Forum posts

Posted 19 years ago2005-02-02 21:34:26 UTC
in Runescape Post #87862
I just started over, and if you want to, then Post your user name and I will add it to my friends list.

Please don't say how bad the game is, it is fun.
Posted 19 years ago2005-02-02 21:31:21 UTC
in Runescape Post #87859
Anyone play Runescape?
http://www.runescape.com/
Posted 19 years ago2005-02-02 21:07:12 UTC
in Hammer To Half-Life 2 Post #87858
No, the 5 side part works, but when I make it have only 4 sides with nodraw then Half-Life 2 crashes or removes it from my map.
Posted 19 years ago2005-02-02 21:05:26 UTC
in cs sprite error Post #87857
Maybe Counter Strike can not handle the sprite, the sprite is made incorrectly, you placed it in the wrong place, or something else went wrong.
Posted 19 years ago2005-02-02 21:02:51 UTC
in Hammer To Half-Life 2 Post #87855
When I make a func_breakable_surf for a window for my map, I apply the glass/glasswindowbreak070 texture to it with the other 5 sides being nodraw. When I look at he window/glass texture it looks all cool and shiny and reflective in hammer, but when I compile the map the glass is very plain and flat looking with no reflections. The texture video setting is set on high.
How do I make it see through and reflective?

Question 2:
I am still useing func_breakable_surf to make my window, but I can only make one side of the window have the glass texture, otherwise the game crashes when I try to play it. And without Having it on both sides of the window, the window looks very flat (meaning that when I break it and look at it, then the glass that is on the edge looks very flat).
Is there a way to make the window look thicker when I break it?
Posted 19 years ago2005-02-02 20:53:22 UTC
in No draw Post #87853
Or from the hev suit thing you were talking about, they have the door models parented to a nodraw box (and the nodraw box is a func_door) with the suit on the other side of the door.
Posted 19 years ago2005-02-02 20:51:29 UTC
in No draw Post #87852
It is an invisible texture that makes your life a lot easier. It allows you to make models be buttons or whatever. When I say models, it would probably be something like the elevator model whitch has a button textured for you when you place it in your map, but it does not do anything. So what you do is place a nodraw box around the button part of the model and make the nodraw box a func_button, so that it appears that the button model does something, but really the nodraw box does the work.
You would also make the parent of the nodraw box to be the elevator.
Posted 19 years ago2005-02-02 20:45:43 UTC
in HL2 - Mappin Post #87851
If there was, then the standards for top three would probably increase now that the source engine allows much more stuff.
Posted 19 years ago2005-02-02 20:44:00 UTC
in Next Page Button Post #87850
When reading a thread a while ago, it said that someone had posted (I'll call him 'Bob'), but when I looked it looked like 'Joe' had posted last. So then I got confused and noticed that Bob had not post at all, so I stared blankly at the screen and the noticed that there was a tiny little button that let us view the next page of the thread. The only reason I know it is here now is because I just barely noticed it.
My point is that the next page buttons should be more visible. What do you think?
Posted 19 years ago2005-02-02 20:37:40 UTC
in cubemap's don't work!!! Post #87849
When I did not know what they did, I did not include them and make most models black except the model's eyes. If you can, you should try and see what I mean.
Posted 19 years ago2005-02-02 19:56:07 UTC
in cubemap's don't work!!! Post #87844
Whithout cubemaps, then models look the same but everywhere but the models eyes turn black.
I place cubemaps so they calculate what is around them, so where one can not see I make another. And in big rooms or outdoors, I place them every once in a while or where I think something needs to have its own. Every once in a while means that I can place, maybe, 10-15 player start things inbetween (I don't remember because I am not using hammer at the moment). When you place them you should place them startegecally so that compile and run time is not too large.

