Forum posts

Posted 15 years ago2009-07-06 07:31:25 UTC
in Half-Life: Static Friction Post #269487
That's the exact EXACT error i kept getting with the Regular tools as well.
Oh and by the way. 13300 - 60%
:pwned: STILL

WTF did you do to this poor engine? I think you made it cry.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-06 00:46:04 UTC
in Half-Life: Static Friction Post #269476
Plus yours is dual core. This one is a clogged artery
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-06 00:30:41 UTC
in Castle Disposed Post #269475
Yeah. I might just have seperate rooms for each member if people contribute more than on map. Idk tho. Your first map is done. I just have to fix the lighting and add the teleporting ( in / out) then I'll work on skals's
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 14:26:08 UTC
in masters ?? wtf Post #269461
.< I've been going about it all wrong.
Lemme try it out.
wicked.
Got it working Thanks a bunch guys.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 12:41:49 UTC
in masters ?? wtf Post #269458
I think i know what you're saying. I'm gonna try that real fast.

Nope. Still not working. I have no clue now.

I have a switch that turns on the lights, and that triggers a trigger once which is set to the buttons master....
You still can't use the button idk what's wrong.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 12:03:46 UTC
in masters ?? wtf Post #269456
Well i'm putting together hotdogs map for the graveyard compilation..
AndI cant get the masters to work. Been trying for like.. 3 days now and it just wont happenn.

I dont want button2 to be active until button 1 is pressed.

I have tried using an env_global, a trigger relay, whatever, even set button2's master to the name of the env_global and trigger realay. nothing works and i can't get the map to work right if i dont have proper masters.

help ?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 10:41:19 UTC
in models dont show ingame / water bad Post #269395
No the water worked before. Same texture
EDIT
Tracked it down to my compile log - LeafSaw error Only problem is idk wtf to do about it.
Leaf 1623 (portal 4994) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view
I ran the BSP compile with -glview but ingame i can't find any option toview the portals..
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 10:05:00 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #269454
Yeah it's bad and the fucking sniper rifle should eject the shell when she reloads the breach. Not as soon as she shoots. They gotta fix that.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 09:53:22 UTC
in Castle Disposed Post #269453
Sounds good. If you don't think it's worth it, i'll take your word. 5 hour compiles ARE NOT fun. Oh well.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-05 09:50:24 UTC
in Half-Life: Static Friction Post #269452
Hate to interrupt - Compile has been stuck at 60% for 3 days now.
LeafThread:
13300 / 21874
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-04 11:58:39 UTC
in models dont show ingame / water bad Post #269392
Hey guys. Another source question. I searched the threads, and couldnt find anything..

But

I'm workin on my compo map and i just ran a compile, and like.. 80% of my prop_statics i put in the map are not rendering in-game. Idk why. So First i thought there was a leak, so i loaded the pointfile and the line just moved in circles.. so i just cut off where the circle went, compiled and nothing happened. Lighting was the same, and the models still werent showing up.
At least there was no pointfile to load next time around.
User posted image
SO that's bothering me, plus my water won't show up in my map either. It's inside a cave made up of displacements, if that helps at all.. and it's REALLY sloppy. But it's completeley sealed it, i got cubemaps, lod_control, the whole 9 yards, but after compiling and running cubemaps the water doesnt show
User posted image
And the lighting looks like shit. :/
User posted image
Any suggestions?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-04 10:42:31 UTC
in Half-Life: Static Friction Post #269390
I have no clue. My senses point towards Coding
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-04 09:49:50 UTC
in Castle Disposed Post #269386
Sounds good. I'll probably optimize the maps further on my own time. So don't worry too much about having everything perfect.
Remember, you gave up on this map for a reason. lmao.

I'm taking a break from this for a half day or so. Still gotta work on my compo map.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-04 09:45:31 UTC
in Half-Life: Static Friction Post #269385
Stilllll at 60% :biggrin:
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 13:16:09 UTC
in Castle Disposed Post #269361
Cool. Well just keep working. I Got hotdog's map all re-textured (bit poorly) and sealed off, and ready to test. I say it's an hour from completion.
But i got a 40 mile drive ahead of me soon. So i can't stick around all day.
Nice strider.

Those will make nice detailed logos around the map, but i was just thinking about an orange block with just "TWHL" in it. Like the Center Picture.
Without "The Whole Half Life" across it.

Just a spinning brick with letters TWHL in it.
I'll make it nice and engraved too.

The top one looks like it can be a nice back-lit sign

Thanks again.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 12:57:34 UTC
in Your thoughts on Video Cards. Post #269358
sounds like a pwn system to me.
What processor you running?
Quad core?
PLz dont go AMD with geforces
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 12:28:41 UTC
in Castle Disposed Post #269355
sounds good to me.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 11:06:57 UTC
in Half-Life: Static Friction Post #269352
heh. sorry bout that. I'd compile on my machine if it wasnt for my damn compo entry still needing to be finished.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 11:05:24 UTC
in HL2 RPG Post #269351
wow. It's like a pokemon set-up. Wicked.
That's a good thing because i liked the way pokemon set up the random encounters. So far you've done more work than me on this, But i was a dumbass and started 3 projects at the same time. It's ok thought because when i get bored with one i just move to another.

