Forum posts

Posted 20 years ago2004-07-31 15:25:43 UTC
in Shipped out mod, needs mappers Post #47139
I might be interested in helpin the poor kid out with a small map. Spaceship themed?
Posted 20 years ago2004-07-31 15:24:27 UTC
in ToDo Post #47138
Na, me not liking you has nothing to do with it. I just don't think you have enough maturity to handle any authority, or enough mapping knowledge to know when a thread has been completely answered. Nothing personal.

Vassy, trapt, or Rabid would be much better choices imo.
Posted 20 years ago2004-07-30 22:26:18 UTC
in ToDo Post #46916
I'm all for locking threads that have been answered and are getting spammed. But I'm against putting chow in authority over anything. :|
Posted 20 years ago2004-07-30 16:13:02 UTC
in ToDo Post #46834
Itll be easier for n00bs to find the information already given.
How so?
and it wont be moved, just an icon will show that it cant be replied to.
That's not what your screen showed.
Posted 20 years ago2004-07-30 16:09:23 UTC
in Textures outside map Post #46829
but what texture is the best (best for r_speeds) to use places that you dont see?
like outside the map?
AFAIK, what you paint the outside of your map with is irrelevent as those faces will not be rendered.

Exactly... You can texture the outside of your map with anything, it won't make the slightest difference as the textures are stripped when you compile. Texture on the outside of the map has nothing to do with r_speeds. (ed:Andy)
Posted 20 years ago2004-07-30 16:04:06 UTC
in books! Post #46826
I cant wait to read bl's first novel. It should be done right after he finishes his swinging ladders map :lol:
Posted 20 years ago2004-07-30 16:00:19 UTC
in ToDo Post #46821
I don't like the "death row" idea. Just because a thread gets spammy at the end, doesn't mean there's no good information in it. Putting a thread in "death row" would make searching for info more difficult. I think the moderators have been doing a great job controlling the spam, so this suggestion seems completely useless and counterproductive. Hehe, but if bl and chow are all for it... :lol: lol
Posted 20 years ago2004-07-30 15:47:04 UTC
in Shipped out mod, needs mappers Post #46811
knowing floater, hes probably already 3 maps past this one and has forgotten all about it :P
Posted 20 years ago2004-07-30 15:40:41 UTC
in Swinging Rope Post #46806
well I'm going to waste my time, looking for an answer. Its not a complete waste, I will learn about Half-Life's limitations as I go along.
Cool! For your next project, try to make a map the size of the entire grid in hammer entirely out of func_rotatings. Let us all know what you learn from that project too!
Posted 20 years ago2004-07-30 15:31:25 UTC
in books! Post #46798
Let the delusional be Crusader. :D
Posted 20 years ago2004-07-29 16:15:11 UTC
in Swinging Rope Post #46444
^^talkin to bl
Posted 20 years ago2004-07-29 16:03:29 UTC
in Swinging Rope Post #46442
BL: no, but if you want to waste your time, go right ahead.
Posted 20 years ago2004-07-29 15:29:26 UTC
in Swinging Rope Post #46436
Posted 20 years ago2004-07-29 03:59:30 UTC
in I see scripts...why dont you? Post #46259
Scripted maps need to be linear to work correctly.
See Floater, I wasn't lying to you:
The problem is that you need to "funnel" the player through your map. Make the player go down a set path and have things happen around him as he moves along.
Posted 20 years ago2004-07-29 00:26:04 UTC
in I see scripts...why dont you? Post #46208
(1) A halflife player has no pupose or goal when hes "playing" a map of a tiny lounge. He just stands there or walks around. In a word, boring.

(2) As I already told you, there are too many scientists standing around to know which one to look at and when. You know what to watch cause you made the map. No one else does, and without the map having any purpose, I doubt anyone would want to take the time to figure it out.

(3) If you want people to notice something, it must stand out. You need to have something draw the players attention to the action you create. Use some creativity to get the player to look/go where you want them to.

(4) Quit tryin to be cool by pressing return 20x in your post. And no, please dont explain why you did it. Just dont do it.
Posted 20 years ago2004-07-28 20:56:15 UTC
in I see scripts...why dont you? Post #46172
The problem is that you need to "funnel" the player through your map. Make the player go down a set path and have things happen around him as he moves along. Your map has too many scientists standing around in one spot so the player (or in the case of this map where there's nothing to do, the "watcher") doesn't know where to go or what to look at.

