Forum posts

Posted 13 years ago2010-12-22 02:27:42 UTC
in Competition 29 Post #288081
I am pretty sure I will be loosing but since judges comment on all the entries, I figured, why not.
Posted 13 years ago2010-12-21 18:34:44 UTC
in Anyone still have this map? Post #288072
I poked around, no luck sorry.
can try mailing author or something
Posted 13 years ago2010-12-18 17:05:54 UTC
in Competition 29 Post #288027
lookit all the people that can't finish! 5 days from deadline and I haven't even started
Posted 13 years ago2010-12-18 02:28:29 UTC
in large hl1 mod package discovered Post #288013
thanks potatis, I look forward to your effort!

anyway you other guys really have to look at this thread title and tell me what it has to do with what u discussing right now.

EXPERIMENT SUCCESS
Posted 13 years ago2010-12-17 17:26:28 UTC
in large hl1 mod package discovered Post #287989
I thought limewire is some sort of backdoor itunes software for iPods (which I don't like, iPods are too restrictive)
Posted 13 years ago2010-12-17 07:55:07 UTC
in large hl1 mod package discovered Post #287977
well thanks for trying and explaining, though looks like offline mods are offline :cry:

anyway there are much easier ways to get music I want than using torrent softwarez, I know
Posted 13 years ago2010-12-17 01:44:54 UTC
in large hl1 mod package discovered Post #287966
aww, don't judge mods harshly just because they went offline! Santa's revenge 2 is still offline and you can't really say that is "crap and not worth playing at all"

I like at least give mods a chance before passing judgments on them, you know
Posted 13 years ago2010-12-16 21:06:00 UTC
in large hl1 mod package discovered Post #287964
0 / 0 | seeders / leachers
I dunno how torrents work but that I think means no one is providing access
Looks like most of those mods are still downloadable somewhere on the Internet.
You are right of course but the point was to be able to obtain the mods in the package that are available nowhere else
Posted 13 years ago2010-12-16 19:04:23 UTC
in large hl1 mod package discovered Post #287959
Hey all, so I was snooping around and I found this large mod package that includes many mods, some of which that are available nowhere else. Problem is, it is a torrent, and I don't have the setup to access such a resource.

Who here is willing to download for a year or so to get this torrent and then provide me with a small portion of the contents available herein? There are many more mods in it that you can try if you wish.
Posted 13 years ago2010-12-15 00:32:51 UTC
in Post your screenshots! WIP thread Post #287923
i didn't test compile the rc source code but that looks way cool.
Posted 13 years ago2010-12-13 04:19:51 UTC
in Half Life 1 mod: maps needed Post #287869
You did make the m4 more accurate now, right?
my cousin badgered me saying just that. Ahaha everyone likes their m4's accurate.

Anyway, I just did that. You literally had to change a single number from 3 to 2.
Posted 13 years ago2010-12-11 17:06:00 UTC
in Now Gaming: ... Post #287831
i made a crappy campaign for warcraft 3 that was basically a
port of warcraft 2. good times.
Posted 13 years ago2010-12-11 06:07:58 UTC
in Now Gaming: ... Post #287816
a fail fullbright mod called red mesa. And its fail non-fullbright sequel, red mesa 2. I will not give links.
Posted 13 years ago2010-12-10 00:25:37 UTC
in Half Life 1 mod: maps needed Post #287789
Well, for now I got a M4, a beretta, the TFC shotgun, and the pipewrench and sniper from op4. gonna add in a silenced handgun if I give up on coding the glock silencer (very likely)
Posted 13 years ago2010-12-09 23:10:28 UTC
in Half Life 1 mod: maps needed Post #287787
you all know why else this is better than spirit? I just put in like 5 new weapons, and it's really fun using them. But I should really be working on my other maps. Crap.
Posted 13 years ago2010-12-09 23:06:42 UTC
in Post your screenshots! WIP thread Post #287785
Oh, and I have a question. By today's PC standards, what sort of r_speeds are unacceptable in a Goldsource map?
Back in the day, we WON software users cannot handle anything over 800 or there will be disappearing faces. By today's, however..
Posted 13 years ago2010-12-09 01:03:05 UTC
in Now Playing: ... Post #287776
random anime game song.

and they made it into a mario world level
Posted 13 years ago2010-12-09 01:00:06 UTC
in Post your screenshots! WIP thread Post #287775
you all remember nightwatch? If not, read the comments
Posted 13 years ago2010-12-08 16:11:42 UTC
in how to view model animation tags (golds Post #287771
I looked in it, and it seemed to be great. Thought some of the monsters seemed unfamiliar so I don't know what models are involved
Posted 13 years ago2010-12-08 16:04:40 UTC
in Half Life 1 mod: maps needed Post #287770
muzz, I had a forum post saying that I got the cleansuit scientist working sometime earlier.

