Forum posts

Posted 11 years ago2013-05-14 15:07:47 UTC
in Max_Map_Verts Error Compiling Post #313527
Minimum scale is 0.1 and maximum is 10. Usually you will only ever need:

0.25 / 0.5 / 1 / 2 / 4

Also, max map verts can be caused by complex brushes, a lot of them, and by a lot of cut ins into brushes.
Also 256x256 is the best size to use as maximum. I remember 512x512 causing errors if used too much.
Stojke StojkeUnreal
Posted 11 years ago2013-05-13 11:55:12 UTC
in TWHL Coop Ideas? Post #313503
Thats what i had in mind as well. We can also held a silly competition on who's will be higher to the top :D
Stojke StojkeUnreal
Posted 11 years ago2013-05-13 06:48:02 UTC
in TWHL Coop Ideas? Post #313500
Skyscraper with a limited floor/celling surface.
Or it can be a complex of structures next to each other.
That would be a much bigger project because it will probably involve yards and small parks between each level, like in room project.
Stojke StojkeUnreal
Posted 11 years ago2013-05-13 05:23:04 UTC
in TWHL Coop Ideas? Post #313498
Or support columns.
Large structure need to be equally supported on each floor. You can achieve that with large support structures within it.

Basically, as long as it isnt a big empty box with a wall. Thats just nope.
Stojke StojkeUnreal
Posted 11 years ago2013-05-12 19:02:33 UTC
in TWHL Coop Ideas? Post #313490
Yeah a mod is a good idea, like ROOM project.
It can be a fixed size floor with way to go up, each floor has a between area to prep for getting into it or something.

Similar to Rooms project.
Stojke StojkeUnreal
Posted 11 years ago2013-05-12 17:19:55 UTC
in TWHL Coop Ideas? Post #313488
YES PLEASE
I am desperate of it being public. I am writing tutorials and its the only good compiler and easy to understand.
Stojke StojkeUnreal
Posted 11 years ago2013-05-12 16:57:26 UTC
in TWHL Coop Ideas? Post #313486
Yeah, like Source.

But seriously, GS is GS, retro all the way.
Stojke StojkeUnreal
Posted 11 years ago2013-05-12 15:14:06 UTC
in TWHL Coop Ideas? Post #313484
Gold Source Entity limit is now 1800.
Stojke StojkeUnreal
Posted 11 years ago2013-05-12 12:53:56 UTC
in TWHL Coop Ideas? Post #313479
There is also entity limit and space limit for every one. So change level is a good idea.
I already imagined top mappers making some great hall with stairs or something.
Stojke StojkeUnreal
Posted 11 years ago2013-05-12 11:06:55 UTC
in TWHL Coop Ideas? Post #313472
gold
Stojke StojkeUnreal
Posted 11 years ago2013-05-10 12:31:07 UTC
in cs, turn widescreen off Post #313460
No problemos senyore :)
Stojke StojkeUnreal
Posted 11 years ago2013-05-09 18:53:21 UTC
in The minimum REAL step Post #313453
You're mixing logical calculations with real life physics.

Of course in real world, everything has a limit. Even heat can go up so high that no more is possible.
Math is logic, math is something that defines things in the most logical way.
Its what helps us understand and what helps us create.

Just as a computer system is absolute to 0 and 1, but in its core its various voltages that are defined by a limit of how much indicates 1 and how much indicates 0.

We take complex and make it simple.
Stojke StojkeUnreal
Posted 11 years ago2013-05-07 15:38:40 UTC
in Reliable Channel Overflowed Post #313440
Roger that sir Skals-sama!
Stojke StojkeUnreal
Posted 11 years ago2013-05-06 19:27:11 UTC
in Reliable Channel Overflowed Post #313435
8192 worked well for me over the years.
Why does that cause the error? Do you have any technical info on this topic?
Stojke StojkeUnreal
Posted 11 years ago2013-05-06 04:33:41 UTC
in Reliable Channel Overflowed Post #313425
Dev mode is developer mode. You activate it by typing:

1. Developer 1 - Various engine messages are displayed, also enabling various other commands to be used, such as gl_wireframe, r_speeds, fps_max limit lift, etc.
2. Developer 2 - Additional engine messages
Stojke StojkeUnreal
Posted 11 years ago2013-05-05 20:57:52 UTC
in Lift the "innactive thread" bl Post #313420
6 months.

