Forum posts

Posted 18 years ago2005-12-26 05:36:56 UTC
in Now Playing Post #154550
Yo Moma - Butterfingers
Posted 19 years ago2005-03-10 01:53:18 UTC
in AGP vs PCI? Need to get it straight. Post #96101
Do you mean PCIe?
Thats up to 16x speed now snort
I suggest that!
Posted 19 years ago2005-02-11 09:07:32 UTC
in Song you are listening to [closed] Post #89663
"Hundred Mile High City" By ocean colour scene
Posted 19 years ago2004-12-09 06:32:14 UTC
in Laptop for HL2 & Hammer 4 for HL1! Post #77174
it might pay to connect your laptop up to your old CTR monitor. Some LCD screen are not about to preform as well as their CTR brothers.
Posted 19 years ago2004-12-06 07:26:35 UTC
in HL 2 and its arsenal Post #76600
Has Anyone else found glitches that may be amusing to see?
Posted 19 years ago2004-12-06 04:41:33 UTC
in HL 2 and its arsenal Post #76585
okey dokey. I have recently Finished Valves, Half Life 2 and I must say Im a bit confused (not story wise). OK, i was on Planet Halflife today and went to the Half life 2 section. Clicked on 'enimies' and ran through the list to see if I had seen them all through out the game. For those who have been to the Planet Halflife website and have seen the "tunnels" movie for Half life 2 know that there is video evidence of a creature called "Hydra" and in the Tunnels movie it impales a combine soldier. (this is when gordan meets up with Alyx again).

Now while playing Half life 2 I did not see any creature that even matched "Hydra's" appearence from the movie. What the hell?, Glitch maybe? I think not. Take A look for yourself and voice your opinion on the matter.

[url]http://www.planethalflife.com/half-life2/enemies/[url]

Twain
Posted 20 years ago2004-11-25 06:35:35 UTC
in blue shift problem Post #74624
you can. Its in a previous tread in the old formums. Just search for "Setting up blueshift" in TWHL's handy, dandy search bar.
Posted 20 years ago2004-11-24 03:39:38 UTC
in HL2.. Who has it? Post #74454
I've been around doing my occasional partake in answering questions for noobs. But I havn't been able to log on and have a good read in a while because of exams. But Now IM FINISHED!!
By the way, I would just like to add Half Life 2's gameplay is much better than the over hyped up Halo2, even though enjoyable, it should not be thought of as such a big improvement from Halo 1.
A bit of topic, but i am curious to see what other people think of the duel between Half Life 2 and Halo 2
Posted 20 years ago2004-11-24 00:50:31 UTC
in HL2.. Who has it? Post #74435
1. Cost is $55 US -- kinda pricey right now for me
2. You have to log on to steam to play the SP game?! WTF!!!!
3. It prolly won't run on my computer anyway.
After downloading all the information needed and once steam has verified your copy of Half Life 2, you can then play it in an 'offline' mode which is what I'm currently doing. No need for connecting everytime you want to play, valve realized that would be a stupid idea.

So go out and buy it today!!
Posted 20 years ago2004-11-24 00:26:13 UTC
in free graphics card? Post #74434
Not RamDeck, RAMDAC, My appologies.
Posted 20 years ago2004-11-24 00:25:09 UTC
in free graphics card? Post #74433
Not in todays day and age. If you're looking for a cheap card that proforms I suggest an ATI Radion 9600XT or 9800 (128MB). Check the Core clock and Ramdeck settings first though. My friend got an 9600XT with a core clock of 600mhz and it works a dream with Half Life 2. Beautiful card.
Posted 20 years ago2004-11-11 05:11:28 UTC
in Pitching an idea Post #72622
How about the same sort of idea, except you are airlifted to a city on the out scerts of the black Mesa complex to help control the Xen threat from taking over the rest of the world, or just America. Ofcourse your mission would fail because of Half Life 2, But still to fight Aliens in a city would be cool. Kind of like Resident Evil just you are trying to prevent the Xen race from expanding onto more of earths teritories.
Maybe a crap idea to some, but definatly do-able. Another perspective view point before we head into halflife 2.
Posted 20 years ago2004-09-29 11:10:27 UTC
in Funny pics! Post #62921
yeah same, great work
Posted 20 years ago2004-09-13 01:44:29 UTC
in Light Beam Post #58827
You smell Rat, like rat, you smell rats!
Posted 20 years ago2004-09-04 11:16:03 UTC
in to world? Post #56503
By that you mean, the game engine does not render it as an object seperating you from the outter black beyond.
And i do agree with CoolFat, thats not a 'goo' idea.
;)
Posted 20 years ago2004-08-14 07:22:20 UTC
in !I wanna rock and roll all night! Post #50894
Ok, your favourite songs! The best songs of all time infact!
Posted 20 years ago2004-08-14 07:16:46 UTC
in Error compiling, details inside! Post #50893
yeah, I hate it in maps where when a door closes and it crosshatches with the brush or wall it goes in to. Remember people to put a 'Lip' number in the properties of the door so this doesn't happen!!!
Posted 20 years ago2004-07-31 03:31:05 UTC
in Map idea Post #46982
I've got a problem I need help with,
I've built a car (SUV) for half-life normal and have made it a track train. Everything works great, The only thing is I want to start the player off inside the car. Now the actually entity will fit with in the car properly and it overlaps the front seat. When I run the map the car is stuck until I press 'Ctrl' for crouch and then it starts moving.
Is there a way to start in a crouched position? or some how manuver the Info_player_start in a way to avoid this problem?

