the Map ! Post #263551
"FORGET ABOUT FREEMAN"

My turn:
User posted image
Also HL singleplayer. Name the chapter and the mapname.
Posted 15 years ago2009-03-01 15:21:28 UTC
in a mod done by young ones... Post #263535
Where does it say you need to open the vcproj files?
That's right, nowhere.
User posted image Tip: For clarity, you may want to rename the project file from whatever_2005.sln to whatever_2008.sln.
In other words: the sln (solution) is the actual project file.
Posted 15 years ago2009-03-01 14:20:14 UTC
in a mod done by young ones... Post #263532
Posted 15 years ago2009-03-01 14:11:49 UTC
in a mod done by young ones... Post #263530
You open up the project file, find the source file you wish to edit, make the changes, then compile the project. The end product is a dll file.
Posted 15 years ago2009-02-28 19:21:54 UTC
in Now Playing: ... Post #263471
Nothing
NULL
String.Empty
VBNullString
Posted 15 years ago2009-02-28 19:18:01 UTC
in New project (tall ship with sails) Post #263469
He wants it to be deleted, or moved. I dunno.
Posted 15 years ago2009-02-28 19:14:14 UTC
in game_player_equip crash Post #263466
I think using the monstermaker entity for this is the best way to get what you want.

It really does work, provided that you set it up correctly, which i think you did'nt...
Posted 15 years ago2009-02-27 21:40:08 UTC
in Post your screenshots! WIP thread Post #263430
I tried something new today.

I think you all remember my upcoming space shuttle mod in which you can see how NASA prepares the shuttle for launch.

I had to create the entire shuttle stack, the towers, the launchpad, the crawler transporter and what not scaled down, because there's limited build space in Hammer.

Today tried to make the launchpad, the towers, the shuttle etc fullsize for Half-Life 2 Deathmatch. I think i succeeded:
User posted image
User posted image
User posted image
Again, this is fullsize, as you can tell by the Breen npc's.

The goal is to make a HL2DM map taking place on Launch Complex 39-B, Kennedy Space Center, Florida.

You'll be able to walk around on the concrete launchpad (not the pad's permiter), on the mobile launcher platform, inside bother towers where there are plenty of levels/platforms, and maybe, JUST MAYBE, get inside the Orbiter.

All this to promote my upcoming shuttle mod.

Hopefully i will succeed. This has never been done! :D
Posted 15 years ago2009-02-26 20:40:30 UTC
in [UTILITY] Compilator 3 Public Beta Post #263359
I think L4D uses an even newer engine...
Plus, its installed in a different folder.

At this point OB map compiling does'nt work at all! :(
Posted 15 years ago2009-02-26 18:11:52 UTC
in [UTILITY] Compilator 3 Public Beta Post #262988
I declare:

"Compiling a Source EP1 engine map with the Compilator."

Fully working! :D

Next up: compiling an Orange Box map...
Posted 15 years ago2009-02-26 17:32:47 UTC
in trigger_changelevel problem Post #263347
The distance between the center of the trigger_changelevel brush and the center of the info_landmark entity differs from both maps. Make sure the distances are the same in both maps.
Posted 15 years ago2009-02-25 11:22:32 UTC
in Rooms (mini co-op project) Post #263266
Maybe muzz can write you a Visual basic program to fix that.
Like you load the program, and there's a launch hammer / launch halflife button.
When you load hammer, it lowers the 3d-accel level, then when you launch half life, it saves hammer, raises the accel back, and boots half life.
Hmmmm... don't know if that actually saves time. What do you think, Urb?

Oh and Terror, that room pack you send to me, please make a minimod of it. I don't feel like having coop room content spread all over my valve\ folder.

I already made one myself, here's the liblist.gam contents:
game "Rooms - TWHL COOP Project"
gamedir "rooms_coop"
url_info "" //link to this thread?
url_dl "" //link to this thread?
version "1.0"
hlversion "1110"
size "00000000" //unkown
type "Singleplayer"
startmap "room01"
//trainmap "training01"
gamedll "dlls/hl.dll"
cldll "0"
svonly "0"
The mod folder should be named "rooms_coop". Feel free to change it into something else, as long as you distribute each release as a minimod.
Posted 15 years ago2009-02-24 22:22:44 UTC
in Rooms (mini co-op project) Post #263229
Yeah you can. Make something wowsome. :)
Posted 15 years ago2009-02-24 20:36:25 UTC
in Rooms (mini co-op project) Post #263223
Updated mine:

User posted image
Posted 15 years ago2009-02-24 13:20:16 UTC
in Vista and Compiling Post #263204
Spam.

