Forum posts

Posted 16 years ago2008-06-18 14:46:16 UTC
in Invisible Water Post #251487
Water likes to disappear in source when you have a leak.

Post the compile log for us?
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-18 03:37:17 UTC
in hl2 in hl1 mod Post #251450
I'm willing to give you another chance, just dont turn for the worse like last time-

Also, I still highly believe you should give up on your "Half-life 2 in Half-life 1" mod... It's a waste of time :/
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-17 02:29:36 UTC
in Halo Map Collection... Post #251379
Sidewinder was good to suite the gameplay of the original Halo, but it would not be good in HL. Also, it wouldn't play very well in terms of r_speeds and framerates because it's a bit big.

It's a massive field and a couple short hallways which require vehicles to be played correctly. Sadly, half-life lacks vehicles -_-

It would be cool to see it in HL if it could be accomplished properly, but it wont be good at all from a gameplay perspective.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-17 02:16:08 UTC
in Halo Map Collection... Post #251377
what ever that snow level was...
Sidewinder
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-14 13:10:12 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #251234
Not yet, but now that Rim and I are both on break, we're going to kick some 6D asshole.

So... Soon. (and/or -ish)
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-12 13:40:17 UTC
in Standard Size. Post #251187
Anyone who wishes for a smaller resolution can resize them himself.
Even windows does that automatically, just set it on "stretch" mode.

It wont even look distorted so long as it's the correct aspect ratio.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-10 17:11:06 UTC
in Over 512 entitys Post #251106
Why? Is there a limit?

(If so, I dunno.. never have run into it.)

If there's not a limit.. then by all means, add more :>

Source handles mass amounts of entities well.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-10 14:47:27 UTC
in Race "lap" help Post #251101
From a gameplay perspective, clipping the lanes would suck :/
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-10 14:18:26 UTC
in Race "lap" help Post #251083
That wouldn't work-

The nature of a "race" is to have someone else racing it with you.

If you make it work like that, then someone could finish a lap while another person that's already in the second half of the race makes it to the finish shortly after. The second guy would get to the finish before the first made it to the half-way reactivation mark, and the lap system would then be messed up :x

Your setup would work just fine with one person.

A mistake on my part Whirly -- In the output tab on the trigger_multiple, change "OnTrigger" to "OnStartTouch" or it wont work correctly.

And, looking back, might I suggest a trigger_push to keep racers from going back through the trigger_multiple
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-09 17:09:16 UTC
in Race "lap" help Post #251080
Yeh, I have the perfect way.. hehe -- I used it for the scoring in the (highly unfinished) pong map I sent in for the competition. You'll need a trigger_multiple and a few math_counters.

Create the trigger_multiple across the starting/finishing point.

Then, you'll need to create a math_counter. In the properties give it a name and set it's maximum legal value to 3. (When I say set it for three, that's assuming you need 3 laps; Set this number at how many laps you'll need)

In the output tab of your counter, add the entry:

My output : OnHitMax
Target entities named : The name of your math_counter
Via this input : Subtract
With a parameter override : 3

Also.. add another "OnHitMax" output for what you want to happen when someone clears 3 laps.

Now, back at the trigger_multiple. In the output tab, add:

My output : OnTrigger
Target entities named : The name of your math_counter
Via this input : Add
With a parameter override : 1

So.. The trigger multiple adds "1" every time someone crosses it to the count of the math_counter. Once trigger_multiple adds up a count of 3 to your counter, the counter will "subtract" 3 (Resetting the counter) and then it will do whatever output you added for when a player completes the third lap.

IF, you need something more complex such as a visible counter for each lap completed, you'll need to follow the same steps. But, it will involve a math_counter for each lap that you have, and all of their outputs will need to be set up to activate and deactivate whatever you intend to act as a counter for the players to see. Once you reach "3", you'll have to set up the last counter to reset all of your counters.

Just make sure people dont run back through your trigger multiple.

If you can get use out of that, then yay ^_^

If you need an example map, ill be happy to set it up.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-09 15:54:14 UTC
in Desktops of June Post #251076
Thats.. a desktop? ZL?

(Although, I am one to understand that messy desktops are managable to those who let them get that way.. heh)
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-08 17:48:54 UTC
in How do you.... Post #251042
well, damn. heh-
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-08 17:23:44 UTC
in How do you.... Post #251039
Don't you mean 800?
Nope, type in sv_gravity without a number behind it on a default map and you'll find that it says 600-
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-08 00:38:52 UTC
in How do you.... Post #251021
The trigger_pushes work on the same scale that gravity in HL1 does.

