Forum posts

Posted 19 years ago2004-07-31 01:10:44 UTC
in A Horror Idea, Some Screens Post #46957
It's true, that there will be a flood of mods. And given teh setting of HL2, they'll probably have similar storylines.

I'm not trying to change anyone's decision. Just saying...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-31 01:08:38 UTC
in i need mappers Post #46956
I got it from merely clicking the link. Thank god for AVGShield.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-31 00:30:50 UTC
in bad surface extents Post #46951
In the future, don't scale textures above 10 or below .10. That's the cause of these errors for me.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 19:19:42 UTC
in Shipped out mod, needs mappers Post #46889
Er, that crack decal that looks like the gargstomp decal is stretched.

I'd be mildly interested in being a mapper if it means a lead position.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 19:17:07 UTC
in Steam Post #46888
Don't blame VALVe for the serial number issue. Blame the pirate who stole your copy of the game by taking the serial.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 19:14:28 UTC
in Games and violence Post #46887
remember when Those kids did that school shooting, and then turned the guns on themselves. I forget what state it happened in, but it was a trajedy.
Happened in multiple states. I can recall California and Colorado off the top of my head.
Or sites like rotten, why would someone normal want to make that kind of site?
No idea. That is a sickening site.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 18:58:32 UTC
in Favorite bands: Post #46879
In some sort of order:

Blink 182, AFI, Assorted Jelly Beans, Bad Religion, Bloodhound Gang, The Casualties, Dead Kennedys, Get Up Kids, Green Day, Mi6, Murphy's Law, NoFX, The Offspring, Radiohead, Stone Temple Pilots, System of a Down, Suicide Machines, Vendetta Red, to mention a few.

You probably haven't heard of half of these bands :P . Oh well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 17:05:25 UTC
in i need mappers Post #46855
If I applied for the position, I'd ask for the lead mapper position, but it looks like it's already taken.

Your website gave me two trojans, by the way.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 16:55:19 UTC
in Map idea Post #46852
My only other suggestion if teh trigger_auto doesn't work is to make a multimanager, name it game_playerspawn and make it trigger the env_shake.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 16:51:08 UTC
in ToDo Post #46851
So it's just like locking threads on most other forum systems, then?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 16:30:47 UTC
in Textures outside map Post #46841
Vox, having textures scaled above 10 often causes those bad surface extent errors. Scale the textures to soemthing like 9.90 for faces that still might be rendered but not visible, or use NULL.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 15:34:09 UTC
in Map idea Post #46801
Make a trigger_auto target the env_shake.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 15:33:16 UTC
in changelevel and monsters Post #46800
You could killtarget them when the map starts.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 15:27:44 UTC
in Map idea Post #46797
You could use a scroll texture, but it would probably look unrealistic and ugly.

http://collective.valve-erc.com/index.php?doc=1046986958-44614200

Check there. I think that will help you.

env_shake creates a rumble, just mess with the magnitude.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 15:23:34 UTC
in Vertex manipulation tools, arrrrgh Post #46795
If you try and link things like pipes, its much easier to use the clip tool, just a thought.

For very complicated things like terrain, you should use a series of triangles or individual shapes to avoid these errors.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 05:57:02 UTC
in File Read Failure Post #46609
I'm the admin/sysadmin so I have all privlidges and permissions.

CHKDSK says everything's okay, and another VirusScan didn't find anything. I'm going to fiddle around some more with entities later and see if there's a conflict or logic error that could be causing the problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 05:32:49 UTC
in "Internet" Post #46602
I invented the internet!

That is quite amusing...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 04:16:03 UTC
in healthcharger texture (original hl text) Post #46575
If the text is backwards, check the 'Face' box, and that can also solve the problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 04:14:32 UTC
in Monsters WILL NOT move (spirit) Post #46573
Weird problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 04:08:05 UTC
in File Read Failure Post #46568
Yes, WinXP with NTFS. Filename is d3, shouldnt be causing the problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 01:00:19 UTC
in Monsters WILL NOT move (spirit) Post #46543
Odd, that it works in another map. Check your pathnames in the first map and make sure there aren't 2 walk1s, or duplicate names.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 00:19:05 UTC
in mario mod Post #46540
Yes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 00:16:13 UTC
in CS questions... Post #46539
Weather can be done by scrolling textures on a conveyor, but 1.6 added env_weather and other FGD upgrades and features.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-30 00:15:25 UTC
in File Read Failure Post #46538
I have a rather large map that I have been working on for the past few days and to do a test entity compile, made a gigantic box around my level and compiled, as I don't have the outer sky walls in place. (To be removed once I test this entity setup, don't flame me on why this is bad, please.) Compile runs fine, no errors or anything, and only when I go to test my map I have an error. Steam gives me a 'Fatal Error: File Read Failure' shortly after I type 'map d3' into the console. I am speculating this isn't due to my gigantic box, as that would cause a rendering error or extreme lag in the engine, which is what I was expecting. Tommy14 suggests a corrupted HL install, though it can run other maps fine, viruses, though I did a scan and have none, or other issues which are not applicable or nonexistent. I've compiled with only two wads, halflife and my custom.wad, although one of the textures is probably larger than 512x512, I haven't checked. Could that cause an error?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 23:45:43 UTC
in How much space... Post #46536
Mine also includes WON but I have to leave it installed until a BlueShift HL2 port comes along.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 23:22:51 UTC
in Spirit Program Problem... Post #46528
There's a SoHL channel on IRC (same network as TWHL), if there's anyone in there, they might be able to help you.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 23:14:13 UTC
in Shipped out mod, needs mappers Post #46522
Yes, that gargstomp decal is stretched, therefore the texture is as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 23:03:03 UTC
in How much space... Post #46521
7.83 gb, though this doesn't include editing programs such as Maya, my Hammre directory (gigantic custom wads that probably add another gig) and other directories that have copies of all my SD Models and HL-related content.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 21:32:16 UTC
in A Horror Idea, Some Screens Post #46506
You know, Hammre will still be the editor and I believe VALVe has said that it should be easy to get HL1 maps into HL2, they just need to be run through new compile tools...new weapons and such would be harder though, but the maps could be converted over to HL2.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 21:19:29 UTC
in Spirit Program Problem... Post #46505
Re-download it? You might have a corrupted or damaged installer program.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 21:18:43 UTC
in CS questions... Post #46504
You can use halflife.wad for a CS map. I don't think CS has xeno or liquids.wad, though. Check the GCF and see if they're in there.

