Forum posts

Posted 16 years ago2008-05-29 00:28:53 UTC
in What is Nihilanth? Post #250652
You have to remember, we all started somewhere...
Posted 16 years ago2008-05-29 00:23:04 UTC
in The VOX Post #250651
You CAN use any sentence for any monster. A VOX speaking scientist will look really lame unless he is a robot scientist. I use a VOX sentence on a scientist when I need to play an exact VOX sentance. Just make sure you can't see the scientist when he speaks.
Posted 16 years ago2008-05-27 20:34:57 UTC
in What is Nihilanth? Post #250613
Most of the Source effects are actually coded into the dll file. Allowing modders to change how they work. The source engine uses Direct X as a better way of actually being able to render everything. You CAN push the OpenGL effects in Goldscource but it's like pushing shit uphill, it's possible, but you're gonna get tired and dirty by then end of it and your mod will probably be sluggish by the end. That's the big problem with modding for GoldSource, you have three factors that need fill the Engine's capactity. Models, Maps, and Code. You can improve models with hi-def ones BUT you have to sacrifice quality in either code or mapping to keep the engine running smooth. Obviously the better the computer the extra capacity the engine has
Posted 16 years ago2008-05-27 20:27:35 UTC
in Reissues is Released! [HL1 Mod] - downlo Post #250612
I used the Steam version on WON but it kept giving me the error "unable to find client.dll"

So i copied all the files into a working Spirit and it works now but I have had some major probs. That sky as Muzz showed. I get a error when loading the Cyan chapter, some svc_bad error. Nothing happened on that persian temple map when i raised the pipes.
Posted 16 years ago2008-05-27 20:22:47 UTC
in Bloom tutorial Post #250611
srry was talking to you...go one post lower :biggrin:

If you're aiming for non-coding version use the above link.
You can code the effect into your mod with a TRON tutorial at the Valve VERC
Posted 16 years ago2008-05-27 20:20:55 UTC
in Hammer has gone apeshit. Post #250610
Some parts of Hammer do have conflicting issues with Vista but i found it worked fine on XP. I agree that a reinstall is needed. I always have a problem when I want to change texture sets. I remove old wads, restart hammer, add new wads and then it crashes and doesn't start up again until I reinstall.

@Duck - come on man, that's just not helpful THIS IS A SERIOUS ISSUE :)
We need Tosse to map so he makes more cool maps!!!
Posted 16 years ago2008-05-25 01:05:16 UTC
in Post Characters Photos From HL 1 & H Post #250426
Why are you making all these strange forum posts??? I don't even know what you are asking us to do :death:
Posted 16 years ago2008-05-25 01:00:10 UTC
in Reissues is Released! [HL1 Mod] - downlo Post #250425
IT"S ABOUT TIME!!!! I've been watching this for about a year...

So much hassle to download though...

use FileFront, submit it to filefront and they keep it permanently
Posted 16 years ago2008-05-25 00:50:39 UTC
in GoldSource Mapping Tips Post #250424
I agree with some points there.

1. To make killing monsters more fun, don't put them in the same situation over and over. Example, dont have the player fighting grunts down a corridor with no cover and then keep doing it. Have grunts in side rooms, give grunts and advantage like grenades to make the player change tactics. That's what it's about, making the player evolve, adapt or whatever you want to call it.

2. Don't overuse this feature. Players will simply use this to hardly fight at all and avoid conflict.
Posted 16 years ago2008-05-25 00:39:48 UTC
in What is Nihilanth? Post #250423
There!!! See, prime example as to what I said before:

I think the HL engine is equally as powerful as the HL2 engine BUT the HL2 engine was built to cover a wider base so allows more effects. I've seen very HL2 maps in Half-Life 1 look almost up to scratch.

The effects are in the coding of the mod not the engine. HL2 is HL1 but is able to render 20X more than the HL1 engine can. So HL2 effects are achieveable in HL1 but expect lowered FPS.
Posted 16 years ago2008-05-23 20:32:00 UTC
in What is Nihilanth? Post #250357
In answer to the latest babble...

