Forum posts

Posted 15 years ago2008-12-09 14:56:41 UTC
in Map of mappers Post #259669
Thats what i call blocky architecture. :P
Posted 15 years ago2008-12-09 14:42:53 UTC
in trigger_changetarget Post #259668
You need to type in the new target in the "new target" field.
Posted 15 years ago2008-12-08 17:23:40 UTC
in compiling error - odd :( Post #259603
Which is pointless and you know it. Are you ignoring my tips i gave you?
Posted 15 years ago2008-12-08 17:08:01 UTC
in compiling error - odd :( Post #259601
For crying out loud, use a GUI!
You too, Striker.
Posted 15 years ago2008-12-08 16:39:32 UTC
in compiling error - odd :( Post #259597
First of all, why would you upload a log file to RapidShare? You better had posted the log text itself in your thread.

Second, you need newer compile tools: http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

third: You have more than 8 wads loaded into Hammer. Remove wads from the list until you have 8 or less. A restart of Hammer is required.

Then recompile your map and see what has changed.
Posted 15 years ago2008-12-08 15:51:27 UTC
in Map of mappers Post #259592
Posted 15 years ago2008-12-07 14:30:28 UTC
in gold source doesnt work Post #259526
Did you enabled r_detailtexturessupported and/or r_detailtextures?
Posted 15 years ago2008-12-06 11:26:04 UTC
in Print Screen fails- goldsource/vista x64 Post #259488
I don't know, best to try it out.

I wish i finished my ScreenShooter by now... :D
Posted 15 years ago2008-12-06 11:15:53 UTC
in Print Screen fails- goldsource/vista x64 Post #259484
Are you running HL in OpengGL?
Also, see what happens if you tune down hardware acceleration.
Posted 15 years ago2008-12-04 18:41:22 UTC
in Installing custom skins for L4D Post #259410
Hm supposedly there's a rumour that using the VPK extractor with Steam open may get you VAC banned since it means you can edit the skins to stand out etc...
That doens't make sense at all. How are you supposed to create custom skins for the mod community if you're not allowed to extract them first?

To quote the AVGN: This blows my mind, its like WHAT WERE THEY THINKING!?
Posted 15 years ago2008-12-04 18:33:41 UTC
in Installing custom skins for L4D Post #259408
What i really find annoying, is that you have to edit the pak01_dir.vpk file for every custom skin you want to install. If you have many skins installed, you're gonna lose track of it.

Seriously Valve, whats up with this method? It should be quick and easy, like putting the custom skins in the correct directory relative to the path in the VPK. But noo, you have to edit tons of files as well and if you screw up, the game doesn't want to load.

Mod friendly? No way in hell, dude.
Return the GCF file format at once, darn it!
Posted 15 years ago2008-12-04 18:02:02 UTC
in Installing custom skins for L4D Post #259400
Seriously, what a fucking pain in the goddamn ass!

Someone install this custom molotov skin:
http://www.fpsbanana.com/skins/55423
and tell me if you get it to work, because i can't. I make the required changes in the pak01_dir.vpk file (why should we do that anyway? Skins with the same name and in the same directory relative to the one in the VPK files should automatically overwrite the original texture, like in all the other Source games!

Ill bet your ass you can't get this skin to work ingame, it makes your pak01_dir.vpk file invalid, and L4D crashes with a cannot find console/background01.vtf error.

I don't get it.

What a piece of shit method to install custom skins! Goddamn...
Posted 15 years ago2008-12-04 13:01:38 UTC
in l4d_glasgow Post #259389
Very nice and all, but i want some ingame shots! :D
Posted 15 years ago2008-12-01 12:45:02 UTC
in Sprite/Texture combination Post #259273
I tried your map, but i didn't see any sprites...
Posted 15 years ago2008-12-01 10:17:24 UTC
in Sprite/Texture combination Post #259270
Like i said, its done in the code. There's no way to access that code as the source for CS has never been released.
Posted 15 years ago2008-12-01 10:15:36 UTC
in Editing entities in .bsp files Post #259269
Wut?

Half-Life singleplayer maps load just fine in deathmatch mode. No need to alter any entities or copy files over.

As for changing entities without decompiling:
You can use Ripent to extract entity data from a bsp file, load the ent file into notepad, make changes, then import it back into the bsp. Easy.
Posted 15 years ago2008-11-30 17:25:12 UTC
in Sprite/Texture combination Post #259249
Don't listen to Skals...

I guess its simply something that the developers coded in. You could check the CS GCF's and see if the sprite is in there. You can then create your own sprite without any visible pixels and have that one replace the sprite inside the GCF, by placing your sprite in the sprites folder. That should overwrite the one in the GCF.