So the mechanics are basically done.
We need something like a storyline..

Did i mention i want to do this for episode 2?
Well i want to do this for episode 2.
If not that's ok.
Get all the fancy new particle effects and whatnot
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 11:02:36 UTC
in Rooms (mini co-op project) Post #269350
THAR SHE BLOWS CAP'IN!!

Final version of my map. Included audio commentary and entity set-up.

I know you love me.
Special thanks goes to atom fixing the ftp
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 10:59:44 UTC
in Castle Disposed Post #269349
Yep.
Blank rooms work fine.
In-fact for some of the REALLY incomplete ones, i was just thinking of making a big white room with the emblem in the middle.
Just a white room
with an orange logo.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 10:31:27 UTC
in Castle Disposed Post #269346
Ok Wow Lots of input Great!
@ SRRY - So long as Each map Requires you to get the Emblem before movin on, yes i'll acccept map strings, I want this to be an unlockable type thing, so upon gaining x emblems, level x opens.

@ Strider - Yes i plan on having the player teleport back to the middle of the castle. - Somewhat like in mario 64 when you complete the red-hat level. I could do it to each individual map entrance, but a unified teleport would save a lot of entity space.

@ hotdog - Thanks As you're the first person to submit, you get the picture shown in the screenshot. I'll see what i can do with it.

@ Urby - Coolbeans on the logo, Mind if i snag that as a texture and hang that above the entrance door?

@ skals - Mazes are good. You can modify it, or just shoot me the RMF and any textures. Or then again, anything you want. - Edit Thanks for the map. You're #2 You'll be in the same room as hotdog, but just on a different picture.

@ rimrook - anything that you create is magic anyway so find the least dead thing and see if you can make something of it

@ jeffmod - Damn. Sorry to hear you deleted that map. Would've made a great combat map i'm sure.
Cool So we have Entries from Hotdog and Skals

And Strider, just a simple 128 x 64 texture will be perfect for the twhl logo. I plan on scaling it to 50% anyway, and making it a floating func_rotating. So you walk up to it, collect it, make it dissapear, add
to the level count, teleport to main level.

Looks like if things get out of hand, we might have to make a mod :combine:
But that'd be purely for organization.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 01:40:58 UTC
in Castle Disposed Post #269327
Nope. That's why it's the graveyard. My plans are to have multiple graveyard map per BSP.. You can make it whatever you want before you send it. Include the location of the emblem if you wish.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 01:23:47 UTC
in Half-Life: Static Friction Post #269324
lol yeah. It's my bedtime now. I'm tired as hell and i don't have to work tomorrow, BUT good news is the compile hasnt stopped yet!

But it's still stuck on 60%

Again, more news in the AM
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 01:21:41 UTC
in HL2 RPG Post #269323
That's exactly where i stopped experimenting. I don't think we should mess with damage given to the player, only then we'd have to modify each damage attribute for every NPC

But if you increase the health, almost the same effect is achieved.

Now the logic case is just for organization right?
And can't they only go up to 16?
So we're limited to a 4x4 grid, or just use more than one...
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-03 01:00:42 UTC
in Castle Disposed Post #269322
Raise your hand if you have more than 10 maps in your folder that you started and never got around to finishing.

Nice show of hands there.

Now put them down and continue reading.
Castle Disposed is a collection of maps similar to the rooms project, with a style that reminds you of both Super Mario 64, and Issues / Reissues.
Here's the catch-
The central hub (The castle) Links to only the graveyard maps you have long abandoned. Walk up to the picture of a map, a game text appears and gives the map info, author name, and whether or not it has been unlocked yet (unlocked by completing other levels)

So, does anyone have any maps lying around that had potential yet were never finished?

Fix those leaks, provide some textures, and I'll throw it into the Castle.
No storyline as of yet, But the main objective of each graveyard level is to collect the TWHL emblem in each map.

Fight for it, solve a puzzle, uncover it from it's hiding place.

Lets try to make something from those past-failed projects!

Here's what i have for the castle so far:
User posted image
User posted image
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 22:16:43 UTC
in Half-Life: Static Friction Post #269319
Dude you're tellin me.
It might as well be going backwards.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 20:42:31 UTC
in Half-Life: Static Friction Post #269316
:pwned:
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 20:36:51 UTC
in Half-Life: Static Friction Post #269277
Lmao. Allright. It's at 56% (i think)
It was 55% when i woke up and i just got to work.... i assume it gained at least one percent within that time frame.
60%
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 19:32:22 UTC
in 3d view buggy Post #269312
Yeah. The x button fixed it. And you can only manipulate the objects in 2 dimensions... But it comes in handy for quick fixes.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 19:22:06 UTC
in 3d view buggy Post #269309
i closed and re-opened and it wont go away.
It's hammer 4.0... It's so odd..
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 18:55:58 UTC
in 3d view buggy Post #269307
I'm hammering away on my compo map when i take a break to watch the 2 months of zeropunctuation i missed.
When i get back in hammer and i can't select anything in the 3-d view.
So i save, close, restart, and now everytime i select somethin in 3-d the blocks have selection handles on them...
I can scale, move, rotate, and skew all within the 3-d window.

