Forum posts

Posted 21 years ago2003-08-18 13:49:20 UTC
in texture compile problem Post #1257
hehe i found the problem.
it was one of my home made textures. i dont now why the texture gives the problem but i have a problem wiht it.
if you are a textuer expert mail me and i will sned you the wad so you can take a look at it. it is made with wally.

casdewit@xs4all.nl
Posted 21 years ago2003-08-18 13:46:18 UTC
in cs buyzone and spawns? Post #395
go to counter-map tutorials.

search for the site on google
Posted 21 years ago2003-08-18 13:45:06 UTC
in Bon chance! Post #389
did you do those brushes i toled you about and work it all??
Posted 21 years ago2003-08-18 13:44:23 UTC
in Texture lighting Post #384
isnt the light in the textures it self??? ore am i wrong now??

well iam not much working with lightning(i have hl in software mode so...)
but i really thought it was in some textures
Posted 21 years ago2003-08-18 13:38:16 UTC
in Texture lighting Post #383
All you need to do is get a LIGHTS.RAD and put it in the same folder as your compile tools. I had real problems trying to find out how to use texlighting too. I can also give you my FGD (I followed those very same instructions) :)

I'll write a little tutorial on it next week if I remember.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-18 11:26:10 UTC
in texture compile problem Post #1256
that didnt help.....
Posted 21 years ago2003-08-18 05:45:43 UTC
in Entity add-on Post #1148
Let's add some info then. How do I submit?
Posted 21 years ago2003-08-18 05:43:00 UTC
in Tutorials for download Post #1144
Thanks a lot. Kol and Atom. I didn't know about the save as option.
Posted 21 years ago2003-08-18 03:38:35 UTC
in IRC/ICQ/MSN/AIM/Yahoo messenger all at o Post #1252
Hey

try the new Trillian message centre.... you can have everything all at once... sure is slick...

http://www.ceruleanstudios.com
Posted 21 years ago2003-08-18 01:46:32 UTC
in Problem With World Craft!!!!! Post #385
Try taking the space out of the map's name.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-17 16:46:33 UTC
in Entity add-on Post #1147
We did make a start on the TFC / CS entities but eventually decided it wasn't worth the effort, partly because collective.valve-erc.com had got started on its own entity guide system, which had the potential to be much better maintained (okay, so it hasn't got very far yet...).

If you go to cariad.co.za/twhl/entitycats.php?game=2, you'll see the CS entities with no info. Cool, eh?
Posted 21 years ago2003-08-17 16:36:50 UTC
in Tutorials for download Post #1143
I know how you feel...

The method I use is to save pages as MHT format (IE), because that makes everything one file, which is neat.

There's also the 'printable' link on each tutorial.

I'll see what I can do as far as making saving tuts easier and quicker.
Posted 21 years ago2003-08-17 13:20:07 UTC
in competition entries Post #1154
And give my map a home after it loses :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-17 10:13:18 UTC
in Tutorials for download Post #1142
do what i do, just go to the file menu and save the page as normally, gets all the pictures and all.
Posted 21 years ago2003-08-17 09:55:23 UTC
in Tutorials for download Post #1141
Ok I'm a poor 56kb modem user and the tutorials currently forces me to make the tutorials available off-line or as plain text. This is painful in some cases where pictures help a lot. What if the tutorials could be downloaded in a html document, complete with pictures and all. And packed as a zip file, for file size. It would help me a lot since I can't be on the net everyday.
Posted 21 years ago2003-08-17 09:41:03 UTC
in Forums Post #1159
Get the edit post function too. I just wrote a post, submitted it and found out I had forgot something important. Had to make a new post because of that.
Posted 21 years ago2003-08-17 09:39:14 UTC
in Entity add-on Post #1146
Under the category other, maybe
Posted 21 years ago2003-08-17 09:38:31 UTC
in Entity add-on Post #1145
Why not add some entities from some of the most popular mods out there currently to the entity guide. And details how to use them etc.
Posted 21 years ago2003-08-17 09:31:32 UTC
in competition entries Post #1153
Yes, add that section to the map vault. It would be great to see what other people has created.
Posted 21 years ago2003-08-17 05:33:51 UTC
in cs buyzone and spawns? Post #394
Server-config dependent.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-16 19:51:39 UTC
in Turrets which hurt grunts Post #401
Problem with turrets is that they were never meant to take out friendlies.
Have you thought of targeting a little func_train and having that cover an area where the humans are going to be?
Posted 21 years ago2003-08-16 19:46:25 UTC
in cs buyzone and spawns? Post #392
Just incase the Shoutbox rolls past Seventh's answer...
CT Spawn points are defined by info_player_starts.
T Spawn points are defined by info_player_dethmatch.
And Buyzones are func_buyzones and as a brush entity they are as big as you make them. You can have more than one, actually it is a good idea to have one at each Spawn point that covers all the spawn points in that area.
Most people use armoury entities as top up areas, as the buyzone is disabled by it's timer after game start, but that depends on the settings.
Posted 21 years ago2003-08-16 17:25:23 UTC
in Bon chance! Post #388
Good luck to everyone in the competition! Crichton and I finally finished our entry and Crichton's compiling it with his Atlon 2200 now.