This will also replace the ingame sprites in other maps that use the same ground texture.

Im not sure if thats a solution though. Its your choice really. :)
Posted 15 years ago2008-11-30 16:23:33 UTC
in Now Playing: ... Post #259243
Aliz?e - Lily Town
Posted 16 years ago2008-11-23 15:08:30 UTC
in Removing Directional effects in Half-lif Post #258983
I guess there's nothing to do about it, unless you make changes to the code, or go for fmod, which might not be a solution anyway.
Posted 16 years ago2008-11-23 10:57:42 UTC
in Removing Directional effects in Half-lif Post #258973
Maybe checking the Play Everywhere flag fixes it, as the sound will now play throughout the entire map. Not sure if this actually terminates the sound_from_one_direction issue though. Best to try it out.
Posted 16 years ago2008-11-22 17:34:23 UTC
in Running Hammer with steam Post #258907
You need new compile tools.
Here they are: http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

You should've known, as you mapped for HL1 before...
Posted 16 years ago2008-11-22 14:53:27 UTC
in l4d_glasgow Post #258901
Dude!

If you're not making/finishing this, i will personally hunt you down and shoot you!

So get to it! :D
Posted 16 years ago2008-11-21 19:15:13 UTC
in Compile problems Post #258869
First, make sure that all the wads that you need are in your valve directory.
Then in Hammer, check if those wads are actually loaded (in the texture wad list).

If they are, its probably still a good thing to remove them all from the list, then add the wads again.

Then close Hammer, so that those changes can take effect.
Then reopen Hammer, open your map, save, and export. Then recompile. Hopfully this'll fix the problem.

I also recommend you to clean your rmf directory, by deleting the junk files created by the compile tools. Do this once, because the Compilator will delete those junk file automatically everytime you compile, making sure the junk files are always up-to-date for the tools to work with. Just make sure you delete all but your rmf and map files.
Posted 16 years ago2008-11-20 15:16:30 UTC
in Problems running .bsp files through stea Post #258794
Im glad you like the Compilator, i made it. :)
Posted 16 years ago2008-11-20 13:14:02 UTC
in Hammer Crashes When Compiling Post #258788
No, I don't.
:(

To those of you who ARE using the Compilator:
THANK YOU FOR USING IT! :D
Posted 16 years ago2008-11-20 13:11:13 UTC
in [UTILITY] Compilator 3 Public Beta Post #258787
Someone mentioned RMF support....I could help with that if you're interested Muzz.
Well, when version 1.0.4 is released, the Export to MAP option in Hammer will be obsolete. Why? Because i've incorporated HLFIX into the Compilator. When you want to compile a map, you simply open the rmf file and when you click the compile button, HLFIX reads the rmf file, generates and .map file which is then processed by CSG, BSP, VIS and RAD.

So, using the Export to MAP feature in Hammer is not longer required, because HLFIX will generate the .map file for you. The .map file generated by HLFIX is much more sophisticated than the .map file generated by Hammer.

Quote from the official HLFIX site:
hlfix is a tool that converts Worldcraft/VHE format files (.rmf) to standard .map files. In the process, it performs a number of geometric operations to fix common problems with brush geometry. hlfix is far more sophisticated than VHE's built-in map export feature. The purpose of this tool is to give map designers much greater flexibility in the type of geometry they use to build their maps.

Im not sure if this is what you were thining of, Peng.
Posted 16 years ago2008-11-19 15:30:12 UTC
in Vac Bands Post #258752
Yeah yeah, whatever. Its still stupid.
Posted 16 years ago2008-11-19 15:22:09 UTC
in Vac Bands Post #258748
Cheating in online multiplayer games has UTTER FAIL written all over it. Cheating in offline singleplayer games is fine though.
Posted 16 years ago2008-11-18 13:41:28 UTC
in Max_Map_Miptex, but in an odd way Post #258703
Post your full log.
Posted 16 years ago2008-11-18 13:12:28 UTC
in Max_Map_Miptex, but in an odd way Post #258698
Wut?

You really don't need that much texdata. 8192 is more than enough.
Posted 16 years ago2008-11-17 11:24:11 UTC
in Entdata optimizer Post #258655
Posted 16 years ago2008-11-16 18:38:33 UTC
in Dam Virus!! Post #258628
Not only that, this thread is old.
Posted 16 years ago2008-11-16 10:58:30 UTC
in Trouble with multisource Post #258602
I think you're not giving the teleporters enough time to actually turn on and then off. I could be wrong though...

