Forum posts

Posted 16 years ago2008-01-28 20:59:54 UTC
in camera in hl1 Post #244499
Actually, this is more possible than you might think. I remember, a few years back, someone released some code allowing you to use AVIs in game as textures. I'm looking for the link now.

Edit: Program is called AVIkit and was once found here. Link's dead now, but you may find a mirror somewhere with some intense Google searching.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-27 09:45:54 UTC
in Upcoming TF2 Update revealed Post #244411
Valve removed grenades from all classes except Demoman because of the problems with TFC style gameplay. Too much grenade spam and the like. TF2 is incredibly balanced: everyone finds 1 or 2 classes they really like, it's brilliant.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-26 21:18:41 UTC
in coding? Post #244375
half life 2 uses some parts of the old half life engine
That's actually incorrect.
he amount of Quake code remaining in Source is a point of contention. John Carmack commented on his blog in 2004 that "there are still bits of early Quake code in Half-Life 2" and numerous development interfaces are similar to Quake's, at least at a high level - but with both easily likely of being Valve avoiding reinventing the wheel, neither are indicative of a notable reliance on the older engine. Indeed given the fact that Source's 2003 code leak did not produce any such claims it can only be assumed that no incriminating evidence was to be found.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-26 11:56:39 UTC
in Upcoming TF2 Update revealed Post #244336
I'm glad Valve is trying new things to mix up the old Team Fortress formula. If they didn't, it'd be the same damn game, aside from the incredibly awesome graphics.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-26 00:19:17 UTC
in Cat-Life HL1 Mod Recruiting Post #244318
What redfox899 proposed is a bit over the top, but the fact of matter is, it's a cat in Black Mesa. :P
AJ AJGlorious Overlord
Posted 16 years ago2008-01-25 06:26:00 UTC
in Cat-Life HL1 Mod Recruiting Post #244278
That's a pretty sweet idea I have to say. Will there be a lot of humour in the mod?
AJ AJGlorious Overlord
Posted 16 years ago2008-01-24 21:00:01 UTC
in Mapping notebook Post #244238
Provided you actually pay for Vista.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-24 10:23:15 UTC
in Mapping notebook Post #244189
Says the person who's never used one.

Yes, they're expensive, but they're sure as hell ain't ugly, nor are they unusuable. XP running on a Mac isn't emulated at all. The only part of a normal PC based machine that's emulated on a Mac is the BIOS, as Mac's don't use BIOS (they use EFI). Apart from that, XP runs natively on a Mac (provided it's an Intel Mac). All new Macs come with OSX Leopard, which includes software for partitioning your HDD for XP. It also gives you a bunch of drivers, which allows you to use pretty much all the Mac hardware functions on XP.

XP on a Mac is essentially the same as XP on a normal laptop. You get equal performance on a Mac than on a normal laptop with similar specs. Problem is, as Elof kindly pointed out, they are expensive, particular if you're going for a MacBook Pro (which you'd want to). Buy one if you need OSX and XP (like I do), otherwise you may want to think about it.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-24 07:18:58 UTC
in Mapping notebook Post #244178
Buy a MacBook Pro. :P
AJ AJGlorious Overlord
Posted 16 years ago2008-01-20 10:45:46 UTC
in map problem!!??!! Post #243896
AJ AJGlorious Overlord
Posted 16 years ago2008-01-20 10:41:03 UTC
in VBSP error: CONTENTS_SOLID ? Post #243894
CONTENTS_SOLID is, in my experience, a brush based error. It's caused if you make some kind of invalid brush (again, from experience. I could be entirely wrong, so someone correct me if so :P). I recently got one with a perfectly valid piece of geometry: it was textured entirely in nodraw, except for one face which was skip (I was testing something, don't laugh at me :< ). That created an invalid brush, despite the physical shape of the brush being entirely fine.

Just keep an eye on the brushwork.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-20 10:25:22 UTC
in GoldSource Mapping Tips Post #243890
I'd have to agree there actually...

