Forum posts

Posted 18 years ago2006-01-17 15:21:18 UTC
in Muzz's HLDM Server Post #158295
Server back online.
Posted 18 years ago2006-01-16 16:23:02 UTC
in Competition 19 Post #158171
What the!

You have a Megaman themed map??? Make a HLDM version of it and GIMME! :D
Posted 18 years ago2006-01-16 05:29:12 UTC
in Competition 19 Post #158091
How's it going?
Posted 18 years ago2006-01-15 12:58:20 UTC
in Competition 18 Post #158027
One.
HAHAHAHAHAHA! Doh!!!! :)
Posted 18 years ago2006-01-13 07:46:08 UTC
in New map Im working on Post #157703
Yep, it does. :)
Posted 18 years ago2006-01-13 06:43:09 UTC
in New map Im working on Post #157689
Its again the detail issue. Take a good look at that wall texture of your tunnel. It has different parts/segments, which can easely be chopped/cut out. That way you can make the tunnel walls far more detailed.
Posted 18 years ago2006-01-13 05:52:39 UTC
in Keyboard won't work Post #157684
The config.cfg file located in Half-Life/valve. You can open this file with any text based program, since cfg files are just text files. So open that file in a text editor, like notepad, and delete everything inside. The paste the following text in the file and save it. These are the default keyboard settings.

unbindall
bind "TAB" "+showscores"
bind "ENTER" "+attack"
bind "ESCAPE" "escape"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "+" "sizeup"
bind "," "+moveleft"
bind "-" "sizedown"
bind "." "+moveright"
bind "/" "+movedown"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind ";" "+mlook"
bind "=" "sizeup"
bind "a" "+moveleft"
bind "c" "+movedown"
bind "d" "+moveright"
bind "e" "+use"
bind "f" "impulse 100"
bind "k" "+voicerecord"
bind "q" "lastinv"
bind "r" "+reload"
bind "s" "+back"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "v" "+moveup"
bind "w" "+forward"
bind "y" "messagemode"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "~" "toggleconsole"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "ALT" "+strafe"
bind "CTRL" "+duck"
bind "SHIFT" "+speed"
bind "F5" "snapshot"
bind "F6" "save quick"
bind "F7" "load quick"
bind "F10" "quit prompt"
bind "INS" "+klook"
bind "PGDN" "+lookdown"
bind "PGUP" "+lookup"
bind "END" "centerview"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "invprev"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
bind "PAUSE" "pause"
d_spriteskip "0.000000"
_windowed_mouse "0.000000"
voice_modenable "1"
hud_centerid "0"
hud_fastswitch "0"
hud_draw "1"
hud_capturemouse "1"
tfc_newmodels "1"
hud_takesshots "0"
hud_classautokill "1"
joystick "0.000000"
sensitivity "17.900000"
m_filter "0.000000"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022000"
cl_vsmoothing "0.05"
cl_backspeed "400"
cl_forwardspeed "400"
lookspring "0.000000"
lookstrafe "0.000000"
cl_cmdrate "30"
cl_allowupload "1"
cl_allowdownload "1"
cl_download_ingame "1"
cl_cmdbackup "2"
cl_timeout "60"
cl_idealpitchscale "0.8"
cl_himodels "0.000000"
cl_dlmax "128"
cl_lc "1"
cl_lw "1"
cl_updaterate "20"
rate "9999.000000"
bottomcolor "6"
topcolor "30"
model "scientist"
name "Gazzzz"
_snd_mixahead "0.1"
MP3Volume "0.800000"
bgmvolume "1.000000"
hisound "1.000000"
suitvolume "0.250000"
volume "0.800000"
s_eax "0.000000"
s_a3d "0.000000"
s_verbwet "0.25"
s_bloat "2.0"
s_numpolys "200"
s_polysize "10000000"
s_polykeep "1000000000"
s_refdelay "4"
s_refgain "0.4"
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_distance "60"
s_doppler "0.0"
s_rolloff "1.0"
gl_monolights "0"
gl_flipmatrix "0"
gl_overbright "0.000000"
gl_polyoffset "4"
gl_dither "1"
mp_decals "300"
r_bmodelhighfrac "5.0"
ati_npatch "1.0"
ati_subdiv "2.0"
viewsize "120.000000"
hpk_maxsize "0"
sv_aim "0.000000"
sv_voiceenable "1"
net_graphpos "1"
net_scale "5"
net_graph "0"
con_color "255 155 50"
brightness "1.000000"
gamma "2.500000"
crosshair "1.000000"
fps_modem "0.0"
fps_max "72.0"
console "1.000000"
voice_forcemicrecord "1.000000"
voice_enable "1"
voice_scale "1.000000"
+jlook
+mlook
Posted 18 years ago2006-01-13 05:30:27 UTC
in Half-Life: Hostage Situation Post #157682
Dead link.
Posted 18 years ago2006-01-13 05:25:03 UTC
in Keyboard won't work Post #157681
Did a config.cfg file come with that map?
Posted 18 years ago2006-01-12 14:33:53 UTC
in Half-Life: Hostage Situation Post #157607
That rsearle dude can't explain well. Horrible explanation.