Try this:

master1 - 0.30

master2 - 0.50
master1 - 0.55 (to disable tele1 and make way for tele2)

master3 - 0.75
master2 - 0.80

master4 - 1
master3 - 1.05

master5 - 1.25
master4 - 1.30

master6 - 1.5
master5 - 1.55
changeme - 1.55

master6 - 1.75
Posted 16 years ago2008-11-15 14:55:29 UTC
in Left 4 Dead Post #258559
I just bought it, its preloading now. :)
Posted 16 years ago2008-11-14 16:00:18 UTC
in Half-Life freezes Post #258535
Try my method.
Posted 16 years ago2008-11-14 11:57:45 UTC
in Half-Life freezes Post #258522
This is really weird.

I have the exact same setup as in Potatis example map, but nothing is triggered. Either the counter is not triggering anything or the game_text is faulty. So i downloaded his example map, copied his game_text into my example map, and only change the targetname, and it worked. I have the exact same properties as Potatis's. I don't get it. Looks like a bug.

Potatis's example map, may use less entities to achive the same results, I still think my example works better.

Here it is: http://www.themightyatom.nl/stuff/headcrab_ms_test.rmf
Posted 16 years ago2008-11-14 11:33:49 UTC
in Left 4 Dead Post #258518
You mean Pyro? :P

How about... an official TWHL L4D server?
Posted 16 years ago2008-11-13 13:19:34 UTC
in Half-Life freezes Post #258480
No, the relays must have the On state.

Try this set up:

Have all headcrabs target their own trigger_relay using the Death Trigger Condition and TriggerTarget.

Have each relay target one multisource with Trigger State set to on.

Have the multisource target an unreachable func_button.

Have the func_button target the multimanager which targets everything else, like the door you want to open, text messages and the like. Don't forget to type in the name of the multisource in the master field.

I tested this and it works. If you need the example map, just tell me.
Posted 16 years ago2008-11-12 20:31:30 UTC
in Left 4 Dead Post #258455
Yeah, well, i upgraded some of its components in those 5 years.
Posted 16 years ago2008-11-12 19:39:35 UTC
in Left 4 Dead Post #258452
What really makes me happy is that L4D runs better than expected on my five years old system, and i enjoyed my first time play.

I think im gonna get L4D. :D
Posted 16 years ago2008-11-12 19:01:08 UTC
in Half-Life freezes Post #258451
Your last relay, the one on top of the relay stack, has a targetname of 11head. Should'nt it be 10head? I fixed it, and it didn't crashed anymore. Nothing happens after killing the last crab though...
Posted 16 years ago2008-11-12 14:52:35 UTC
in Half-Life freezes Post #258445
You know, game_text have a tendency to crash a lot, so check the following:

1. No more than 255 chars (spacebars included!)
2. Not too long lines. Use \n for a new line.
3. If you have multiple game_text entities triggered at the same time, make sure they all have their own channel (4 channels max).

I just did a test here, and it works, but you must have each crab target a relay. Ill give you a step by step walkthough on how to set this up, first you need to find out if the game crash/lockup is caused by faulty game_text entities or something else. Let me know.
Posted 16 years ago2008-11-12 14:03:16 UTC
in Half-Life freezes Post #258438
You can't have monsters targeting a multisource directly. Instead, have the headcrabs trigger a button or a trigger_relay which triggers the multisource. In other words, have something in between.
Posted 16 years ago2008-11-11 17:18:39 UTC
in Left 4 Dead Post #258379
Posted 16 years ago2008-11-09 11:27:43 UTC
in Post your screenshots! WIP thread Post #258294
Are you kidding me? Is there not enough junk yet? I think there is...
Posted 16 years ago2008-11-09 11:24:39 UTC
in env_message Post #258293
It supports large amounts of text.
Posted 16 years ago2008-11-08 20:44:50 UTC
in Post your screenshots! WIP thread Post #258278
New shots of the new lab:
User posted image
User posted image
User posted image
User posted image
There is some serious entity work in that room. :D
Posted 16 years ago2008-11-08 14:42:09 UTC
in Cannot vis the map. Post #258273
Try using a front end compiler.

You can either get:

Nem's Batch Compiler (who's site is currenty offline again!
or
The Compilator, made by myself. The Compilator comes with a new set of compile tools that you'll need (version 3.4). Check out the development thread for more info.
Posted 16 years ago2008-11-07 20:05:13 UTC
in Connection Problem Post #258242
Posted 16 years ago2008-11-06 14:48:21 UTC
in Post your screenshots! WIP thread Post #258221
Looks rather dangerous. No safety handles or grating? Also, use a different texture for the rail.