It is kind of hard to explain in words on how to do it, sorry if this does not help. If I think of a more clear way to explain it then I will.
Posted 19 years ago2005-02-02 19:48:08 UTC
in Pictures And Comments Post #87843
I don't even look at them if there is no screenshot unless there is a really nice name.
Posted 19 years ago2005-02-02 19:40:54 UTC
in Just Me? Post #87841
When it is up and running there would probably be a link in the links section of THIS site linking to the NEW site, right?
Posted 19 years ago2005-02-02 19:36:53 UTC
in cubemap's don't work!!! Post #87838
I never need tell to tell it to do anything, I never type "buildcubemaps". I just place them in my map where they are needed and then forget about them.
Posted 19 years ago2005-02-02 01:39:32 UTC
in Am I the only one who can't hear sou Post #87637
Is your map file corrupted, but not enough to not work (if there is such a thing).
Posted 19 years ago2005-02-02 01:36:20 UTC
in Am I the only one who can't hear sou Post #87633
Why don't you post the map in the problem maps category of the map vault so we can see if it works on our computer, and if you meant that any map (including single player maps) do not work with sound, then try reinstalling. That is about everything I can think of. Please post a link here to your map if you post it in the vault.
Posted 19 years ago2005-02-02 01:33:13 UTC
in Modelling for HL2 Post #87631
Couldn't you just use the same login for your computers, and the one at school, you can just login every time you use it or whatever you normally do. But since you already have two accounts, you might as well keep them.
Posted 19 years ago2005-02-02 01:30:50 UTC
in Am I the only one who can't hear sou Post #87628
No need to say sorry for double post in this thread, it seems it is just me talking to you.
Posted 19 years ago2005-02-02 01:30:00 UTC
in Am I the only one who can't hear sou Post #87627
I am running out of ideas on how to help, because I don't have a laptop and have not played Half-Life since Half-Life 2 came out.
Posted 19 years ago2005-02-02 01:25:41 UTC
in Am I the only one who can't hear sou Post #87624
Maybe Half-Life is not compatable with your speakers? Has it worked before and just recently stoped working?
Posted 19 years ago2005-02-02 01:22:32 UTC
in rating maps Post #87622
But it does not keep people from multi posting, rating repeadedly, and posting spam.
Posted 19 years ago2005-02-02 01:17:12 UTC
in Am I the only one who can't hear sou Post #87619
Are they plugged in? Turned on? Do you have the sound option set correctly in Half-Life's options menu? Do the speakers play other sounds?
These questions will help us specify the problem.
Posted 19 years ago2005-02-02 01:11:37 UTC
in Am I the only one who can't hear sou Post #87617
Do you have speakers?
Posted 19 years ago2005-02-01 23:48:54 UTC
in Snark Pit Post #87613
If you are talking about me, I am not a member there, but that though makes me laugh.
Posted 19 years ago2005-02-01 23:35:48 UTC
in Just Me? Post #87609
Part 2:
Entities guides should be built, put together, and put in the other category (which is located under the competitions link on the left if you did not notice) for Half-Life 2, Counter Strike Source, and Half-Life 2 Death Match.
Posted 19 years ago2005-02-01 23:32:43 UTC
in Modelling for HL2 Post #87607
Innocent until proven useless.
OR
Innocent until proven spam.
Posted 19 years ago2005-02-01 23:24:33 UTC
in Modelling for HL2 Post #87602
Are you (IEMC and ieatmonkeychow) the same person with two accounts?
Posted 19 years ago2005-02-01 23:19:28 UTC
in Snark Pit Post #87601
We can just wait and see what happens in a week or two.
Posted 19 years ago2005-02-01 23:16:49 UTC
in weapon damage Post #87600
But for weapon damages thing look at the console commands here:

http://www.gamefaqs.com/computer/doswin/code/36599.html

Somewhere in there is a command to change weapon damage, but it resets back to its default value when you exit the game.

If that link does not work then try this one:
http://www.gamefaqs.com/computer/doswin/
code/914642.html or try refreshing.
Posted 19 years ago2005-02-01 23:13:31 UTC
in Just Me? Post #87598
Is it just me or are the forums things not working? I mean that when there are new posts, only one of them has a red * next to it and I know the other ones are new posts. Is it just me?
Posted 19 years ago2005-02-01 23:09:15 UTC
in Bots CSS Post #87597
But they can't cope with anything except when it is only me with one bot. When I put them in facing the other way, they just spawn and turn around and look in only one direction.

Am I missing something, because all I do is put in spawn points for the teams in their own room, put a info_player_start, put in lights, put in env_cubemaps in, put buyzones in, hostages with Ts, hostage rescue point with CTs, info_nodes (for hostages). Nothing else besides building walls. Is there something else I need to do?
Posted 19 years ago2005-02-01 23:03:55 UTC
in weapon damage Post #87596
Or just jump down with him for fun.
Posted 19 years ago2005-02-01 22:20:02 UTC
in Pictures And Comments Post #87581
Good... Thanks
Posted 19 years ago2005-02-01 22:19:21 UTC
in Making combine friendly Post #87580
C++ is hard.
Posted 19 years ago2005-02-01 22:18:05 UTC
in Pictures And Comments Post #87578
Me, or the screenshot thing?
Posted 19 years ago2005-02-01 22:17:33 UTC
in cubemap's don't work!!! Post #87575
Oh, in that case, just ignore me.
Posted 19 years ago2005-02-01 22:16:28 UTC
in Snark Pit Post #87574
We understand that you could have just accendenly skiped that line, too. We all do that sometimes, it is only human (and hopefully everyone here is human).
Posted 19 years ago2005-02-01 22:14:35 UTC
in Pictures And Comments Post #87572
In the map vault, it seems that not so many maps have screenshots with them, and when there is no screen shot or not a good one, then I don't bother to open and read the description. When there is no description then no one knows what is in the map or any thng else but the name and screenshot (if there is one).
Sorry if I am getting annoying but don't get angry or mad.
Posted 19 years ago2005-02-01 22:09:48 UTC
in cubemap's don't work!!! Post #87569
I don't know what that stuff means, but you need to place env_cubemaps into your map. Somewhere in the forums someone told me why they are so important, even though I don't know where I still remember why... it is because they calculate how light makes shadows on every thing and how to make reflection on things. The more your map has, the better the shadows may look, but it makes compile and loading time longer.

