Forum posts

Posted 20 years ago2004-09-12 05:47:45 UTC
in Compo 11 (Glass) Post #58448
Wow, there must be much more entries than usual.
I was hoping to see a new compo during the next week.
I guess, I'll have to make my own mind up for a new map then.
Posted 20 years ago2004-09-11 08:48:09 UTC
in face/world issues Post #58212
Error? Problem?
fizscy46 is semi-right.
Both boxes being checked only means that the face is perpendicular to the world alignment.
These boxes tell the game where the normals for the textures of a face is pointing. If it is parallel to the X, Y and Z axes of the world, you'll have both boxes checked.
Posted 20 years ago2004-09-10 13:46:06 UTC
in I got an idea(remade) Post #58029
+1:Ministeve
+2:BrattyLord
+3:JB + Anthony
+4:es major
+5:rabid monkey
+6:M_gargantua
+7:hazardous!
*8:Seventh Monkey
-9:Zeg
-10:trapt
-11:RileyMo
-12:Captain P
-13:ZombieLoffe
-14:Peace and love
-15:Jaardsi
-16:async
-17:red
-18:stusaysyo
-19:Davideo59
-20:bryce_boi

Alternatives:
#1:Gman
#2:Greg
#3:Hugh
#4:DieparBaby

Jahzel and jaardsi: All we need is someone to build and host it.
Posted 20 years ago2004-09-10 13:32:26 UTC
in models vs. prefabs Post #58022
I really hate Milkshape for being commercial.
They earn money with a simple program, with the only purpose to convert models from one game to another.
It is totally unhandy for creating models. There are other programs for free that are much better, such as blender.
I'll probably buy it too, when they provide a .blend to .m3d (milkshape format) converter.

By the way, as CP already said, stop calling little environment detail 'prefabs'!
Please! It's absolutely wrong.
Prefab means that it was pre-fabricated. So you've made it once to use it whenever you need it.

CP already compiled a pro and con list, so I won't say anything else.
Posted 20 years ago2004-09-09 15:27:05 UTC
in lighting prob....map to bright Post #57823
BRRRP!
Wrong.
You don't need to have point lights, tex lights suffice.

Why did you say that at all?
Problem was solved, dangerous smattering was eliminated.
Posted 20 years ago2004-09-09 11:48:06 UTC
in getting stuck on steep angled brushes Post #57796
You should try tying every other brush of the surface into one func_wall.
Brushes cutting each other can cause lots of damage.
The angle is >45? btw.

If this still doesn't help, you should put this map into problems vault,
Posted 20 years ago2004-09-09 11:44:53 UTC
in Random spawn deaths Post #57795
There can be 32 people on a server.
If you mess with the cvars, you can have them all on the same team.

For those weaponstrips, give each spawnpoint a target and let it target the corresponding entity. I'm not sure if that will work though.
Maybe you can look at a knife arena map with a text browser and find out how it's done there.
Posted 20 years ago2004-09-09 11:40:05 UTC
in lighting prob....map to bright Post #57793
This not right at all right!
Don't say things like that, it only confuses people who don't know how it really is.
Having no light will cause the map to be fullbright.
Having leaks does that too, but it also causes the filling process to stop, no leafs being created and vis and rad not to run.
Posted 20 years ago2004-09-09 03:01:58 UTC
in Random spawn deaths Post #57728
You should always place 32 spawn points for each team, just in case.
Make sure they don't overlap each other, or touch anything else.

Stripping weapons, should work with player_weaponstrip.
Maybe you need one weaponstrip for each player.
Posted 20 years ago2004-09-09 02:57:56 UTC
in getting stuck on steep angled brushes Post #57727
This might also be caused by the old CLIP hull algo.
Download XP_Cagey's 'p' compilers and use -cliptype precise on hlcsg.
Posted 20 years ago2004-09-07 13:57:23 UTC
in Recommend a Map: Post #57247
Poke646.
If you didn't play that, you're not a mapper.
Posted 20 years ago2004-09-07 13:19:25 UTC
in The MV lexicon Post #57239
Wise words were spoken.
Let's stop here.
We don't another spam thread, do we?
Posted 20 years ago2004-09-07 07:51:21 UTC
in The MV lexicon Post #57187
Which again proves that mature members are rare, but not missing.

Still I think, or maybe even hope, that ZL is not serious about what he wrote. It was supposed to cheer us up with some nice satire and didn't you at least smile as you read it?
Posted 20 years ago2004-09-07 07:43:23 UTC
in I got an idea(remade) Post #57186
A'ight!

