Forum posts

Posted 20 years ago2004-10-20 17:19:26 UTC
in Help with Redemption Post #67973
It was the gargantua that the Barney's shooting at in the amusement park level behind the "alien" cages on the way back out. When the barney was done, I finished the gargantua off with just a few shots! :o

That was rather disappointing.

Agreed, it's not a mod to play again. Certainly not like the multiple times I've gone through HL!
Posted 20 years ago2004-10-20 12:33:46 UTC
in Celebrate! Post #67943
4 logins isn't excessive. Once in the morning before work, once during the day at work, once in the evening, and once in the evening again after you get logged off for inactivity.

Logins (per day): 270 (3.5)
Forum posts: 218 (2.8)
Posted 20 years ago2004-10-20 12:14:19 UTC
in WON? Post #67936
pwned
Posted 20 years ago2004-10-20 11:57:43 UTC
in WON? Post #67933
Jahzel, you would definitely come up with one along those lines. :P
Posted 20 years ago2004-10-20 11:51:56 UTC
in WON? Post #67928
Posted 20 years ago2004-10-20 11:41:28 UTC
in Help with Redemption Post #67924
I found it a little tedious to follow. Mostly ended up running to one end of the map, killing something, running to the other end, killing something..

I also didn't like that they changed the relative status of the monsters (with respect to HL). That is, running into agrunts in HL was a real pain. There was an entire level devoted to killing one bigmomma. In Redemption, I ignored the bigmomma altogether and killed a gargantua with a shotgun!

However, I can't fault the construction. Everything worked smoothly; texturing seemed consistent.
Posted 20 years ago2004-10-20 09:07:31 UTC
in Compo 12 (Real World) Post #67886
To what extent will the playability of the map be judged?

I'm tempted to enter with my actual place of work but I'd like to have an idea on how much effort to put into the layout and textures, versus features that would make it more playable (monsters, scientists, etc.).
Posted 20 years ago2004-10-20 08:58:34 UTC
in HL Dimensions Post #67879
I actually doubt any one searches or reads tutorials for that matter.
CP, I suspect you were being sarcastic. But, just for the record, I search the tutorials and the forums using the search function quite a bit.

With the exception of some questions on running specific mods, etc., I've never had to post a question in the forums as I've always found the answer in the tutorials or previously posted stuff in the forums.
Posted 20 years ago2004-10-19 12:37:53 UTC
in Help with Redemption Post #67653
Thanks 7th. That worked, actually. I'm really confused now but have what I want. I must've typed something earlier other than what I thought.

All's well that ends well, I suppose.
Posted 20 years ago2004-10-18 16:32:53 UTC
in Help with Redemption Post #67396
That's all the same key on my board (~, `, and below escape).
Posted 20 years ago2004-10-18 16:27:40 UTC
in Help with Redemption Post #67393
Maybe I'm not explaining clearly enough.

I start with cstrike.exe -console -dev and activate redemption. But when I'm playing a redemption level (following a load), nothing happens when I press the tilda. The redemption config.cfg has "bind ~ toggleconsole" but there is no in-game response to "~."

Also, when playing and I hit escape and click on the Console menu item, it returns to the game.
Posted 20 years ago2004-10-18 10:49:45 UTC
in Help with Redemption Post #67302
Finished Redemption under CS (thanks to ministeve) and :confused: a walkthrough.

I copied the redemption directory to half-life and can activate it. But I can't get to the console as I can in HL.

This is not an important thing. Just curious if others with retail version can get to the console in this mod.
Posted 20 years ago2004-10-17 16:10:52 UTC
in Help with Redemption Post #67121
Thanks, ministeve. Found maverick's walkthrough (which is supposed to be in the redempt directory but is not.. hmm).

I'll give it a try now.

BTW, all the cheat code stuff says to start it in hl. But it's installed in my counter-strike directory. Are they talking about the download version of redemption and not the retail version?
Posted 20 years ago2004-10-17 15:44:44 UTC
in Help with Redemption Post #67118
Where's the garage area?