Half-Life 1 WAS good in it's hay-day, the original now is really out-of-date but with people coming out and adding hi-def models and textures we continue to push the HL engine. I think the HL engine is equally as powerful as the HL2 engine BUT the HL2 engine was built to cover a wider base so allows more effects. I've seen very HL2 maps in Half-Life 1 look almost up to scratch, but anyway, you'll all yell at me now for saying that... :plastered:

I can't even buy Quake 4 anymore, i can't find it anywhere, Quake Wars look much better anyway.

As for Ninilith, this is my theory:

Ninilith was the central being for the xen race which was much more diverse than they actually were able to show in HL1. Ninilith communicated via telepathy to all his minions. The alien grunts and islaves were his personal slaves, who were forced to do his bidding, if they didn't their collars they wear, which are restraint devices, would kill them. Look in the slave's model animations, you can see one where they cower in pain because they did wrong. When Ninilith was killed by Gordon, the Xen race was in choas, without a leader. These other Xen beings called Advisors (in HL2) moved up and took over the leadership but they had their own plans and tried to kill all the old xen creatures to build their own empire, hence why the alien slaves (now call vortigaunts) are free because they escaped. The Advisors captured humans and turned them into the combine which they used to attack earth and won in seven hours after Dr Breen surrendered Earth to them. That's my thoery
Posted 16 years ago2008-05-22 23:00:10 UTC
in Who is Gordon Freeman? Post #250274
I don't think we'll really know anything more about "Gordon & Friends" at the end of the HL2 series. Like that annoying TV show "LOST" i quit watching after 3 years of headaches, confusion and watching people spending half the show wandering a stupid jungle (I could swear i've seen that tree before!!!)

Also, the crowbar has become the HL Icon. They may NEVER make a HL game without a crowbar. i spit on anyone who thinks otherwise :walter:
Posted 16 years ago2008-05-18 00:26:41 UTC
in Who is Gordon Freeman? Post #250105
LOOK!!! GORDON FREEMAN REALLY EXISTS!!

*points at rimrook's picture

:walter:

There have been many tales of the link between Gman and Gordon Freeman. Some say Gman is the future Gordon. I personally don't believe so because Gordon Freeman doesn't speaka englisha. Actually, he doesn't speak full stop. Gman has quite an impressive vocabulary so I doubt this. Gman also makes reference to his employer on several occasions, that may be gordon freeman. Otherwise Gordon Freeman is a very dishevelled, quiet, dumb (alyx does everything for him) theoretical physicist aka MASS MURDERER OF ALL LIVING THINGS!!! If Gordon had just died in that stupid tram then the whole world would be saved but nooo. Gordon had to come and give everyone a hard time just os he could kill some aliens and go to an alien planet! BIG DEAL!! I HATE GORDON FREEMAN!!! :freeman: + :pwned: = :biggrin:
Posted 16 years ago2008-05-18 00:16:35 UTC
in func_tank + func_breakable, help please Post #250103
An alternative if you want a tank that you can't somehow blow up with bullets :P place lots of little 2x2 unit brushes around the tank and make them all a single func_breakable and use the same method as muzzleflash said. This way, explosions damage them because of the blast radius and the chance of hitting one with a bullet is slim.
Posted 16 years ago2008-05-18 00:11:59 UTC
in How to set this up... Post #250102
Another way...

Button touched = blow building in 60 secs
name = "bomb_button"
delay = 60 secs
target = c4 bomb

C4 Defuse button:
target = "defuse_bomb"

trigger_changetarget:
name = "defuse_bomb"
target = "bomb_button"
new_target = blank

Bomb doesn't detonate!!! But this also allows you to reuse the button by setting another trigger_changetarget if you want to.
Posted 16 years ago2008-05-18 00:06:07 UTC
in 4 different skys in one map Post #250101
:\

That's actually a good point. Opposing force did do that, I shall look and see how they did it.
Posted 16 years ago2008-05-06 21:50:23 UTC
in EP2 models in HL2DM Post #249650
HLDM is used under the Episode 1 engine. When the Orange Box was released, they rebuilt the engine so models included new shaders and rendering abilities which are not supported by the EP1 engine. You will not be able to use these models unless you decompile and recompile them but even then, I don't reckon they would work.
Posted 16 years ago2008-05-02 00:14:27 UTC
in Recipe for the Valve CAKE!! Post #249488
How to make the Valve Cake!!