And then I was provided with raven city source code which I think has majority of the opposing force entities. I haven't gotten around to implementing it though
Posted 13 years ago2010-12-08 07:12:44 UTC
in Half Life 1 mod: maps needed Post #287764
i'll get the model up sometime later.

Coding a reload schedule for the barney should be easy. Reload schedules for the grunts are indeed available; I think i can do it; I know the mighty atom had done it in his uplink mod
Posted 13 years ago2010-12-07 02:43:34 UTC
in Competition 29 Post #287747
i remember seeing that in COD4, there were some dogs down there. Then later those dogs helped me kill some enemies
Posted 13 years ago2010-12-06 19:33:23 UTC
in Half Life 1 mod: maps needed Post #287738
it's a terrorist hgrunt model I found digging in the condition zero deleted scenes gcf's. They have some fun animations, it will be cool
Posted 13 years ago2010-12-06 18:06:21 UTC
in Half Life 1 mod: maps needed Post #287736
any maps you have are fine, though you are encouraged to use scripted sequences/sentences and the newly coded entities.

monster_human_assault (90%)
monster_brother (90%)
monster_gonome (75%)
monster_cleansuit_scientist (100%)

and 3 weapons in the works, one of which is trying to get the 'add silencer' to work on the glock. two tutorials have already failed.
Posted 13 years ago2010-12-05 23:59:08 UTC
in Half Life 1 mod: maps needed Post #287715
it isn't like pql and issues because there is new code. Issues used spirit which didn't allow new monsters (only new models using old monster's code)
Posted 13 years ago2010-12-05 20:41:41 UTC
in Half Life 1 mod: maps needed Post #287707
There are no maps; I am hoping that people will contribute maps using the stuff I coded (like new monsters, weapons, etc.) and afterward I can come up with a fun story we can all agree on, based on the maps.
Posted 13 years ago2010-12-05 17:50:00 UTC
in Half Life 1 mod: maps needed Post #287701
I finished with the hassault (partially fixed the previous problem)
he doesn't spinup/spindown the gun though I don't think it's a big deal.

(monster_human_assault)
Posted 13 years ago2010-12-05 03:02:38 UTC
in Post your screenshots! WIP thread Post #287680
I don't think person A should really give a crap what person B likes. I think both person A and person B should drop their megaphones and make some maps. (it is compo time after all)
Posted 13 years ago2010-12-05 02:58:48 UTC
in recording gameplay Post #287679
fraps costs money. Is there really no alternative? (will try gamecam later)

I know about 30 second trial but really I prefer one that doesn't have that limitation
Posted 13 years ago2010-12-04 07:47:18 UTC
in Funny internets Post #287640
Posted 13 years ago2010-12-04 05:26:40 UTC
in recording gameplay Post #287639
Well clearly it's an easy question. I would like to record footage of strange mods that I come across, because you know, a video is a thousand pictures.

Please suggest some free recording software that I can use that doesn't lag (like hypercam). I use a windows 7 laptop 64 bit.

And if you didn't know, fraps costs money.
Posted 13 years ago2010-12-04 03:42:44 UTC
in Post your screenshots! WIP thread Post #287632
I don't like that idea that I have to be on steam just to map, code, etc. And the tools you use are subject to change at any time which makes your WIP become RIP
Posted 13 years ago2010-12-03 04:52:39 UTC
in Post your screenshots! WIP thread Post #287584
oh yeah, I was looking for the raven city source code.. moddb took it down
Posted 13 years ago2010-12-02 22:34:52 UTC
in Desktops of December Post #287568
ahahaha, I remember messing around with Lunar magic. that was fun. But one day I stupidly deleted everything related to that for no reason
Posted 13 years ago2010-12-02 01:28:31 UTC
in Competition 29 Post #287542
For example, you may want to do Super Mario Bros. in the Source engine or something.
That's already been done. You can find on twhl somewhere
Posted 13 years ago2010-12-01 21:53:39 UTC
in Funny internets Post #287528
There's not much you can communicate with that stick.
Posted 13 years ago2010-12-01 21:46:07 UTC
in WON Half-Life Mod error Post #287527
I can play pov fine on my WON HL computer, so the problem must be with your computer or your HL installation
Posted 13 years ago2010-11-30 22:01:15 UTC
in Post your screenshots! WIP thread Post #287507
I dont think any other engine has allowed me to create new monsters, weapons, etc. I mapped for starcraft, warcraft, and some unexciting 2D games and still this engine gives more control than ever.
Posted 13 years ago2010-11-30 04:59:10 UTC
in Half Life 1 mod: maps needed Post #287490
Okay mark today on your calendar: it is the birthday of yet another nameless HL1 mod in development.