I wasn't sure if this was an imposibility so I asked ;)
Thank you to anyone that can help
Posted 20 years ago2004-07-31 03:19:27 UTC
in Monsters WILL NOT move (spirit) Post #46979
Well what are some of the benifits?

"gives more functionality and control of various aspects of mapping" - Anthony
What do you mean? because Im thinking if its a MOD, your going to have to start mapping for spirit and not WITH spirit, if that makes any sense.
Posted 20 years ago2004-07-30 07:35:18 UTC
in Monsters WILL NOT move (spirit) Post #46627
so its like a mod? not a new version of Hammer?
I dont think I'll be making the switch personally
Posted 20 years ago2004-07-30 05:38:06 UTC
in Stargate!!! Ambitious eh? Post #46603
I'd personally go with the 'arch' option from the create brush tool.

Building on what Hazardous said earlier, Stretch the lined box out on your 2d views untill its roughly the shape you want it then hit 'enter'. It should bring up a dialogue box, in this you should find angle. Type in 360 in the box and hit the preview button which should be on the left under the 2D drawing. if this looks like a ring hit 'ok' or what ever's there. You can udjust the number of sides if you feel it doesn't look circular enough. You should have a ring in you map lying flat and probably not in the possition you want it. Hit Ctrl - M to bring up rotational options, in the 'Z' box put '90' and hit enter. This should rotate the ring to an upright possition. If not hit undo and try again in either the 'X' or 'Y' boxs. Then its as simple as moving the new circlular gate into the possition desired.
Sorry to drone on but nobody really went into detail on how to do it :P.

TWAIN
Posted 20 years ago2004-07-30 05:20:42 UTC
in Monsters WILL NOT move (spirit) Post #46591
may I ask, what the hell is spirit?
I'm sorry for being nieve, but I havn't really been around latley because of school and all.
Posted 20 years ago2004-07-18 02:06:21 UTC
in CS Bots Post #42459
Anyone know where to get CS bots, such as HPB_bot 3.0?
Besides Fileplanet (which I Hate), are there any other sites?
Thanks
Posted 20 years ago2004-07-13 22:31:29 UTC
in not sure whats wrong... Post #41162
What about carving and then ungrouping the brush you have just carved? That makes it so all the brushes are indervidual and like have you made them all yourself. Does that work?, yes?, no?
Whats the deal with carving, I've never understood how it effects map quality.
Posted 20 years ago2004-07-12 06:40:52 UTC
in Train & Train Tracks Post #40625
isn't that squre then, 16x16 creates a box image to me
Posted 20 years ago2004-07-12 01:36:44 UTC
in Plants??? Post #40581
I thought that might be the case
Well, make a small map to test it in. That way you wont have to wait for it to compile for as long.
Posted 20 years ago2004-07-12 01:29:48 UTC
in Plants??? Post #40579
I think you mean, How do you make plants?
I think you use a monster_furnature entity, in the "model" box enter u_plant.
Try this, I'm not sure about the result though.
Someone please correct me if I'm wrong.
Posted 20 years ago2004-07-12 01:21:04 UTC
in need an easy way to make a drivable car! Post #40577
A Drivable car or train in Half life needs the entity func_tracktrain.
There are some good sites that explain how you set it up and what each option does. The Snarkpit site being one of them.