AKA, a push with a speed of 600 straight upwards means the player is in zero gravity. (A great trick for selective gravity rooms)

That'll be your best point of reference
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-07 14:50:07 UTC
in A problem with music. Post #251007
kk, I just need to get straight what you're wanting exactly.

You have 3 songs.. all have buttons that trigger them and there is 1 song that, by default, plays automatically at the start of every round.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-07 03:16:11 UTC
in A problem with music. Post #250997
Is this for counter-strike?

I think I might be able to help, heh.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-01 02:23:27 UTC
in Post Your Skins/Models! Post #250785
Yep.. that's XSI crap rendering-

Actually rendered, it looks just fine.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-06-01 01:14:48 UTC
in Post Your Skins/Models! Post #250783
well, the gun I kind of slacked off with and the sword isn't being rendered - it's in the default 3D view window, otherwise it is technically smooth.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-31 18:07:51 UTC
in Post Your Skins/Models! Post #250771
Here's my gun and sword.. although I've not really taken up texturing yet.
User posted image
User posted image
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-29 23:18:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #250683
Grim thought somehow we'll pull this bitch off and make it good.
Damn straight.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-28 21:04:05 UTC
in custom voices Post #250650
By the custom sounds tutorial, you mean this one?

http://www.twhl.co.za/tutorial.php?id=85
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-28 02:15:17 UTC
in Hammer has gone apeshit. Post #250620
Yay, I saved you a re-format :>
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-27 13:20:49 UTC
in Hammer has gone apeshit. Post #250587
This could be an FDG related problem. Jumping straight to re-formatting is dumb, plus i'm sure he doesn't care that much.

Find the most updated & recent HL FDG file and use it in place of the default, if that's what you're using.

(I would find you a link, but I'm on a school computer and the site's blocked)

Ill get you one when I get home if you've not found it.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-27 13:14:49 UTC
in Hosting a server Post #250586
I still have Venetia V1.. mwahahhahhaa
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-26 19:22:09 UTC
in lets make a tw-hl HL1 mod!!! Post #250551
The largest problem is the lack of team communication.

It's not that there isn't a form of communication (Forums/PM's), but it's not "active" enough to have a conversation. This distance of team-members from eachother destroys the incentive of a mapper to make it.

Once a mapper acknowledges that he can just "do it later" or "do it in my free time", it just becomes easier to not do it. Therefor, they dont.

And so, it doesn't get done :/
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-26 19:17:04 UTC
in Hostage won't move... Post #250550
Yeh, satch's suggestion seems the best.

(FYI: when you put NPC's above the ground, they will spawn on the ground directly under the entity once in-game instead of appearing in mid-air)
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-26 01:50:12 UTC
in Video tutorial: making a shitty mountain Post #250497
The largest problem with video tuts is that phone line and internet capped people are going to be highly left out, should they want/need to look over them.

Video tuts are nice, but it would leave people out depending on how useful they are =(
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-25 03:11:24 UTC
in Bloom tutorial Post #250432
If by "bloom", you mean lights, then have a look at twhl's lighting tutorial at http://www.twhl.co.za/tutorial.php?id=51

If you mean the bloom effect (the extra brightness and glare effect), then maybe look at http://www.madabouthats.org/projects/cgshader
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-25 01:50:30 UTC
in Post Characters Photos From HL 1 & H Post #250427
I could just as easily just.. play half life

Hrmph..
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-23 19:20:54 UTC
in Guess a dialog! Post #250352
Sounds like the guy from black and white, but I'm almost positive that's not it =D
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-23 17:25:30 UTC
in Targeting system Post #250341
There's not a list entity to my knowledge.

I see what you're wanting to do, and it's not going to be easy to do or for me to explain. You'll need to use butt-tonne's of logic_relays (These will allow your gun to consider something a target all the time, but not actually do anything until the logic relay is actually activated.. which you will have to trigger once the target actually gets into sight of the player via trigger_multiple or similiar), and then you'll need to use a func_tracktrain for your target switching. In a seperate room, you'll have this tracktrain there to move along a series of corners with 'onpass' outputs to trigger target switching. You'll have to have all the path_corners teleport (or move really fast) to the next corner so it works instantly with the target switching. You'll need to control the train forwards and backwards with your game_ui and maybe some logic_compares. Every corner will need to activate the target painter on specifically one target and deactivate the painters for the two targets 'around' it.

