Forum posts

Posted 19 years ago2004-12-25 04:37:27 UTC
in domain unpayed... Post #79657
I'm a monkey.

I think the perfect term is Zoinks! as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-25 04:36:00 UTC
in Probably the funniest log EVAR!!! Post #79656
Wow that reminds me of a good Assorted Jelly Beans CD.

Read the thread D:

And is that the strider control mod ZL? I need that for something.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-24 21:45:16 UTC
in Probably the funniest log EVAR!!! Post #79647
Yeah, buried within the #twhl log somewhere. Do a query for the entire month of August or September for #twhl @ IRCBear
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-24 04:04:59 UTC
in Probably the funniest log EVAR!!! Post #79602
We are trying to create a friendly community here, Anon. The reason Chicken_Man was flamed and such was because he was making racist remarks, annoying people with fake threats of hacks, and other annoying and non-constructive remarks and comments. Obviously, this is not helpful to the operation of a friendly community, and he was quickly flamed, IRC-banned, and socially ostracized from the forum community.

In other words, we are trying to keep a friendly community. We are all humans, though, and we all have our tempers and such. When people annoy us with racism, spam, etc, as m0p mentioned, we respond, and it obviously isn't in a nice way.

Be nice to the forum and community, and it is nice in return. Take advantage of or annoy the forum, or be annoying in general, and you will quickly get flamed and ostracized in return.

Have a nice day.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-22 23:48:29 UTC
in HL2DM Water Issue Post #79523
No, I'm both an addict and dedicated at the same time. And there's nothing to do at the present moment in time.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-21 01:42:30 UTC
in Opposing Force 2 Post #79417
Bshift.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 22:55:24 UTC
in 3d skybox problem Post #79413
Maybe it's supposed to just be big? Move it farther away from the level. I'll experiment once this dratted SDK and CS:S reinstalls on my computer away-from-home.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 22:53:53 UTC
in hl2dm_petrol - Pick a screenshot Post #79412
Updatez:

http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol

Various screens and dev-ish shots. Comment away...

There's also a SnarkPit thread with the Firesnark and 60 posts, woot.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 22:33:33 UTC
in A Horror Idea, Some Screens Post #79410
Can't do it on a laptop ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 22:29:38 UTC
in Opposing Force 2 Post #79408
I think we'll figure out where he ends up in the expansion pack if it's ever released...the G-man obviously has SOME use for him or else he'd be dead.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 11:30:04 UTC
in Help Please, Hostages Not Following Post #79319
Quoted from the CS:S section of the Source SDK guide:
info_node : Point entity used for navigation of the hostage NPCs. info_node entities need to be placed in all areas where the hostages need to move. Paths are drawn between each node point. One node needs to be visible by the next node point to connect properly.
http://www.valve-erc.com/srcsdk/Levels/counter-strike_source_maps.html
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 02:25:46 UTC
in Help Please, Hostages Not Following Post #79281
Yes, yah just need info_nodes placed for the hosties to follow.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-20 01:05:58 UTC
in TWHL Custom Map Server Post #79275
Jeez that is the longest post I have ever witnessed.

Check the first tab of the DS, it gives the IP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-19 19:26:29 UTC
in TWHL Custom Map Server Post #79190
Alright, well if you're working for normal CS then it's pretty much the exact same as how I emailed you, you just use the Dedicated Server program instead of the Source Dedicated Server :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-19 18:27:29 UTC
in Music clip thingy Post #79167
They hold it up next to a speaker or audio-producing device?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-19 16:40:33 UTC
in TWHL Custom Map Server Post #79143
I know how to run a Dedicated Server, I was hosting one last night.

Email me with any questions.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-19 00:54:38 UTC
in armoury_entity Post #79074
Weird, that's strange.

I think the problem is that all weapons in the map are coded to delete after a round change, which is happening when you join in since you're the first player, thats why they disappear after you join a team. Maybe have a trigger system that spawns the weapons on Round Start?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 22:26:39 UTC
in Can you drag select items? Post #79059
Yep.

Just drag out a box around the things you want to select, then hit Enter. In Hammer 4, you should just be able to drag a box and it will auto-select without requiring an enter press.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 21:35:39 UTC
in A Compiling Issue for a newbie. Post #79053
This is because DOS does not like spaces. There's an easy enough way around it.

Simply type this into the command line:

subst s: "C:Program FilesValveSteamSteamAppsbloodsent"

The quotes are a little "Use Exact Pathname" command.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 21:34:24 UTC
in Yet another question. Post #79052
Most HL2 prefabs are models stored in source models.gcf. They can be used in maps with a prop_static/physics/dynamic/etc entity. Place this entity, then use the Browse button in the model field and look for a desired model.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 19:31:51 UTC
in armoury_entity Post #79040
armoury_entities are obsolete with CS:S, as the little sprite guy is happy enough to tell yah.

Use the weapon_x entities.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 19:30:25 UTC
in Yet another question. Post #79039
Are you working with HL1 or 2?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 19:29:49 UTC
in textures Post #79038
The new texture files are actually Valve Texture Files, or VTFs. These need to be created with the vTEX commandline utility in the sourcesdkbin folder. You need to have your custom textures in a TGA format (32bit is necessary, I think).