I'm playing the warehouse level, the one with the treasure room with the gassing area outside.

Got the apache in the roof area and fragged the grunts on the main roof area. I got the message about the satellite dish being taken out and (garbled)..garage..(garbled)..south to safe house..(garbled)

I have now explored and made a fairly good map of the level (including the door with no handle) but can't find a "garage" area. I googled for "counter-strike redemption walkthrough" and came up with zilch.

Can anyone tell me how to get to the garage area or point me to a good walkthrough?

Or is this an unfinished mod and this area is really the end?
Posted 20 years ago2004-10-15 13:46:46 UTC
in Spelling correctly Post #66708
"That is one mans opinion!" -> That is one man's opinion.
"pointless and stupid," -> Pointless and stupid?
"is it that or is it some peeps can't handle more then that?" -> Is it that, or is it that some people can't handle more than that?

Just having fun, copper. ;)
Posted 20 years ago2004-10-15 12:24:59 UTC
in Spelling correctly Post #66686
[quote]so long as you understand what someone is saying it doesnt matter how they communicated it[quote]

Couldn't disagree with you more. That's "the end justifies the means" thinking. I can think of no circumstances where that applies.

.- - - .- ... - -... . -.. .- ..- ... . .- -- ..
..- . -.. . .. ... - .- . -.. - -- .. ... . .-. -- .. . -..--
.. -- . ... . - - . .- . .. - .. ... . .. -- --- -..
.- . .- - -- -.. -- -. -. .. . .. -.. .- - .
Posted 20 years ago2004-10-14 07:46:30 UTC
in Animating textures Post #66298
If you've made textures with Wally then you can make animated textures.

First, read the Beginners' tutorials. It explains that animated textures begin with '+'.

Second, take a look at the animated textures that come with the half-life wad. You can browse them in Hammer.
Posted 20 years ago2004-10-11 19:21:00 UTC
in I dont care - AllocBlock Post #65479
AllocBlock is a Windows system call to allocate a block of memory. It can be one of several problems. Lack of available memory is (obviously) the primary suspect.

Suggestions: stop all other programs when you run your map. That includes VHE. Compile it, exit VHE and "Run.." HL from your Windows menu.

Also, you can upload the bsp to the problem maps vault and see if others get the error.
Posted 20 years ago2004-10-04 11:54:06 UTC
in First ever released map in the vault! Post #64012
Actually, ministeve makes a good point. Some of us take time out at lunchtime, etc., to try to spend a little time in the forums. Posts like these are spam and are better put in Stuff as a courtesy, IMHO.
Posted 20 years ago2004-10-04 11:38:24 UTC
in Brush problem, ARG >=( Post #64011
may have been a few seconds 17:12:59 vs 17:13:01
Posted 20 years ago2004-09-30 12:01:48 UTC
in Funny pics! Post #63187
Definitely a 5-star collection, spark. I have to vote for the engineer one (for obvious reasons).
Posted 20 years ago2004-09-30 11:54:16 UTC
in My new site is up Post #63184
Dreamweaver's definitely the best of what I have. Rather expensive but worth it.

BTW, if you're really looking for suggestions on your site? Lose the lime green color! :D
Posted 20 years ago2004-09-30 11:48:45 UTC
in Phase 5 Post #63179
If you buy it online, what happens when your machine craps out, you get another one and want to load up HL2? Steam says, "Sure, I believe your first copy of HL2 was chewed up by the dog. Download another copy for free."

I'm thinking.. no.

I'll buy a copy in the store.
Posted 20 years ago2004-09-27 17:11:04 UTC
in Cameras Post #62476
Cameras don't have masters but you can put a func_breakable around the camera and trigger a trigger_changetarget to change the camera's target from the func_train to a stationary target.
Posted 20 years ago2004-09-27 11:39:52 UTC
in Cameras Post #62408
There's an article on VERC that creates an oscillating camera that follows a func_train. Nice-looking security camera actually. Search for it there.
Posted 20 years ago2004-09-22 21:10:57 UTC
in Camera moving too slow and off path. Post #61309
Prior to changing the 'Freeze player' flag, the cam barely moves at first, then moves quickly but just to the next pc, moves very slowly to the vicinity of the player and pretty much freezes.

