Forum posts

Posted 14 years ago2009-12-12 19:26:09 UTC
in Vote for me, so I can win a laptop! Post #276575
Ya hers is way better--I'm sorry Striker yours is quite bad, it looks like clip art (not that i could do better). btw is your sister hott?.. =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-11 20:55:20 UTC
in Rooms (mini co-op project) Post #276553
K. all the changes are made, but i have two new problems cockblocking me from finishing:

1. when you trigger_changelevel back to the menu map, the equip multimanger that gives you the glock (to operate the menu) doesn't work anymore..

2. After you play rooms normally, the changelevel at the end of disco's room sends you back to the menu map, but SOMETIMES, it sends you back to the first room... All the changelevels and landmark names are different, so i don't really understand how this is happening! = (

Disco: i can't, but that might definitely solve your "too many entites" error.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-11 00:11:27 UTC
in named trigger_changelevel Post #276541
Got it!

i removed the func_wall_toggle, and at a certain point, i just have a trigger targeting a mm. the entire area is covered with a trigger_teleport, which has a target of "xxx". After 4 seconds, the mm targets a trigger_changetarget, which gives the teleport the proper location, and everything works perfectly! (the teleport drops you into the trigger_changelevel)

So in essence, this gives you a delayed teleport and levelchange, and the player doesn't have to be in a fixed location.

trigger_changetarget = win..

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-10 23:05:34 UTC
in named trigger_changelevel Post #276537
Disco: yeah i tried "encaseing" the player in a func_wall_toggle cube, and a 2-wall cordon, but no change. = (

you're right it actually isn't. first, i tried triggering the "imprison" func_wall_toggle 5 seconds before the teleport, and then tried eliminating it altogether, but no change.. = (

Now i'm trying a named teleport that sends you to the change level, but i can't get the teleport to be triggerable by the MM, even with the "no client" thing checked.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-10 22:17:15 UTC
in named trigger_changelevel Post #276533
So, i have a map where you run into a hallway and everything fades to dark. Simultaneously, a func_wall toggle freezes the player in place, and underneath him is a trigger_changelevel with a name, and after 5 seconds the changelevel is activated by a multimanager.

Everything works, except the problem is, the player arrives "frozen" in the new map, frozen to the point that you can't even noclip out of it...

anyone know what is causing this, or a better way i can achieve the same result?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-10 20:25:24 UTC
in Last movie you saw? Post #276530
Armored (2009)

Don't see this movie. It's really a wonder how movies this bad can ever be made and make it to the big screen. It's also a wonder how some decent actors signed on to this.. i guess they just needed the money.

DON'T waste your money on this tube of shit..

(

Outlander (2008)
Not horrible, but i only watched the first 20 minutes. Viking movies = win.

Pan's Labyrinth (2006)
Cool effects and cinematography. Reminded me of Alice in wonderland in spanish.. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-05 13:10:53 UTC
in Post your screenshots! WIP thread Post #276344
Sajo that's cool-lookin! =) Are that Vanilla HL?!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-04 19:21:40 UTC
in Illuminated Keyboard Post #276312
Light-up keys are the bomb... See: Macs. My next uber-l33t notebook will have them. (hopefully)

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-04 19:18:07 UTC
in Rooms (mini co-op project) Post #276311
Yup you can get the hev now. =) Get those changes in soon if you want to make this version... And don't worry about the diskspace too much, since it is an integral part of your map, i don't want you to skimp too much..

)

psilous: thanks man! i'll add them to the list. = )

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
-SpaG clipping issue in the freight elevator
-BONUS map HOM by the end of the map
-fix "fall damage" in first room
-Rim tree textures and align brush
-Brighten JeffMod's first map
-Fix delayed levelchange between Zeeba's room and WC's room
-add HEV suit to first room
-add player_weaponstrip as you play the game
-add player_weaponstrip as you load the bonus map
-fix transparent texture near env_laser
-fix transparent texture near ladder before riverpool
-fix transparent texture in world crafter's map
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 23:45:07 UTC
in Rooms (mini co-op project) Post #276291
Okk now i know what you mean ur right. Pretty obvious thing that i overlooked, thanks! =)