Anyway, your solution worked great, Hunter, thanks. :)
Posted 15 years ago2009-02-23 13:01:22 UTC
in New mini compo. Post #263160
Yeah, i know, they're a pain in the butt to get right.
Posted 15 years ago2009-02-23 11:16:16 UTC
in New mini compo. Post #263151
If you port that fighter into Source (Ep2) you can add all kinds of thruster entities to it to make it fly. Somewhat.
Posted 15 years ago2009-02-23 11:06:26 UTC
in opening doors by killing monsters Post #263153
Send your answer to: mr.durum_dej@hotmail.com to make sure that ill read your answer.
No. Don't bother asking again in any of your future threads.

Check out this thread with similar issue:
http://twhl.co.za/forums.php?thread=15866

Basically you want to trigger something when all monsters are killed. The key entity is game_counter.
Posted 15 years ago2009-02-22 18:40:33 UTC
in Vista and Compiling Post #263127
Thanks, Huntehmoo, ill try that. :)
Posted 15 years ago2009-02-22 18:21:02 UTC
in Vista and Compiling Post #263124
Yeah, that's really helpfull, striker.
Its not my system.
Posted 15 years ago2009-02-22 17:53:51 UTC
in Vista and Compiling Post #263122
Ok.

I just tried compiling a map under Vista using my Compilator. But for some reason, Vista doesn't allow other applications to creates files such, as bat files, log files, and all that, since Vista is asking you for permission when you create a new file in Vista itself.
The same thing happends when i use the built in Hammer compiler. No files are generated because of the tight security level, resulting in files not found errors.

Is there any way to turn that permission bullshit off? I know it works fine for Captain Terror, file are generated normally, but here, it doesn't.

I hope it makes sense.
Posted 15 years ago2009-02-21 17:59:22 UTC
in Making func_recharge/healthcharger charg Post #263093
That is probably hardcoded. Nothing you can do about it.
Posted 15 years ago2009-02-21 16:15:10 UTC
in Trigger_teleport problem -- VERY weird Post #263087
8 hours? Holy cow. That is not normal.

Like i said, try copying the teleport entities into a temporary map.
Posted 15 years ago2009-02-21 10:45:59 UTC
in gameinfo.txt? Post #263076
The syntax is:

icon "resource\youricon"

Make sure your ico file is placed in the resource directory.
Posted 15 years ago2009-02-21 10:15:22 UTC
in Making func_recharge/healthcharger charg Post #263071
Its all defined in the skill.cfg file and is based on the selected difficulty level. Here's the HEALTH/SUIT section:

// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger1 "75"
sk_suitcharger2 "50"
sk_suitcharger3 "35"

sk_battery1 "15"
sk_battery2 "15"
sk_battery3 "10"

sk_healthcharger1 "50"
sk_healthcharger2 "40"
sk_healthcharger3 "25"

sk_healthkit1 "15"
sk_healthkit2 "15"
sk_healthkit3 "10"

sk_scientist_heal1 "25"
sk_scientist_heal2 "25"
sk_scientist_heal3 "25"

Now don't just copy that and paste it into a new cfg file.
Making changes to the skill.cfg require you to send the cfg file with the final bsp, if you're planning to release your map to the public.

I don't recommend making changes to this file because it affects the health and suit charges in every level that you (and everyone else) play.
Posted 15 years ago2009-02-21 10:07:02 UTC
in Trigger_teleport problem -- VERY weird Post #263072
Do you have multisource entities?

Try copying those entities into a temporary map and see if it does it again. You may also consider uploading that map for us to have a look at.
Posted 15 years ago2009-02-20 12:48:31 UTC
in Compiling Source Maps Without Hammer Post #263026
I believe muzz's compilator was planned to eventually support Source compiling, but i don't know if that's included yet.
Source compiling support has been included, but at this point its not capable of compiling a Source map.