Ingredients:

18.25lb chocolate cake mix
1 can coconut pecan frosting
3/4 cup vegetable oil
4 large eggs
1 large cup of semi-sweet chocolate chips
3/4 cup butter or margerine
1/2 cup of grandulated sugar
2 cups of purpose flour
Fish shaped crackers
Fish shaped candies
Fish shaped solid waste
Fish shaped dirt
Fish shaped ethobezine
Pull and peel licorice
Fish shaped volitile organic compound
Sediment shaped sediment
Candy coated peanut butter pieces shaped like fish
1 cup lemon juice
Alpha Resins
Unsaturated polyester resins
Fiberglass surface resins
Volatile molted milk
1lb mince
9 Large egg yolks
12 Medium geosynthetic membrains
1 cup grandulated sugar
An entry on "How to kill someone with your bare hands"
2 cups sliced rhubarb
2/3 cup grandulated rhubarb
1 tablespoon all-purpose rhubarb
1 teaspoon grated orange rhubarb
3 tablespoons of rhubarb on fire
1 large rhubarb
1 cross-bore holed electromagnetic imaging rhubarb
2 tablespoons of rhubarb juice
1 Adjustable aluminum head positioner
1 'Slaughter' electric needle injector
1 Cordless needle injector
1 Injector needle driver
1 Injector needle gun
1 Cranial cap

This cake contains proven preservatives, deep penetration agents and gas and odour control chemicals that will deodourise and preserve prutrid tissue
Posted 16 years ago2008-05-02 00:13:57 UTC
in Snow with spirit? Post #249487
the env_rain is a crap entity that doesn't even look right. On ip_op_iceflow (Flat-Life map) i used a func conveyor. Those are pretty much your only choices
Posted 16 years ago2008-05-02 00:12:22 UTC
in 4 different skys in one map Post #249486
That's my map! :)

http://www.twhl.co.za/vault.php?map=4796

I wanted to do a similar theme for a snow/lava. Made a map in the snow, you teleported to a reversed copy of the map with lava. The problem is the fact you can see every face when in the open. The only way this would work is if there was no way for you to look straight up at the sky, this would show the connection and ruin the effect. Like this:
  • = snow
  1. = fire
tga picture on side:

****####
****####
****####
****####

@ Daubster:

Can you??? Isn't it set in the map properties???
Posted 16 years ago2008-04-30 01:11:22 UTC
in triangle floor method Post #249415
lol :)

:nuts:

P.S. like my new avatar? (me like Paddington!!) -------->
Posted 16 years ago2008-04-28 20:14:40 UTC
in triangle floor method Post #249359
You shouldn't link to Snarkpit here.

(People bite your head off, then rip you in half and feed you to their pet snarks!!!)

:nuts:
Posted 16 years ago2008-04-28 20:10:57 UTC
in HL2 on mulitple computers question Post #249358
Steam work with accounts, you can play your games on ANY computer so long as you log into your account. They will download and install but only that account can access them. The only thing Steam will do is cut one connection if you are logged in on two computers AT THE SAME TIME. but thats not what he wants to do, he wants to log in on another computer
Posted 16 years ago2008-04-25 20:45:56 UTC
in HELP with hammer Post #249168
A very simple error. I come across it very often as I am using custom textures. Judging by your compile log you are too. To fix it, add a new compile parameter:

-texdata 40000

to all compile programs CSG, BSP, VIS and RAD. Like what you've done here:

Command line: hlcsg -nowadtextures Aim_Max

The error is caused by too much texture data being sent to the compiler. I can't cope and gives this error. The amount is affected by both number of textures and size of textures, the larger the texture the more data it takes up. Zoners limit is 4mb, the original tools were 2mb. Zoners has a setting to increase the limit which is what I have told you, this increases it to about 40mb
Posted 16 years ago2008-04-25 00:11:59 UTC
in triangle floor method Post #249150
A lot of the external terrain generator programs use this method. Actually, all of them. I recommend GenSurf but you can easily do it yourself if you have the patience. I do it this way.

1. Create a square cube.
2. Slice it from one corner to the other in the TOP view
3. Copy these two blocks to cover the area you want
4. I PREFER NOT TO USE VERTEX MANIPULATION :)
5. Skew the new triangle blocks up or down in the side views ONLY
6. Continue the process so that the edges align
7. use the BEVEL texture on all sides except the top to prevent bad clipnodes
Posted 16 years ago2008-04-25 00:06:42 UTC
in Steam Install Bug Post #249149
I will still do a great deal of GoldSource mapping. I have little experience with mapping for source but doesn't mean I won't start churning out some source maps. At the moment I am creating a new mod, mapping for Flat-Life and playing new games (Unreal 3, CSS, Crysis, CoD).