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
-SpaG clipping issue
-BONUS map HOM by the end of the map
-fix "fall damage" in first room
-Rim tree textures and align brush
-Brighten JeffMod's first map
-Fix delayed levelchange between Zeeba's room and WC's room
-add HEV suit to first room
-add player_weaponstrip as you play the game
-add player_weaponstrip as you load the bonus map
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 22:13:59 UTC
in Rooms (mini co-op project) Post #276285
so u mean put the weaponstrip after you exit your first room?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 22:00:57 UTC
in Rooms (mini co-op project) Post #276283
Jeff: k i can add the weaponstrip, but may i ask why? Also, the pipes are there if these are the ones you are talking about..

All: i don't notice the delay between levels.. does anyone else?

Thanks to all for testing so far! =)

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
-SpaG clipping issue
-BONUS map HOM by the end of the map
-fix "fall damage" in first room
-Rim tree textures and align brush
-Brighten JeffMod's first map
-Fix delayed levelchange between Zeeba's room and WC's room
-add HEV suit to first room
-add player_weaponstrip at start of first map
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 19:26:54 UTC
in Rooms (mini co-op project) Post #276276
Nice muzz-i-mean-atom! =)

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
-SpaG clipping issue
-BONUS map HOM by the end of the map
-trigger_changelevel delays in certain maps
-fix "fall damage" in first room
-Rim tree textures and align brush
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 19:05:22 UTC
in Rooms (mini co-op project) Post #276273
oh shi.. i almost forgot, thanks for reminding me muzz! i know exactly what's causing that... +)

As for the santa hats: NEVER! (really tho if everyone doesn't like them, they will be smited)

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
-SpaG clipping issue
-BONUS map HOM by the end of the map
-trigger_changelevel delays in certain maps
-fix "fall damage" in first room
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 18:56:31 UTC
in Rooms (mini co-op project) Post #276271
Thanks for the feedback Jeff! = ) I'll add those to the list, and you don't need to post a pic for the HOM in the bonus map, i found it: It's right before the helix thingie?)

There will not be WAV commentary, if for no other reason it adds a buttload to the filesize, which is already way too big imo.

Regarding Tetsu0's map, i think it's fine, but he has the final authority whether he wants it changed or not.

As far as the level changes, i've not witnessed this, but even if i did i wouldn't know how to fix it, since all the delays are set to zero. Give me the specific maps it's happening on and i'll double-check tho ;)

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
-SpaG clipping issue
-BONUS map HOM by the end of the map
-trigger_changelevel delays in certain maps

Map Authors: If you'd like your avatar flags changed, PM me a link to your image and i'll update it! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-03 17:47:46 UTC
in Rooms (mini co-op project) Post #276269
I still don't like that you can die in the first map. Sure, it's funny as hell falling into the abyss yelling
But the auto save was working for you, right? I'll add the teleport option to the list, good idea! =)
Also, I feel it'd be best if the credits returned the player to the main room instead of just ending the game
yeah i agree. Originally, after playing the last map in in the game, you would be returned to the main menu. the only problem is some of the triggers and things act unpredictably after the map is loaded a second time, so i got rid of the "return to menu" feature.
I will check it out again tho, and try a few things, since it would make sense to return to the menu to check out all the features.. thanks! =)

psilous: Thanks for testing! PM me where those transparency issues were and i'll double-check them; i don't remember seeing them, but, could also be caused by fast VIS depending on what you're talking about.

Regarding JeffMod's secret room, yes, you need something from the first one to access the secret room in the second map.. It's a little tricky tho! =)
Other than that, I like it, just a shame I did not get to take part in it
Don't worry man! =) You can still submit a room, it just won't be included in the initial version. I will always add new maps to the project =)
It was almost a year ago when I submitted my entry for this... how is this still going on?
I kno, right? =) I know we're rather late to getting our first release done, but i'm just glad to see people still checking it out..