If you compiled for 1.5 it should work fine for 1.6 but you wouldnt have the features such as weather, that came with 1.6.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 19:52:12 UTC
in CS questions... Post #46485
** Executing...
** Command: C:PROGRA~1STEAMSTEAMA~1xxx.COMCOUNTE
~1HL.EXE
** Parameters: -console +map "mario1-tets"
Also, you can't run hl.exe through Hammer/Batch Compiler after the compile is finished with Steam, as it will not let you execute hl.exe unless you run it from the Steam launcher menu or a desktop shortcut. You'll need to manually run your map via the console or the Advanced Options in the Half-Life properties dialog.

Apologies for double posting.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 19:48:17 UTC
in CS questions... Post #46484
Warning: ::FindTexture() texture {GRATESTEP3 not found!
Warning: ::FindTexture() texture ~SPOTGREEN not found!
Warning: ::LoadLump() texture {GRATESTEP3 not found!
Warning: ::LoadLump() texture ~SPOTGREEN not found!
Make sure you didn't move any wads that you used in your map after you exported it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 18:17:27 UTC
in Games and violence Post #46462
Exactly what I thought. They still haven't replied to my letter.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 16:30:38 UTC
in A Horror Idea, Some Screens Post #46449
Besides, when HL2 comes out, there will be a flood of mods, probably similar to this one, and it might get overlooked. If it's developed for HL1, then it has a better chance of being played by a wider audience (whoever cant run HL2/doesnt have it/still plays HL1)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 05:59:54 UTC
in Make a house Post #46297
Well, Militia's house design, on the interior, is....eww, but on the outside, rather resembles some house you'd expect to find in the middle of the desert. It's the texture set that really works on that map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 02:24:55 UTC
in Custom mp3's Post #46243
I don't think so. They need to be wavs to be played with an ambient_generic, which is the way to play sounds other than a trigger_cdaudio which is only for the CD music.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=98

That link has an excellent tutorial on how to convert files to wavs for use in HL and with ambient_generics.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 02:12:04 UTC
in Half-Life disk too scratched! Post #46235
If it just says 'Cannot find map 'test" in the console, you might have had a compile error. Check for a file called test.log where you compiled the map and post the contents here, that can help us figure out the problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 02:10:01 UTC
in CS questions... Post #46233
Well, if you have a custom sound to include it goes in valvesound or cstrikesound. It needs to be formatted a certain way so HL can use it though.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=98

That link has a nice tutorial on how to make your custom sound files work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 01:23:31 UTC
in I see scripts...why dont you? Post #46223
Scripted maps need to be linear to work correctly.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:57:58 UTC
in Swinging Rope Post #46220
Well, you could have a func_pendulum but then you couldnt align the func_ladder correctly to make it climbable.

The env_rope entity makes rope like in the OpFor boot camp so theres no reason to make a brush rope and use the env_rope. One or teh other!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:49:53 UTC
in CS questions... Post #46219
game_player_equip.

Restricted weapons are a server setting or game mode setting (ES and AS)

Steam/smoke need sprites, unless you map for NS.

Extract the WADS from the GCF and put them anywhere....Steam looks for the default wads in teh GCF. No need to wadinclude.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:41:31 UTC
in Cool trick. Post #46217
I was thinking about doing a func_tank example map, if there already isnt one.

Kind of a nifty idea, though I never put gun turrets in my map. It's more fun without them, I think.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:36:39 UTC
in disco lights Post #46215
Yes, you need to specify if you want to run it on the X or Y axes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:35:23 UTC
in Half-Life disk too scratched! Post #46214
Yes, version 1.1.1.0 is the most recent, and final WON Half-life build.

Before I patched my version of HL retail, I could still run custom maps, though, so I don't think that would be the problem.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 22:11:40 UTC
in Half-Life disk too scratched! Post #46186
Make sure it's in valvemaps or cstrikemaps. I know CS used to have a maps folder in just the Counter-Strike folder, that's not where they go.

If it still cant find the map, check for errors in Hammer (alt-P) and in the compile log.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 21:32:07 UTC
in What files do I need to Make a Mod? Post #46176
You'd probably have to purchase rights from VALVe/Sierra if you wanted to commercially distribute your mod.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 21:22:34 UTC
in I see scripts...why dont you? Post #46174
It might be a model issue. Some animations don't work with teh HD pack or SD models, which is what the majority of HL players nowadays use. If you are still using LD models, you should get Bshift and get teh HD ones or get some SD models.

http://www.hl-improvement.com
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 21:18:08 UTC
in Half-Life disk too scratched! Post #46173
Posted 19 years ago2004-07-28 20:51:02 UTC
in Half-Life disk too scratched! Post #46167
Get Steam, too, as all WON servers die at the end of the month.

http://www.steampowered.com
RabidMonkey RabidMonkeymapmapmapfapmap