Recompiled with 'Freeze player' set and it runs pretty much as mapped.

I tried several things to see if there was any variation: normal compile, expert compile, OpenGL, software mode, Direct3D (DirectX 9), run from the command line, run from the console, run on the WON version, run on the Steam version. Same results with any combination: Freeze off - no good. Freeze on - works fine.

It runs through most of the sprites dead-center. I assume that was the idea.

With freeze on, the camera starts out moving fairly fast, spirals around the func_train in just a couple of seconds. When it reaches the glass, it moves rapidly to the second spiral in just a second or two, spirals around the big sprite (it does seem to overshoot and move out of the map for a second or two around p22 or so and then comes back in), rises and stays near (or in) the ceiling for quite a while until it times out.

Want me to upload the bsp I compiled? Don't know if that makes any difference. It shouldn't.
Posted 20 years ago2004-09-22 18:16:07 UTC
in hi all just joined.... Post #61289
Welcome!
Posted 20 years ago2004-09-22 18:10:00 UTC
in Camera moving too slow and off path. Post #61287
Your question:
So it did follow the path that I marked with blue sprites?
My answer from 10 hours ago:
it works fine
My answer from 2 hours ago:
it works fine
:D

My answer as of right now:

Yes. It followed the path that you marked with the blue sprites. Very nicely, too. I like the double spiral effect.
Posted 20 years ago2004-09-22 15:52:05 UTC
in Camera moving too slow and off path. Post #61231
FYI - copied my compiled version of the bsp into my Steam maps directory, ran it as a single-player HL map and it works okay there, also.
Posted 20 years ago2004-09-22 15:42:46 UTC
in Camera moving too slow and off path. Post #61226
Did one of you, besides Anthony, actually look at the map?
Yep. As I posted before - I downloaded the map, opened the .map file in VHE 3.4, set the 'Freeze player' flag in outro_cam, compiled it and ran it (..halflife.exe -dev -console +map camtest) and it works fine. Absolutely no other changes. The problem report says you've got some unused keyvalues in your func_breakable glass thing but, otherwise, no speed problems as in the original bsp.

The camera disappears out the end wall at the far end for a couple of seconds but reenters and goes through its final loop.
Posted 20 years ago2004-09-22 08:16:11 UTC
in Camera moving too slow and off path. Post #61121
I downloaded the map, set the trigger_camera flag 'Freeze player' and it ran fine.
Posted 20 years ago2004-09-21 19:54:43 UTC
in Camera moving too slow and off path. Post #61045
Check the "Freeze player" flag on the camera.
Posted 20 years ago2004-09-20 12:00:07 UTC
in Out-of-Grid vertecs and their causes Post #60821
There's nothing inherently wrong with an "out-of-grid" vertex, assuming you mean that it doesn't lie right on a grid intersection in the views. It's just a vertex that doesn't have integer coordinates. They don't "do" anything different than a vertex with integers coords. The compiler will handle them fine. You end up with vertices like that when you make arches, etc., and, oftentimes, when you do a clip at other than a right angle.

The primary problem is what you already know - it's a pain to align brushes with one another when vertices aren't on grid intersections. It's easy to get alignment errors and not notice them.
Posted 20 years ago2004-09-20 11:40:18 UTC
in locking doors question Post #60819
Try a func_button with Toggle flag set, as RM recommends, targetting a multisource. Set the multisource as the master of the trigger that opens and closes the doors. When the func_button is 'on,' the doors are unlocked and vice-versa.
Posted 20 years ago2004-09-18 10:44:51 UTC
in Server help Post #60423
Same thing happens to me. It started happening the day I downloaded Steam.
Posted 20 years ago2004-09-17 12:24:07 UTC
in HL2 Release Candidate Post #60142
A news release from eurogamer:
..the game could be on track to ship in early November - possibly November 5th in the UK and the 2nd in the US..
I double-checked and they were, indeed, talking about the year 2004.
Posted 20 years ago2004-09-15 16:18:36 UTC
in My MOD's Background screws itself up Post #59683
There are tutorials on this site for setting up a mod. In the menu to the left, under Tutorials, click Browse All and look for Setting Up a Mod, Part 2, Splash Screens. I think that should help you out.
Posted 20 years ago2004-09-14 16:12:20 UTC
in Laser Target Post #59430
If the scientist is not moving, you can use an info_target instead of func_train, etc.
Posted 20 years ago2004-09-14 11:22:19 UTC
in Cameras Post #59296
You don't need to enter 'player' in the target field if you have the 'Follow Player' flag checked.