)

Atom: Didn't i null the whole thing or big-block it? Oh well sorry i'm sorry. And thanks for the other observation, i'm sure Striker won't mind if we remove a few bottles. = )

Striker: Do you mind if we drink a few bottles behind the bar? =P

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map
-Too many monster_furniture (bottles) in section of Striker's map
-Use teleport or tweak autosave in case you "fall" in the menu map
-At the end of credits, regular game and credits, return to menu map?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-02 18:57:33 UTC
in Rooms (mini co-op project) Post #276256
muzz can probably but i can't think of any since i only use free hosting. lemme try uploading to x10, maybe that will work?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-02 17:51:41 UTC
in Rooms (mini co-op project) Post #276253
It is a great song =)

Ur right about the credits! i need to end them and not let them go on forever. i would hate to think someone wating in vein for a bonus feature that will never come.. Thanks man, i will make sure that is fixed before muzz does the final..

I agree about the spiral too, but i also think it will behave a lot better with full vis. I'm gonna leave it up to Striker to decide whether the light should go or not tho..

List of changes before Atom compiles:
-add endsection entity to the credits
-possibly optimize strikers double helix in the bonus map

Any moar people?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-02 16:16:12 UTC
in Rooms (mini co-op project) Post #276247
Update:
the first official pre-release is now ready for testing, for authors/contributors/mods.

If noone finds too many dislikes and bugs with this version, we can have Atom do the final compile, and FINALLY have our first, official release of ROOMS! =)

Download rooms!

(password is the same as before. PM me, muzz, or another rooms author to get it if you don't remember)

When commenting, please let us know what version of half-life you're running, i.e. WON or Steam HL. There are some minor lighting, and HOM issues that will not be there after a full VIS compile, so keep that in mind!

Striker:
It's all set. i cut it off right after the big helix thingie and it compiled for me. the bsp/rmf will be available shortly and you can preview it if you like.. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-02 11:36:08 UTC
in Now Playing: ... Post #276242
Lemonheads best of - it's a shame about ray
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-01 22:51:36 UTC
in Natural Selection 2 Map-Editor released Post #276224
i agree jeffmod hammer makes it so easy to make brushwork. It feels like i have to struggle to make brushwork cleanly in max or milkshape fsr...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-01 19:02:02 UTC
in change map without level change Post #276211
Is there a way to send a console command "map <mapname>" to load the next map instead of a trigger_changelevel?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-01 18:48:37 UTC
in Rooms (mini co-op project) Post #276210
i dunno dude but what i do know out of the literally hundreds (probably thousands) of compiles I've done, i've NEVER seen that error. ever. Tommy14 doesn't say so, but could it be wad issue?

either way, me and muzz will figure it out, i promise. Your map will make this release one way or the other.. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-01 15:57:30 UTC
in Rooms (mini co-op project) Post #276208
kk if that's the end of the map i can make it work! =) If you want the map to end in a specific way let me know...

edit:
I spent an hour getting everything ready, making the changes to the menu map and your map, and the damn thing won't compile saying: MAX_MAP_TEXTURES. =(

If there is an easy way to boost the limit, someone pleez let me know. I tried nulling/beveling some things and it made no difference, but i'm not spending anymore time trying to fix this. Muzz/atom: are you willing to get this thing working?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-01 12:54:17 UTC
in Rooms (mini co-op project) Post #276206
Update! performing test compiles now and will ship to Muzz for final compile soon!

(c)striker: i'm having trouble progressing in your map past the big double helix thingie... please advise and/or edit this, so we can include it as a bonus feature in the project! Also, you're getting the "too many visible entities" error, so i think not all your buttons and brush-based entities are showing up. May be causing some of your brush-based entities to disappear. (like, i think there is a button in the double-helix room, but it doesn't show up?)

I didn't see any other problems, but this map still needs a bit of work before we can include it. I frankly do not have the time to debug my own maps let alone someone else's, so, If you can make the changes relatively soon, that's great... If not, we can just include it in the next official version. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-11-24 22:02:53 UTC
in Large Hadron Collider Post #276014
the extra CO2 is caused by the jews.
Borat likes this.

But really, i'm waiting for the little black holes to start wreaking havoc... gonna be sweet! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-23 12:25:32 UTC
in Last movie you saw? Post #275962
Saw VI
Surprisingly good, and i should say i've never been a fan of the franchise, at all....