Twain
Posted 20 years ago2004-07-09 01:11:33 UTC
in funk_traktrin tutorial? Post #39858
Um these site don't have any func_Tracktrain tutorials. I know because I have visited them. Does anyone know how to set up a func_tracktrain for a car I have constructed?
Basicly I need it to act like the train at the start of the original half life, the player starts inside the train and the train starts to drive. In this case it will be the car the starts to drive with the player inside. You wont be able to drive the car ofcourse and i dont want the player to be able to.
any ideas?
Posted 20 years ago2004-06-27 22:22:35 UTC
in i cant take anymore! Post #37027
It just annoys me when people create new forums for already answered questions. If i have a problem I look at the old forums and if I still dont understand, I post a reply in the old forums explaining what I don't understand. Its called recycling and it works just as well as posting a new forum except you have the preveous information from before to ask questions about.
Posted 20 years ago2004-06-24 22:58:56 UTC
in i cant take anymore! Post #36155
Refering to what Hazardous said earlier,
I have seen the holes in the voting idea, there would have to be a 'one vote per map per member' policy/system so that people dont vote for themselves a whole lot of times.

"What if someonw who really hates the creator of that certain map comes up and drops a zero points rating." -Hazardous
is some cases this would only be the one person voting and out of the ten member minimum, it should not effect the end vote that much. But another way to deal with this problem is to post the map anomous untill the 3 day or 5 day voting period is up. If the map makes it to be published on the web site the creators name is also published with the map. So members do not know who they are voting for and will souly vote on the maps appearence and performance.

If this fails to work, we can disignate 5-10 members who have an judging opinion, regardless who the creator is, and they can be the ones to judge the maps. At the same time other members can download the maps, just not vote on them.

Just Adding to the idea. I do like MOP's idea of different categories for each Mod. I was thinking maybe also a custom Mod section where Members publish their own custom built Modifications.

TWAIN
Posted 20 years ago2004-06-24 01:59:47 UTC
in i cant take anymore! Post #35895
Im in disagreement with Ministeve here, an 8 day or 3 day ban from posting maps for noobs wont really solve your bad mapped maps problem. These noobs are here to create something and are free to put what ever they come up with into the map vault. No crime in that!
However, to solve the problem of increase "crap maps" instead of an 8 day BAN, i think we need to put a "Compulsery Rating Process" on every map that is posted. This means when a map is published/uploaded there will be a "rateing poll" for people to vote for what rating they think the map deserves. This could happen for a period of three - four days, after that depending on the rating, the map will either be kept or deleted. Lets say the rating it must score above is 3/5 or 6/10, anything below these figures and the map is deleted after the voting period. If a map gets no votes them obviously it is deleted and the creator will have to upload it again and get people to look at it. Lets put a minimum or 10 people must vote for it to be considered.

Just an idea, could work. Im personally happy with how things are now, I dont publish maps untill i have them just right and if i do want to pubish a crap map it goes to unfinished and i get people to comment on them. I think Ministeve's concern for high standard work is important, we dont want to be getting a reputation for bad maps.

TWAIN
Posted 20 years ago2004-06-19 06:25:41 UTC
in How do you make a wad file? Post #34807
Thats what I've been saying for ages now, Look at the past forums instead of making a thread for a question that already has been answered, do a little research first. sigh
Posted 20 years ago2004-06-19 05:52:32 UTC
in Starting with HEV suit? Post #34800
This question has already been answered, in the future look at the previous forums.
Posted 20 years ago2004-06-18 05:24:32 UTC
in NEED A IDEA! Post #34541
Furthering my point, It wouldnt really feel like your map if you went on somebody else's idea
Posted 20 years ago2004-06-18 05:19:36 UTC
in NEED A IDEA! Post #34540
Listen to Captain P, if you cant get an idea of your own, you shouldn't be here really. Anyway, using other people's ideas is low, regardless of wether people give you the idea freely or if you steal it.
Posted 20 years ago2004-06-13 03:47:54 UTC
in too many direct light styles Post #32913
ill have a go at that, but before this post, i gave the two light of different colour the same name, seeing how that do the same thing just with different colours.

Ill change the button and maybe remove the lights.
Posted 20 years ago2004-06-13 03:41:15 UTC
in Map used to work, then didn't change Post #32911
Oh, I had this problem too. Does your log look like this (note the end)
!!!!Read Carefully!!!!
** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "c:program filesvalve hammer editormapslambfec"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "c:program filesvalve hammer editormapslambfec"
Entering c:program filesvalve hammer editormapslambfec.map
Error: Missing '[' in texturedef (U)
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "c:program filesvalve hammer editormapslambfec"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "c:program filesvalve hammer editormapslambfec"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapslambfec.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "c:program filesvalve hammer editormapslambfec"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "c:program filesvalve hammer editormapslambfec"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapslambfec.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "c:program filesvalve hammer editormapslambfec"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "c:program filesvalve hammer editormapslambfec"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapslambfec.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapslambfec.bsp" "C:SierraHalf-Lifevalvemapslambfec.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

I fixed it my running the "check for problems" and clicking "fix" on everything.