I think that is it, but there may be more to it than just placing the in your map, but that is what I do.
Posted 19 years ago2005-02-01 22:05:35 UTC
in Making combine friendly Post #87568
Just in case you are curious, I did a little c++, but then liked visual basic 6 better because I accually made an audio player, picture veiwer, and writting to files program within two days of starting visual basic 6.
Posted 19 years ago2005-02-01 22:02:09 UTC
in Making combine friendly Post #87567
Yes, you are right about the c++ part, but this is hammer not c++. If you want you can prove that there is another way ('player' instead of '!player') by trying it. But it is a good point that ! means 'not' in c++.
Posted 19 years ago2005-02-01 21:41:30 UTC
in Snark Pit Post #87566
ieatmonkeychow:
If you read the entire post, then you would have read that I did google, and even if I didn't google then you should still be nice about it.

Please don't get angry that I asked if you could post a working link, because I did not know it was not working for any of you. Sorry.
Posted 19 years ago2005-01-31 22:12:01 UTC
in Snark Pit Post #87402
Can some one post a link to the snarkpit, because I added it to my favorites (it did not work), I googled it (it did not work), and I clicked the indented link to snarkpit on google (it did not work). Please just post the address that hyperlinks to it, that is all I need, nothing else, not even any comments, just one reply that has the address with a hyperlink, no more, no less.
Posted 19 years ago2005-01-31 21:37:52 UTC
in Bots CSS Post #87396
Has anyone tried it?

You can make a map with 2 seperate rooms that are connected by a hallway that zig zags in the middle (so the rooms can't see each other), put in spawn points for the teams in their own room, put a info_player_start, put in lights, put in env_cubemaps in, put buyzones in, hostages with Ts, hostage rescue point with CTs, info_nodes (for hostages), compile and play it (in CSS, of course). Then see that the bots don't work. If you try that, please post what the bots do here.

Sorry for triple post, but no one is responding or knows how to fix this and I want to keep this thread alive until it is answered.
Posted 19 years ago2005-01-31 21:30:24 UTC
in Making combine friendly Post #87395
The only globals dealing with citizens are lower weapons when ally is on crosshair(not exact wording), and citizens are not commandable.

Lament:
Aparently !player works just fine because it is what I use. Have you tried it with just 'player'?
Posted 19 years ago2005-01-30 21:15:14 UTC
in Making combine friendly Post #87096
I do not know how, I tried making !player and npc_citizen hate each other but it did not work. if you figure out how to do it let me know by posting the answer here.
Posted 19 years ago2005-01-30 20:15:09 UTC
in Bots CSS Post #87072
Sorry, the picture didn't work.
__________
\\\|\\\\
CT\|\\\\
\\\|\\|\\
\\\|\\|\\
\\\|\\|T\
\\\\\|\\
\\\\\|\\
___________

The mean empty space.
Posted 19 years ago2005-01-30 20:12:49 UTC
in Bots CSS Post #87071
But the thing is, the bots spawn properly, they just don't move any farther the a few steps in any direction from where they spawn and only look in one direction.

If you want to see what I mean, then open the example map for CSS called lightmaps, select it and press CTRL+M and select scale and make it twice the size. Then, put the CT on the other side of the room, put in 3 more spawn points next to the current ones, then stretch on of the boxes that are in the map so they touch both sides of the map (splitting the Ts and CTs into thier own sides.
Then, make it so they have to zig- zag through the walls to get to each other:

_____________
|
|
CT | |
|     |
|     |    T
|     |
      |
      |
______________

Then compile it and play and you should see what I mean if you followed what I said.

If you play the map without changing it (meaning you against one bot), The that one bot will work, it only doesn't work if I put more than one bot.

Please report here what you find.
Posted 19 years ago2005-01-29 22:23:37 UTC
in Bots CSS Post #86806
How do you make the map 'bot adapted'? I know what it means, i want to know how you got them to work.

It was mentioned in one of the comments for this map(the longest comment):
http://twhl.co.za/mapvault_map.php?id=2625.
Posted 19 years ago2005-01-29 22:11:36 UTC
in Prefabs Post #86804
So, the matress is in the same spot as the frame?