Also a functionality that enables long term members to revive threads. (2 years or more).
Stojke StojkeUnreal
Posted 11 years ago2013-05-05 07:17:02 UTC
in ambient_generic for only one player Post #313416
It is possible to code, im 100% sure. If they can code various other things that only affect one player, the most common example AMX X admin chat, this can also be done.
Stojke StojkeUnreal
Posted 11 years ago2013-05-02 21:23:03 UTC
in cs, turn widescreen off Post #313412
Its a hexadecimal value.
Stojke StojkeUnreal
Posted 11 years ago2013-05-02 21:01:54 UTC
in cs, turn widescreen off Post #313410
Than its registry time:

Start > Run window > regedit

\HKEY_CURRENT_USER\Software\Valve\Half-Life\Settings

Find your game and find widescreen registry value, set it to 0.
User posted image
User posted image
Stojke StojkeUnreal
Posted 11 years ago2013-05-02 08:23:45 UTC
in cs, turn widescreen off Post #313407
Don't fuck with the registry. You can mess-up the entire system.

As CT said, copy CSCZ resources somewhere and completely remove it from installation location. Than install it again, copying resources back into it.
(resources such as GFX, MODELS, MAPS, etc.)
Stojke StojkeUnreal
Posted 11 years ago2013-04-29 07:17:03 UTC
in Door with code lock Post #313380
Check it: Lock'd
Stojke StojkeUnreal
Posted 11 years ago2013-04-21 07:24:44 UTC
in cs, turn widescreen off Post #313348
Try -windowed
Stojke StojkeUnreal
Posted 11 years ago2013-04-13 20:12:35 UTC
in Post your screenshots! WIP thread Post #313313
Noice
Stojke StojkeUnreal
Posted 11 years ago2013-04-11 06:32:41 UTC
in cs, turn widescreen off Post #313304
Try just:

-w 800

Example:

steam://rungameid/80 -console -w 800
Stojke StojkeUnreal
Posted 11 years ago2013-04-11 05:38:19 UTC
in cs, turn widescreen off Post #313302
Go to shortcut options and add this in target field, out side the quotation marks:

-width 800 -height 640

Example:

D:\counterstrike16\hl.exe -console -game cstrike -width 800 -height 640

Than once you've set the resolution in the options to what you want again, remove this from your shortcut.
Also, if you have steam, use the steam start up console.
Stojke StojkeUnreal
Posted 11 years ago2013-03-31 19:28:01 UTC
in trees problem in my map? Post #313229
Open every entity and check the path.
Stojke StojkeUnreal
Posted 11 years ago2013-03-31 16:09:58 UTC
in trees problem in my map? Post #313221
Explain it better, the bullet cant go trough the tree?
Stojke StojkeUnreal
Posted 11 years ago2013-03-30 09:14:03 UTC
in Troll Theory Post #313206
Trolling is an art.

As with anything there is a difference between complete idiocy and having a laugh.
Most of what you may see online is idiocy.
Stojke StojkeUnreal
Posted 11 years ago2013-03-29 17:17:43 UTC
in light_environment tricks Post #313195
Awesome, this helped me understand what i wanted, thanks guys.
Stojke StojkeUnreal
Posted 11 years ago2013-03-26 20:34:48 UTC
in Sound card problims Post #313163
I know why, your sound card is shit.

Might be output circuitry.
Stojke StojkeUnreal
Posted 11 years ago2013-03-26 06:37:40 UTC
in New Game Server Post #313156
Were talking about real games here Stu.
Stojke StojkeUnreal
Posted 11 years ago2013-03-22 06:50:37 UTC
in Now Gaming: ... Post #313110
What game is that? Seems familiar.
Stojke StojkeUnreal
Posted 11 years ago2013-03-13 06:56:26 UTC
in Xash3D & XashXT - the next step in H Post #313041
Awesome, will try it out asap.
Stojke StojkeUnreal
Posted 11 years ago2013-03-11 17:59:20 UTC
in TWHL Database Hack Post #313025
Maybe rfe can help, i know he has servers and things.

Also we can all donate some cash to buy an hard drive.
Stojke StojkeUnreal
Posted 11 years ago2013-03-09 17:22:31 UTC
in TWHL Database Hack Post #312979
... if you use this password anywhere else, change it now.
Counts over 90% websites he visits
Well fuck.
Stojke StojkeUnreal
Posted 11 years ago2013-03-04 10:10:21 UTC
in should I get an arduino? Post #312889
Arduino is your best choice for starters.