I could have got a new QuadCore!! They go up to 2.6ghz as well but the price doubles!
Posted 16 years ago2008-04-24 02:06:55 UTC
in Steam Install Bug Post #249129
Thanks guyz, I was just beginning to think this was the problem.

P.S. I DON"T HAVE THE INTERNET!!! I do this from Broadband internet cafe'. So I get to use their Steam Cafe' ability to play CCS. My computer is not that good, It's better than my old one:

1.6 Ghz Pentium 4
1Gb Ram
(VERY CRAPPY) integrated video card
80 GB HDD
XP

The price was $2195, It was on special and I knocked him down a bit by paying cash so I got it for $1905. Not bad really, and it came with bonus mouse and carry bag + it has built in wireless, bluetooth, widescreen and Digital TV!!! YAY FOR TV!!! Now I don't have to fight my siblings for TV control :)
Posted 16 years ago2008-04-22 00:03:36 UTC
in Steam Install Bug Post #249046
Maybe, but it is missing a dll. Is Firewall blocking the install process? I have searched for the file but with no success.

P.S. I am installing offline, do I have to be online when I install??
Posted 16 years ago2008-04-21 20:10:27 UTC
in Steam Install Bug Post #249040
I recently bought a new laptop but I can't install Steam. After install, when it tries to run it says "Main Exception, missing Steam.dll". I have tried a different Steam installer but it does excactly the same thing. My computer Specs are:

2.6 Intel Dual Core
3Gb Ram
512mb Nvidea 9500 GE Graphics
250Gb HDD
Vista Ultimate

Anyone know why??
Posted 16 years ago2008-04-19 23:52:04 UTC
in Open for TWHL3 Suggestions Post #248968
Yes, I agree Strider. On another note altogether, how about a coding tutorial section. I know they could just be put in the corresponding game tutorial list, (ie, that coding fog tutorial went in the HL tutorials) but I think it would be alot easier for people looking to code to be easily able to find a few helpful tutorials. If you did do this I would happily start writing a few tutorials to kick it off.
Posted 16 years ago2008-04-18 20:49:18 UTC
in Widesceen HL bug Post #248919
I bought a new laptop (yay!!) it has a widescreen monitor but when I play HL it stretches it so it looks horrible. Any way to fix this??
Posted 16 years ago2008-04-18 20:35:06 UTC
in Competition 25 Post #248918
Oh, I just submitted my entry, can I do it up some more and re-submit??
Posted 16 years ago2008-04-17 02:15:26 UTC
in Bounce Post #248860
giggles
http://www.twhl.co.za/motm.php?id=6
:walter: (explodes with laughter!!!)

I used the trigger_bounce in Spirit ifor Santa's Revenge 2 (sorry Hunter forgot to mention it is buggy in Steam!!!) :crowbar:

trigger_push works almost as well except that the brush need to be quite thick and strong or players will get hurt as they don't immediately bounce from it.
Posted 16 years ago2008-04-16 01:35:54 UTC
in Competition 25 Post #248832
I have released a Beta to my Beta tester and will post tomorrow, it is pretty safe to tell you what i have been up to. I remade the first map of the original Unreal on board the Vortex Rikers. Looks pretty good, but the Unreal engine is so much different.
Posted 16 years ago2008-04-08 01:32:07 UTC
in clip sizes? Post #248570
These factors are hard-coded into the game. Are you going to code a new game with C++ because you can't change them any other way.

P.S. You know there is already a mod called Counter-Life...

http://www.moddb.com/mods/711/counter-life
Posted 16 years ago2008-04-04 23:29:14 UTC
in sky/water bug Post #248492
Lol! Like your pic Terror!! :P

Sky texture is a transparent texture. You can put it to the side of a brush to make that side see-thru. Zoners can't always determine whether you can see things outside the sky brush, whether they are connected or not which is why you must do a full compile. Otherwise move it to a place underneath or much further away so vis cuts it from 'max vis distance'
Posted 16 years ago2008-04-03 19:29:43 UTC
in Competition 25 Post #248431
(breathes sigh of relief!!)