It's perplexingly convienent, but i have no clue what the hell happened.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 18:30:53 UTC
in Trophy / award links Post #269305
:))
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 17:20:34 UTC
in Filefront :\ Post #269302
that's not a lcd screen tho, it's either a black or white pixel.. no light really.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 14:23:46 UTC
in Trophy / award links Post #269297
I noticed that once you're in a user's profile, and you click a trophy they won from a compo, it links them to their username and not to the compo.
Same thing with the forum / MV awards etc etc
In my opinion, a trophy link in a profile should link to the competetion in which it was awarded..
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 13:32:09 UTC
in What is causing this problem with HLRAD Post #269128
No problem.
If you have any questions you can't find in the search bar, the source thread is just a click away.

and...
i wanted to make "1:1" with the real "structures"
you couldn't just make a 256 x 256 tiling texture and then add other trim elements? Decals etc..

Making a life-size building texture is immenent death for the engine.
Expecially if used more than once. (Which i'm assuming you did.)

EDIT------------------

While doing some research, here's something for you if you wanted to port the level to the new engine: http://developer.valvesoftware.com/wiki/Goldsource_to_Source_texture_porting
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 13:26:06 UTC
in Removing spawn points Post #269295
that sounds like a great idea. But a lot of times the entities don't reset properly in CS

BUT what if you make one func_wall_toggle for each spawn, set them to off, and when you want to disable a spawn, just turn on the toggle, and the player will be spawned inside the wall.

Not sure if that'll kill him/her or not, but you can also create a trigger_hurt with the same name as the func_wall toggle, and that should kill the player after they get stuck.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 13:06:08 UTC
in Problems Valley Post #269293
lol what for? birds?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 10:48:35 UTC
in Urby's HL2 text RPG Post #269289
scribble ideas down into a notebook.
once the notebook is full, start a new one. maybe you'll develop something.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 10:07:28 UTC
in HL2 RPG Post #269276
My ideas were a template_npc, and depending on which enemy you defeat, you'd gain X experience.
Like you'd get 2 x for a headcrab, 5 for a zombie, 6 antlion, 10 combine soldier.. ect ect

It all adds to a math_counter.

I'm not even sure if math_counter is the only way to go, or if there's a more efficient 'score' system... More ideas will come, i'll scribble them down as they storm up.
looks like I've got 18 days to kill
Not entering the compo, or are you done already? :hammer:
oh and btw.. Made a Webpage
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 08:02:19 UTC
in Filefront :\ Post #269283
Didnt they shut down, then re-open?
It could be a result of that.... Maybe they got a new host, and everything's messed up
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 07:42:32 UTC
in Firefox 3.5 Post #269278
Never heard of it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-02 00:35:57 UTC
in Half-Life: Static Friction Post #269269
K we're looking at 52% leafthread complete
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 23:41:14 UTC
in HL2 RPG Post #269265
@ Strider

Sounds good to me.
I have a basic map set up to test out basic leveling, but i want to set up a grid of levels. Somewhere around 9 that inter-twine with one another. see if i can get a grid-based random creature spawner that'll add to the player-level math_counter.
I might be able to use a template_npc, but i'm not 100% sure how those work yet.

@ Naserve

you don't need skill. I'm looking for some ideas, or even some basic maps to use to test out the leveling and triggers.
It's not going anywhere right now due to the compo being up.
But in 18 days i can start to put some serious effort into it.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 19:54:30 UTC
in Half-Life: Static Friction Post #269261
Thanks jeff!
Or do you prefer JeffMOD

Anyway - Good news is we've reached 50% LeafThread!
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 19:51:48 UTC
in Half-Life: Static Friction Post #269259
Like i said....
might take a few more days....
Where's that netvis thingy...
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 19:46:24 UTC
in Half-Life: Static Friction Post #269257
keep in mind i'm running this compile on a Dell Dimension 6000 Laptop ;)

-might as well carve the map from expandable foam
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 17:24:50 UTC
in Half-Life: Static Friction Post #269252
LMFAO

Leaf Thread - 46%
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 15:32:43 UTC
in Firefox 3.5 Post #269245
Awesome.
When is the actual reease scheduled?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-01 14:47:51 UTC
in Firefox 3.5 Post #269242
You gotta tell chrome to do it.
Options man. It remembers mine.

And..magic wand?

Elaborate..
Tetsu0 Tetsu0Positive Chaos