Forum posts

Posted 20 years ago2004-10-06 12:36:24 UTC
in Compiling prob+other question Post #64495
where your .rmf is, post the .ERR log, that will have a simplified version of teh problem, but it's not always teh best.

If you give us as much info as you can, we can help.

Ok, just looking at your log, you are only using zhlt.wad right?

I wouldn't advise that, as there's only three textures in that: skip/null/hint, and all are usless for creatign a map from, null will horrifically rape your r_speeds if you use it on teh whoel map, and hint/skip won't even show up, let alone let you compile a whole map of just those textures, and god forbid you have any entities made out of those textures.

I'd suggest a retexture..
Posted 20 years ago2004-10-06 12:32:31 UTC
in Compiling prob+other question Post #64493
what do you get when you press Alt+P? what errors does it come up with?
Posted 20 years ago2004-10-06 12:31:11 UTC
in CS_TIMETRAVEL ;D TEH BEST MAP EVER Post #64492
gets caught in the loop of spamming-crap-map-piss-take-threadness

falls dizzily to the ground

vomits

P-P-PAAAAAARRTTTTTTTTAAAAAAYYY!
Posted 20 years ago2004-10-06 12:29:33 UTC
in Equilibrium Post #64491
That'd be amazing, yet nuts, too many people trying to work on it at once, like you said, impossible.
Posted 20 years ago2004-10-06 12:26:33 UTC
in Model download section Post #64487
I guess, but I'm not too keen on ripping off this site, I just want it to be similar so that people understand that they are together as one.

I only liked this idea because of teh potential to take TWHL into a bigger market place so to speak.

So ieatmonkeychow, ther's your first job, get the TWHL templates, run up a mock, and I'll see if you've got what it takes to do this.
Posted 20 years ago2004-10-06 12:23:23 UTC
in Compiling prob+other question Post #64485
Yeah, ok, I get you, I'll try a few things, see if I can come up with anything useful, it's a nice idea, may make your map stand out a little bit more.

Find teh error?
Posted 20 years ago2004-10-06 12:22:10 UTC
in configuration BIG problems Post #64484
F**k's sake, tehre was an error with this site, and all my posts got deleted, I think, anyway.

Get version 2 FULL, form Nem's site (search google for batch compiler)

Then follow teh post right above your post about setting it up to see how you get batch set up so that it works ok.

I'm getting pretty bored with this now, so eitehr give me your msn and let me remotely set it all up for you or pay some f**king attention to what we're saying.
Posted 20 years ago2004-10-06 12:18:52 UTC
in Compiling prob+other question Post #64480
Go to (in Hammer) Map / Go To Brush , type in (in the Brush Line) 395, you've done some vertexing and it's caused this.

From now on, before you Export to Map in order to compile, Press Alt+P to check for problems. It will save you posting thread after thread for teh same problem ;)

HI has no new code to allow us to link two entities together.

You could overcome it by using a combination of a func_breakable, env_render and a func_train (plus the mighty multi_manager).
But if you're havin problems with Alt+P, I suggest youleave that for a while.
I'll try and knock something up for you.

"so that u hear the rambo's but cant hear the elites" - I don't understand you, what do you mean? As in, what has a breakable door got to do with rambo-spotting?
Posted 20 years ago2004-10-06 11:43:51 UTC
in Cant find filesystem dll to load! Post #64462
oh I see, odd, is that running a map right after teh compile?

I don't do that so go figure =)
Posted 20 years ago2004-10-06 09:45:23 UTC
in Hammer Crash Post #64431
they are teh same thing.

perhaps your graphics card sucks, what do you have?
Posted 20 years ago2004-10-06 09:44:13 UTC
in vehicle with a turret Post #64430
It'll be gay.
As gay as HL1 vehicles, unless anyone has actually witnessed teh cars being driven?

I remember ppl saying Halo had great vehicles, when in fact they were shity, big deal, a lot of peeps could ride them, but tehy handled like poo.
Posted 20 years ago2004-10-06 09:42:34 UTC
in CS_TIMETRAVEL ;D TEH BEST MAP EVER Post #64429
YeeeeeHaaaaaaa!!! Neeeegaaaaaaa!! Let's rock and Raaawl!
Posted 20 years ago2004-10-06 09:41:37 UTC
in Equilibrium Post #64428
It's easy, liek i said, get VNC Viewer or some ip server program, and just hook it into the pc with hammer.

