Forum posts

Posted 15 years ago2009-03-23 21:41:00 UTC
in So I had an idea for an activity in my m Post #264486
You might have more success if you use Spirit of HL and use a minimod format to create your own HL game completely.
Posted 15 years ago2009-03-23 21:01:26 UTC
in Earth Hour Post #264483
Yeah, and when we decide to kill everyone, we just pull the nuclear reactor out of the coolant and let them all meltdown! Fallout 3 for everyone!!!
Posted 15 years ago2009-03-20 22:30:15 UTC
in Half-Life: Static Friction Post #264361
Oh yes, we always credit where we can, unless said author has not clearly defined themselves as the author...but the amount of stuff we used, much of which emails were sent to but we never got a reply, its difficult to keep on top of permissions when people don't reply to emails
Posted 15 years ago2009-03-19 03:04:46 UTC
in Half-Life: Static Friction Post #264279
Indeed, however, most of the content we used we either free to use or used with permission. On another note, alot of it we have not obtained permission and is open to be removed should said content's author comes forward and complains.

We are also redesigning the intro to the demo, this means more delays but actually cuts time out of the final release as it is the actual intro :)
Posted 15 years ago2009-03-19 02:41:33 UTC
in Remove all Cue Points... Post #264277
Cue points are marked in Goldwave by blue triangles located at the bottom of the WAV diagram. Right click on them and select delete.
Posted 15 years ago2009-03-17 22:58:14 UTC
in Now Playing: ... Post #264231
You Found Me - The Frey
Take Me Out - Franz Ferdinand
Posted 15 years ago2009-03-09 02:38:10 UTC
in New mini compo. Post #263992
Are you kidding? gf's take up a great deal of time!!! You need a billion hours in a week just to get things done!
Posted 15 years ago2009-03-06 01:24:24 UTC
in Near final compile errors. Please help Post #263853
Well, that is because Hammer is not calculating the split faces generated by a proper compile. When a map compiles, every face gets split because of either; the texture repeats or another face is touching which causes faces to split. try turning on gl_wireframe 1 in the console of Half-life and you'll understand.

Unfortunately, alloc block errors are near impossible to narrow down to a specific cause. It may be a single problem or a number of things that are causing a problem together, but not on their own. If this is a single-player map, you might want to split it into smaller maps, if its multiplayer then good luck fixing it. Its one bugger of an error that has caused me to bury many good maps of mine.
Posted 15 years ago2009-02-26 23:39:33 UTC
in game_text and env_fade Post #263386
UPDATED!!

http://www.twhl.co.za/wiki.php?id=15

I try to keep tabs the very nice wiki system we have here, if you notice anything that should have more info let me know! I like updating it! :lol:
Posted 15 years ago2009-02-26 22:16:14 UTC
in Free models! :D Post #263380
lol sweet. Looks like a bottle of nuka cola quantum from fallout 3
Posted 15 years ago2009-02-26 22:01:51 UTC
in Desktops of March Post #263377
Are you becoming a FarCry addict? Lol

As for me, same old same old.
Posted 15 years ago2009-02-26 21:41:37 UTC
in Post your Ringtones Post #263370
Woohoo! I did a major upgrade with my phone! I went from a crappy samsung i-do-nothing phone to a sleek new sony ericsson! This means, with bluetooth, i have streamed songs from my laptop to my phone and i now have:

Cyborg Blevo as my ringtone

and 99 red balloons as my message tone!

