Forum posts

Posted 7 years ago2017-07-25 13:29:17 UTC
in TWHL Pockets Post #336348
Awesome! Count me in. Less Minecraft, more Half-Life mapping. Hopefully...
Posted 7 years ago2017-07-24 21:13:34 UTC
in Now Gaming: ... Post #336324
Do you ever quit complaining about your laptop?
Posted 7 years ago2017-07-24 21:08:34 UTC
in TWHL Collaborations Post #336321
I don't know anything about SoHL other than the MoveWith thingy which is probably the only reason why I'd vote for SoHL.

Why do we need additional programming? The project is getting way too complicated if we throw custom gamecode into the mix. Just let us stick with SoHL and call it a project.
Posted 7 years ago2017-07-22 21:15:56 UTC
in Now Gaming: ... Post #336242
User posted image
It's a world made out of redstone blocks. That brown liquid in that pool is in fact... chocolate milk. User posted image
Posted 7 years ago2017-07-18 20:30:04 UTC
in Mega Maker Post #336142
I didn't knew this existed...

User posted image


It's like Mario Maker, but with Mega Man! Nnnnnnnng!
It's a free fan made game about creating your own Mega Man levels in the classic NES 8-bit style.

Give it a try. Let's create some levels for each other, who's in? :)
Posted 7 years ago2017-06-24 00:07:55 UTC
in Func_tankrocket: make it shoot a target Post #335711
You should post future questions in the HL Engine Discussion forum next time. The Maps and Mods forum is more used to show off projects and advertise releases. No mapping questions.
Posted 7 years ago2017-06-16 10:11:40 UTC
in Now Playing: ... Post #335546
Posted 7 years ago2017-06-14 23:59:01 UTC
in monster_generic and path tracks Post #335497
Aren't path_tracks specifically used in conjunction with func_track_trains? Try path_corners instead.
Posted 7 years ago2017-05-30 21:57:39 UTC
in Now Gaming: ... Post #335171
User posted image
Playing through Crysis 2 again. Still looking pretty. I've finished the first Crysis (2007) and Crysis Warhead last week.
Posted 7 years ago2017-04-24 12:05:40 UTC
in Post your screenshots! WIP thread Post #334609
Fields of green

I like what you're doing, Windawz, I'm a big C&C fan, however my faith in the series has diminished since the release of C&C4 and the cancellation of Command & Conquer 2013.

Because EA. User posted image

Anyhoo, keep this going, I'd love to see what comes out of this. :)

Peace Through Power!
Posted 7 years ago2017-04-16 14:03:47 UTC
in Now Gaming: ... Post #334363
I don't think I've seen your name pop up on QR codes though, at least not 'Jessie'.

This is neat stuff. ^^

Also:
User posted image
Seems appropriate. Well played, game. ^^

Happy Easter!
Posted 7 years ago2017-04-14 12:44:05 UTC
in Killing all monsters Post #334359
I have no clue how that code works but I think I'm gonna snag it because I feel an entity like that is very handy to have. :)
Posted 7 years ago2017-04-13 21:45:51 UTC
in Now Gaming: ... Post #334345
Enjoying The Talos Principle. Good stuff.
User posted image
Egypt. Again. I have Serious Sam's voice as Elohim, and even he complained about it. I don't mind, I love the Egyptian look. No Gnaars or Kleers though... Serious Sam 4 pls?

Also, Penguinboy:
User posted image
The QR code next to Penguinboy is from someone named Strideh. What.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-11 18:24:53 UTC
in Post your screenshots! WIP thread Post #334318
I was gonna say that looks like Nod's Temple. Looks like I'm not the only one. xD
Kane will be pleased.

User posted image
Posted 7 years ago2017-03-25 14:41:47 UTC
in HLDM Server! Post #334122
Posted 7 years ago2017-03-04 19:13:47 UTC
in Post your screenshots! WIP thread Post #333865
Posted 7 years ago2017-02-05 03:41:46 UTC
in Competition 34: HL Re-Imagined Post #333339
I got nothing in the works. I'm completely out of mapping at the moment. Hate it.
Posted 7 years ago2016-12-30 14:38:35 UTC
in HLDM Server! Post #332909
What? You need to open up a support ticket to be able to add custom maps to the server?

What.
Posted 7 years ago2016-12-21 18:23:42 UTC
in Now Gaming: ... Post #332803
It is indeed No One Lives Forever, one of my favorite games ever.