I don't think it's possible to have two people working in hammer at teh same time, there's no code or requirement for it.

i like the sound of this mod, i hope you know what you're doing coding-wise, if you do and this is a seriosu mod, i'll be glad to some preliminary weapon models and other random models and shit
Posted 20 years ago2004-10-06 09:38:55 UTC
in I got an idea(remade) Post #64427
wow, i'm still in this haha, i haven't heard much from you guys, nor have i seen any s/s's of teh maps so i don't know what theme to use or what textures, i'll make a lab-type area ok, just so it won't be too far from anything anyone else has done, does it have to be one room, or can we a have a little run of stuff? liek 2 0r three smallish rooms. i don't mind eitehr way, but i'm going to have to make a wad to send with it, so you can use my fab texs' :P
Posted 20 years ago2004-10-06 09:34:28 UTC
in some random questions Post #64425
ha, pillaged, i like taht one rofl
Posted 20 years ago2004-10-06 09:33:52 UTC
in func wall Post #64424
well, if we're going to mention random entities! don't forget that an env_zombieloffe can give the same effect as an env_chaos and func_turmoil combined!!

:D ;) :P
Posted 20 years ago2004-10-06 09:30:15 UTC
in Cant find filesystem dll to load! Post #64423
your hl.dll has gone walkies, find him or install hl again.
Posted 20 years ago2004-10-06 09:29:33 UTC
in Turret to attack allied teams Post #64422
he is trying to say get a trigger multiple to shoot people, anyone in fact, not jsut the bad guys, but the good guys too.
Rory, Andy is a wise chap, I'd follow his advice... lol

You want a similar thing to teh DoD gun turrets, to protect a spawn right? or somewhere.
I'd suggest going to a TFC mapping forum, as there's probably stickies explaining various functions of teh specific entites.

Probably a line in teh turret that allows a choice of who to shoot at.
Posted 20 years ago2004-10-06 09:26:23 UTC
in making own weapons Post #64421
teh SDK is teh base of the halflife code, you need it to write a new mod.
If you knwo nothing, I strongly suggest learning a little C++ ( http://cplus.about.com/library/blcplustut.htm )

Also, don't try and make somethign liek a mod when you don't knwo they core basics of how half life works, it's not a bad thign to want to learn but remember we're not here to do your dirty work, if you want to learn how to code, there's tutorials we coudl find you, but I sure as hell ain't going through all teh steps, it's a vastly complicated business to get it right, that's why there's a 1.6 version of CS, they didn't get it right first time, or in 1.2 1.3 1.4 1.5 etc, and those guys made HL... (well, the two guys that started cs didn't but they are now employed by valve so whatever)
Posted 20 years ago2004-10-06 09:22:01 UTC
in Like Airsoft? Post #64420
Not at all, I already said, you set up your pc, take not of it's ip, get a program like VNC Viewer and connect to the ip of your pc, then you can access your pc from any other pc, effectively accessing hammer, if you want others to use it, you get a new pc, set it up with teh basics, password all teh important stuff, and bingo: P&L saves the day.

again.

;)
Posted 20 years ago2004-10-06 09:19:11 UTC
in change it all Post #64419
knifes repmaC

twice

leaves blood stained note next to the now lifeless corpse

(the note reads: Tutorials!!!)
Posted 20 years ago2004-10-06 09:16:36 UTC
in Ghehe, w00t!! Post #64418
Haha, that'd be liek me posting my CS weapons (all 700 of them..) and saying:
OMGZ0RR! roflmaomfg!!111 look at my wicked guns!!#

the shotgun sucks dick, and the m4 looks like teh one you get in the HL detail pack.

If you didn't make the models are you just bragging that you managed to find some modles on teh web?

I know the forum is called "Stuff..." but this is stretching it =P

BUT! I'll post some of my guns up..
Posted 20 years ago2004-10-06 09:10:12 UTC
in HL? and your specs! Post #64415
current pc:
athlon 1800 xp
windows xp 2002 standard hoem version
256mb ram
i don't even know what my processor is

pc that i'm buying in a month for HL2:
GeForce's latest (i think, any reccomendations?, money is no object)
P4
19" TFT monitor (posibly bigger if i can get one cheaper than 150 quid)
and well, any reccomendations would be welcome, cause I'm not a geek, I'm a stoner with half a brain left, so save me now Jeebus!!
Posted 20 years ago2004-10-06 09:01:20 UTC
in Model download section Post #64409
I'd like to see a demo of what you would do, I want a blue colour pallette and a generally square theme, white font colour and a font similar to this one we're using (whatever taht is)

Will I need to get a seperate server or do you knwo of any good deals, jaardsi, zombieloffe, you guys got any suggestions?
Posted 20 years ago2004-10-06 08:17:11 UTC
in Hammer Crash Post #64401
^ he has all teh stuff he needs.

