Forum posts

Posted 11 years ago2013-02-01 22:36:36 UTC
in helm me make a wad file? Post #312424
what went wrong?
Posted 11 years ago2013-01-28 20:59:44 UTC
in forced HD pack Post #312359
Yea I had to redo some of the scripted sequences in my mod because the animations were missing in the HD ones - sucks too because the original animations really fit the sequences I had going
Posted 11 years ago2013-01-16 13:48:23 UTC
in Odd ambient generic problem in Half-Life Post #312220
Thanks a lot man I truly appreciate it
Posted 11 years ago2013-01-16 00:30:39 UTC
in Odd ambient generic problem in Half-Life Post #312213
Does each mod in Half-Life Steam need its own unique .dll? If so, how would I go about making such a thing with no idea how to code it?
Posted 11 years ago2013-01-14 23:24:26 UTC
in Odd ambient generic problem in Half-Life Post #312203
Are you using op4.dll, by any chance? I only had that problem (a lot) when I was using the op4.dll in my mod.
I'm beginning to wonder if this is the problem. Does the hl.dll used in WON Half-Life work the same as the dll in Steam?
Posted 11 years ago2013-01-14 17:40:50 UTC
in Skybox Issue Post #312195
Are there 2 brushes with skybox texture touching or overlapping anywhere in the pictured area?
Posted 11 years ago2013-01-14 13:45:07 UTC
in Odd ambient generic problem in Half-Life Post #312193
In almost all of the maps in this single player mod for Half-Life there are ambient_generic entitys. As I approach the sound ingame, the sound is not playing. There is no trigger required for the sound to play. Some of the sounds are set to play in different radius's. None of the sounds' attributes have been changed at all. They are all stock half-life sounds. There are no custom sounds. The only thing changed about the sounds are: a flag being ticked to play the sound in a small/medium/large/everywhere radius.
Posted 11 years ago2013-01-14 00:42:18 UTC
in Odd ambient generic problem in Half-Life Post #312191
an added note here: during the build and testing of the map, the sounds work fine, too. only when running the mod thru steam is when the sounds dont work (unless quicksave/quickload...then they work)
Posted 11 years ago2013-01-13 23:10:38 UTC
in Odd ambient generic problem in Half-Life Post #312189
The sounds work perfectly.
ONLY
after a quicksave/quickload.

Before the quicksave, there is no sound even though I know there is an ambient_generic there. I know it's there because I put it there when I made the map.

People who have beta tested this mod come back and say 'its really good, but I just wish there were more sounds in it.' I tell them the same thing that I'm telling you guys here: to enjoy the sounds in the mod, you'll first have to quicksave then quickload the map.

I've downloaded other mods and all of their sounds work fine. I've looked through the mod structure of files and they all are the same as the file structures in my mod.

I cant understand why its not working. Very frustrating.
Posted 11 years ago2013-01-13 20:38:54 UTC
in Odd ambient generic problem in Half-Life Post #312183
If your sounds are set to repeat continuously, den make sure they have at least one cue point, else they will only play once and then never again, so this may be your problem.
They are stock half-life sounds. They dont play at all unless I quickave/quickload and then they play fine.
Posted 11 years ago2013-01-13 18:08:38 UTC
in Odd ambient generic problem in Half-Life Post #312179
I'm having a very odd ambient_generic problem in my mod. Maybe someone here has had the same problem.

In almost all of the maps in this single player mod for Half-Life there are ambient_generic entitys. As I approach the sound ingame, the sound is not playing. There is no trigger required for the sound to play. Some of the sounds are set to play in different radius's. None of the sounds' attributes have been changed at all. They are all stock half-life sounds. There are no custom sounds. The only thing changed about the sounds are: a flag being ticked to play the sound in a small/medium/large/everywhere radius.

However, if I quicksave the level ingame then quickload the level immediately after, the sounds work perfectly. After every level change, as I run through the mod, if I quicksave/quickload - then the sounds work fine.

Has anyone else had this problem? I am very anxious to get my mod out there for people to play, but I will not release it until I can figure out what the problem is.