I'm not saying maps should force a player down a rigid path, but in the case of using scripts, when you design your map you want to make sure that the player is at least in a position to see them, AND equally important is that he should know that he's supposed to be looking at them.

With all the scientists in such a small area, and no sense of purpose in the map, it's not hard to understand why no one noticed the scripts.
Posted 20 years ago2004-07-28 20:43:11 UTC
in Disappearing faces in software mode Post #46163
(1) Try direct 3d?
(2) No
(3) Yes. Only 800 faces get drawn at any one time with software mode. When theres more than that the engine stops drawing them.
Posted 20 years ago2004-07-28 20:29:30 UTC
in Disappearing faces in software mode Post #46156
change your video settings to open gl.
Posted 20 years ago2004-07-28 16:08:05 UTC
in Stargate!!! Ambitious eh? Post #45994
I think theres a prefab of a gate somewhere. Maybe ejoop?
Posted 20 years ago2004-07-28 16:06:11 UTC
in Make a house Post #45993
There are lots of example maps in the vault to give you an idea of how things are built. But the best way to learn is by looking at some tuts and then getting your hands dirty by working with the editor.

It's been recommended that starting small and just making a room and filling it with a bunch of entities and detail is a good way to learn how to do things with hammer. Your first maps dont need to have any point to them, they are just a learning experience.
Posted 20 years ago2004-07-28 13:40:57 UTC
in What files do I need to Make a Mod? Post #45920
half-life
Posted 20 years ago2004-07-28 13:34:44 UTC
in My walls are buggy... Post #45911
He still hasn't said the distance. It's likely a long distance, like i suggested way up there^^, and there's nothing that can be done about seeing through it. However, what seventh said might fix the shooting through the wall problem.
Posted 20 years ago2004-07-27 15:54:19 UTC
in My walls are buggy... Post #45584
If its over 4096 units (or whatever), then there's nothing that can be done. End of story.
Posted 20 years ago2004-07-27 15:52:14 UTC
in My walls are buggy... Post #45583
for the first time: i just saw its for cs
Posted 20 years ago2004-07-27 15:51:13 UTC
in Gravity Post #45582
Posted 20 years ago2004-07-27 15:45:52 UTC
in Gravity Post #45580
You can use pushes for that.
Posted 20 years ago2004-07-27 15:44:40 UTC
in My walls are buggy... Post #45579
For the 3rd time: How far away is the wall from the players who can see you through it?

For the second time: What mod is it?
Posted 20 years ago2004-07-27 15:42:10 UTC
in Texture Problem Post #45577
Its likely not the texture, but some sort of invalid shape. Try making the affected area a func_wall and run vis on full.
Posted 20 years ago2004-07-27 15:36:49 UTC
in Counter-Strike 1.6 FGD Post #45571
Posted 20 years ago2004-07-27 15:32:00 UTC
in My walls are buggy... Post #45568
within a few feet of the wall they can see me
the walls are plenty thick
and the viewable distance doesn't help
Didn't think max distance helped. Once again, how far away is the wall from the other players. What mod is this for?
Posted 20 years ago2004-07-27 15:10:46 UTC
in My walls are buggy... Post #45552
How far away are you? After like 4096 units by default the, the engine stops drawing faces. Or maybe the walls are very thin. You can change the max view distance, but idk if it really helps.
Posted 20 years ago2004-07-27 14:00:10 UTC
in Getting barney to open door Post #45519
The retinal scanner targets the door.
Posted 20 years ago2004-07-27 00:57:18 UTC
in Set up a trigger_once .. Post #45268
The trigger is activated when a player touches it, not when he steps on it. Dont put it on the ground as the player might miss it if he happens to jump over it. Set it up so the player must pass through it to get where he's going.
Posted 20 years ago2004-07-26 18:35:49 UTC
in ToDo Post #45203
Mods do not have the time to review people submitted ten maps a day.
Get more mods.
I still think there should be a limit of one/day...
That sounds reasonable.
Posted 20 years ago2004-07-26 14:24:48 UTC
in ToDo Post #45053
My 2 cents on the vault is that you should be allowed to post as many maps as you want. I don't like the whole: "You have to be here so long before..." thing. If someone truely has some great work to share that would benefit us all, why should they need to wait til they've been a member for a certain amount of time before they can show us all their maps.