I tried the other article about physics in HL. And i can't see im really excited about it... But maybe its a nice addition to the mod.
Posted 18 years ago2006-01-12 06:20:18 UTC
in Competition 19 Post #157575
Cool! And remember: func_wall... ;)
Posted 18 years ago2006-01-12 05:56:37 UTC
in Problems with glass texture Post #157574
Its a known bug, L o D. Sometimes entity information is not being saved.
Posted 18 years ago2006-01-12 05:54:38 UTC
in fire sprite wont appear in map Post #157573
Also the glow render mode means the sprite will grow and fade away as you walk away from it
No, that only applies to env_glows.
Posted 18 years ago2006-01-11 14:31:33 UTC
in Muzz's HLDM Server Post #157475
I will, but only once you've fixed that wad issue. :)
Posted 18 years ago2006-01-11 12:24:21 UTC
in Competition 19 Post #157443
I don't mean you personally, but people in general.
Posted 18 years ago2006-01-11 12:01:54 UTC
in Competition 19 Post #157435
Who said you'll get two awards?
Posted 18 years ago2006-01-10 13:41:25 UTC
in Competition 19 Post #157264
I allow more then one subbmision per user. So be free to make more then one map if you're entering. The more maps you send in, the bigger the chance you'll get chosen. But that totally depends on the gameplay of your map, not the number of maps you send in.
Posted 18 years ago2006-01-10 13:38:15 UTC
in GoldSource Mapping Tips Post #157263
You and your modelling! Go away! :P

But i agree. There's a fair chance you'll create off grid vertices, which can cause some nasty side effects ingame.

But pipes in HL are fine. As long as you func_wall them! That way, HLVIS won't create leaves around it. This will decrease compile time and lower r_speeds.
Posted 18 years ago2006-01-10 06:49:17 UTC
in Grating Post #157226
How do you lock them? Using multisource entities? I don't think info_player_deathmatch entities have a master property.
Posted 18 years ago2006-01-09 19:17:52 UTC
in GoldSource Mapping Tips Post #157144
I only nullify func_walls, and complex objects such as vertex manipulated solids.
Posted 18 years ago2006-01-09 19:08:07 UTC
in Grating Post #157141
Why don't you just try it. After all, i got a HLDM server, so we can always test the gameplay of you like. If it doesn't work, you know you should'nt place start point at tha place. Best opstion is just to try it.
Posted 18 years ago2006-01-09 18:02:38 UTC
in Grating Post #157106
Not sure, but you might add CLIP to the materials.txt file and have it sound just like grate textures. I have really no idea if that'll work, though.
Posted 18 years ago2006-01-09 09:35:00 UTC
in Competition 19 Post #157023
Don't rush it, you got plenty of time. :)
Posted 18 years ago2006-01-08 19:02:19 UTC
in Muzz's HLDM Server Post #156946
Ya, but without the Christmas hat please. Christmas is over, y'know. ;)
Posted 18 years ago2006-01-08 18:09:04 UTC
in Muzz's HLDM Server Post #156932
Rename your wads and use your nickname to be part of the wads filename. :)
Posted 18 years ago2006-01-08 11:52:19 UTC
in Muzz's HLDM Server Post #156849
Its all about luck... :)
Posted 18 years ago2006-01-08 09:58:45 UTC
in Muzz's HLDM Server Post #156832
Really? Haha.