You can download a copy of NOLF and NOLF 2 here: NOLF Revival

I don't consider this illegal software spreading or piracy as this game can't be bought anymore and no one know who actually owns the rights of both games which is why there hasn't been any sort of a digital re-release of both games.

I say just grab yourself a copy and play it, it's good. :)

What do you think about sheep?
Posted 7 years ago2016-12-14 23:47:28 UTC
in Now Gaming: ... Post #332716
OMFG hell yes!
User posted image
This game works!
Posted 8 years ago2016-11-15 21:39:57 UTC
in TWHL World - Community Project Post #332298
I actually had a chance to playtest Unq's map. It's good. :hammer:

I really want to continue my entry but it looks like this project is dying, which would be a shame, really.
Posted 8 years ago2016-08-13 12:46:36 UTC
in TWHL World - Community Project Post #331209
Does that post mean you're in, Angry Carrot? You can come up with something
I can't really decide. I have an idea, and I already worked something out but I I'm not sure I like it.
Posted 8 years ago2016-08-07 22:19:34 UTC
in Batch file issues Post #331118
Well then. Thanks for letting me know, because I didn't know that! :nuts:

:hammer:
Posted 8 years ago2016-08-07 15:58:03 UTC
in Batch file issues Post #331113
So instead of calling -wadinclude for every single wad file, you can also specify a folder like -wadinclude <folder> to wadinclude every wad file in that folder? That's news to me, it must've been a new feature with VHLT then.
Posted 8 years ago2016-08-07 13:14:43 UTC
in Batch file issues Post #331106
To me it looks like not a single wad file is wad included, with the exception of zhlt.wad.

If you look at your hlcsg.exe parameters:
hlcsg.exe mil_duty10 -cliptype precise -estimate -chart -wadinclude d:\wads
...you'll see that the -wadinclude option targets a directory, rather than an actual wad file. You'll need to call -wadinclude for every wad file you want to include in your bsp, so the list of parameters for hlcsg.exe can get quite long, depending on the number of wad you want to include.

Also, have you loaded more than 8 wads in Hammer? Having more than 8 wads loaded could cause problems with compiling, not sure about that though. It was a thing way back in the early days of mapping. I always load no more than 8 wads in Hammer.

As for the map name itself, it doesn't matter where it's placed in the commandline parameters. I'm using my own Compilator for compiling, and it places the map file name at the beginning of the commandline, before all the switch options. It has never been a problem.
Posted 8 years ago2016-08-05 15:12:33 UTC
in TWHL World - Community Project Post #331092
So the whole idea is to have a hub map on an alien world where you ended up after a rogue teleport has gone wrong. To get back to the Real World/Earth/Black Mesa, you have to retrieve an item/relic/artifact/fragment/whatever from the hub's connected side maps to reactivate the portal or something.

Is that the idea?
Posted 8 years ago2016-07-25 12:43:40 UTC
in TWHL Cake Decorating Contest 2016 Post #330949
Haha, good one. The Thing is one of my favorite horror movies.
Posted 8 years ago2016-07-25 10:52:03 UTC
in TWHL Cake Decorating Contest 2016 Post #330946
Anyone familiar with Image Tennis? It was a pretty regular thing on the old SPAM!!!!!!!! forums hosted by ChatBear.

Basically it's just like this, you take a random photo, and then people add/change/edit things on/too it. The person currently editing should say WIP so that everyone else knows someone is working on it, and that they have to wait. Only when the person has finished editing, the next person goes.
Posted 8 years ago2016-06-29 13:12:51 UTC
in A shooting range like in Blue shift Post #330640
Check the volume settings of your targets (the func_doors), maybe you have set the movesound volume too high or something.
Posted 8 years ago2016-06-14 22:28:18 UTC
in E3 2016 Post #330438
Hmmmm, Serious Sam VR. Except I don't have a Vive as I don't have the money to afford one. Fricker.
Posted 8 years ago2016-06-01 21:31:46 UTC
in {blue ... Post #330303
What not worked?
Posted 8 years ago2016-06-01 21:00:54 UTC
in {blue ... Post #330301
Hmmm, then it should work. Are you sure the RGB value of the blue color is actually 0 0 255 and not something like 0 0 254 or 0 1 255? Also make sure the source file of your texture is a bmp, png, tga or whatever but never jpg or gif, when you import it into Wally.
Posted 8 years ago2016-06-01 19:42:24 UTC
in {blue ... Post #330297
Ok.