Thanks ahead for any constructive feedback.
Posted 11 years ago2013-01-13 18:06:54 UTC
in Wrote erroneous message to buffer.dat Ho Post #312178
"Wrote erroneous message to buffer.dat Host_Error: Couldn't get DLL API from v" was the entire message
Posted 11 years ago2013-01-13 18:06:04 UTC
in Wrote erroneous message to buffer.dat Ho Post #312177
Anyone seen this error before? It happened when I was trying to launch a mod in Half-Life.
Posted 11 years ago2012-12-31 04:56:41 UTC
in Competition 33 Post #311952
Can you submit more than one entry?
Posted 11 years ago2012-12-22 04:41:37 UTC
in Competition 33 Post #311778
Posted 11 years ago2012-12-05 03:33:27 UTC
in Your mapping repertory? Post #311354
iheartradio
Posted 11 years ago2012-12-04 02:33:04 UTC
in Any enthusiastic mappers still out there Post #311336
Still here :badass:
Posted 11 years ago2012-12-02 05:34:19 UTC
in Post your screenshots! WIP thread Post #311284
Posted 11 years ago2012-12-02 05:17:06 UTC
in Post your screenshots! WIP thread Post #311283
yep its just a skybox. there are no water brushes at all for the ocean. it's all just sky. and it looks really good in game. you cant tell where the ocean starts and the sky begins unless you noclip around to see the building floating in the middle of nowhere :)
Posted 11 years ago2012-12-01 22:50:24 UTC
in Post your screenshots! WIP thread Post #311272
Very very nice Capt! I sent ya a PM and a email with some more info.
Posted 11 years ago2012-12-01 06:20:29 UTC
in Post your screenshots! WIP thread Post #311255
Textures realigned in this early morning bright sunshine shot
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Posted 11 years ago2012-11-30 13:31:12 UTC
in Post your screenshots! WIP thread Post #311247
Thanks for the great input!

@ Cap - sure! Just a single or dual booster rocket, thin about 1500 tall by 700 at the widest point on the stabilizers/wings. Wide enough to accompany 2 player entities in the capsule comfortably. Does not need to be func.
Posted 11 years ago2012-11-30 03:37:38 UTC
in Post your screenshots! WIP thread Post #311237
Shots from the forthcoming Challenger Deep 2 mod for Half-Life
http://www.moddb.com/mods/the-challenger-deep-2
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Posted 12 years ago2012-10-14 16:14:16 UTC
in Adding models. Post #310372
try monster_generic
Posted 12 years ago2012-09-14 09:42:07 UTC
in Odd Ambient_Generic Problem Post #309811
Yep its a custom wav. Does it need to be looped even if isnt supposed to loop in the map?
Posted 12 years ago2012-09-13 23:38:02 UTC
in Odd Ambient_Generic Problem Post #309807
This is a question for some of the "older mappers" who used to make maps before source.

I'm working with Hammer 3.5 in a non-source version of Half-Life.

I place an ambient_generic, set the properties as they should be, but when I trigger it in the map by running through it, I only hear a split second of the wav file.

However, if I quicksave the map and run through it by quick-loading it right away, then the wav file plays.

Any idea why this might be happening?
Posted 14 years ago2009-12-22 13:55:47 UTC
in Embarassingly simple scripted sequence Post #276857
check repeatable in the scripted_sequence flag
Posted 15 years ago2009-10-16 14:29:03 UTC
in The Un-Official Competition 27 Map Posti Post #274473
In the discussion section of the latest competition (which has now gone almost 3 months un-judged), a suggestion was made that the people who entered the contest just post their maps so other people can see what they've made.

Here's my entry:
For Half-Life 1 deathmatch

http://docrocksmaps.homestead.com/Optimizer.zip
Posted 15 years ago2009-09-10 12:57:24 UTC
in Half Life Prop Error Post #273178
"Token too large"
This can refer to several different errors:
The "too many wads" as mentioned above. 8 wads in WC/Hammer is a good limit, more may cause this error among others. If you are using more than 8 wads you can use Wally to combine the extra wads into one custom wad.
Too long a path/name for the map or compiling tools. Only a limited amount of memory is set aside for the path/names. Solution is to move the compiling tools or map into a shallow folder.
Having a space in a path/name. Examples: frequently Program Files is part of the path name. Compiling tools do not like the space between "program" and "files". Solutions are to either use the MSDOS pathname, or to move the offending files from under the spaced folder, or put quotes " " around the whole path name in WC/Hammer so that windows uses it right. If your map has the space in its name (eg. Bob map), remove the space and change it to (Bobmap).
Posted 15 years ago2009-07-19 11:51:27 UTC
in The "Official" Competition 27 Post #270523
Is the deadline at 11:59 pm the 19th or 11:59 pm the 20th?
Posted 15 years ago2009-07-15 10:21:31 UTC
in The "Official" Competition 27 Post #270185
Mine is 98% complete. Need to add weapons, spawns, and a few adjustments and it's good to go.
Posted 15 years ago2009-07-09 00:07:43 UTC
in The "Official" Competition 27 Post #269732
about 40% done with mine
Posted 15 years ago2009-07-06 23:53:08 UTC
in The "Official" Competition 27 Post #269542
I got about 10% of my entry done, but figure with several extensions to the contest, my entry should be done in time. I'm figuring the contest will be extended at least until mid August, if not later.
Posted 15 years ago2009-01-23 19:12:07 UTC
in Little Big Planet Post #261904
Anyone play this Playstation 3 game? It's alot of fun, and has a built-in level editor in it. I've made close to 12 levels on it already. Here's a few screenshots of one of the levels I've made
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Posted 15 years ago2008-12-23 13:36:04 UTC
in Compiling Issue Post #260478
is it hollow?
Posted 15 years ago2008-12-22 11:56:05 UTC
in Competition 26 Post #260419
Congratulations to the winners!! Good job guys!
Posted 15 years ago2008-12-16 18:14:31 UTC
in Competition 26 Post #260084
Contributors: always ask for extensions of contests so they can get their map done while they go to university