Won't be long.
Posted 15 years ago2009-02-20 12:42:01 UTC
in friendly.mdl not in halflife fgd Post #263024
Correct Daubster is correct.

But with some clever usage of scripted_sequences and _sentences you can perfectly mimic some basic AI.

A good example of clever usage of sequences and sentences using the friendly monster can be found in the singleplayer mod Deliverance (one of my favorite singleplayer mods out there).
Check it out. :)
Posted 15 years ago2009-02-19 18:41:00 UTC
in [UTILITY] Compilator 3 Public Beta Post #262984
If you type in cstrike in the filename field, it will show up in a list and then you can select it to force the Compilator to use it.

Sorry for the inconvenience, i already have made a better way to setup the Compilator for mods in the current WIP version.
Posted 15 years ago2009-02-19 17:36:27 UTC
in [UTILITY] Compilator 3 Public Beta Post #262979
Posted 15 years ago2009-02-19 17:28:41 UTC
in Rooms: Source! (co-op) Post #262976
I don't see the problem.
Posted 15 years ago2009-02-19 17:27:54 UTC
in friendly.mdl not in halflife fgd Post #262975
There's no point in adding the friendly to the fgd since it has no AI.

You can simply place a monster_generic and type in the path of the friendly model file to make it appear ingame.
Posted 15 years ago2009-02-19 15:28:55 UTC
in Rooms: Source! (co-op) Post #262970
There are a couple small textlights and that weird "vgui" texture that emits light, or at least i thought so.
Those "textlights" don't emit any light, its pitch black! But the vgui texture appears fullbright ingame because that texture is not to be used as a world texture. So why are you using it as a normal brush texture anyway?
Posted 15 years ago2009-02-19 15:22:03 UTC
in Rooms: Source! (co-op) Post #262967
Captain Terror, if a map has no lights, it starts out fullbright ingame. I think. Let me do some tests, ill report back.

No wonder its fullbright: you're using the floor texture as a light emitting texture and because of its large surface area, pretty much the entire room lights up.
I commented out those rad entries in your custom rad file and the map started out pitch black. Only the achievement texture and the lamp model were fullbright, but there was no visible light anywhere.

I've no idea what you're trying to proof here...
Posted 15 years ago2009-02-19 13:13:26 UTC
in GoldSource Mapping Tips Post #262960
-onlyents only apply to point entities.
Posted 15 years ago2009-02-18 15:09:44 UTC
in GoldSource Mapping Tips Post #262927
I think this is even better:
User posted image
Posted 15 years ago2009-02-16 10:52:30 UTC
in MS Paint Faces Post #262801
User posted image
Sorry, couldn't resist! :glad:
Posted 15 years ago2009-02-16 10:39:49 UTC
in New mini compo. Post #262799
muzzleflash's beans with bacon ship
And don't forget my cool Visitor Shuttle crafts from the Sci-Fi television series V:

User posted image


Hey, can i submit that for the compo?
Posted 15 years ago2009-02-16 10:30:03 UTC
in Pointfile to nothingness Post #262798
Make sure you use the .lin file, not the .pts file. Folow the line from blue to red, eventually the line will lead you to the actual leak. You just need to keep your eyes open while you trace it down.
Posted 15 years ago2009-02-14 13:08:40 UTC
in Rooms (mini co-op project) Post #262669
You can play it, the bsp is included.
Posted 15 years ago2009-02-14 12:58:22 UTC
in Rooms (mini co-op project) Post #262667
Mine is here:

User posted image
Posted 15 years ago2009-02-14 11:26:14 UTC
in Don't have Left 4 Dead yet? Post #262663
PointlesS_ExcessivE_SpaceS virus is spreading amongst other TWHL members!
Posted 15 years ago2009-02-13 13:11:54 UTC
in Rooms: Source! (co-op) Post #262606
Lol, STS-1.
Posted 15 years ago2009-02-13 12:52:10 UTC
in Hammer 4 vertices glitch Post #262604
Happens on me too, under Ep1 mapping as well as OB mapping.
Remember my upcoming space shuttle mod? I had to redesign the Solid Rocket Boosters and the shuttle's main engines countless of times because their vertices shift after i reloaded the map.