You should be allowed to post as many maps as you want, in as short of time as you want. BUT, the vault should be more closely monitored so that unfinished, crap, or one room maps are taken down and put where they belong.

Don't punish us ull by making us wait to see some incredible maps someone new to this site might have made, just to try to control noob spam. I mean the vault benefits everyone, not just the guy who's posting the map.
Posted 20 years ago2004-07-26 13:12:17 UTC
in Say goodbye Post #45033
This is in no way aimed at Floater, as he has deleted his maps and has assured us that he will only post quality maps.
I'm glad he assured you he would start listening to everyone: http://cariad.co.za/twhl/mapvault_map.php?id=1676

Guess he lied. Please just start deleting his junk since he wont listen to anyone
Posted 20 years ago2004-07-24 19:45:23 UTC
in Say goodbye Post #44533
I agree Andy, all noobs shouldn't be punished for the actions of a few withbad behaviour.
Posted 20 years ago2004-07-24 19:41:22 UTC
in Say goodbye Post #44531
Yeah no on blamed anything on floater alone (though he is one of the worst offenders). But what people are saying is that the stuff he is doing is the stuff that's ruining TWHL.

Instead of listening to what people are saying, he ignores it and continues on in the same old way. For example, today he posted his forth "finished" map and it wont even load. Not to mention all the forum spam and total noobish behaviour. There's NO excuse for not listening to multiple people telling you to knock it of when you've just joined 8 days ago.

He didn't listen to the polite suggestions, so what else is there to do?
Posted 20 years ago2004-07-24 19:01:21 UTC
in pushables Post #44508
Unfortunately, func_pushables seem to take up more space than they visibly show. Try moving it further from the wall and it should work.
Posted 20 years ago2004-07-24 18:12:10 UTC
in I need a modeler. Post #44489
Floater stfu and map. With all the driving people away from TWHL you are doing, it hardly seems possible that you have much time to read any tuts or practice any mapping skills. No one here needs a second by second update of everything you are doing. Spam your own site with that junk if you feel you need to talk so much.
Posted 20 years ago2004-07-24 17:35:59 UTC
in I need a modeler. Post #44474
And I'll always associate the name with what I described above.
Posted 20 years ago2004-07-24 17:24:48 UTC
in I need a modeler. Post #44460
Na, I think its what I said.
Posted 20 years ago2004-07-24 17:21:33 UTC
in I need a modeler. Post #44458
Because I'm not a fool noob trying so hard to be the center of attention when I SHOULD be doing MUCH more listening than talking. And who cares what name people use, does it really matter? Btw whats a floater? Something that doesnt go down on the first flush? Well I guess it's appropriate then.
Posted 20 years ago2004-07-24 17:15:58 UTC
in I need a modeler. Post #44454
Get a clue you cancerous noob.
Posted 20 years ago2004-07-24 17:05:21 UTC
in I need a modeler. Post #44449
Yes, hurry up and fail so we will have no more of this nonsense from you.
Posted 20 years ago2004-07-24 16:57:00 UTC
in Say goodbye Post #44441
Yeah, you deleted the last 2 today. Which I might point out is AFTER 2 great members quit. I see you aren't taking my advice.
Posted 20 years ago2004-07-24 16:39:38 UTC
in Say goodbye Post #44424
Floater:
Dude, you've been a member 8 days, you've spammed the completed map vault with at least 3 crap maps, you've spammed the shoutbox and forums with idiotic questions and remarks, and you post any little thing you alter or steal from others as some great comleted creation of your own.

YOU are one of the people that is making this place sh*t. Instead of acting the fool, why dont you go read some tuts and practice mapping. When you actually have the skills to create something decent, come back and post your creations.

You're trying way too hard to be the center of attention. Get skills and your creations will speak for themselves.
Posted 20 years ago2004-07-24 14:05:56 UTC
in Say goodbye Post #44371
Posted 20 years ago2004-07-24 13:58:19 UTC
in mounted gun Post #44370
Then read the one that explains how to create the weapons.
Posted 20 years ago2004-07-24 13:54:41 UTC
in mounted gun Post #44368
By looking through the tuts and reading the one that explains it.