But doing it old school with a programator and hand made circuitry is more rewarding :)
Stojke StojkeUnreal
Posted 11 years ago2013-03-03 21:18:44 UTC
in fgd file make``? Post #312877
FGD file is simply a text information file.
You need to know a whole lot more than a few tricks to make a functional FGD.

Dimbark
Stojke StojkeUnreal
Posted 11 years ago2013-02-28 23:42:14 UTC
in Model cow? Post #312808
Dont know for others but i have 0 experience with modeling. Plus you cant expect every one to help.
You need to have a rich explanation of what do you want and need it for. Not just "cow model plz".
Stojke StojkeUnreal
Posted 11 years ago2013-02-28 22:32:49 UTC
in Model cow? Post #312806
Sorry to say, but chances of some one doing that is very slim.
If you already did the cow the hat is just 2 cylinders.
Stojke StojkeUnreal
Posted 11 years ago2013-02-28 20:28:07 UTC
in Model cow? Post #312800
Do what 2muchvideogames told you. Get the model from there.

You can edit the model texture with Jeds model viewer. Go to my profile and go to my web site for the tools.
Stojke StojkeUnreal
Posted 11 years ago2013-02-27 11:07:36 UTC
in Post your screenshots! WIP thread Post #312786
Torture bench?
Stojke StojkeUnreal
Posted 11 years ago2013-02-24 12:11:30 UTC
in light_environment tricks Post #312746
Ive uncovered the shadow position / angle mistery. Still wondering on lighter / darker issue.
Stojke StojkeUnreal
Posted 11 years ago2013-02-24 11:20:01 UTC
in light_environment tricks Post #312745
Can any one explain all the tricks considering this entity?
I forgot most of them...

For example, how to i set the shadow angle, darker light emission, shadow color? And so on.
Stojke StojkeUnreal
Posted 11 years ago2013-02-20 21:05:18 UTC
in Geometry compiling question. Post #312718
Yeah same here, but it seems valve has a trick for this, heh. I saw the same thing in Assault in CS GO. Exactly the same technique is used.
Stojke StojkeUnreal
Posted 11 years ago2013-02-20 10:29:31 UTC
in Geometry compiling question. Post #312715
Nah, it even worked with older compile tools. You could texture everything with a texture (of one solid) and just sky where the light would emit or sky would show.

SKY is just like any of the special textures, except those who need to be 100% same on all sides of the solid (origin, clip).
This is not the case with sky. You can SKY any surface and leave it like that. It wont cause compile errors.

But as i said it will drop light and cause HOM. So use it on sides that wont be seen in normal conditions.
Experiment a bit. The only restriction is it MUST NOT be an entity.

Also check this thread, you might like it:

http://twhl.info/forums.php?thread=18292
Stojke StojkeUnreal
Posted 11 years ago2013-02-20 09:26:01 UTC
in Geometry compiling question. Post #312712
Yes, thats whats happening. There exists moments where you can enter the solid on angled area and walk trough it and jump out from anywhere. Good example of this is Skalses Gold Source map with the helicopter, zm_frostbite.
You can duck and go below the ground at some areas, that is caused because bevel is used.

As far as i experimented, nulling certain sides of the solid stops this from occurring. You can probably use SKY as well.

Sky is better than null with angled because it works the same but doesn't create the bug. The only limit is that it emits light from certain angles (defined in light environment) and it can not be an entity.
Stojke StojkeUnreal
Posted 11 years ago2013-02-19 23:02:16 UTC
in Geometry compiling question. Post #312705
Bevel creates bugs when angled. because of that the solid needs to be supported from opposing sides to stop angled beveled solids from being bugged up.

Example:
User posted image
The angled side of the triangle is textured, while the rest are Beveled. This crates a bug where the player can enter the solid to some point. By nulling the opposing sides you stop this bug from occurring.

SKY is also a great choice for solids ONLY. No clip nodes, no rendering. But it does drop light so you need to know where to use it.
Stojke StojkeUnreal
Posted 11 years ago2013-02-16 19:32:59 UTC
in How can i create a custom decal? Post #312653
The way you are doing it is wrong, you select filter before you make the image.
Wait a bit i will make a tutorial about it, also PhotoShop PS2 is free.
Stojke StojkeUnreal
Posted 11 years ago2013-02-16 12:30:19 UTC
in WON HL Post #312643
Welcome, nice to meet you.
That sounds like an interesting idea, maybe we should :)
Stojke StojkeUnreal
Posted 11 years ago2013-02-16 06:01:12 UTC
in MP3's don't play Post #312640
If the map isn't single player, MP3 wont work. (Afaik)
Stojke StojkeUnreal