May the best mapper win :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-16 17:24:17 UTC
in cs buyzone and spawns? Post #391
ShoutBOX - answered there. Tired. zzz
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-16 15:05:37 UTC
in cs buyzone and spawns? Post #390
in cs, how do you make multiple or atleast one buyzone and how do you select how big it is? also, how do you designate a spawn a t or ct spawn ?
Posted 21 years ago2003-08-16 07:02:04 UTC
in texture compile problem Post #1255
Posted 21 years ago2003-08-16 06:35:26 UTC
in texture compile problem Post #1254
this is the whole compile log without rad and vis
Posted 21 years ago2003-08-16 04:46:42 UTC
in Monstermakers and info_nodes Post #405
I think monsters will use info_nodes whenever they can.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-16 04:40:35 UTC
in Turrets which hurt grunts Post #400
I've noticed that monster_turret, monster_miniturret and monster_sentry only shoot barneys, scientists, and aliens. And you. Yet for some reason they don't shoot assassins or grunts. How do I create turrets which do this (Could be func_tank, maybe?), I'd like to create a level where a place is being invaded by humans, and you need to activate autoguns to filter them out. How do I do this? I don't want to just stand by a controllable turret throughout the level (Perfect Dark players, does this sound familiar?)!
Posted 21 years ago2003-08-16 04:17:17 UTC
in Monstermakers and info_nodes Post #404
Hi, me again. If you have a monstermaker, will the new monsters immediately follow info_nodes, or just stand there like idiots until they see you? Does the same apply with stationary guards (Assassins, grunts)?
Posted 21 years ago2003-08-16 04:14:25 UTC
in Enemies and info_nodes Post #409
High definition pack? No, you don't understand, all of the monsters from the original HL are there, plus the new OpFor ones. And they behave in the same way.
Posted 21 years ago2003-08-15 23:12:53 UTC
in Enemies and info_nodes Post #410
Monsters that follow path_corners will only do so until interupted, and then they will revert to the models original AI, if you have path_corners and info_nodes, they will follow the PC's until they see you or are interupted and then they will use the info_nodes to track you down.
Posted 21 years ago2003-08-15 23:03:39 UTC
in Would it hurt? Post #413
Mmm, I didn't think of that. But yeah, if your VM work is of line, you will get these types of errors.
Remember: If you get an Error... Always check Tommy14 at Slackillers site for the error. They have the largest list of errors on the planet.
Glad you fixed it M, hope to catch you on IRC again.
Posted 21 years ago2003-08-15 18:10:01 UTC
in Crushing Bigmomma Post #1274
Gman doesn't crush! Just stands there holding up the crusher like freakin superman! :)
Posted 21 years ago2003-08-15 17:17:49 UTC
in Enemies and info_nodes Post #408
Male assassins should be used since they fit in more with op4 if your a grunt.