Strictly speaking, leaks aren't the most problematic thing you'll run into while mapping. If you map correctly, you'll find it pretty impossible to generate a leak. I barely have leaks anymore (they usually come around cos I've done something silly, like leave an entity in the void) and they're pretty easy to find.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-20 01:39:51 UTC
in Buttons that activate other buttons. Post #243869
AJ AJGlorious Overlord
Posted 16 years ago2008-01-19 22:29:57 UTC
in VBSP error: CONTENTS_SOLID ? Post #243862
Delete the brush in question and compile again.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-19 21:43:32 UTC
in BSPViewer making me sick Post #243859
I think it might have something to do with the field of view. Turok has a rather strange one, being so old and all: perhaps it's the same with BSP viewer as well.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-19 21:40:58 UTC
in Now Playing: ... Post #243858
Zero 7 - Futures
AJ AJGlorious Overlord
Posted 16 years ago2008-01-19 21:30:42 UTC
in BSPViewer making me sick Post #243854
Actually, I recently, erm, 'acquired' the first Turok game for the PC (after I 'acquired' it for the 'Nintendo 64'), but I couldn't finish it as I got incredibly nauseous after playing it for a few minutes. I tried the game a few times and I always had the same result. It's the first video game ever to have that effect on me, and I've been playing games since I was five or so.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-19 08:53:13 UTC
in Changing tempdecal.wad Post #243814
As far as I know, the server acts as the master to everything, including the clients. If the server detects changes on the client end, it will reject those changes, either with an error or by reverting to the original version. It's a safety measure in place to ensure people are all playing the exact same map, rather than certain players using modified maps with the same name.

I could be wrong, but I don't think it's possible.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-18 12:17:13 UTC
in HL2 SP prison mod by dew Post #243769
The first screenshot is rather lacklustre I have to say. Try a curved wall/ceiling with those windows, and have them curl with it, similar to the curved wall/ceiling you have on the second screenshot.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-18 05:40:06 UTC
in wrong falling damage Post #243734
Does this occur in a normal game of Half-Life as well?
AJ AJGlorious Overlord
Posted 16 years ago2008-01-18 03:46:15 UTC
in trigger camera and mirrors Post #243729
AJ AJGlorious Overlord
Posted 16 years ago2008-01-18 02:23:39 UTC
in Non-Linearity Post #243726
You should, it's a brilliant mod. Best version of Xen I've ever seen.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-18 02:04:33 UTC
in Non-Linearity Post #243724
Sounds interesting. I'd like to try single player mapping sometime, so a small map would be good.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-15 09:38:16 UTC
in Prop/Lighting Post #243473
Yes, excuse my incorrect advice. However, I can salvage myself by adding this:

If you alter the VMTs, they'll 'overwrite' the VMTs in the GCF. So everytime that Inferno model is called by the game, it'll use your modified VMT, rather than look at the GCF. Now, isn't what you always want, so what you can do is decompile as mentioned above, alter the name of the model and recompile it. Make sure your textures have the same name of the new model and bam: same properties as the old model with the new VMTs, but built as a new model, which you can package into a mod.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-15 09:21:17 UTC
in Prop/Lighting Post #243471
Shit, hang on...I think this is defined by the texture, not the model...
AJ AJGlorious Overlord
Posted 16 years ago2008-01-15 09:17:31 UTC
in Mapping for CSS without having it Post #243470
Well, there you go. :D
AJ AJGlorious Overlord
Posted 16 years ago2008-01-14 22:37:54 UTC
in Mapping for CSS without having it Post #243450
Yes, but you can bring a VMF into Hammer 3.5, can you? ;)

Different versions of the file format can potentially be problematic. To be safe, it's best to work with the respective version of the SDK that the game works with.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-14 21:45:50 UTC
in Mapping for CSS without having it Post #243447
MuzzleFlash: I believe The Hunter was refering to Spike's original post, which stated that he was going to map under the TF2 config and then move it over to CS:S, which may pose a problem.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-12 09:21:07 UTC
in Prop/Lighting Post #243251
Take a look at this tutorial for instructions on decompiling models. Once you've got a QC file, post back.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-12 07:58:31 UTC
in Now Playing: ... Post #243245
Pizzicato Five - Twiggy Twiggy [Twiggy vs. James Bond]
AJ AJGlorious Overlord
Posted 16 years ago2008-01-11 00:26:11 UTC
in Prop/Lighting Post #243177
If you're using the Inferno model in that screenshot, then you're incorrect. They look lit properly because they're in area with no darkness (as in, they're in full sunlight). The models themselves are set to not be lit by the map (UnlitGeneric is the term in the QC I believe).

This reference in the QC will need to be changed to LightMapGeneric if I recall correctly.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-10 23:50:56 UTC
in Prop/Lighting Post #243174
Strider is correct. You'll need to decompile the model and edit the QC.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-10 22:02:51 UTC
in Help! Microsoft has handicapped me! Post #243170
Norton indeed sucks. Most of the commercial virus scanners are too intrusive. Last one I used was PC-Cilin, but I switched to AVG Free Edition ages ago.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-09 05:50:09 UTC
in Now Playing: ... Post #243004
Margot & The Nuclear So And So's - [The Dust of Retreat - #09] - Barfight Revolution, Power Violence
AJ AJGlorious Overlord
Posted 16 years ago2008-01-09 05:48:03 UTC
in Help! Microsoft has handicapped me! Post #243002
m0p speaks the truth and I should know: I remember all the heated discussions on IRC back in the day (ah, Chatbear) and he just wouldn't listen to reason (uptight British sod).