Muzzle has mentioned the most realistic approach to this problem, hammer will only crash for a couple of reasons, and one of those is teh video rendering, if you have a shitty graphics card you probably won't be able to run hammer.

Re-install everything, (not HL), but just hammer, delete your hammer folder, and re-install, it might be that you have accidently moved a vital dll file without knowing it.
Posted 20 years ago2004-10-06 08:13:10 UTC
in func wall Post #64398
func_wall is there for a few reasons:

to prevent vis cutting.

to fix strange shadows when using a solid brush as a light fixing.

to keep complicated world structures from casuing odd shadows and causing strange cuts into teh brushes it touches.

now point 3 is essentially the same as points 1 and 2, but hey; f**k it.
Posted 20 years ago2004-10-06 08:08:42 UTC
in CS question Post #64397
well, that kind of goes with my theory then, although disproving it at the same time :lol:

basically the origin is there to decide where to put the vehicle, if it's too high, then said vehicle is stuck in ground, there is a set height for vehicles mentioned in the tut i linked to..

I havne't messed around with vehicles a hell of a lot because they are generally very buggy and I think they make a map crap, and a crap map even crapper.
Posted 20 years ago2004-10-06 07:31:41 UTC
in making own weapons Post #64362
if you want to make a totally new gun, new coding will be needed, you can always look at another mod and "borrow" their code for your mod, if you're not making a mod, or you don't want to code, you can just replace teh v_ model, however you might need to tweak some of teh animations etc, or just impose the old anims on teh new model (not a good idea).

to make a new model from scratch you'd start with getting milkshape 3d (google!)

and PSP to get the textures looking mean.

and HLMV to check the whole shabang out.

I'd just replace teh v_ models if you don't knwo how to code (and/or you're too retarded to learn =P )

j/k
Posted 20 years ago2004-10-06 07:25:22 UTC
in First ever released map in the vault! Post #64360
G_KID talks th etalk but he uses a wheelchair when it comes to the walking.

Ok, I'm glad I haven't seen it all, as it was worryingly short (or I just own - hah)
I'll have another run through tonight, I'm sure I'll find more things to tell you about =P

Don't take my coments as offensive, they are meant constructively - thing is, most of the testing I do is to find problems in other peoples maps, so I have to pick teh shit out of them to make sure they are 100% for a public release. I know you're not ever going to release this as anything more than just something you made, but why not make it teh best that you can.

I like how it's going so far, but it shoudl definately be treated as a pre-beta test of your final map, and when you release, try and name teh maps something short, like "rpcns" or an actual word, just so there's no pissing around making sure you type teh right name into teh console (I use steam =/)

Still, i like the map, you doing more on it, or have you given up? I think you should carry on tbh m8.

I'd liek to help if you need models or anything.
Posted 20 years ago2004-10-06 06:38:50 UTC
in maping for quake Post #64352
why not?
Posted 20 years ago2004-10-06 05:28:30 UTC
in When I die in my map, I don't respaw Post #64348
sven co-op beta flashback!! aarggh!!
Posted 20 years ago2004-10-06 05:27:06 UTC
in CS question Post #64347
the origin must be dead centre of teh vehicle, when you start teh map, the vehicle will be set up according to teh origin's position. so if you put it too high, teh vehicle will be embedded in teh ground.

www.slackiller.com <- go to teh tutorials, it's in advanced i think, a good tut on vehicles.
Posted 20 years ago2004-10-06 05:25:05 UTC
in maping for quake Post #64346
with teh correct fgd could you not use hammer?
Posted 20 years ago2004-10-06 05:24:27 UTC
in Setting it up with steam Post #64345
yeah, my bad, i just copy/pasted teh download link form Nem's website
Posted 20 years ago2004-10-06 05:20:59 UTC
in configuration BIG problems Post #64344
Ok, you're still using qtools, download this:

http://redmapping.com/pafiledb31/pafiledb.php?action=file&id=2

Install it, open it, and go to:

Options / Setup / Paths and set it like so:

http://img32.exs.cx/img32/493/ex6.jpg

you can see how it says 'tool', and csg / bsp / vis / rad, and I have the paths set to C:/Program Files/Valve hammer Editor/Tools/hlcsg, now you just change the bold part to whatever tool it requests, you get me?