Also, to aim the player at the target, you'll have to use a func_monitor and a camera. In the onpass options in all of the path_corners, you'll just have to retarget the point_camera and then maybe also use it to activate/deactivate a sprite that highlights the target. That just seems the best way.

I still dont think I got my point across, but if you can get something out of it than yay :>
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-14 07:32:31 UTC
in 2d, top-down flash MP arcade Post #249951
I think that the administrators are rejecting an idea this inspiring is just proof that they're behind the times and stubbornly resisting the technology of the future.
I do hope you're kidding
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-11 17:30:29 UTC
in Competition 25 Post #249865
I made a working playable version of pong via source physics.

Litterally all my compo is is a large entity setup, a dev room, a brushed arcade machine, and then the pong game room.

I did submit the vmf with it, so if you can look at source stuff it'll be there for you.

I ran out of time, as I made it in a single week =(
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-11 17:25:21 UTC
in Competition 25 Post #249863
My compo map was horrifically un-finished, but I submit it anyway for the sake of the entity work that I did. I guess you'll see it sooner or later. Just know, it looks crap.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-11 06:45:51 UTC
in Xsi animation help Post #249840
To do that, you need to "key" your animations. General keying doesn't involve any rigging at all. To make a cylinder rise from the ground, select the object you want to move. Make sure it's at it's default un-risen position. After, hit v or click onto the translate tool with your object selected. A red key should appear down under the frame timeline somewhere. Click it. After, move the timeline slider to another frame. Then, move your cylinder to it's final position. With it still selected, key it again at the different frame in the final position. Then, XSI should automatically tween the movement together, and it will move automatically whilst scrolling through your frames. It works the same with scaling and rotating as well.

(tell me if that needs clarifying)
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-07 00:36:49 UTC
in Guess a dialog! Post #249654
Shutup. Really.

:x
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-06 23:18:44 UTC
in Guess a dialog! Post #249652
Timeline, the only movie I can think of that combines French and English, although my guess is prolly wrong.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-05 21:51:26 UTC
in AutoCad Post #249609
Of course, I check back to the snap options quite regularly without thinking about it is my deal, I suppose.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-05 21:27:53 UTC
in AutoCad Post #249607
Mines 2008, although I disagree with the "messing up". I dont get that many problems =/
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-05 19:43:02 UTC
in AutoCad Post #249604
Yeh, I can use AutoCad quite fluently. Although, I dont get that much use out of it so I stick with hammer.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-03 14:16:00 UTC
in Who is Gman ? Post #249545
Am I the only one that remembers the gman rant about "certain restrictions.."

He's no god, and I doubt he's an alien benefactor if he saved us from their exploding citadel.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-05-02 18:09:14 UTC
in Open for TWHL3 Suggestions Post #249522
Make it pull up a random page-
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-28 17:16:30 UTC
in HL2 on mulitple computers question Post #249352
it's not like you get punished for having your account on two computers.
You have no idea how true that is <3
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-26 16:07:43 UTC
in Open for TWHL3 Suggestions Post #249200
Might the edit post feature be limited to the last 2 people who've replied to the post. That'll turn the edit cutoffs down a bit, and I dont see how it could do any harm.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-20 03:30:15 UTC
in Open for TWHL3 Suggestions Post #248973
Not enough people know how to code to be worth giving it a vault, let along the fact that writing them is probably intensly annoying.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-13 05:00:58 UTC
in Not enough Texture Memory Post #248739
There's not really a way around it. You just have to use 6 or less wads and cut down on some textures.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-12 21:53:51 UTC
in Autospawning sprites on a material Post #248734
[quote]and aren't shown on hammer[quote]

They wont ever show in hammer, so keep your half-life 2 up
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-12 21:48:11 UTC
in missing enteties Post #248733
If your FDG is just messed up, and you're mapping for vanilla Half-Life, download and use this ->>

http://collective.valve-erc.com/data/docs/1050662008-07225900/files/halflife_fgd_02.zip
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-12 18:11:52 UTC
in missing enteties Post #248727
I know the problem I think. Use Hammer 3.5 Beta instead of worldcraft.

It's much more feature loaded and stable <3.

http://collective.valve-erc.com/data/docs/1050662008-07225900/files/hammer_testbuild04.zip <-- download that

Then, once you get it in, follow http://twhl.co.za/tutorial.php?id=47 if you're unsure how to set it up.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-04-12 11:11:14 UTC
in Competition 25 Post #248716
or from me at the IRC
er?
TheGrimReafer TheGrimReaferADMININATOR