2012
<cheesy prolonged farting sound>

Even tho i really like John Cusack, this movie was extremely disappointing, especially when the producers try building hype for it with teaser trailers 2 years before the movie ever comes out. If you're gonna do that, the movie better be epic and that, this movie is not. =(

Twilight part deux: New Moon
Even crappier than the book and the book sucked some big dicks. (Pretty much all the books sucked except the first one) The theatre i was in tho was packed with little girls, all pretty much coming in their pants, so, i guess the twilight people know what they're doing... ;)

Funny ironic sidenote: Pretty much the whole Cullen family this time around look substantially older and fatter than from last year, even though they don't eat and aren't supposed to age. Well i thought it was funny, aw fml.. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-20 18:58:52 UTC
in Switchable Animating not working fsr Post #275891
yeah your right i just tested it too. i think i'm too tired to map right now? = (

Could you get it to work for illusionaries?.. cuz i still can't... I needed mine to be "passable" or "not solid" so i used a func_rot_button with 0 degrees of movement and it worked..

going to bed... oh wait, got to go to work!.. gah fml...

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-20 18:32:16 UTC
in Switchable Animating not working fsr Post #275889
Figured it!

these textures will only work on buttons for me fsr. I could have SWORN, that they would work on any named, brush-based entity, but apparently not so?

In a test map i simply made 4 buttons with switchable texures, 2 of them +A, 2 of them +0. They worked. Next, i changed them all to func_illusionarys, gave them each a name, and had them triggered by a null-textured button put right in front. DID NOT WORK. Lastly, i changed them back to func_buttons with the "don't move" flag toggled, gave them names and triggered them each with a button. Finally, this worked.

So in short, if you want to make a triggerable switchable texture, and it can't be part of the actual button you are pressing, make sure the brush is a func_button set not to move, and you can trigger it from anywhere else in the map with another button.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-20 17:25:25 UTC
in Switchable Animating not working fsr Post #275886
k i've done this a million times with no problems but now i'm stumped. I have a button targeting a MM which targets a bunch of things, one of them a func_illusionary with a switchable texture on it. No matter what i try, It WILL NOT trigger to the alternate state.. What i've also tried:

1. Changing it from a func_illusionary to a func_wall, and func_button.. no change...
2. applying neither the +0 nor the +A brother makes any difference.
3. tried various ways of triggering it: by MM, by button targeting it, and by making it a button directly.. all no dice1

If anyone knows what could possibly be up pleez let me know!!! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-20 13:13:12 UTC
in Rooms (mini co-op project) Post #275884
(c)Striker: Okkk! =)

TJB: Absolutely not too late! please do so! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-19 09:13:15 UTC
in Rooms (mini co-op project) Post #275858
i'll take a look at it again. if i can easily cut out one room-sized portion of the map, and it compiles without error, then, yes.

Alternatively it can be included in it's entirety as a "bonus feature" but i know you didn't like that idea before..

it's simply too huge to be included the way it is... if you can get to a hl1 editing machine and modify it, that would be the best solution probably..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-19 08:18:53 UTC
in Rooms (mini co-op project) Post #275856
UPDATE! =)

I have 5 things on my list left to fix, and after test compiling, it's off to muzzAtom for a final compile. HOPEFULLY after that, just a short testing period and release of version 1.

In the next day or so i am willing to accept very small changes to make this version, but nothing too crazy, i.e. an updated audio track, revised commentary, a couple new textures, etc.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-19 06:31:51 UTC
in teleport a brush? Post #275853
if the gears are "on" the door, i don't see how you would do it, unless they only spin when the door is stationary. picture of the door?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-11-18 20:15:16 UTC
in Map search: DSR map pack by indy Post #275830
Anyone have any maps archived by this user? In particular, i was looking for dsr_jungle, but all the hosting are dead..

(

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-21 22:19:47 UTC
in Rooms (mini co-op project) Post #274727
Didn't get to anything today (Shocking!!), but i'm going to try the same thing tomorrow after work. Now, i'm off to play L4D for twenty minutes before work again.. =)

'Crafter: kk! =)

DiscoStu: that reminds me, if you can send the audio track you'd like to use or i'll end up having to use the placeholder again. also too if you can think of a track already out there you'd like to use, i can download/place it for ya..