I put the zhlt tools (the qtools are liek this: qcsg//qbsp//qvis//qrad. the zhlt tools are like this: hlcsg//hlbsp//hlvis//hlrad) in my hammer tools folder so i would know where they were, but they will be in your new Batch Compiler folder which will be in Program Files.

To compile using Batch, you need to open your map, go to File / Export to Map. Save the yourmapname.map file to wherever, preferably a file called yourmapname on your desktop, so you can delete all the pointless files batch generates, and when you open batch, you have to select the yourmapname.map from teh yourmapname folder, because batch only compiles .map files, not the .rmf that hammer uses.
Posted 20 years ago2004-10-06 05:14:07 UTC
in setup for steam Post #64343
jesus christ. search THIS forum, there's three posts currently on this page that show you how.
Posted 20 years ago2004-10-06 05:12:42 UTC
in configuration BIG problems Post #64342
omg, i take it you've made your little room, with a light, a spawn and a some other stuff, and now you want to compile, I can't stress this enough ok, "if you compile with hammer, I will burn your house, your PC, and your house, again."

Batch Compiler, the link that steve posted, go there, look for batch compiler, download version 2.somether FULL (anything but version 3.0 as this uses C# .NET framework and you might not be able to run it)
You need teh FULL version because you're not updating teh older version 2.

ok, now you've downloaded that, you'll need to open it up, and do what my next post says:
Posted 20 years ago2004-10-05 12:17:19 UTC
in some random questions Post #64221
PeacenLOEVS
woohoo! I've earned the honour of having my named horribly raped by Elof the Destroyer!
;)
Posted 20 years ago2004-10-05 12:12:40 UTC
in Hint brush textures Post #64220
Posted 20 years ago2004-10-05 12:11:54 UTC
in configuration BIG problems Post #64219
You've started yet another thread for teh same problem, try keeping the other thread alive before you decide to ignore all our advice.

Work in steam, it's easier and you'll need to if you're going to map for CS:S.

This is how you set up hammer for steam:
User posted image
Very easy, you just click on the folder's, like counter-strike, and cstrike; and that's it, don't fuck with build programs, seriously, if I find out you've been trying to compile with qtools I will come to your house and take away your PC. And then burn your house down. Twice.

Just to remind you:
User posted image
"ok, dude, don't use build programs, it's totally unneccesary (spellcheck), you should compile with Batch Compiler anyway, when you're ready to compile a map, post in the forums and we'll help you set up your sh*t for compiling.

the "game executable" is your mod's .exe, like cs.exe, dod.exe, hl.exe

"and place compiled maps in this directory before running the game"

this is used for running the map as soon as teh compile is complete, this is not needed, and often causes more problems anyway, but teh correct folder would be:
C:Program FilesSteamSteam Appsyour@email.comcounter strikecstrikemaps

changes depending on teh mod.

but seriously, if you've set up your hammer like i showed in that pic, you should be good to go, rememeber don't follow mine exactly, just the last few lines have to be correct like:

SteamSteam Appscounter strike + - cstrike

you get me?"

this is what i posted in your last thread about this same problem.
Read it, if it doesn't explain anythign, then ask us, we will help, but you have to do your part too.
Posted 20 years ago2004-10-05 12:05:00 UTC
in configuration BIG problems Post #64217
I don't know if anyone has been paying attention to a word I've said in the 10 or so threads that have been started about setting up hammer for steam, it really is incredibly simple.

You only need to point the f**king game configs screen to teh right places. Now I have to go and look for teh posts I made in other threads that explain this quite easily.
Posted 20 years ago2004-10-04 14:02:28 UTC
in some random questions Post #64049
1. HL2 uses tga's as I'm led to believe

2.Later this month, possibly christmas, I'm still betting on late 2005 release.

3.look in the map vault, under example maps (aim map example - 2nd or 3rd page), or read my journal, I posted a druaght of a tutorial I'm writing for making fy_ style maps.

4.I've seen 3, and I whacked off to all of them.

jk

5.I am possibly the worst person to ask, read some tutorials about converting jpeg to .wad, it's not hard, but does require some "faff"ing around.

6.CS:S will replace CS1.6, as it is effectively 1.7
yes, you'll be able to play 1.6 for a long time yet, but CS:S has it's own folder structure, it is in itself an new mod for CS.