Judges: always are late getting entries judged because they are going to university

Contributors: get mad because their entries aren't judged in time.

Judges: promise an answer 'very soon'

Website: gets lots of extra hits due to people looking for a winner's list.
Posted 16 years ago2008-10-15 20:49:51 UTC
in Valve Map Batch Compile Tool for Source Post #257156
qUiCkSiLvEr has released a new batch compile tool for Source Maps. It is a very easy to use batch compiler - take it from me, I have been hesitant to use a batch compiler because I never understood how to work them, but this one is very user-friendly. Some of the unique features to this compiler are: Mappers can now watch the map compile. You can watch a screen work through the various stages of compile, and not have to worry when (or if) your map will ever get done compiling. Another nice feature is the numerous screens to set your own compile parameters, and there are so many more options to choose from.

Another great thing about this tool: you can right click on anything, and it will give you an explanation of what it all means and does. Built-in tutorials :)

I can't say enough good things about this compiler and I HIGHLY recommend it to all mappers, beginner to advanced.

You can download it from qUiCkSiLvEr's site here:
http://qsextreme.com/vbct/

Here are some screenshots:
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Posted 16 years ago2008-09-07 22:42:56 UTC
in Coming soon: de_dust2_mariostyle Post #255048
Here is an update to the map:

qUiCkSiLvEr added 64 spawnpoints and updated the NAV file.

This version is for server clients. People who already have this map don't need to download this. If they already have the map, they won't get a 'map differs' error.

http://docrocksmaps.homestead.com/de_dust2_mariostyle_64player.zip
Posted 16 years ago2008-08-24 00:27:46 UTC
in Coming soon: de_dust2_mariostyle Post #254424
Posted 16 years ago2008-08-15 10:34:16 UTC
in Post your screenshots! WIP thread Post #253801
looks real nice, Jinx :)
Posted 16 years ago2008-08-15 10:30:28 UTC
in Coming soon: de_dust2_mariostyle Post #253799
Coming soon, another de_dust2 rehash, but this time with a fun twist. It's Mario-Style! All custom textures, custom sounds, models, and all with the mario twist.

Looking to release this soon.

Screenshots!
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Posted 16 years ago2008-06-07 23:26:57 UTC
in Competition 25 Post #251019
been over a month.. any news on the results of the contest?
Posted 16 years ago2008-05-31 11:44:12 UTC
in Competition 25 Post #250744
This was my entry:
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I based it on the original super mario bros game on the Nintendo where Mario and Luigi would fight on pipes and have a large POW box in the middle to knock each other off the pipes.

Download:
http://docrocksmaps.homestead.com/mario_brawl.rar
Posted 16 years ago2008-05-14 17:23:53 UTC
in Post your screenshots! WIP thread Post #249966
edit: btw, whtat does "no. of rats: 1" mean in the readme?

it means there is one rat in the map...kinda a trademark for my maps. I try to put at least one rat in all of my maps. See if you can find them.
Posted 16 years ago2008-05-11 23:05:53 UTC
in Post your screenshots! WIP thread Post #249873
might want to double-check your installation. The model is in the zip. Make sure you put the folder in the right spot and then see if it works...if not, give me a holler.

I agree about the sky. originally you weren't supposed to see anything around the edges other than the blue of the sky, but then I opened up different areas and the green mountains showed through.
Posted 16 years ago2008-05-11 14:16:54 UTC
in Post your screenshots! WIP thread Post #249850
Posted 16 years ago2008-05-10 12:01:12 UTC
in Trigger_changelevel :/ Post #249816
make sure one of the 8's isnt a 6 by mistake?
Posted 16 years ago2008-05-08 22:40:11 UTC
in Post your screenshots! WIP thread Post #249762
99.5% done
Posted 16 years ago2008-05-08 21:16:53 UTC
in Post your screenshots! WIP thread Post #249756
I've been working on this one for about a month or so. It's for Half-Life1 deathmatch.
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