That's is pretty awesome for Source. I'm mapping for GoldSource.

Texturing is done, now for effects, lighting and models!

Estimate - 70% completed
Posted 16 years ago2008-04-03 19:25:44 UTC
in sky/water bug Post #248430
Are you compiling with 'fast' vis???

If so you may have to move it elsewhere if possible.
Posted 16 years ago2008-04-03 19:23:09 UTC
in roomtype Post #248429
Someone should answer him properly instead of arguing with each other. :furious:

Now, use an env_sound just inside the entrances of your cave and set it to the room type you want. Give it a big enough radius to cover the entrances. Then, put another env_sound with the "Normal" room type just outside all the entrances so that when you leave you don't hear things like you are in a cave. If the entire map is a cave put one near every player_start so that the effects work correctly.

I am just better detailing the use of an env_sound because Muzzleflash already said how. (btw, don't upset admins!!! :crowbar: )
Posted 16 years ago2008-03-31 00:44:36 UTC
in Competition 25 Post #248255
Thank goodness! I just moved house and was really worried all my hard work would go to waste because I haven't worked on it for a week. I came to beg for an extension but there was already, thanks man! :heart:
Posted 16 years ago2008-03-22 23:04:49 UTC
in Competition 25 Post #247887
Brushwork is almost done. I then need to create the custom textures. I'm going to use filters on the original Half-life textures so that technically i created them. Then texture the map, light it and create a few models. I hope i finish in time, I've been working a lot lately. :rly:
Posted 16 years ago2008-03-22 22:55:07 UTC
in brush bug Post #247885
I use batch compiler for the same thing :P
Posted 16 years ago2008-03-18 00:56:54 UTC
in Competition 25 Post #247762
i think they mean that you can use SOME (not much)(as little as possible) custom content (ie, textures, models) that is not your own but you can make your own custom content and use it as much as you want.

Am i right????????
Am i?
am i?

:cry: :| :) :biggrin: :) :| :P
Posted 16 years ago2008-03-18 00:53:46 UTC
in GoldSource Mapping Tips Post #247761
Tip#1

Not always the case. Some sur-real maps have been extremely popular. Can't name any right now though.

Tip#2

Let your imagination flow freely and then cut it down with your brain. Your "imagination" needs to fit in the engine limits.
Posted 16 years ago2008-03-18 00:50:29 UTC
in brush bug Post #247760
It does. The compile tools has this limit of something around 30000 patches (don't quote me on that). -sparse will allow the compiler to break this limit which gives the compiler much more work to do (add around 25% extra time) and also means the map has much more to load and will increase the r_speeds a bit. How much depends. It also means that because there are more patches then it has to work out which patch has what light and which overlap. This may or may not mean shadows look strange in some places. I have had this from using -sparse. I didn't have it when I cut out that portion and compiled it separately. (Note that mapping design can influence the outcome of any event in HL)
Posted 16 years ago2008-03-18 00:43:19 UTC
in Gman's Epic Yardsale Post #247759
Lol! Very good...
Posted 16 years ago2008-03-15 23:51:07 UTC
in Hint Problem Post #247710
Cut the corner. Just by about 8-4 units it does split the brush no matter if you make it a func_wall or not but it really works well.

Don't use the one between floors as it doesn't work well like that and in some places not at all. use the gl_wireframe 2 command to see hint brushes at work.
Posted 16 years ago2008-03-15 23:47:33 UTC
in brush bug Post #247709
have you tried to rebuild that portion of the map? Are you using NULL textures?

And only use -sparse if you get that error. Don't use it all the time as it lowers quality and increases compile times.
Posted 16 years ago2008-03-12 00:58:08 UTC
in Competition 25 Post #247579
I'm 1/4 done. Still have models, textures to do but it'll be good. I am keeping my entry a secret! ;)
Posted 16 years ago2008-03-12 00:55:25 UTC
in Info_textlights and fdg troubleshooting Post #247578
You don't really have to put it in your FDG file as only Hammer uses these files just for reference. Zoners uses it so just place any entity in your map anywhere (inside the map, not in the void) like a info_player_start and go into it's properties and rename it to info_texlights. Hammer won't recognize it but you don't need it to. Just add your light values and compile.