The entity is described:

http://cariad.co.za/twhl/entityinfo.php?ent=trigger_camera&game=1
Posted 20 years ago2004-09-14 11:17:27 UTC
in Another Camera Question... Post #59295
The trigger_camera doesn't have a 'toggle' flag. It's always in the 'toggle' mode (except for timeout).

(Check http://cariad.co.za/twhl/entityinfo.php?ent=trigger_camera&game=1)

:P Sry 7th, I couldn't resist.

But no, the camera just gets triggered and continues to be the render point until it either times out or it gets triggered and, therefore, toggled 'off.'
Posted 20 years ago2004-09-13 12:00:12 UTC
in Cameras Post #58965
There are also several good articles at

http://collective.valve-erc.com/

one of which is "turret_camera" or something like that. It doesn't provide camera controls (as 7th says, can't be done), but triggers a camera view of the general direction of a turret repeatedly every 1/10th of a second or so. Allows you to control the turret and have a camera view. A very flickery display, however.
Posted 20 years ago2004-09-13 11:49:35 UTC
in Cant carve Post #58954
C'mon, guys. This site needs to make up it's mind. masterp follows a tutorial, has a problem and some people say do it this way and others say not only "don't do it that way" but "never do it that way."

The beginner material in the tutorials about basic construction is about hollowing and carving.

Maybe this should be in the site suggestions but sounds like the first couple beginner tutorials should just be deleted.
Posted 20 years ago2004-09-12 11:57:10 UTC
in Custom Game Post #58533
How are you trying to start your single-player map?
Posted 20 years ago2004-09-12 11:44:02 UTC
in could not find silesystem dll to load? Post #58525
To help you, we need to know what type of map it is (HL, CS?), how you're trying to run it (have you read the tutorial on how to run a map?), if you have Steam and what editor you're using. :|
Posted 20 years ago2004-09-12 02:41:24 UTC
in night map Post #58426
simehong2000:

If you have a problem different than the one being discussed, you should start a separate topic.

If you do post your problem, give us some additional information about it. There could be several reasons why the lighting in your map isn't as you'd like it or as you expect.

Help us help you! :)
Posted 20 years ago2004-09-12 02:04:20 UTC
in Message of Day Question Post #58423
At the start, you can use a trigger_auto and a game_text.
Posted 20 years ago2004-09-12 01:51:03 UTC
in Custom Game Post #58422
Not sure what you mean by "doesn't work."

Can you activate your mod but New Game doesn't work or the mod won't activate at all?
Posted 20 years ago2004-09-12 01:41:41 UTC
in trigger after killing multiple enemies Post #58420
Either one can be made to work. If you must kill all of them to get the trigger, either will work. If you only have to kill some of them and it doesn't matter which ones, you'd have to use a game_counter.
Posted 20 years ago2004-09-12 01:37:26 UTC
in flipping textures Post #58419
I think what RM means is:

1. Open the texture application tool
2. Click on the face on which you want to reverse the texture
3. Set the X or Y scale (whichever one works for you) to -1
Posted 20 years ago2004-09-11 22:04:48 UTC
in Custom Game Post #58341
If it's a mod, it has to be setup as a mod (see the tutorials on how to do that) and your map will be in <your mod folder>/maps folder. Once you've setup your mod (which is more than just putting a map in a mod folder), go into the Custom Game menu and activate your mod.