Snarkpit has a good tutorial on the proper use of vTEX and how to create the material definition file, the VMT.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=121

If you want to convert a WAD file you've already created, then look here on how to convert it using xWAD:

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=135
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 19:25:54 UTC
in gameinfo.text (hl2) Post #79035
It's got a problem with the space in Program Files - read teh Steam tutorial, use the Substitute command, and make a virtual Z: drive that's your steamapps folder, then adjust the paths in the editor.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 19:25:09 UTC
in Bushes in Hammer 4.0 Post #79034
Yes, he said Bushes, but it looks a lot like brushes at a glance.

Use the piranesi bush models, or the stuff in the foliage props folder on a prop_static.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-18 03:10:01 UTC
in hl2 reflective floors Post #78942
You pick a face and it makes the selected faces shiny when you run buildcubemaps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-17 01:18:23 UTC
in Great Map Idea!! (It is Pwnage) Post #78796
Sounds neat, and better than the flood of fy_ maps. I'd play this :)

8 or 9/10.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-16 23:26:04 UTC
in Extracting & viewing 'mdl' files Post #78790
HLMV 1.22 with the SDK is the only mdl viewer for HL2, afaik. Try reinstalling it and updating drivers?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-16 13:11:50 UTC
in Where are the HL2 Wads, and materials Post #78643
The textues are auto-mounted into Hammer if your config is correct.

Add a folder with a proper gameinfo.txt within it and it will load the correct content. Look in the Hammer manual, its got a setup guide.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-16 04:19:15 UTC
in Hammer Glitch? Post #78599
SDK is also the toolkit for HL2 in this case. It's either Software Development Kit or Standard Development Kit - Either one.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-16 04:17:59 UTC
in Question multi-brush physics (HL2) Post #78597
Sure can.

Yah just make your brush based model and select all of it's parts and turn it into a func_physbox entity once you get your copy of HL2/Hammer 4.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-16 01:41:26 UTC
in Xen and The Citadel *SPOILERS* Post #78583
HL2 - Point Insertion, Route Kanal (anyone else get the clever chapter name?), We Don't go to Ravenholm..., and Anticitizen One.

HL1 - Surface Tension, Power Up, and Questionable Ethics.

Opposing Force - Friendly Fire and Foxtrot Uniform

Bshift - Captive Freight and Power Struggle
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-16 01:36:14 UTC
in Decompile My maps Post #78582
Decompiling destroys the map file and the output you get is unusable. Thus, it's really impossible to decompile and recompile successfully.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 22:20:01 UTC
in hl2 reflective floors Post #78573
You might be able to mess with reflectivity via one of the dev textures, I'm not quite certain. I think it reflects an image of the skybox and nearby items, I don't know. Never really messed with 'em much.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 22:13:54 UTC
in hl2 reflective floors Post #78567
You could certainly do it that way in HL2, though, if you make a floor texture with a shader, you could have a nice effect with teh reflection below, and you wouldn't have r_speeds to worry about.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 22:10:20 UTC
in hl2 reflective floors Post #78563
Close, WCD.

It's an env_cubemap entity placed somewhere near the surface, you need to click the 'Pick Faces' button and select the faces you want to be shiny.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 21:54:19 UTC
in I got an idea(remade) Post #78558
Do they have to be ;(?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 21:16:08 UTC
in PROBLEMS WITH CUSTOM ''{___' Post #78554
It's not.

Your problem may deal with the compile tools - Zoners is the only acceptable way to compile HL maps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 18:54:18 UTC
in I got an idea(remade) Post #78536
readmeh thing -
Hello, underlings.

I am RabidMonkey and I made something for this map. Yeah, nifty eh?

I'm a mapper who hangs around in IRC answering questions and having mindless discussions with Hugh and Trapt or Ant whenever they're in. I am not, however, the stabbing, rapist, coffee-drinking monkey Trapt describes. Noooo....

E-Mail meh at rabidmonkey777 at gmail dot com.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 18:26:25 UTC
in Invisable Phys_Props Post #78534
The ones that don't show up need to be on a prop_static or prop_physics override. Set the tranparent ones to prop_physics_override.

This is because some props have no phys data and aren't intended for the phys system. The override ent forces teh prop to be used during the physics simulation.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 15:50:15 UTC
in filling a wad Post #78520
It's just a pain to do one-by-one in Walleh.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 14:53:12 UTC
in Knew i had seen it somewhere Post #78515
I think they're just flipped upside down and have a clip brush underneath them to prevent them from falling.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 14:51:04 UTC
in filling a wad Post #78514
Drag and drop.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 14:50:54 UTC
in Where are the HL2 Wads, and materials Post #78513
Select the Half-Life 2 option from teh Steam Source SDK launcher and run Hammer.

HL2 does not use wads anymore.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 00:42:52 UTC
in Spawning problem...again. Post #78411
...and info_playerterrorist for the T spawns.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-15 00:40:33 UTC
in My First Two Maps Post #78410
CS or HL?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-13 05:28:29 UTC
in Error... wtf? Post #78066
That cache error is caused by invalidated cache files for game content - Revalidate all of your cache files with Anonymous' handy link and then you should be able to run the SDK from the menu again and get the launcher available.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-13 05:25:08 UTC
in level unlit problem Post #78064
Why oh why are you running HLVIS for a Source map?

Run vvis instead, the ZHLT tools do not work for Source.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-13 02:54:44 UTC
in level unlit problem Post #78055
Did you run RAD? VIS? Any leaks? Post your compile log.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-12 21:44:51 UTC
in couldn't find a good match for brush Post #78023
It's a HL2 error.

I've never seen this one, I always get CONTENTS_SOLID errors though...
RabidMonkey RabidMonkeymapmapmapfapmap