Forum posts

Posted 16 years ago2008-11-05 14:36:44 UTC
in env_message Post #258193
I can't get it to work either. Guess they (Valve) removed the entity completely. I don't understand why they did that... :/
Posted 16 years ago2008-11-05 12:24:32 UTC
in env_message Post #258188
Hunter: to get an env_message to work, you'll need the titles.txt file and make this "code block" segments where you refer to in the entity. I got it working multiple times.

As for the game_text, support for this entity may still be available in the TFC game dll. You could try adding the game_text fgd code into the fgd file that potatis linked to a couple posts up, then go into Hammer, place a game_text entity, set up its properties and a trigger and see if the text appears ingame.

This is the fgd code for the game_text:

@PointClass base(Targetname, Target) = game_text : "HUD Text Message"
[
	spawnflags(flags) =
	[
		1: "All Players" : 0
	]

	message(string) : "Message Text"
	x(string) : "X (0 - 1.0 = left to right) (-1 centers)" : "-1"
	y(string) : "Y (0 - 1.0 = top to bottom) (-1 centers)" : "-1"
	effect(Choices) : "Text Effect" : 0 =
	[
		0 : "Fade In/Out"
		1 : "Credits"
		2 : "Scan Out"
	]
	color(color255) : "Color1" : "100 100 100"
	color2(color255) : "Color2" : "240 110 0"
	fadein(string) : "Fade in Time (or character scan time)" : "1.5"
	fadeout(string) : "Fade Out Time" : "0.5"
	holdtime(string) : "Hold Time" : "1.2"
	fxtime(string) : "Scan time (scan effect only)" : "0.25"
	channel(choices) : "Text Channel" : 1 =
	[
		1 : "Channel 1"
		2 : "Channel 2"
		3 : "Channel 3"
		4 : "Channel 4"
	]
	master(string) : "Master"
]
Posted 16 years ago2008-11-04 12:21:08 UTC
in You Laugh You Lose - Revisited Post #258122
Not my type of humour...

'Skips thread.
Posted 16 years ago2008-11-03 14:40:08 UTC
in Post your screenshots! WIP thread Post #258095
Thats the beam thats triggers either nothing, or the invisible func_button that triggers the stuff on the table. :)
In the final version the random event generator entities will be placed somewhere where the player cannot see them.
Posted 16 years ago2008-11-03 14:10:30 UTC
in Post your screenshots! WIP thread Post #258093
Posted 16 years ago2008-11-03 12:26:27 UTC
in Post your screenshots! WIP thread Post #258090
Dude, thats looks awesome! Can't wait to some textured ingame shots, or even better, a compiled bsp! :D

What is it? Some underground bunker or something?
Posted 16 years ago2008-11-03 10:43:34 UTC
in Connection Problem Post #258087
Posted 16 years ago2008-11-03 10:35:06 UTC
in Connection Problem Post #258084
Just look under "not installed" and install HL2DM from there...
Posted 16 years ago2008-10-31 15:55:17 UTC
in The Free Texture Thread! Post #257977
heh , that one would look great with bumpmapping grin - :D
Hah, well, if you're making a bumpmap with the texture, i wish you luck, because its a pain in the ass.
Posted 16 years ago2008-10-31 12:09:08 UTC
in Your favorite Indie/Casual games! Post #257967
I generally avoid all games with "delux" as part of their names.
Why is that? "Deluxe" is not actually part of the title. All games by PopCap can also be played in your browser. The Deluxe version is simply the same game, but better graphics and offline play.
Posted 16 years ago2008-10-31 10:02:13 UTC
in Your favorite Indie/Casual games! Post #257956
Talk about your favorite Indie/Casual games here!

Indie = Independent video game development

Here's a list of my favorites (in no particular chronological order):

Bejeweled Twist by PopCap Games
My favorite at the moment, released on October 27th 2008.

