Forum posts

Posted 16 years ago2007-12-25 15:44:49 UTC
in MotM: November Post #241909
Ill break it:

The Citizen.
Posted 16 years ago2007-12-25 15:33:25 UTC
in thanks guys merry christmas Post #241908
O rly?
No.

:) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: :P ;) :cyclops: :cry: :aghast: :aggrieved: :cool: :badass: :nuts: :zonked: : :D :furious: :glad: :heart: :nervous: :nuke: :quizzical: :sarcastic: :thefinger: :tired: :biggrin: :plastered: :walter: :pirate: :hammer: :ninja: :target: :pwned: :^^: :gak: :combine: :zomg: :heartbreak: :ciggie: :combines: :crowbar: :death: :freeman: :hecu: :nya: :rly: :) :| :( :x :lol: :confused: :o :roll: The Mad Carrot The Mad Carrot
Posted 16 years ago2007-12-25 13:38:44 UTC
in thanks guys merry christmas Post #241904
Companion Cubes look weird when you put them like that.

NEEDS SPACES!

//Edits
Posted 16 years ago2007-12-25 10:46:35 UTC
in thanks guys merry christmas Post #241896
Happy what?
Posted 16 years ago2007-12-25 08:04:03 UTC
in thanks guys merry christmas Post #241888
^ and a happy newyear!

:hammer:
Posted 16 years ago2007-12-23 16:50:42 UTC
in Looking to download my Horror Map!? Post #241821
Nope, don't have it.

And get better hosting (me).
Posted 16 years ago2007-12-23 15:03:55 UTC
in Open for TWHL3 Suggestions Post #241815
I would like a "You'll need to register before viewing this thread" option when visitors try to view threads with TWHL created content, like the Free Texture Thread. Just have a checkbox under the create thread stuff that prevents visitors from viewing it.
Posted 16 years ago2007-12-23 14:53:03 UTC
in Map Of the Year? Post #241814
Matacoz and Rim:

http://twhl.co.za/forums.php?pgt=1&action=viewthread&id=14819&pg=1
You can still vote for your favorite maps/mods posted between 01-01-07 and 31-12-07.

Don't tell me you never saw that thread, Rim. :nuts:
Posted 16 years ago2007-12-22 22:04:57 UTC
in Texture Lighting is a bitch Post #241767
EMERGLIGHT TAB2x 255 255 200 1000
1000 is really too low. Try higher values (5000, 10000 or even 20000 (depends on the actual size of the light emitting texture), or anything in between).
-customshadowwithbounce
This parameter allows you to use custom colored shadows, like this: http://www.themightyatom.nl/screenshots/custom_shadow_color.jpg. Note that this increases compile time a lot, so i don't recommend it.

Don't know about Compile GUI X2, never used it. Try my Compilator.
Posted 16 years ago2007-12-22 18:55:01 UTC
in de_dome Post #241760
I use 3.5 as well. That might be why your map is crashing on me.

If you want more help from me, install msn and add me. Its easier help you this way.
Posted 16 years ago2007-12-22 17:59:43 UTC
in Create server issues Post #241754
Posted 16 years ago2007-12-22 15:59:32 UTC
in Create server issues Post #241745
And don't forget to enable Texture Lock (TL) so that you're textures don't get missalligned when moving the map.
Posted 16 years ago2007-12-22 15:53:45 UTC
in de_dome Post #241744
Replied.

The dome part is really badly made and i strongly recommend you delete it a go for a less complex shape thats much easier on the engine.

Details in the email.
Posted 16 years ago2007-12-22 14:43:58 UTC
in de_dome Post #241739
I bet it does.

Look, i have a deal for you: since i don't care about CS maps, sent me your rmf file and ill have a look at it and tell you where the leak is.

Contact me via email or msn (if you have msn as well).
Posted 16 years ago2007-12-22 14:20:08 UTC
in Create server issues Post #241734
First of all, upgrade your compile tools. Latest version is here: http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

Get rid of the old q tools before you unpack these.

Then recompile your map to get an updated log file. The error will probably still be there.

Make sure you don't have any invalid brushes. Also note that brushes should be no more then 64 units away from the edge. Believe it or not, the engine sorta "scales" your map. Hard to explain.
Posted 16 years ago2007-12-22 10:49:48 UTC
in Wally is a fag , Need help Post #241714
You'll need to use a wildcard, like: *jpg, not just jpg.
Posted 16 years ago2007-12-21 17:51:48 UTC
in de_dome Post #241680
Sigh.

You're making it really hard for us to help you.