Ive also had that first problem you had, wont save changes. I saved a new copy to a different directory with the same name (eg. C:/maps/vesa.rmf) and deleted everything else that was in the hammer folder and in the Half-life folder, only YOUR map files ofcourse dont go deleting everthing. It seemed to work for me. If this does not work, im sure other people on this site will be more than happy to help.

Twain
Posted 20 years ago2004-06-13 03:15:38 UTC
in too many direct light styles Post #32909
Ok after reading all this, I am even more confused, lost and crushed.

Heres the situation:
I have a room with: 5 different light souces, 2 same colour (one having a name to be triggered), another 2 without names (colour different from other 2), and one red light with a name (to be triggered also).

Multi-Manager is involved in the triggers and well as a button ( i dont think it has a light, red button)

I also have 3 explosion enities. 2 made from brushes.

What needs to go in order for the "Warning: Too many direct light styles on a face (?,?,?) which crashes my system. I know this situation may look confusing but I would apreciate those who help.

Twain
Posted 20 years ago2004-06-12 08:49:59 UTC
in Carving problem Post #32653
I suggest only use the "carve" tool for doors ways, if you have a hollowed block for a room. other wise stop being so lazy and make the dam thing yourself.
Posted 20 years ago2004-06-12 08:48:06 UTC
in Carving problem Post #32652
I have tried that, stupid thing to do, nobody try that one!
Posted 20 years ago2004-06-12 08:37:09 UTC
in Carving problem Post #32649
I used carving at least once in my earlier maps, its not that bad, however i would not use it for everything that required to but cut or resructured.
Anyway, doesnt the early tutorials teach newbies when making their first room to use carve to make the start of a hall way or something simular? It has been put in hammer to be used, so its ok in using it. Just dont rely on it for everything. Use it only once or twice, no more than that.
Posted 20 years ago2004-06-03 05:12:58 UTC
in STUPID GAY THING Post #29956
Hopefully ill get round to doing that.

I know last time i posted it the poly level was though the roof! Way past the suggested 800 mark. I can't get it down for some reason, maybe its because i dont want to put my textures up to scale 10. I really dont get the whole r-speeds thing.
Posted 20 years ago2004-06-03 04:59:19 UTC
in STUPID GAY THING Post #29954
well heres the thing, i compiled and it took 7 mins, i then added one door and fixed up the texture on a few walls and compiled again and this time it just never ended 30 mins pass and i got fed up with it. Do you have to keep deleting the bsp in the valve/maps folder? or is it just my computer being a bastard, BTW, im running a 2.67 GhZ processor with a 256 memory stick, so i dont think speed should be a problem.
Posted 20 years ago2004-06-03 01:51:29 UTC
in STUPID GAY THING Post #29931
I hate you kol, lol

By the way, When compiling my whole computer freezes, i've waited for ages but nothing happens. I go into the task manager and it says "Hammer not responding". Its done this a number of times now, can someone offer assistance.

Twain
Posted 20 years ago2004-05-28 03:07:21 UTC
in Another question ( a real one) Post #29017
We seem to be getting 15 new topics a day! WTF! Look at other sites forums first, or look at the ones that are already here. All it takes is for you to put in a search word at the top and click it to forums. Not have a go at you but people are asking stupid questions everywhere! I've bettered my self by looking at other forums and not posting a forum as soon as i get a small problem. Look, its what your eyes are for.

Anyway, i suggest just deleting and makeing a new one, make sure its not stuck in a wall or in the ground. If that doesn't work.......(runs off)
Posted 20 years ago2004-05-21 20:13:44 UTC
in sunbeams Post #28143
i dont think you helped at all unbreakable. I couldn't even make out what you were on about.
Posted 20 years ago2004-05-21 20:10:11 UTC
in How do I add a bot into my map Post #28142
Bots need way points to follow, they will not work other wise.
They probably havnt worked on Your maps and other "folks" maps because HPB bot does have set way points for them and does not know that your maps exsist. Botman makes these bots to work with well know exsisting maps that the sierra team makes.
Thats probably why they havnt worked at all, If you want bots you're going to have to code waypoints for them in your maps. How you do this? Im not sure, there are tutorials, seach in google.
Posted 20 years ago2004-05-21 08:09:46 UTC
in sunbeams Post #28010
peppers dutch, not spanish
Posted 20 years ago2004-05-21 08:03:49 UTC
in Leak Post #28009
yes he would, he still uses worldcraft 2.1. You going to upgrade anytime soon worldcraf dude?