Tetsu0: yup! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-20 22:25:00 UTC
in Rooms (mini co-op project) Post #274701
I have to work all night tonight, but soon as i get out i'm going to try my best to complete all the changes and send it to muzz for a final compile. Thanks again for everyone's patience =)

Right now tho, i'm stressed and need to shoot at stuff...<starts up L4D>

)

I don't want to hear no stupid computer voice crap just because people are too lame to speak into their microphone.
Yeah i understand, but since nobody really submitted voice commentary, i felt it was necessary--i'm guilty too since i hate the sound of my recorded voice.

text would be fine, but with the limits and bugginess to gametexts makes it not feasible. I suppose we could use env_message with titles.txt tho, which seem a lot more versatile after just reading the titles.txt tutorial by Loque.

Nevertheless the first version of rooms will stay the way it is with the tts commentaries. For version 2 however, i would not have a problem changing the author commentary to "tts commentary", and/or adding a "text commentary" menu item.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-16 21:02:29 UTC
in Rooms (mini co-op project) Post #274485
Unupdate:
Still super busy with both jobs and coming off of being sick, so i've done nothing toward finishing the project. = (

I've seriously never been this busy in my life (that i can remember)... barely have time to turn my computer on or if i do i'm too tired. I'm sorry to shower you all with excuses, but i want you to know it will get finished just i can't say when right now..

(

My commentary is fucking lame compared to the others
I disagree; i think the live author commentary is way better than my cheezy text-to-speech bits, but if you want one for your room, i would have no problem making one up for you! = )
Too many entities on visible packet
yes full vis compile as tetsu0 said should fix it. if not, start combining multiple brush-based entities into one, and don't func_wall stuff unnecessarily; some people really go crazy doing that.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-13 16:51:58 UTC
in Rooms (mini co-op project) Post #274346
Sorry all i've been missing for the past few days.. work is nuts and i've been sick the whole time.. =,(

I'm about to start another 12 hour shift(if i'm lucky) and then i have to work my other job in the morning... After my day shift i have a day off, so i'll try to get everything ready and send it to muzzatom. There isn't much left to do i just haven't had any time!!

If y'all think we should change to wav/ambient generics for the author commentary(instead of trigger_cdaudio for compatability reasons), i'm all for it. the only reason i used the cd tracks in the first place, was because i thought the quality would be better..

so yeah, not much longer hopefully! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-06 16:08:34 UTC
in Reducing wpollys Post #274136
ZOMG that is awesome rim! (should be stickied!!!)

i can't believe i've never heard of that before... is the increased vis time dramatically horrible? how bout on a horribly optimized map, will you still see noticeable improovement?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-06 16:05:22 UTC
in Rooms (mini co-op project) Post #274135
sounds kinda like what i had to do to get zeeba's map to work, except, add enlarging texture scales...

Nice work! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-06 15:45:31 UTC
in Rooms (mini co-op project) Post #274131
i thought the quality was way better but maybe i'm wrong?

Update: After the final compile by MuzzAtom(and quite a few fixes performed by him as well) we've come to the conclusion that this version is not ready for release just yet. There aren't that many things left to do, but i've been getting raped LITERALLY at work lately, working really long days, after which, the last thing i want to do is turn a compuer on. = (

So i'm sorry to report it will be be a little bit longer before we're ready. I'm going to work on the changed a little bit before i go to bed. My goal is to fix/test at least half the stuff before sleepie times... = )

That is all! thanks for your exquisite patience! = )
Some minor optimizations in Nefarious's map (that was a sucker!)
Yeah how did you manage to eliminate that error? Plus the "too many visible entities" seemed impossible for me to fix, even after combining multiple func_walls into one, all over the map! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-04 20:12:24 UTC
in Rooms (mini co-op project) Post #274048
Big NOTE:

Author Commentary and a slew of other things DO NOT work in minimod format fsr! Doors operated by trigger multiple start open, as well other problems... Shame on me for not testing in mod format sooner, but does ANYONE have an explanation why the gameplay would be different AT ALL from minimod version compared to playing the content out of the Valve folder?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-04 19:12:03 UTC
in Rooms (mini co-op project) Post #274046
I must apologize that i've been "missing" for the past couple of days, as i've been in a nyquil-induced coma due to my contracting the h1n1 flu virus...
(not really but i had something nasty, and i'm just starting to feel normal again!)