Crimsonland by 10 Tons
Fight waves of aliens, zombies, spiders with an enormous arsenal of weapons, from Uzi to plasma rifles to ion shotguns!

Jets 'N' Guns by Rake in Grass
A sidescrolling shooter a l? Tyrian and Raptor: Call of the Shadows.
Upgrade your spaceship with a huge amount of front, side and rear weapons, bombs, missiles, extra armor, better engines, generators, cooling equipment and more! The best sidescrolling shooter out there!

Chuzzle Deluxe by Raptisoft and PopCap Games
Match 3 type of game in witch you match 3 or more clusters of fuzz balls called Chuzzles to score points. There are rainbow Chuzzle for point boosts, fat Chuzzles (when annoyed, they burp) and explosive Chuzzles (match 5 or more). My second favorite game (at the moment).
Me reaching 100.000.000 points in Chuzzle Deluxe!

Here are some more of my PopCap Games favorites:

Peggle Deluxe Ready, aim... bounce!

Insaniquarium Deluxe Feed fish and fight aliens in the craziest aquarium around!

Heavy Weapon Deluxe It's shoot-'em-up arcade action at its best!

Astro Pop Deluxe Blast off to unearthly arcade puzzle action and an awesome storyline!

Dynomite Deluxe It's prehistoric egg-blasting fun!

If you're a fan of Indie/Casual games, give one of the above a try!

Enjoy!
Posted 16 years ago2008-10-31 08:33:40 UTC
in Wishful Thinking Post #257952
I want my own timer (aka Sliding Device):
User posted image
(link fixed)
Posted 16 years ago2008-10-31 08:30:59 UTC
in func_physbox - pickup? Post #257951
If the brush is too big to be picked by using it, you can still pick it up with the gravity gun, just make sure you check allow gravgun pickup or something similar in the flags.
Posted 16 years ago2008-10-29 18:22:04 UTC
in Post your screenshots! WIP thread Post #257880
Thanks all.

And pepper, i have no lightning in my map. I do have some lasers, though.

:D
Posted 16 years ago2008-10-29 16:17:54 UTC
in Post your screenshots! WIP thread Post #257875
The lighting is a little repetitive to me, It would get boring to me very quickly, that's why I suggested breakable lights, just to break up the monotony of the lighting.
What else can you expect in a laboratory type environment? Plus, making the lights breakable is something that you do in singleplayer maps, this is HLDM map, so no, im not making the lights breakable (i would hit the "Too many direct light styles on a face" warning in no time.
Posted 16 years ago2008-10-29 12:12:16 UTC
in Now Playing: ... Post #257865
Frank Klepacki - Hell March 3!
Posted 16 years ago2008-10-29 09:57:20 UTC
in Help request: Criteria based trigger_tel Post #257863
I know how to do it for one player, but more players is not possible i think.
Posted 16 years ago2008-10-29 09:19:10 UTC
in Help request: Criteria based trigger_tel Post #257861
You want the player to be teleported (to where?) when he reaches a new place? I don't get it.
Posted 16 years ago2008-10-29 09:13:19 UTC
in Post your screenshots! WIP thread Post #257860
Right now it looks like some corporate lab where the people are not allowed to have personalities.
...What? Explain that.
Are you saying it needs more shadows?
Posted 16 years ago2008-10-27 14:23:41 UTC
in Post your screenshots! WIP thread Post #257770
If the r_speeds allow it, ill add some more detail to them. But really, its a hallway to connect each individual labs, most detail goes into the labs, not the hallways.
Posted 16 years ago2008-10-27 13:43:30 UTC
in Post your screenshots! WIP thread Post #257688
Some shots of the a new lab:
User posted image
User posted image
User posted image
User posted image
User posted image
Posted 16 years ago2008-10-27 13:38:35 UTC
in func_water without sound Post #257765
An alternative you could try is a func_push that catches the player near the bottom, but is too high for the player to jump back into.
I tried this a few hours ago and trust me, its a serious pain in the butt to get it right. It all depends on how you jimp into the shaft. Sometimes you get pushed back up, sometimes you go though but still receive fall damage.
Posted 16 years ago2008-10-27 08:43:12 UTC
in ERROR: couldn't open Post #257751
If your mod is a multiplayer mod, keep in mind that changelevels via entities don't work.