I can also steam internet through my phone so i can use my laptop on the interent anywhere! I LOVE THIS PHONE!!!
Posted 15 years ago2009-02-25 23:30:42 UTC
in Now Playing: ... Post #263296
99 Red Balloons - Nena - Remix by Goldfinger

http://www.youtube.com/watch?v=2D-OqZxdZiU&feature=related
Posted 15 years ago2009-02-24 03:39:10 UTC
in My setup Post #263187
I got myself a great logitec gaming mouse with instant DPI adjuster buttons with up to 5 different programmable speeds and side scolling mouse wheel, 2 extra buttons that i have bound to undo and save for all programs! And weights to customise the feel. Its a great mouse and the adjustable speeds means i can go instantly to fast 3D viewing to fine pin-point detailing in the press of a button!
Posted 15 years ago2009-02-15 22:42:04 UTC
in Don't have Left 4 Dead yet? Post #262766
Mine is guess what!

hlife_hotdog

I still play tons of L4D, mostly cause i am only online about once a week. I have a good deal of the achievments now!

http://steamcommunity.com/profiles/76561197994222878/stats/L4D
Posted 15 years ago2009-02-12 23:43:21 UTC
in Desktops of February Post #262584
I have an absolutely spotless desktop. Even the taskbar is kept minimized to maximize my workspace. As for recycle bin, i have a program automatically run a NSA 7 pass security wipe over it every second day, a defrag every wednesday, and a virus scan on Friday.
Posted 15 years ago2009-02-11 02:24:10 UTC
in The Nifty Titles Thread Post #262499
Huzzah! now, what should i put?
Posted 15 years ago2009-02-09 00:55:01 UTC
in THE SIMS 2 TWHL PROJECT 2! Post #262452
I hope you never know... :walter:
Posted 15 years ago2009-02-09 00:19:45 UTC
in HINT Post #262449
They really have to be used right. I still use them as a first attempt at fixing poor performance issues in my maps.

The best method, and i've tried them all, is to create a brush that covers a corner and cuts through the wall brushes slightly, it must extend completely from top to bottom so there is no way (if it was a solid brush) to get through, even a tiny hole to get around it and it won't work. Now cover the brush with the skip texture but make one of the large sides with the HINT texture. What happens is when you approach the HINT brush, everything you can't see behind the hint brush corner won't be rendered. Once you cross the HINT brush and can see both sides, both will be rendered. But then if you continue and cross the other side of the HINT brush, everything that you can no longer see around the corner is no longer rendered.

Its mainly used to help the engine when it can't work out what you can and can't see, when it can't figure it out, it just renders everything and slows the game down.
Posted 15 years ago2009-02-08 23:09:40 UTC
in THE SIMS 2 TWHL PROJECT 2! Post #262447
The first thing i think of is:

Thank my lucky stars I don't have pictures of myself on the net so i get dragged into this kind of...of..............................mooncake stuff???? :plastered:

T'is funny though
Posted 15 years ago2009-02-08 22:55:13 UTC
in Rooms (mini co-op project) Post #262446
Trying to get around to it anyway, all i've built so far is the floor :pwned:
Posted 15 years ago2009-02-08 22:48:02 UTC
in Half-Life: Static Friction Post #262445
Okay, after a bit of thorough play-testing, some issues have been brought up, some of which are quite trivial, but some are more concerning. Due to this, we have delayed the release until we resolve as many issues as possible. Mainly because some users are experiencing loading errors and there are performance issues with some maps. vs49688 and myself do apologize for the constant delays but we wish to ensure we release quality product rather than un-playable trash.
Posted 15 years ago2009-01-31 21:39:13 UTC
in Rooms (mini co-op project) Post #262199
can't you have hallways coming up from underwater? one at either end of the ship? don't ask about the water brush, just place water brushes around the hallways
Posted 15 years ago2009-01-30 22:43:33 UTC
in I'm Back. Post #262169
Darn doctors did the same thing to a TAFE classmate of mine. He was having massive headaches so he went to the hospital with his wife but they said he was fine and gave him painkillers. The next day, he was acting like he was drunk, slurry speech, poor balance, so his wife took him back to the doctors but again, they said he was fine and gave him some different pills. His wife was so angry she took him straight to Perth (a 175km drive) where the doctors found a clot on the back of his neck that was causing a buildup of fluids in his brain which put pressure on it. He underwent immediate surgery to releive the pressure and survived but he had to walk around with a AB drip in his arm for a week. The doctors said if his wife hadn't demanded a second opinion he would have been dead by next morning. Just goes to show, sometimes we know better than doctors.
Posted 15 years ago2009-01-23 03:47:36 UTC
in Rooms (mini co-op project) Post #261878
Lol, yeah, we kinda went from 'rooms' to 'mini-worlds'
Posted 15 years ago2009-01-23 03:38:09 UTC
in Hex-Editing Post #261877
ok then, just asking
Posted 15 years ago2009-01-23 02:48:04 UTC
in Hex-Editing Post #261875
It this kind of discussion allowed on the forums? I know it's relatively harmless in the right hands but you get my point
Posted 15 years ago2009-01-16 00:32:39 UTC
in Rooms (mini co-op project) Post #261563
Oh yes, you're right srry. Thats why i lower the max light brightness and use extra. This helps keep the light even and maintain shadows, however I need to tweak it depending on the map so i don't give it bad lighting.
Posted 15 years ago2009-01-15 23:19:39 UTC
in RIP: Ricardo Montalban Post #261558
You have to remember most of the members here are young'ungs and the average age of our members is about 15-20. He was already pretty old so he probably retired back when we were kids.
Posted 15 years ago2009-01-15 23:13:53 UTC
in Rooms (mini co-op project) Post #261557
More bounce, i compile all my maps with bounce set to 10 or more
Posted 15 years ago2009-01-15 03:27:35 UTC
in Rooms (mini co-op project) Post #261519
You also must note, you can have multiple info_texlights in a single map, just check that each info_texlights in the map do not have different light values for the same texture. (if they use original half-life textures for example) if you want an example, my map uses info_texlights look for the entity.
Posted 15 years ago2009-01-15 01:00:44 UTC
in Rooms (mini co-op project) Post #261514
How to use:
info_texlights

This is special entity that Zoners Compile Tools uses to extract light data for a compile. It is very simple to use and Half-Life doesn't use it so it simply won't spawn making it a error free replacement for a .rad file.

How to use:
Create an entity, any entity, and rename it to info_texlights. Hammer will automatically disable smartedit because it does not recognise the entity. This is a good thing because you don't want to use smartedit. Now, lets say you have a light texture and want it to emit, hey, light. Edit the info_texlights and ADD a keyvalue. In the 'key' box enter the name of your texture, eg, mylight01. in the value box, enter the colour and brightness values, just like you would in a light.rad file. (red, green, blue, brightness) Its that simple. You can have as many entries as you want.

P.S. Can i make another room??? Please....
Posted 15 years ago2009-01-13 04:30:11 UTC
in Rooms (mini co-op project) Post #261461
why not just use a info_texlights? it's singleplayer anyway, so it won't carry over to others maps. :tired:
Posted 15 years ago2009-01-13 04:25:24 UTC
in Top Maps Cleanup Post #261460
Maybe's:

http://www.twhl.co.za/vault.php?map=153
http://www.twhl.co.za/vault.php?map=1214
http://www.twhl.co.za/vault.php?map=2936

Probablies:
http://www.twhl.co.za/vault.php?map=141
http://www.twhl.co.za/vault.php?map=1463