Anyway, muzz has finished the final compile for version one and i guess it's time for us to start beta testing? After i'm done downloading the final compile by Atom, i have a couple of small changes to make, and then i'll post a link. Thanks again to muzz for compiling everything! =)
The commentary didn't appear to work for me, but I don't see any sound files for any such thing either.
That's distrubing, as DiscoStu had the same problem. You definitely double-clicked(shot at, takes two shots to bring up the submenu) the "audio commentary" and then clicked the confirm button with the caption saying "play rooms with audio commentary"?

The audio files are in the media folder, as the audio commentary makes use of the trigger_cdaudio entity.
Also, you haven't activated my splash. tongue - :P You need to change the WON version to be called splash.bmp, not urbysplash.bmp
i wasn't expecting for many people to play it in won, but i'll make the change and hopefully it will work for you. (i currently don't have a computer that will run won half-life. =( )

Jeffmod: You need to send me a working and tested version of your map. in the future, i would expect you to test your map and make sure all your triggers work BEFORE you send it, please.

If it's something simple i can fix in a short amount of time, then contact me by pm and maybe i can fix it for you. otherwise, it's going to stay that way..... = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-01 16:52:58 UTC
in Rooms (mini co-op project) Post #273957
Oh and Disco, Striker's room will not be in this version, but in version 2.
That teleport is also supposed to take you to the menu map and not the first room, but this will be addressed soon. (i fixed the other things you already mentioned btw, thanks =))
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-01 16:38:40 UTC
in Rooms (mini co-op project) Post #273955
config.cfg
yeah, that's one of my pet peeves too, but i forgot, a new config.cfg is created everytime you play the game... I'll make sure it does not appear in
future versions! = )
disco tracks
this issue will be taken care of for the final version 1, sorry. = (
audio commentary
you are clicking on the "audio commentary" menu item, and then clicking(shooting) "confirm" for "play rooms with audio commentary"?

Thanks for the other comments DiscoStu, they will be addressed. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-09-29 18:35:20 UTC
in Rooms (mini co-op project) Post #273796
Here's the preview i promised for room's authors. the pass is the same as the other rooms stuff.

rooms version 1

MuzzAtom is doing final compile now. there are some issues with the last map which i will address over the next day or so, and send Atom the updated rooms010.rmf. (there is a problem with the disco music drowning out the commentary and also, when the map ends, it's supposed to return you to the menu map, tho this doesn't always happen fsr.

Known issues so far:
-dying on certain maps will crash the game.
-dying when audio commentary is going will end that room's commentary, but it will resume on the next map.
-there are some lighting discrepancies from one level to another. i've tried to fix them the best i can, but some are still pretty noticable
-this quick vis/rad version has some lighting glitches that shouldn't show up after final compile.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-09-28 20:46:13 UTC
in Now Playing: ... Post #273808
chemical brothers - galvanize (don't hold back)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-09-28 18:48:06 UTC
in ambient generic - increase volume in gam Post #273804
there's no other place to go, but yeah like i said, if they loiter around the effect will be less than perfect. but, the first track is "quiet" enough behind the door, that it's really hard to tell anyway exactly if it doesn't match. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-09-28 17:06:25 UTC
in ambient generic - increase volume in gam Post #273802
well i figrued out a way but it's not perfect:

1. i have 2 tracks of the same song. One starts at the beginning and one starts 10-15 seconds in. (about the time it takes to walk down the hallway and open the door for most people)

2. when you open the doors to where the music comes from, a multimanager triggers track 1 off and track 2 on, at a louder volume. It's not perfect obviously, and less so if you waited outside the door for a very long time, but it works pretty good just the same. = )
Captain Terror Captain Terrorwhen a man loves a woman