Forum posts

Posted 17 years ago2007-03-03 16:57:04 UTC
in Could be funny (Non HL Project) Post #214807
Arcan doesn't wanna let everyone know he's telling Urb to make him black.
Posted 17 years ago2007-03-03 16:46:06 UTC
in Horror and Art Post #214804
Haha, the Engrish in "The HOUSE" sounds really familiar, eh Saco?
Posted 17 years ago2007-03-03 16:11:13 UTC
in Could be funny (Non HL Project) Post #214792
Human

Sex: Male
Skin: White
Eyes: Brown
Hair: Dark brown, short
Makeup/Glasses/Facial Hair: Nope

Shirt pic: http://zldb.net/tmp/where-is-your-god.jpg
Posted 17 years ago2007-03-03 16:01:31 UTC
in Could be funny (Non HL Project) Post #214787
/me calls for an all-IRC house as well
Posted 17 years ago2007-03-03 15:49:20 UTC
in TWHL Mix 2? Post #214783
Room for one more? :D

I have this map that I'm working on, and I figured it may be good for this.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-01 19:34:30 UTC
in Advanced Brushwork Mini-Compos Post #214519
I still say brush-work for the compos. i mean... they are brush-work mini-compos
Agreed.
Posted 17 years ago2007-03-01 19:29:21 UTC
in The Wyoming Incident Post #214516
There's a quite helpful summary of the game in that SA thread, for those who are interested.
Posted 17 years ago2007-03-01 19:28:31 UTC
in TWHL Mix 2? Post #214515
Don't judge the egg by it's shell, Cabby.
True, true. :D
Posted 17 years ago2007-03-01 19:27:42 UTC
in Advanced Brushwork Mini-Compos Post #214514
Tetsu0, you act as if you've never heard of BitTorrent.
Posted 17 years ago2007-03-01 19:04:36 UTC
in The Wyoming Incident Post #214504
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-01 17:40:24 UTC
in TWHL Mix 2? Post #214489
Correct me if I'm wrong, but that looks like a long, square-walled hallway. Throw some brushwork variety in there! :)
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-01 15:52:51 UTC
in Help!!! Post #214474
In the future, don't ever trust people selling games on E-Bay.
Fix'd.
Posted 17 years ago2007-03-01 14:44:13 UTC
in Help!!! Post #214460
What is your "situation", exactly?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-03-01 14:05:08 UTC
in Help!!! Post #214450
and playing games on the computer in gerneral
Why, then, are you on a 3D Level Design site?

About your problem, I'm assuming you mean Steam, in which case just install the games and Steam should install with it. Although, if the previous owner activated the reg key included with the games, then your screwed. The serial number can only be activated for one account.
Posted 17 years ago2007-03-01 12:24:14 UTC
in iPod stuff is overpriced Post #214442
Creative is the best. But...
So I built a dock out of legos.
You recieve immense amounts of internet and win.
Posted 17 years ago2007-03-01 11:40:52 UTC
in Desktops of March Post #214439
Posted 17 years ago2007-02-28 18:09:32 UTC
in Your desk Post #214341
Posted 17 years ago2007-02-27 17:29:27 UTC
in So Rowleybob is gone? :( Post #214189
This thread better not become a spinoff from the cat macros thread!
Amen.
it's just the fucking internet.
Amen, Part II.
Posted 17 years ago2007-02-27 13:03:23 UTC
in Member Search Error Post #214164
Someone needs to turn SQL error generating off :)
Posted 17 years ago2007-02-27 12:58:22 UTC
in Auto Swap Post #214163
I dunno about CS, but definitely not in HL. Each weapon has a hard-coded value that determines if you should switch weapons on pickup.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-24 16:35:31 UTC
in When's your birthday? Post #213683
January 1st.
Posted 17 years ago2007-02-23 15:45:45 UTC
in The Wyoming Incident Post #213484
It's part of an alternate reality game.

Scroll down to the summary.

EDIT: Well, I just watched all 4 videos in a row with the sound turned all the way up, and I actually did get a headache at one point, right behind the eyes. Creepy, indeed :D
Posted 17 years ago2007-02-19 21:17:43 UTC
in .bsp files not made Post #213086
For the hlxxx.exe tools, you need to get Zoner's compile tools. Remember to configure Hammer to use those tools to compile (Tools > Preferences > Build Programs Tab). There's a good tut on setting up Hammer here.
Posted 17 years ago2007-02-19 03:51:25 UTC
in Portal/s .. Post #213004
I'm not so sure if this applies to Source, but I know in Hammer 3.5 the compile dialog would freeze after a bit, not allowing you to see updates. It would also hog a lot of memory that could be spent on compiling. Try using a batch file, this way you can see what the compile tools are doing in real time, and hopefully speed up the process.
Posted 17 years ago2007-02-19 03:26:00 UTC
in Portal/s .. Post #212998
Most uncomprehensive post evar.