Needs to be moved:
http://www.twhl.co.za/vault.php?map=2920

None of those maps are making the top, so no need to disable anything. Moved 1463 and 2920, though - thanks for pointing out!
Posted 15 years ago2009-01-08 00:31:42 UTC
in The Fourth Annual Hunter Awards Post #261257
Hurrah!
Posted 15 years ago2009-01-06 22:44:17 UTC
in The Fourth Annual Hunter Awards Post #261210
I'm not funny...
Posted 15 years ago2009-01-06 00:56:20 UTC
in The Fourth Annual Hunter Awards Post #261163
I got nominated twice! Yay, considering i wasn't even considered last year! :walter:
Posted 15 years ago2009-01-05 23:29:52 UTC
in New Year Resolutions Post #261158
Mine is to never have a news years resolution. That way i don't feel bad if (which i won't) I don't achieve it!
Posted 15 years ago2009-01-02 22:44:24 UTC
in Rooms (mini co-op project) Post #260991
The deadline is when he's finished built the complete map, i don't think there will be many more entries after everyone here who said they were making one has made one
Posted 15 years ago2009-01-02 22:40:06 UTC
in Cordon Tool Destroyed My Map Post #260990
Then I saved, started compiling but it failed because of a invalid object in the map (I used cordon to debug my map). Then Hammer crashed and when I got back, the whole map was gone.
Posted 15 years ago2009-01-02 22:31:43 UTC
in Rooms (mini co-op project) Post #260988
Posted 15 years ago2009-01-01 22:56:44 UTC
in Cordon Tool Destroyed My Map Post #260958
Hammer converts .rmf's to .map before compile. Check it.
Yeah, i was gonna say that until i realized that Hammer would export everything within the cordon bounds to the map file, lol, so he would still have the same map.

WAIT! is that it? are you not saving as an RMF instead are you saving as the map? That might be the problem. Hammer overwrote the map with the cordon bound version, hence the crash and when you reload, guess what you get!?!
Posted 15 years ago2009-01-01 22:51:11 UTC
in Rooms (mini co-op project) Post #260957
WHAAAA! I spend 5 hours making my room last night to post this morning but i forgot my thumb drive! Mine uses all custom textures (added in a WAD) and two models (also included). Mine was mostly a room but for performance issues i have had to turn some of the main windows into shutters so it's more of a room with little sections because of the greenhouse in the middle that players can't get to (because of the cycler models).

Also, I may have gone too far :( . Feel free to remove/destroy my room so it actually compiles (it takes 15 minutes on a fast VIS compile). May post tomorrow!
Posted 15 years ago2009-01-01 22:42:35 UTC
in EP2 --> CSS model error Post #260956
1. Both.

2. Maybe, like i said though, i have maintained file structure, i'll try it
Posted 15 years ago2008-12-31 23:30:10 UTC
in EP2 --> CSS model error Post #260901
Some might know i asked in the Shoutbox if Ep2 models can be used in CSS. I tried it and while the models work, the materials are not. I get an 'error loading materials' (i have the right ones) and then the models load with the purple and black checkered material.

I am using the models in the props_radiostation folder:

The roof support
The large radio tower

I have maintained the file structure so they are in the same place as they were in the Ep2 folder but in the cstrike folder. Help....please??? :(
Posted 15 years ago2008-12-31 23:26:03 UTC
in Cordon Tool Destroyed My Map Post #260900
Don't use the cordon tool full stop. The error you got was probably caused by the cordon tool as it is terribly buggy.
Posted 15 years ago2008-12-31 23:21:26 UTC
in won halflife on vista? Post #260899
Unlikely, DX has usually always been backwards compatible, leaving old ports open for the older programs that can't read new technology. However, I do not have DX10, so it is a possiblity!
Posted 15 years ago2008-12-31 23:18:54 UTC
in New Year Hour Post #260898
Well, i tried to stay up to midnight after work so that at 00.00 I could go:

"Hurrah! Thank goodness thats over!"

But I ended up with a massive headache that made me feel sick and I nearly threw up. And all of that without a drop of alcohol! Just goes to show, us non-acoholics know how bad you feel the next morning sometimes! lol

P.S. [blue]Happy New Year!!![/blue]

P.S.S We Aussies are lucky, we all get to party first!!! :biggrin:
Posted 15 years ago2008-12-30 00:09:45 UTC
in Omg! Sven Co-op 4.0B + They Hunger Co-op Post #260749
I like the new Hi-def models and new weapons, a little disappointed that the Race-X monsters are still the old blocky models :(
Posted 15 years ago2008-12-30 00:01:03 UTC
in won halflife on vista? Post #260747
Yeah, mine is and it works fine, and mine is only a 32bit system.