7.The default is 4096, you can increase it up to 8192, then i'd stop because it will lag like a whore.
preferably using even numbers, ie: adding to 4096 in multiples of 256 (nice bing number, if you need to increase it by anything less then you don't need to increase it lol)

)

Posted 20 years ago2004-10-04 13:53:49 UTC
in Valve hammer editor set up (NEED HELP!) Post #64046
User posted image
ok, dude, don't use build programs, it's totally unneccesary (spellcheck), you shoudl compile with Batch Compiler anyway, when you're ready to compile a map, post in the forums and we'll help you set up your sh*t for compiling.

the "game executable" is your mod's .exe, like cs.exe, dod.exe, hl.exe

"and place compiled maps in this directory before running the game"
this is used for running the map as soon as teh compile is complete, this is not needed, and often causes more problems anyway, but teh correct folder would be:
C:Program FilesSteamSteam Appsyour@email.comcounter strikecstrikemaps

changes depending on teh mod.

but seriously, if you've set up your hammer like i showed in that pic, you should be good to go, rememeber don't follow mine exactly, just the last few lines have to be correct like:

SteamSteam Appscounter strike + - cstrike

you get me?

Oh and thnx for compliments on the map, yeah, I pride myself on vertex manipulation, even though I learnt all I know from a f**king master (DecoY^).
It's for Hostile Intent (1300 w poly and 6500 e poly limits! mappers paradise :D )

www.hostileintent.org 92mb d/l, 32mb patch for 1.3.5 :(

[i]Seventh: IMG tag was the only way to save y'post!
Posted 20 years ago2004-10-04 13:44:11 UTC
in First ever released map in the vault! Post #64044
I just played it, I got to teh scientist room, and that's it?

You're almost there, don't start mapping the next levels until this one is greta, first:

alot of stuff is too big, the air vents at the start look too big, unless you put in soem supports around them.

The architecture shows promise, you've obviously just finished either OP4 or Blueshift, some of it is reminiscent of those games (not a bad thing at all), you need to work on teh areas that look bland, the ladders are ok, but there's something about them, try aligning the textures on those handrails, and making them thinner.

The scientist room, the wires are way too thick, make them 1 unit square, that is a good wire size, and the computers, some textures are too stretched, use another one, or make the computer smaller, the beams in teh corridor, the side struts don't meet the main central one, i don't know if you were trying to avoid high r_speeds, but fix them because they are noticable when you climb up there. make the beams a func_wall or something, but i'd say just have them as brushes, and put some lights up there, in odd places, so you get some cool shadows, try and make the whole thing a bit darker, as it's not edgy enough with teh amount of light. depends what you're going for, but as it seems liek some bad guys have broken in, i'd have more lights blown etc.

teh 1st time i played through i climbed up that ladder and snuck past the guy (nice gameplay, thumbs up), i then shot the other two, but i'd have a trigger once just before you go around teh corner, have it trigger an ambient_generic with a grunt reporting in, saying it's all clear etc.
And the door taht the two came out of, i managed to get in there, and couldn't get out, so maybe texture it a little, and have another door that looks liek the grunts came in that way, but have liek a trigger once on the inside so you can get back out but not in.

All that aside, it shows potential, the gameplay i witnessed was thought out and well executed, some nice areas, but they need some p*zazz! y'know.

i'll give it 3/5 for your first attempt, but get cracking on doing it up, i'll help if you need advice/help/textures/models/testers.

Nice Job!
Posted 20 years ago2004-10-04 10:50:55 UTC
in setting up a server fo steam Post #64005
:o
might as well just stab your bandwidth in teh eye.. with a stick, that has bandwidth-killer written on the stick, and is painted anti-ping colour.
Posted 20 years ago2004-10-04 10:36:08 UTC
in Horror map sequel anyone? Post #64001
i think he was trying to say the guy didn't put the sounds in teh right folder.
Posted 20 years ago2004-10-04 10:32:29 UTC
in Wally Post #64000
was that the pack? you released a while ago?
i was wondering whetehr they were worth teh download, did you make any lab/concrete/brick/new wall/kinda textures?

if you didn't, wanna make me some? muahahha

;)
Posted 20 years ago2004-10-04 09:53:48 UTC
in First ever released map in the vault! Post #63999
Posted 20 years ago2004-10-04 08:30:21 UTC
in First ever released map in the vault! Post #63995
We'll see it eventually, this thread is teh epitomy of [u][i]spam[/i][/u]
Posted 20 years ago2004-10-04 08:26:05 UTC
in CS_TIMETRAVEL ;D TEH BEST MAP EVER Post #63994
WoooHooo!