What "portal shit" are you talking about? Source or HL1? What's the problem?
Posted 17 years ago2007-02-18 22:27:47 UTC
in Half Life FX Post #212985
I picture this as being a mod for the coders so that they can pat themselves on the back for doing something cool with an outdated engine. Unless the source is released, this doesn't seem very useful.
Posted 17 years ago2007-02-18 20:53:43 UTC
in Now Playing: ... Post #212980
Lemon Jelly - Nice Weather For Ducks
Posted 17 years ago2007-02-18 17:57:56 UTC
in Cat Macros! =D [56k no] Post #212953
Habboi, for the record, I have nothing against you or your cat's now rotting corpse. It just seemed like a perfect opportunity, and I had to go for it. Nothing personal.

@srry: :heart:
Posted 17 years ago2007-02-17 15:04:49 UTC
in rowleybob Projects! Post #212776
@Tetsu0: Here.
Posted 17 years ago2007-02-16 19:56:58 UTC
in Cliffs...? Post #212719
Wow. I've never actually looked through the SP tutorials, but I just read a bunch...pretty damn good. I actually learned something in a couple of 'em :)
Posted 17 years ago2007-02-13 18:39:50 UTC
in Anyone any good at C++? Post #212395
Strings as in what? Declaring one and printing it with cout? Simple:

char szMyString[] = "Woo, this is my string.";

It's just an array of character variables. If you don't specify how many characters the array can hold (like shown above), the compiler will automatically add the null '' terminator to the end of your array, which tells the program that the string is finished. Look in string.h (I'm assuming you're using MSVC) to see the different string functions (strcpy, strcmp, etc).

By the way, I highly recommend that torrent that Orph posted. It's got some really good stuff in there.

EDIT: Google is your friend. :D
Posted 17 years ago2007-02-11 01:14:49 UTC
in Texture Animation Post #212141
Let's say you have a text you want to animate. Save every frame of the animation as a seperate BMP file with the same name each time, the only difference being a +0, +1, +2, etc. in front of the filename. For example:

+0footext.bmp
+1footext.bmp
+2footext.bmp
+3footext.bmp

And so on. Then, in Hammer, texture the face you want to animate with the first frame (+0), and there you go. You can only have up to 10 frames.
Posted 17 years ago2007-02-09 12:34:32 UTC
in Coding proposal Post #211997
Just make CanHeal() return FALSE no matter what, and/or over ride the function that calls CanHeal() in the first place.
Posted 17 years ago2007-02-08 19:45:52 UTC
in CPR Industries: Shadow's Spear Post #211944
That is some damn sexy brushwork there.
Posted 17 years ago2007-02-08 19:35:14 UTC
in Coding proposal Post #211940
Ah, right, basing the Zombie Grunt class off of the Zombie class. Which, in theory, would require even less code. :)
Posted 17 years ago2007-02-08 11:48:03 UTC
in framerate problems(maybe)? Post #211927
Here ya go, Rowley.

As you can tell from that article, the compile process is much more complicated than just cutting brushes into triangles.
Posted 17 years ago2007-02-07 12:25:03 UTC
in Coding proposal Post #211858
Bump.

Are you sure you're gonna be able to squeeze a full tut out of this? Coding in a zombie_barney and zombie_grunt requires the changing of just a few lines of code. Just copy zombie.cpp into a new file, replace all the instances of CZombie with CZombieGrunt (or any unique classname), change the models/sounds in Precache(), and link it to the right entity. I'm pretty sure you could do the same for Otis with barney.cpp, although I haven't actually done it yet.
Posted 17 years ago2007-02-03 20:55:24 UTC
in Picture Inspired Map! Post #211587
Get some tree models.
Posted 17 years ago2007-02-02 20:39:26 UTC
in Modifying existing maps? Post #211462
Thanks for nothing, caboose.
Heh. And people wonder why the forums are becoming less and less helpful?
Posted 17 years ago2007-02-02 19:14:40 UTC
in Modifying existing maps? Post #211457
Decompiled maps are not re-compilable.
Posted 17 years ago2007-02-02 19:04:01 UTC
in Modifying existing maps? Post #211454
BspTwoMap can be used to decompile maps for viewing in Hammer. However, most likely all those maps you saw were built from scratch (ie: Muzz's Uplink: Extended).

And to play a BSP from one MOD in another, you need the MOD's dll files to handle the entities in the map. Nothing has to be done to the actual BSP.
Posted 17 years ago2007-02-02 17:53:47 UTC
in Help me find the Null texture. Post #211444
Yeah, it doesn't matter what the text is, as long as it's called "null" (not case-sensitive).

lolurwelkomlol
Posted 17 years ago2007-01-18 20:10:45 UTC
in HL clips Post #209913
Make a brush and texture it with the "clip" texture. Simple.