Post the map in vault.
Posted 16 years ago2007-12-21 16:29:50 UTC
in de_dome Post #241678
and you can't trace the line , it's to hazardous !
What...? What the heck are you talking about?
there isn't a blue line
Yes there is, look better. The line begins blue, then slowly changes to red as you get closer to the leak.
Posted 16 years ago2007-12-21 14:37:47 UTC
in de_dome Post #241671
just use the .lin file to find the leak........... goto map ---> load pointfile........ .................and when Hammer asks if you want to open mapname.prt , choose no and find the mapname.lin file instead.................... Now follow the line the from blue to red . with any luck , the line will take you straight to the hole ( or close to ) .........
Posted 16 years ago2007-12-21 10:05:36 UTC
in Scientist + Retinal Scanner Trouble Post #241665
First, make your retinal scanner brush, and turn it into a func_wall. Name it "fw_retscan".

Next, place a big trigger_once area around the retinal scanner. Go into its properties and let it target "ss_sci_retscan". Now go into its Flags and check Monsters and No Clients. This will only allow monsters but not the player to trigger the once.

Next, place an scripted_sequence in front of the retinal scanner. Name it "ss_sci_retscan". Let it target "mm_retscan". Type in "sci_retscan" in the Target Monster property. Type in the retinal scanning animation in the Action Animation field. Finally, set Move to Position to Walk.

Now place a monster_scientist, and name it "sci_retscan".

Next, place a multimanager. Name it "mm_retscan". Open up its properties and turn off SmartEdit. Add the following keyvalues:

Key: fw_retscan
Value: 3

Key: (the name of the door you wish to open)
Value: 5

You may have to experiment with the values (these are basically delay before trigger properties (in seconds)) to get the entire sequence to look good. You may also add an ambient_generic for bleeping sounds when the retinal scanner is uhm... scanning. Just be sure to add the triggers for the sounds to the multimanager.

If it doesn't work, ill make you an example map of the above example.
Posted 16 years ago2007-12-21 09:51:26 UTC
in Post your screenshots! WIP thread Post #241664
Meh, I'll probably change them back to touching the ceiling.
Yeah, if they are func_wall, it doesn't matter anyway.
Just a concrete texture. I saw it in the original game used like that all the time, and followed suit.
Wich is good. FresheD simply has a different taste. :quizzical:
Posted 16 years ago2007-12-20 12:40:12 UTC
in Post your screenshots! WIP thread Post #241610
Its nice, pretty Black Mesa-ish. ^^

Ceilling is a bit boring though...
I also see floating lightfixtures (wires don't touch ceilling and lightfixture). I know why you're doing this: to save up on w_polies. Just have one unit of empty space between the wires and the ceilling and between the wires and the lightfixture. That way its less obvious those things are floating. To me it looks like you have 8 to 16 units of empty space.
Posted 16 years ago2007-12-20 12:20:12 UTC
in de_dome Post #241607
I see dead people a boring mirrored floor, a barrel texture on the walls and blocky architecture.

Ugh.

Try to use archs, wedges, angled walls and stuff like that.
If you play my Uplink Extended, you'll notice a lot of curvy brushwork. See if you can learn from it.
Posted 16 years ago2007-12-20 12:14:49 UTC
in half life dedicated server Post #241605
Wot?

@Tets: Weird. Don't know what's causing it. Oh well.
Posted 16 years ago2007-12-19 19:42:19 UTC
in half life dedicated server Post #241540
Make sure you don't point to steam.exe as the executable. Don't know if thats the cause of the filesystem.dll error you're getting, Tetsu0.
Posted 16 years ago2007-12-19 19:28:57 UTC
in half life dedicated server Post #241538
It works for me.

Strange.
Posted 16 years ago2007-12-19 19:28:22 UTC
in Random paths with monster entities Post #241537
Try it out.
Posted 16 years ago2007-12-19 19:27:22 UTC
in half life dedicated server Post #241535
Tets, if you click the Play map button in my Compilator, HL automatically starts with the map specified. It also works with Steam. Just be sure to specify hl.exe in the half-life folder as the executable when mapping for normal HL, the hl.exe executable file in the cstrike folder when mapping for CS, etc.

For WON HL, its always the hl.exe in the Half-Life folder.
Posted 16 years ago2007-12-19 18:22:47 UTC
in half life dedicated server Post #241521
Then you're installing them the wrong way.
Mods go under the Half-Life folder within Steam.
Posted 16 years ago2007-12-19 13:05:29 UTC
in half life dedicated server Post #241498
Steam is awesome. I would agree that Steam was crap when it was first released but now its superior.

No Steam = no HL games (Except WON stuff), no HL multiplayer (HLDM) and no dedicated server.