If you decide to use a human_grunt some people may not have the high definition pack so the models wouldn't fit in

K hope this helped :P
Godd Luck on your map
Posted 21 years ago2003-08-15 16:38:55 UTC
in Enemies and info_nodes Post #407
I think they do the last one (p_cs until interrupted), don't quote me on it though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-15 16:37:02 UTC
in Enemies and info_nodes Post #406
This isn't a problem or anything, just assistance with my latest map (UNORIGINAL!!!). It's for Opposing Force, and the only enemies are going to be humans. I noticed that, even though you are a marine in Op. Force, monster_human_grunts still shoot you, and monster_human_grunt_allies will fight them. This allows me 3 types of human enemy (I'm not having grunt_allies, so there won't be confusion between marines): human_grunt, human_assassin, male_assassin. I'm unlikely to use human_assassin because they can only use silenced pistols. So should I have grunts or male assassins (Either will do)?
Actually, I do have a question: With human enemies, if you have path_corners for them to follow, will they ignore the p_cs and come looking for you if there are info_nodes? Or will they follow p_cs until they see you, then hunt you down with info_nodes?
Posted 21 years ago2003-08-15 16:36:58 UTC
in texture compile problem Post #1253
Try taking out the space in the map name (e.g. sweethome.rmf). If that does not work, post the entire error log.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-15 08:18:17 UTC
in Crushing Bigmomma Post #1273
i never smashed a g-man. wonder how that would be...............................!!! getting a sick idea . a g-man snashing level. with hordes of gman barneys and scientists under one big smasher.oooooooow what am i sick
Posted 21 years ago2003-08-15 03:36:57 UTC
in Difficulty Post #421
I know what that difficulty setting does (well, one part, there may be others) - stops specified entities being created (eg monsters) - dunno how you tell HL which to ignore at which levesl, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-15 03:13:16 UTC
in Would it hurt? Post #412
its cool, i figured out the problem, thanks for the help Andy.
It wasnt actually the stairs itelf, it was the wall next to it, vertex points at the bottom of the object were 1 unit out from the top vertex's causing the error.
Posted 21 years ago2003-08-15 02:02:58 UTC
in please wait Post #425
A scripted_sequence entity will sometimes run as soon as the map loads and the target monster is near by, but this can also be caused by a naming problem.. Check your entity names. If you can't find the problem, change to aiscripted_sequence and trigger that.
Posted 21 years ago2003-08-14 17:33:21 UTC
in Tutorial about sound? Post #1187
Well, the only sound entities I actually know how to use are ambient_generic and speaker, although I think target_cdaudio looks pretty easy. But if I did a tut. on sound, it would probably only be a beginners' guide. How about we team up to do a tut. on sound?
This post was made on a thread that has been deleted.
Posted 21 years ago2003-08-14 14:42:51 UTC
in please wait Post #424
it is not triggered by any thing he just does it as soon as the map loads more in fo on how to fix please.
Posted 21 years ago2003-08-14 13:55:38 UTC
in Bounce pads and recharge pools Post #419
For the Xen healing pools go here. http://www.mrman58.freeserve.co.uk/spawningtank/index.html
And for pools and bounce pads go here.
http://www.snarkpit.com/tutorials.php
Posted 21 years ago2003-08-14 13:51:29 UTC
in Bounce pads and recharge pools Post #418
Guess they're just func_push brushes. Coulda sworn I saw something especially for bounce pads :S
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-14 13:45:09 UTC
in Bounce pads and recharge pools Post #417
Recharge pools are, I believe, trigger_hurts with NEGATIVE damage. Bounce pads: hmm, I knew that a day or two again, I'll just look :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-08-14 13:32:42 UTC
in Bounce pads and recharge pools Post #416
How do I create those bounce pads and recharge pools from xen?
Posted 21 years ago2003-08-14 13:28:21 UTC
in Difficulty Post #420
How do you change the difficulty level for your own maps (So it lets you choose at the beginning)?