If your mod is sinlgeplayer, make sure you don't run your map in deathmatch mod (type deathmatch in the console to find out deathmatch mode is on or off. type deathmatch 0 to turn it off.
Posted 16 years ago2008-10-26 13:05:02 UTC
in Games to look forward to... Post #257697
Geez...

DosBox is a Dos simulator which supports SoundBlaster and Adlib sound which is unavailable in Windows.

So if you don't want to experience the original SB music and sound effects in its full glory, don't install DosBox.

As for my favorite side, i don't have one, because there's hardy any difference between the armies. I guess Harkonnen would be my favorite side, because they have the Devastator tank and the Death Hand Missile.
Posted 16 years ago2008-10-26 12:44:54 UTC
in Games to look forward to... Post #257695
Get DosBox as well! :D
Posted 16 years ago2008-10-26 10:17:26 UTC
in Games to look forward to... Post #257686
I still play Dune 2 now and then. Not because of the graphics, but because of the gameplay.
User posted image
Posted 16 years ago2008-10-26 08:52:12 UTC
in Games to look forward to... Post #257680
Serious Sam is awesome.
If you can't play the First Encounter, play the Second Encounter, it has three different worlds while the FE only has one world (Egypt).

You can enable built-in addons to make the look better.
Posted 16 years ago2008-10-25 16:58:31 UTC
in Post your screenshots! WIP thread Post #257639
Well, i think ill replace the overhead lights with something smaller that give off less light, then add some lights close to the floor, and finally some spotlights here and there. I just don't to overbright it with too many lightsources.
Posted 16 years ago2008-10-25 16:42:40 UTC
in Post your screenshots! WIP thread Post #257637
Thanks, i can do something with that. :)
Posted 16 years ago2008-10-25 16:11:12 UTC
in Post your screenshots! WIP thread Post #257635
You have a point there, but remember this is still WIP, im just doing architecture first mostly. I just added those overhead lights quickly to put together a quick scene that is worth a screenshot.

The map is mostly lab stuff, labs have overhead lights in most cases i think. Got any tips for me abou"t lighting this particular map?
Posted 16 years ago2008-10-25 15:59:53 UTC
in Post your screenshots! WIP thread Post #257624
Posted 16 years ago2008-10-25 11:13:55 UTC
in Post your screenshots! WIP thread Post #257620
I don't have a name yet. I suck at thinking of one...
Posted 16 years ago2008-10-24 18:47:30 UTC
in Post your screenshots! WIP thread Post #257600
User posted image
No, this is not a different map, its the same map i posted two screenshots of a few posts up, the ones with the circular stairwell.
Posted 16 years ago2008-10-24 12:31:37 UTC
in Half-Life Crash problems Post #257595
Muzzleflash, that way the player will get stuck in the floor. OR not?
Nope.
Argh, you and your excessive use of pointless spaces.
Posted 16 years ago2008-10-24 09:43:24 UTC
in Half-Life Crash problems Post #257590
Here's how you place an info_teleport_destination the correct way without the player getting stuck in the floor or spawn a couple of units above the floor and fall down:
User posted image
Posted 16 years ago2008-10-23 16:52:49 UTC
in Post your screenshots! WIP thread Post #257570
Can you make a tutorial or teach me how you did that ? I always tried to make something like that but didn't succeed unhappy - :(
Sure, maybe some time in the future. The stairs are made from scratch using simple blocks and carfull vertex manipulation to shape the actual stairs.
Posted 16 years ago2008-10-22 15:44:37 UTC
in Post your screenshots! WIP thread Post #257503
User posted image
User posted image
Circular stairwell.

