Forum posts

Posted 19 years ago2004-12-09 13:38:07 UTC
in Laptop for HL2 & Hammer 4 for HL1! Post #77222
I was hoping a TFT or a SWGA/SXGA (whatever those are) would do the job.
Posted 19 years ago2004-12-09 06:24:13 UTC
in Laptop for HL2 & Hammer 4 for HL1! Post #77172
Hi all,

My desktop PC is too slow for HL2, but I will be getting a laptop soon, and I was wondering what sort of screen I had to get to keep up with frame rate (though I'm guessing any laptops with Radeons/Geforces will have a fast screen!). Anyone know?

Also, I was wondering: is it possible to run Hammer 4 without Steam?

Thanks.
Posted 20 years ago2004-10-23 11:36:36 UTC
in Mapping with a Notebook?!!?!?? Post #68580
A touch screen, however, would be quite good.
Posted 20 years ago2004-10-06 12:40:34 UTC
in First ever released map in the vault! Post #64499
It was definitely meant as a beta test! Unfortunately I usually get annoyed with my maps because I think they're no good, so it's great to get some positive feedback. I'll finish this map, add an intro, and then put it in the vault.

If you want to contribute weapon models or even some new enemies, that would be cool but I'm not planning on making loads of maps or doing it quickly! ;)
Posted 20 years ago2004-10-04 15:42:26 UTC
in First ever released map in the vault! Post #64087
Cheers. I'm not sure if you've seen all of it though, P&L! If after climbing the ladder you make your way above the locked door opposite the open lab, there is a grate to climb through.

BTW G-KID, I see from your review of my map,that "Ah, so you have no experience at mapping then." was unfounded!
;)
Posted 20 years ago2004-10-04 08:49:08 UTC
in First ever released map in the vault! Post #63997
That was me. (duh)
Posted 20 years ago2004-10-04 07:05:18 UTC
in First ever released map in the vault! Post #63982
My first ever released map is in the vault! It's called Repercussions. Please download & comment! :P
Posted 20 years ago2004-08-22 08:05:46 UTC
in gl_wireframe Post #52791
Hi all,

the gl_wireframe 2 command no longer works in the HL console on my pc... any ideas what the problem could be? (Yes, I'm in OpenGL mode)

Ta
Posted 20 years ago2004-08-05 11:02:01 UTC
in Another scripted sequence prob in my map Post #48099
I haven't downloaded your map but I would guess that if you set the compass direction of your aiscripted_sequence or your scripted sequence to face the door it should work...
Posted 20 years ago2004-08-04 10:33:22 UTC
in Cowering scientists...! Post #47877
OK I've got them moving but they won't repeat the crouch_idle animation without standing up inbetween. This isn't crucial, though: most importantly they should not follow the player. This is easily done by flagging 'Pre-disaster' but obviously I don't want them to talk to the player as usual. I put SC_FEAR0 into the 'Use sentence' box but this won't work- HL reports there is no such sentence group. And when I have 'pre-disaster' checked, the engine doesn't bother looking for it, it just uses the standard speech files. Any suggestions?
Posted 20 years ago2004-08-03 17:11:32 UTC
in Cowering scientists...! Post #47758
It's 'see player unconditional', the trigger target is the aiscripted_sequence.
Posted 20 years ago2004-08-03 11:39:13 UTC
in Cowering scientists...! Post #47711
I have asked this before but did not receive an answer which could help. In my SP map pack, most of the scientists do not know Gordon and are understandably scared by his bright orange suit and gun. I have tried using an aiscripted_sequence triggered when a sci sees the player, to make them run to the sequence and do the cower_idle animation. The aiscripted_sequence has a target of it's own name, so the animation repeats. But currently my scientists do nothing when they see the player... help please! ;)
Posted 20 years ago2004-08-03 11:34:47 UTC
in Compile problem Post #47707
No worries I've fixed it by tracking down the offending brushes using their coordinates. ;)
Posted 20 years ago2004-08-03 07:27:16 UTC
in Compile problem Post #47686
Okay I've fixed the leak but hlrad is still complaining about an unusable face:

BuildFacelights:
10%...20%...30%...40%...Malformed face (988) normal @
(-25.00, -1368.00, -424.00)
(-25.00, -1400.00, -424.00)
(-24.00, -1400.00, -424.00)
(-24.00, -1368.00, -424.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

Can anyone help??? This error does not come up when I check for errors in WC, the 'empty entities' are all fixed since I copied & pasted my level.
Posted 20 years ago2004-08-03 06:51:09 UTC
in Compile problem Post #47683
:D Thanks Coolfat, the errors aren't coming up in the Hammer menu now, but I haven't got on to hlrad again because I now have a leak :roll: By the way hazardous, I'm not a complete and utter nonce. I had already tried the rather obvious routine you describe :D
Posted 20 years ago2004-08-02 14:02:28 UTC
in Compile problem Post #47584
Hi. hlrad won't run on my map. It produces this error:

BuildFacelights:
10%...20%...30%...Malformed face (690) normal @
(775.00, -2136.00, -264.00)
(775.00, -2168.00, -264.00)
(776.00, -2168.00, -264.00)
(776.00, -2136.00, -264.00)
Error: Malformed face normal
Description: The texture alignment of a visible face is unusable
Howto Fix: If using Worldcraft, do a check for problems and fix any occurences of 'Texture axis perpindicular to face'

When I search for problems, none of these come up. However, there are several 'Solid Entity (func_wall) is empty' errors. When I click 'fix', there is no brush to delete/fix...
Posted 20 years ago2004-07-19 14:17:21 UTC
in Repeating scripted sequences Post #42820
My HLMV only shows the number of frames, but not the FPS rate?? :o
Posted 20 years ago2004-07-19 06:59:47 UTC
in Repeating scripted sequences Post #42756
Hi- I'm still waiting for some help here!!! :lol:
Posted 20 years ago2004-07-17 18:19:38 UTC
in Repeating scripted sequences Post #42380
Remember how in Half-Life scientists would run away and cower when shot? I want them to do it when they see the player in my SP map pack, but I can't get them to repeat the cowering animation. I have though of using a looped multi_manager, but then I would need to know exactly how long the animation lasted, which HLMV doesn't show. My second problem is that even when I have 'Prisoner' and 'Gag' ticked, they still talk when I press use.

Thanks for the forthcoming handy hints... :zonked:
Posted 20 years ago2004-07-15 15:04:00 UTC
in Rough Plot Post #41637
That's pretty good... will you be using custom WAVs and/or models? And a surprise at the end, I hope? :lol:
Posted 20 years ago2004-06-28 07:00:11 UTC
in Hokey-Pokey pig in a pokey Post #37140
Some progress- it's spinning the right way but still no sound. I have tried typing fans/fan4.wav into the WAV name and the Fan Sounds Box with no success.
Posted 20 years ago2004-06-28 06:30:21 UTC
in Hokey-Pokey pig in a pokey Post #37131
Hi,

I have the fan set up correctly and the sounds are there in the .pak file, but it still won't work! All other game sounds play fine...

??

LlamaRama
Posted 20 years ago2004-06-27 12:26:24 UTC
in Hokey-Pokey pig in a pokey Post #36873
Hi, I am LlamaRama and have just joined these forums. I have been mapping, mostly single player for HL, for about two years. I have never released a map other than a CS map I loaded onto my local LAN cafe which took the form of two skyscrapers with glass bridges inbetween.

And yes! I do have a question! I have never experienced this problem before, but my func_rotating's are refusing to make their noises. I am using the generic fan sounds from the list in entity properties, but they do not play in game. I am also having difficulty where I haven't before with the XYZ alignment of my fans- they refuse to turn the way I want. Any suggestions?

A thousand thanks in advance,
LlamaRama