Switching to another OS comes with a pile of problems anyway. If you want to try an easy OS, try Knoppix. It's a Linux distro (God, I hope I'm getting this right) that can be booted straight off a CD. You can try it and not have to install it.

Unfortunately, there's no real 'simple' OS to use apart from the heavyweights of the industry at the moment: Windows XP and OS X. They're probably the easiest operating systems to use and will give you the least stress (well, OS X will give you less stress than XP, if you want to give up gaming).

Buy a Mac and use both! HAHA
AJ AJGlorious Overlord
Posted 16 years ago2008-01-08 00:27:37 UTC
in Demo Fraps = 30 sec Post #242918
The Source one does record sound. I've used it in the past: it's preferable for machinima stuff anyway.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-07 01:53:24 UTC
in N64 Dumping. Post #242835
It is. Iirc, Mario is just goraud shaded, he has no actual textures.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-07 01:29:33 UTC
in N64 Dumping. Post #242831
I know the upcoming version of Project 64 will have a texture dump feature.

Strictly speaking, most of the N64 textures look like shit: they're easily recreatable (is that even a word) in Photoshop.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-05 06:41:51 UTC
in Your system has halted???? Post #242638
Drivers. Update and conquer.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-04 10:30:56 UTC
in Lights and lighting Post #242574
This is where experimentation comes in. Fiddling around with position and brightness values will give you a good idea.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-04 09:29:46 UTC
in Lights and lighting Post #242570
Ok, quick outline of lighting:

light_environment - Lights up the entire map. Good for sunlight and moonlight and whatnot. Blocked by brushwork.

light - A simple light that sprays light in a 360 direction. Good for light bulb lighting.

light_spot - A more direct light. Good for spot lights. Can adjust the width of the spot to create a more open or closed light.

Those are the simplest ones to start off with.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-04 08:39:42 UTC
in Lights and lighting Post #242567
Yah. Once you get an idea of how BSP works, you construct your areas with it in mind. You think about where the engine renders things and where it doesn't and so on.

For future maps, you'll really want to have VIS and RAD. Seriously. :P
AJ AJGlorious Overlord
Posted 16 years ago2008-01-04 03:06:06 UTC
in hammer 3.5 question Post #242559
Isn't that Game Executable Directory, not the actual .exe itself?
AJ AJGlorious Overlord
Posted 16 years ago2008-01-04 00:40:44 UTC
in Hello Post #242549
Welcome to TWHL! Stick around, bring your friends
AJ AJGlorious Overlord
Posted 16 years ago2008-01-03 13:28:17 UTC
in Lights and lighting Post #242454
Using fast VIS and RAD is fine for test compiles, but a full compile is mandatory when creating a version for release. Your map will run slower, especially with a fast VIS compile, as VIS doesn't do proper visibility calculations on the map (hence the speed).

There are ways to speed up VIS. The most easiest is the use of the func_detail entity. Converting complex brush-based geometry to a func_detail will greatly assist VIS when it's performing its calculations.

Increased compile times can be caused by many things: large, open maps, lightmap grids, and, the most common of all, unoptimised maps. This is a great guide on how optimising Source maps: it gives a brief insight into how BSP (the Source map format) works and renders. It's nessecary to grasp even just a basic idea of this, as it'll give you a clearer indication as to what's causing problems down the track.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-03 02:53:34 UTC
in hl2 for hl1 models? Post #242417
Modelling something as complex as a Strider isn't a simple 2 minute process. It takes a lot of hours and dedication to do something like that, and there would need to be some real motivation for the modeller to actually do it in the first place.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-03 02:26:15 UTC
in ragdolls in hl1? Post #242399
Ok.

What you've essentially been asking with all your questions will involve a heck of a lot of coding. You'll need advanced knowledge of the Half-Life SDK, as well as C++ coding, if my memory serves me correctly. This is beyond the ability of most of, if not all the members here.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-03 01:24:06 UTC
in hammer 3.5 question Post #242379
What entity are you using for the model? Check your spelling of the model carefully.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-03 01:22:40 UTC
in ragdolls in hl1? Post #242377
You need to add a physics engine to the Goldsource engine, which I imagine would be incredibly hard. Afaik, there are a couple of free solutions out that that you could possibly incorporate into the engine, but you sure as heck won't get Havok into HL1.
AJ AJGlorious Overlord
Posted 16 years ago2008-01-03 01:20:26 UTC
in hl2 for hl1 models? Post #242376
As mentioned above, converting Source models is illegal. It violates Valve's TOC, and even more so since you don't own Half-Life 2.

As for Steam 'screwing your Internet', I would think it's more a case of PEBCAK than anything else.
AJ AJGlorious Overlord