Streight up stairwells bore me now. :D
Posted 16 years ago2008-10-22 15:10:57 UTC
in shadowproblem Post #257501
Neat, it supports the vtf file format by default. :D
Posted 16 years ago2008-10-22 11:20:03 UTC
in shadowproblem Post #257492
If you were trying to upload bmp files, you seriously need to stop using the internet and and read a couple of books on the topic.

Back to the problem at hand:
Select the pipes and set the cast shadows property to No.
Posted 16 years ago2008-10-21 17:35:30 UTC
in Can't figure out how to make a new journ Post #257457
Feedback belongs in the Maps and Mods forum.
Also, whats with the title?
Posted 16 years ago2008-10-21 14:23:22 UTC
in r_speeds and "ms" Post #257452
My guess is that the timer is so complex that it actually "hurts" your CPU each time it is supposed to trigger something resulting in framedrops as its calculating the event that was triggered. Hope it makes sense.

I don't really know a fix for this, other then removing the timer, but that is probably not what you want to hear... :P
Posted 16 years ago2008-10-21 12:55:35 UTC
in r_speeds and "ms" Post #257448
I have no idea about this one.
Do you have any moving brushes in your map?
Posted 16 years ago2008-10-21 09:59:22 UTC
in Half-Life Crash problems Post #257436
When you trigger a func_wall_toggle, it disappears, like as if there never was a wall. When you trigger it again, it reappears and is solid again.
Posted 16 years ago2008-10-20 16:22:51 UTC
in Half-Life Crash problems Post #257412
The targets were game_texts.
There's your problem.

The game will crash with strange characters such as double quotation marks, slashes, backslashes and the like.
The game will also crash if the text is too long to fit on a single line. You can add a second line by adding /n in the message property.
Also make sure that the text has no more than 255 characters (that includes whitespaces as well).
Posted 16 years ago2008-10-20 14:08:50 UTC
in Half-Life Crash problems Post #257403
Maybe the trigger_once is not the problems, but the target(s).
Posted 16 years ago2008-10-20 10:21:59 UTC
in Half-Life Singleplayer mod: Mistake Post #257395
At least this mod has a flashlight that doesn't drain any power, so its on forever.
Posted 16 years ago2008-10-19 17:10:19 UTC
in Half-Life Singleplayer mod: Mistake Post #257354
Striker, what are you, 13 years old?
Its just polygons, get over it! :D
Posted 16 years ago2008-10-19 14:51:40 UTC
in Half-Life Singleplayer mod: Mistake Post #257340
Ill get you one.
Check back in 20 minutes.

Edit: mirror is here.
Posted 16 years ago2008-10-19 13:57:52 UTC
in Half-Life Singleplayer mod: Mistake Post #257337
Check out Mistake, a singleplayer horror mod for Half-Life.

Author's note:

"This mod will let us into a horroristic world in the Andrew Parker asylum and we will live through (or not) in the view of a mental patient. The mod?s primal object is not the insane bloodbath. The real object is to escape from the huge building which holds a lot of secrets."

Features:
  • New textures
  • New sounds
  • New HUD
  • New maps
  • New menu
  • Changed and new models
  • Bumpmapping!
DOWNLOAD MIRROR 1

I only just started playing and im already pretty spooked.
Give it a try.
For the best gameplay experience, play at night, with lights off.

"What is that noise..."
User posted image
Posted 16 years ago2008-10-18 16:48:04 UTC
in Adding sound to footsteps/texture Post #257317
Not if you keep the original unmodified materials.txt file inside the pak file.

But you can only have one modified materials.txt file in your sounds directory until you download a map that also uses a modified file. Then you would overwrite the one you previously downloaded, in this case zeeba-G's materials.txt file, making the custom sound textures in his map to not produce the sound any more when you walk over them.

So yeah, making a custom materials.txt is pretty pointless.