+1:Ministeve
+2:BrattyLord
+3:JB + Anthony
+4:es major
+5:rabid monkey
+6:M_gargantua
+7:hazardous!
*8:Seventh Monkey
-9:Zeg
-10:trapt
-11:RileyMo
-12:Captain P
-13:ZombieLoffe
-14:Peace and love
-15:Jaardsi
-16:async
-17:red
-18:stusaysyo
-19:Davideo59
-20:bryce_boi

Alternatives:
#1:Gman
#2:Greg
#3:Hugh
Done seventh?
Well, fairly close to.
Please don't misunderstand me.
No here will set dogs on anyone.
You don't have to rush. I know that feeling.
I never manage to stick to my schedules.
Just take your time, this is a fun project after all.
Posted 20 years ago2004-09-07 03:53:36 UTC
in I got an idea(remade) Post #57166
cough
Done seventh?
cough
Posted 20 years ago2004-09-07 03:51:56 UTC
in Captain P Post #57165
Well happy anniversary from here to you too.
I started game editing with StarCraft, then found out that Ego shooters are what I want.
WorldCraft 2.1!!!
:)
Posted 20 years ago2004-09-06 03:50:56 UTC
in I got an idea(remade) Post #56869
Argh!
I sent that up there from school and forgot to log in.
Well that post above was wirtten by me.
Posted 20 years ago2004-09-04 10:44:24 UTC
in -=Download Sizes=- Post #56501
To all those who upload stuff which they want others to look at:
Keep it small!
There's almost no reasonable excuse for an image to be bigger than 100kb.
Also don't post 1600*1200 pictures. Nowhere! Try to keep the image resolution below 640*480, so it'll fit into every normal thread/forum/browser window.
When you upload maps/mods etc., zip it! But don't just right-click your mod folder add hit 'zip'. Don't include stuff that is not necessary, or things that are created by the game anyway. Don't include your own configurations etc.
Also don't forget the files that are essential. Texture libraries for most hl maps, pathnode files etc.

People who have only 56k, know what I'm talking about.
The more you care about the wide audience out there, the better your reputation will be.

To be not 100% off-topic ... biggest download on my 7.2k/1s was 28mb.
Posted 20 years ago2004-09-04 05:36:07 UTC
in I got an idea(remade) Post #56446
haz is in charge for now.
Am I? :o
I haven't really been here the last days. So how is it going?
Is it time to start a new map? Who has it? Who will build the transistion?
Posted 20 years ago2004-08-28 17:11:26 UTC
in Genome Post #54900
Genome: Huge zombie creature. Must've been a strong soldier before. Tears organs out its hole in the stomach and throws them at the player.
Occurs much more than only once.
Geneworm: Boss monster in OpFor.
Posted 20 years ago2004-08-28 17:08:14 UTC
in Shadows Post #54898
Posted 20 years ago2004-08-28 14:28:00 UTC
in I got an idea(remade) Post #54854
Err. Just the link for the compilers we all should use:
http://geocities.com/sparkybluefang/halflife/files/zhlt_1.7p15_RADp13.zip