Does the name of your texture start with the { character?
Posted 8 years ago2016-06-01 19:37:59 UTC
in {blue ... Post #330295
The blue color should be at index 255 in the color palette. You can do this in Wally.

Here's an example of a palette with the blue color at index 255 (the bottom right square)
User posted image
Posted 8 years ago2016-05-31 21:02:53 UTC
in ~0Light texture's light... Post #330277
Are you passing the .map file version of your level to the compile tools? Also make sure you run the tools in the correct order and only once: HLCSG is first, then HLBSP, HLVIS and finally HLRAD.
Posted 8 years ago2016-05-31 15:52:33 UTC
in ~0Light texture's light... Post #330265
I don't think you'll need to mess with the settings.txt file. Make sure you have lights.rad file in your tools folder and check your compile log to make sure hlrad actually finds it.

The reason why those blue lights don't emit light is because they're not defined in the lights.rad file for reasons unknown to me. Simply add an entry for it yourself.
Posted 8 years ago2016-05-14 14:40:33 UTC
in Minecraft Server Post #330131
User posted image

I was actually going to suggest starting with, say, 3, 4 mods...

Guess not.

Thank you for your service, Striker, I really wish I could play more, but alas.

User posted image User posted image
Posted 8 years ago2016-05-13 12:20:24 UTC
in Minecraft Server Post #330111
That's a shame. I'd like to spend more time on your server, but I already play on one with friends.

Maybe it's time to say goodbye to vanilla and play some modded Minecraft, just for the sake of new things to discover and play with?
Posted 8 years ago2016-04-02 16:46:40 UTC
in Minecraft Server Post #329628
Why not go all out and choose a modpack to play?
Posted 8 years ago2016-03-31 21:13:23 UTC
in Minecraft Server Post #329598
Why would you not want to update? Just update!
Posted 8 years ago2016-03-22 18:21:35 UTC
in Minecraft Server Post #329518
Is it me or is that screenshot extremely dark? I can barely distinguish any details.
It's a nighttime shot.
Posted 8 years ago2016-03-20 17:29:30 UTC
in Minecraft Server Post #329479
Here's the first edition of the resource pack:

Download (67 mb)
User posted image
Updated the pack due to an error in the sounds.json file.
Posted 8 years ago2016-03-17 13:43:43 UTC
in Minecraft Server Post #329411
That requires all the contestants to be a server operator in order to place and edit command blocks. Not sure if that's ideal.
Posted 8 years ago2016-03-15 17:10:22 UTC
in Minecraft Server Post #329374
Sweet!

May I suggest a server resourcepack with custom paintings and perhaps some Half-Life sound effects? You can then use redstone and command blocks to set up a welcome message as well as play a sound effect. I know, there's probably some server plugin that does the exact same thing, but doing it this way doesn't require any plugins, it's just pure redstone. However, to set up the command blocks, you'll need operator status.

Here's the painting texture that we used on my TWHL Minecraft Server back in 2014:
User posted image
And here's a server icon:
User posted image
Posted 8 years ago2016-03-14 20:58:58 UTC
in Texture Types Post #329362
You need to turn the brush with the texture into an entity. Set the render mode to Solid and FX amount to 255.
Posted 8 years ago2016-03-11 17:05:22 UTC
in Lighting problem Post #329326
Why not use a texturelight instead? That blue lab floor texture that you use in your first screenshot certainly isn't one.

And yes, you want to be using OpenGL, if you can.
Posted 8 years ago2016-03-06 00:08:46 UTC
in TWHL Tower Post #329222
You decompiled what? The bsp's? Not sure I like that.
Posted 8 years ago2016-02-27 14:16:25 UTC
in zhlt error. Help. Post #329040
Actually, zhlt.wad comes with VHLT, and the compile tools should automatically wadinclude it, even if you don't specifically tell it to wadinclude, as long as you keep the wad in the same place where the compile tools are located, which is the case by default.

There's no need to move zhlt.wad to the valve folder. Just let the tools wadinclude and you're done. :)
Posted 8 years ago2016-02-26 16:33:46 UTC
in TWHL Tower Post #329030
Oops, sorry.