@ Bratty: Ill show when you're ingame. :)
Posted 18 years ago2006-01-07 19:39:34 UTC
in Competition 19 Post #156767
Nah, this won't be a long one. :)

You are really offline now, Hunter. :)
Posted 18 years ago2006-01-07 19:37:18 UTC
in Competition 19 Post #156765
W00t!

Thanks!
Posted 18 years ago2006-01-07 19:30:35 UTC
in Goodbye. Post #156762
Posted 18 years ago2006-01-07 16:43:41 UTC
in Competition 19 Post #156734
I actually prefer someone who's on the server daily....
Posted 18 years ago2006-01-07 12:46:01 UTC
in Muzz's HLDM Server Post #156658
This is the RPG Rocket spelling ROFL script:

//R
entmod_spawn rpg_rocket 0 176 152 1
entmod_spawn rpg_rocket 0 208 152 1
entmod_spawn rpg_rocket 0 144 128 1
entmod_spawn rpg_rocket 0 208 120 1
entmod_spawn rpg_rocket 0 144 96 1
entmod_spawn rpg_rocket 0 176 80 1
entmod_spawn rpg_rocket 0 208 88 1
entmod_spawn rpg_rocket 0 152 56 1
entmod_spawn rpg_rocket 0 208 56 1
entmod_spawn rpg_rocket 0 144 24 1
entmod_spawn rpg_rocket 0 208 24 1
//R

//O
entmod_spawn rpg_rocket 0 40 152 1
entmod_spawn rpg_rocket 0 72 152 1
entmod_spawn rpg_rocket 0 16 128 1
entmod_spawn rpg_rocket 0 96 128 1
entmod_spawn rpg_rocket 0 16 88 1
entmod_spawn rpg_rocket 0 96 88 1
entmod_spawn rpg_rocket 0 16 48 1
entmod_spawn rpg_rocket 0 96 48 1
entmod_spawn rpg_rocket 0 40 24 1
entmod_spawn rpg_rocket 0 72 24 1
//O

//F
entmod_spawn rpg_rocket 0 -96 152 1
entmod_spawn rpg_rocket 0 -64 152 1
entmod_spawn rpg_rocket 0 -32 152 1
entmod_spawn rpg_rocket 0 -32 120 1
entmod_spawn rpg_rocket 0 -64 88 1
entmod_spawn rpg_rocket 0 -32 88 1
entmod_spawn rpg_rocket 0 -32 56 1
entmod_spawn rpg_rocket 0 -32 24 1
//F

//L
entmod_spawn rpg_rocket 0 -108 24 1
entmod_spawn rpg_rocket 0 -176 24 1
entmod_spawn rpg_rocket 0 -144 24 1
entmod_spawn rpg_rocket 0 -144 56 1
entmod_spawn rpg_rocket 0 -144 88 1
entmod_spawn rpg_rocket 0 -144 120 1
entmod_spawn rpg_rocket 0 -144 152 1
//L

Put it a cfg file, save the file in your valve folder and name it rofl or something like that, then ingame, type this in your console:

bind "key" "exec rofl.cfg"
Posted 18 years ago2006-01-06 17:02:59 UTC
in Competition 19 Post #156494
I might extend. Depends whether or not we will have an official HL compo right after the source one.
Posted 18 years ago2006-01-06 16:47:53 UTC
in TWHL Custom CS Server Post #156486
Map Cycle? Dude, this is not a map, this is a server. :)
Posted 18 years ago2006-01-06 15:33:58 UTC
in Muzz's HLDM Server Post #156478
it's annoying, you can't tell from friend to foe!
What are you talking about? Off course you can! Hit TAB.
Posted 18 years ago2006-01-06 15:26:44 UTC
in Competition 19 Post #156476
Posted 18 years ago2006-01-06 13:23:26 UTC
in Muzz's HLDM Server Post #156460
Ill change it.
Posted 18 years ago2006-01-06 13:22:17 UTC
in Competition 19 Post #156459
Oh Seeeeeeeeeveeeeeeeeeeeenth! :P
Posted 18 years ago2006-01-06 09:59:03 UTC
in Competition 19 Post #156423
Posted 18 years ago2006-01-06 09:51:13 UTC
in Competition 19 Post #156419
Seventh: this is now an official competition, and is running up to late February