In other words: you need Steam in order to run a dedicated HL server.
Posted 16 years ago2007-12-19 11:29:29 UTC
in half life dedicated server Post #241492
Posted 16 years ago2007-12-18 18:56:54 UTC
in Monsters don't follow path_corner Post #241468
Im pretty sure you're missing something obvious, like a key value or something.

Make sure you've specified a speed, a first stop target and a target (for the camera to focus at). Also make sure that you're path_corners are correctly linked (each one targeting the next).

If all this doesn't help, post the map in the Problems Vault.
Posted 16 years ago2007-12-18 11:06:25 UTC
in Map of the Year || Best of 2003-2006 Post #241443
No offence, but MINIMICUS's mapping wasn't that spectacular. The idea and technique behind it was great, but mapping (the architectural part of it, not entity work) wasn't that great. It was mostly bland, flat and stretchy.

Don't get me wrong, i enjoyed it, gameplay wise.
Posted 16 years ago2007-12-18 09:56:29 UTC
in Random paths with monster entities Post #241439
Yes.

It would require a lot of efford to get it working though. Maybe it would help if you draw it out on paper first.
Posted 16 years ago2007-12-17 10:55:44 UTC
in Monsters don't follow path_corner Post #241333
Make sure you specify a speed or initial speed for the camera. A speed of 0 means its not gonna move at all.
Posted 16 years ago2007-12-17 10:53:08 UTC
in Black Mesa Xmas Post #241332
ROFL!

Nice idea.

I've seen block heads before, can't remember where... Oh well.
[m]M E R R Y   X - M A S ![/m]
Edit: :S
Posted 16 years ago2007-12-16 20:24:58 UTC
in Post your screenshots! WIP thread Post #241251
That is new stuff (WIP), and no, it ain't finished by a long shot.

It'll be in Uplink Extended 2.0.

That scientist you see in the screenshot, is Dr. Rosenberg. ^^
Posted 16 years ago2007-12-16 18:49:03 UTC
in Post your screenshots! WIP thread Post #241235
GoldSource is still pwn.

User posted image


User posted image


User posted image
Posted 16 years ago2007-12-16 17:33:02 UTC
in Monsters don't follow path_corner Post #241218
Posted 16 years ago2007-12-15 19:04:20 UTC
in Monsters don't follow path_corner Post #241083
No, you need to trigger the object.

There are many ways to trigger stuff, think buttons (func_button), invisible triggers (trigger_once, trigger_multiple) or other entities that have a target keyvalue.

Add two func_buttons, and have one target the camera and the other the monster.

Note: If you want to have monsters follow a path, use scripted_sequence entities instead, they have more control over the monster then just path_corners, for example, you can have a monster, barney, for instance, knock on a locked door, then let it continue its patrol.

Take a look at my scripted_sequence example map to see how its done.
Posted 16 years ago2007-12-15 18:47:52 UTC
in Monsters don't follow path_corner Post #241080
Of course, you have to trigger them...
Posted 16 years ago2007-12-15 18:00:19 UTC
in "Who the Hell are you again?" Post #241072
You timed out.
Posted 16 years ago2007-12-15 16:14:03 UTC
in Map of the Year || Best of 2003-2006 Post #241058
I've played a whole lot of better stuff than this
A whole? Thats disappointing... but thanks for voting anyways. :)
Posted 16 years ago2007-12-15 11:01:52 UTC
in Open for TWHL3 Suggestions Post #241031
Definitely a good idea, but i don't think using YouTube as the host for these video tuts isn't a good idea. You know how YouTube lowers the quality of your vids after uploading them, which makes it really hard to actually follow them...
Posted 16 years ago2007-12-15 10:07:34 UTC
in Half-Life: Hostage Situation Post #241025
Haha, third thread. And it wasn't even started with discussion continued from the last one, or anything relevant in it.
Take a look at the final posts of the previous HLHS thread and you know why. Some nubcaek named The_(c)Striker spammed the entire page (well, most of it).
Posted 16 years ago2007-12-14 20:01:29 UTC
in Half-Life: Hostage Situation Post #240972
Thank you, saw, thats helpfull. :lol:
Posted 16 years ago2007-12-14 20:00:32 UTC
in Making transparent custom wad textures Post #240971
Here's a screenshot to help you get it right:
User posted image
Posted 16 years ago2007-12-14 19:52:00 UTC
in Half-Life: Hostage Situation Post #240962
So...

Is there any chance of revival?
Posted 16 years ago2007-12-14 19:50:54 UTC
in Half-Life: Hostage Situation Post #240960
Ffs Striker, you idiot, you wanna get banned for spamming?

Locked.
Posted 16 years ago2007-12-14 18:57:57 UTC
in Stixsworld1 Map! Post #240943
Har.

Its just strange...