So this is the case: With alot of help, the HL1 codebase on both client and server sides are compilable. But I do not have much time for mapping (between compo and finishing a 85% finished dm map..) and I foresee even less available time for mapping in the near future. If you have old singleplayer maps for HL1, or you want to do a single player map using some new code, then feel free to join this project. After adding some impulse commands, and a readme chocked full of credits, the general mod structure will be done. This code will still be added to so take your time. (This project will die if you take too much time though.)

After a designated date, I will attempt to link all maps together and scrounge up a generic but cool-sounding story to somehow link it all together. But story will be better told by the maps themselves (advice: use scripted sequences/sentences in your maps)

Well, that is all.
Posted 13 years ago2010-11-30 04:35:28 UTC
in client side coding snag Post #287489
thanks man! This worked.

I would ask for an explanation or something but chances are I prolly won't understand it. Now the client side is fully functional and coding weapons is possible. I already did the tfc shotgun but unfortunately I lack coding knowledge so sucks to be me. What can I say.
Posted 13 years ago2010-11-29 05:41:39 UTC
in A Breakthrough! Finally. Post #287388
potatis I meant to ask you before, how did you get client side code to work with 2008 express? I reely want to code weapons too

EDIT: Got almost all of it working, and I even got a new weapon in! Ha,
Posted 13 years ago2010-11-29 05:39:31 UTC
in client side coding snag Post #287461
Ahhh, TWHL, I need help (again for the 100th time.)

Today I have this function here (DrawHudStringReverse). It involves redrawing the HUD when you pick up something or another.

[quote]// draws a string from right to left (right-aligned)
int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
{
// find the end of the string
for ( char *szIt = szString; *szIt != 0; szIt++ )
{ // we should count the length?
}
[u][blue]char[/blue] *szIt;[green]// AMMO FAIL ? I put this in[/green][/u]
// iterate throug the string in reverse
for ( szIt--;  szIt != (szString-1);  szIt-- )
{
	int next = xpos - gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
	if ( next < iMinX )
		return xpos;
	xpos = next;
	TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
}
return xpos;
}[/quote]

So the problem is this: By default, the line that is underlined above does not exist. However, running it straight on in 2008 express causes the problem "szIt is undeclared" to appear in the subsequent for loop. So I added the underlined line to maybe fix the problem. Guess what happens?

Every time I pick up ammo, instead of a number like (8 shells) my HUD shows a Japanese symbol or something. So if I pick up ammo_buckshot it displays (Japanese Symbol) shells. If I pick up handgrenades it says I got (Japanese Symbol) grenades. You get the idea.

Sooo... how to fix this?

(P.S. if you noticed there's an empty for loop. Weird crap like this appear often in the codebase and the comments show alot of valve's dissatisfaction with the code and using "sleazy" coding. Boo.)

(P.P.S. If drawing a right-aligned text is this difficult for them then Microsoft word would go out of business..)
Posted 13 years ago2010-11-29 01:03:47 UTC
in how to view model animation tags (golds Post #287459
trying to code a gonome, nothing big.
Posted 13 years ago2010-11-29 01:03:04 UTC
in Competition 29 Post #287458
If no mod format was allowed, how would you add custom weapon models and custom models in general?
pakscape.
Posted 13 years ago2010-11-28 15:19:05 UTC
in Last movie you saw? Post #287428
fun movie for people like me! (warning, extreme violence)
(if you watch the whole movie you get to see him duel with The Rock
Posted 13 years ago2010-11-28 15:07:24 UTC
in how to view model animation tags (golds Post #287427
thanks! for improved hlmv. I looked at your root folder: you have a lot of stuff!
Posted 13 years ago2010-11-28 14:56:44 UTC
in Competition 29 Post #287426
correct. No individual folder. No custom code (if u use spirit it will be deleted by judges)
Posted 13 years ago2010-11-27 14:47:22 UTC
in Professional Mapping Opportunity Post #287387
No regrets, Mr. Twob.
Posted 13 years ago2010-11-27 14:44:51 UTC
in how to view model animation tags (golds Post #287386
unfortunately now i remember why I uninstalled jed's last time. It was waaaayyy too unstable (crashes 50% frequency)
Posted 13 years ago2010-11-26 16:41:11 UTC
in how to view model animation tags (golds Post #287315
i got jeds and now I see anim events! thanks dude although it will take another 20 years to figure out how to code them out.