By the way, if no one else feels appointed, I could do the final compile.
Posted 20 years ago2004-08-21 16:33:39 UTC
in Jokes. Post #52553
A bum is sitting in on the streets, looking really pissed.
A priest comes across and sees the man.
'Why are you so unhappy? You must see the positive things in your life, god loves us all.'
The bum looks up and says: 'Hey man, the only positive thing in my life was the HIV test, and now f**k off!'
Posted 20 years ago2004-08-19 10:04:31 UTC
in Compo 11 Post #52081
From the compo rules:
You can add your own textures, sound or skies, but they have to be included in a Custom Game Format (MiniMod).
So, yes.
Posted 20 years ago2004-08-18 13:52:46 UTC
in Circular lasers Post #51868
Does copying the entities from the example map work?
Posted 20 years ago2004-08-18 13:51:20 UTC
in Security Cameras Post #51867
As seventh just wrote, use a func_button and trigger_changetargets.
Posted 20 years ago2004-08-18 13:49:53 UTC
in Angel with train Post #51866
Try the 'Disable train' flag.
Maybe firing the train itself on deadend can stop the train too.
Just try it out.
Posted 20 years ago2004-08-18 13:45:36 UTC
in How to set skill level Post #51864
There is a skill cvar. Try 'skill', just type it into the console to check the current value. Type 'skill #' to change it.
You cannot force the game to use a certain skill level though, it's the player's decision.
Posted 20 years ago2004-08-18 13:43:12 UTC
in counting Post #51862
Well, that's the f**king bugged game_text entity. I also get very annoyed everytime this happens to me.
You should use env_message, if possible. This requires changing the titles.txt.
Posted 20 years ago2004-08-18 13:40:27 UTC
in One brush shapes. Post #51860
It is. In a way.
You must be very practised with the vertex tool, otherwise you'll get coplanar faces and invalid solid structures.
Why do you actually want this? It wont give you any advantages compared to making it out of multiple brushes.
Posted 20 years ago2004-08-18 13:35:41 UTC
in Jokes. Post #51858
What do a dog and a shortsighted gynaecologist have in common?
.
.
.
A wet nose.
Posted 20 years ago2004-08-18 08:49:21 UTC
in three favorite movies Post #51814
1. All Quentin Tarrantino Movies (does that count?)
2. Password: Swordfish
3. Princess Mononoke
Posted 20 years ago2004-08-17 13:48:36 UTC
in counting Post #51610
You could use multiple game_counters.
Set the limit to the value that the text message will display when triggered.
Posted 20 years ago2004-08-17 13:37:53 UTC
in Smoking Tank Post #51607
CP is right, just try everything out. It's better to get an own point of view on things than asking others for theirs.
Posted 20 years ago2004-08-17 13:16:15 UTC
in Smoking Tank Post #51602
Posted 20 years ago2004-08-17 08:35:52 UTC
in Steam caused.... Post #51566
For all CS kiddies, who don't want to work for playing CS without steam: http://www.steamlessproject.nl/index.php
Posted 20 years ago2004-08-16 14:50:22 UTC
in Steam caused.... Post #51379
May steam blow up in a cloud of steam!
Posted 20 years ago2004-08-16 11:32:10 UTC
in Jokes. Post #51341
@BL: The real real one is: 'Spiced Pork and Meat'. It is meat in cubic cans that has been promoted very strong. It was annoying to see it everywhere, so as internet advertisment, so it was likened and now everyone associates SPAM with nerving senseless emails or messages on the internet.
Posted 20 years ago2004-08-16 11:22:42 UTC
in What is kill_target? Post #51340
MuzzleFlash explained that very well.
Just one addition: Don't think of it as 'killing'. Killtargeting a monster will not kill it, the monster will play no dying animation, it'll just be removed from the game like every other entity type.
Posted 20 years ago2004-08-15 13:00:43 UTC
in MAX_LEAF_FACES Post #51193
Posted 20 years ago2004-08-15 12:38:48 UTC
in FATAL ERROR Post #51186
That might be the cause.
Maybe it's just one little letter that's wrong.
Chack that again and use the file browser.
Posted 20 years ago2004-08-15 10:42:14 UTC
in I got an idea(remade) Post #51165
Damn! I have found two bugs in my work! :
Seventh, could you fix them for me? :)
The first one is a 'bug' in the readme. I wrote I had the map for four months, that's wrong. I was four weeks.
The second one is a very small map bug. A sound is looped though it's not supposed to be. Near the power generators the oil-ambient_generic. Please uncheck the 'not toggled' flag and let the mm, which triggers it on at 2.8 seconds, trigger it off at 7.8.
Thank you!
Posted 20 years ago2004-08-15 06:13:47 UTC
in Textures Post #51124
The textures you use are very big, the texture memory doesn't suffice.
http://www.slackiller.com/tommy14/errors.htm#miptex
Posted 20 years ago2004-08-15 06:11:16 UTC
in making game decals for maps. Post #51122
Nope!
Decals in the decals.wad have real semitransparency and the last color in the palette is the color of the decal.
You cannot have decals with mora than one color. Unless you start to code.
The name of a decal must begin with a '{' to make it transparent.
Posted 20 years ago2004-08-15 05:59:05 UTC
in mp3 on ambient Post #51118
Just search the Goldwave manual for 'cue point'.
It comes with the download as an .html file, afaik.
Posted 20 years ago2004-08-15 05:37:04 UTC
in mp3 on ambient Post #51112
You must use a wave editor to add cue points.
Here's one tut on it.
Posted 20 years ago2004-08-15 05:27:58 UTC
in mp3 on ambient Post #51110
You can also be banned for instigate other to do illegal things.
As Rabid already said, you can only play .wav files on ambient_generics.
Bryce_boi has coded mp3 support into spirit, you can get it here.
Posted 20 years ago2004-08-15 04:39:34 UTC
in music! Post #51106
It must be 8bit, mono and 11khz or 22.5khz.
Posted 20 years ago2004-08-14 12:35:34 UTC
in All your Av's Post #50942
I think that avatars have the same functions as names.
It is easier to remember a certain picture than a name, especially when you're new somewhere.
I like it when people don't keep changing their avs every five minutes.
Posted 20 years ago2004-08-14 12:30:07 UTC
in Jokes. Post #50939
BL, those are excellent.
I still have tears in my eyes.
:D