Allright, since there's still no HL1 compo, i've decided to start one myself.

What you have to do:

Make a HLDM map for my server. Make it fun. Make it interesting. Use your imagination.

Every contestant will have their map played on the server.

And, there is another "price:" The creator of the most fun/humorous/creative map will be the second Admin on my server. You'll only have access to serverside commands like changelevel. Custom map uploads still need to be done by me, since i am the only one with ftp access to the server.

All i need are two more judges. Im thinking of Captain P and Kasperg. If you would to be the judges, reply in this thread.

End of text. Start mapping!
Posted 18 years ago2006-01-06 09:48:28 UTC
in Muzz's HLDM Server Post #156418
@ Hunter and Ansith: The server is still online. I turned it on yesterday after some changes and its still running. The server changed ip a couple of days ago. Maybe you guys are still using the old one? Look at the first post of this thread to find the new ip.

@ CP: Oops. Ya, finish Trirena of course! :D
Posted 18 years ago2006-01-05 11:54:59 UTC
in Easter Egg in Blue Shift. Post #156312
But there was an animation where the zombie hauls a sci and a barney. If some one could tell me where these happen it would be nice because I want to see them
I have such a sequence in HL:UE. :) Play the original Uplink and you'll see. :)
Posted 18 years ago2006-01-05 11:40:32 UTC
in Easter Egg in Blue Shift. Post #156309
Ministeve quote:
I was puttering around Zen in Half-Life Blue Shift, and being the nosey character I am, I decided to dive to the bottom of the deep pool (just before the waterfalls). I started hearing strange squeaks and chirps and noticed a small slit in the wall at the bottom of the pool. There are a couple of hairs sticking out of the floor in front of it.
I pulled out the trusty crowbar and started beating on the wall. I was down to about the last gasp of air when the wall gave way to a short passage. I popped up in a small cave and the game informed me that I was in "Chumtoad's Lair." There were three chumtoads sitting in front of impailer plants. I took a swing at one with the crowbar, and they all teleported elsewhere. The only thing left was a couple of snark pods.
So its not Chumtoads cave, but "Chumtoads Lair" :)
Posted 18 years ago2006-01-04 19:57:47 UTC
in Easter Egg in Blue Shift. Post #156235
Whehe...

I remember another hidden area in Blue Shift. It was posts on TWHL ages ago. I don't know the exact location but later ingame, there is a Chumtoad Cave that you can visit. :)
Posted 18 years ago2006-01-04 19:49:22 UTC
in Easter Egg in Blue Shift. Post #156232
Indeed: What?

You can't noclip back, because that security guard was in the previous map, and a changelevel does not occur.
Posted 18 years ago2006-01-04 18:52:04 UTC
in Muzz's HLDM Server Post #156219
Yer, CP should finish it. :)
Posted 18 years ago2006-01-04 18:51:21 UTC
in dm_twhl Post #156217
Where's the Hard Disk? With HL on it? :P
Posted 18 years ago2006-01-04 15:28:37 UTC
in Muzz's HLDM Server Post #156178
Wrapcore? I don't remember that map.

And i also don't remember us playing that map, so whatch talking about, eh? :|
Posted 18 years ago2006-01-04 14:17:49 UTC
in Muzz's HLDM Server Post #156167
Attention: New IP: 84.244.130.45:27015
Posted 18 years ago2006-01-03 11:57:34 UTC
in TWHL Source Server - Its here! Post #155981
Nice, BlackViper! :D