Forum posts

Posted 16 years ago2007-12-16 01:19:40 UTC
in Need larger game title image! Post #241130
If I just copy the part from the hud.txt in Opposing Force where it defines the lower part of the sprite, and it should work.
Posted 16 years ago2007-12-16 01:14:13 UTC
in Need larger game title image! Post #241127
OHO! I think I found it. There's a hud.txt file in the GCF's sprite directory that seems to be used to map out the locations of the HUD sprites... now I just have to decipher it. If anybody knows about this stuff, please let me know. I'm a bit surprised this isn't documented anywhere.
Posted 16 years ago2007-12-16 00:45:21 UTC
in Need larger game title image! Post #241125
Sigh

I have this feeling that nobody's going to have the first clue about it.
Posted 16 years ago2007-12-16 00:42:06 UTC
in Need larger game title image! Post #241123
Haha, saw... the beginning title is not a game_text. It's a sprite, and you can choose whether it's displayed or not in the map properties. No, I'm not talking about the main menu. :x
Posted 16 years ago2007-12-16 00:35:45 UTC
in Some sobering news. Post #241120
... WHO? :confused:
Posted 16 years ago2007-12-16 00:32:48 UTC
in Need larger game title image! Post #241119
While preparing some various aspects of my mod, I ran across quite a severe difficulty? for me anyway. I found that the sprites containing the game title in Half-Life would need to be larger if I wanted my mod?s title image to fit onto it. I also learned that the maximum size a sprite can be is 256x256, and since the size of Valve?s existing title sprites (which is combined into two of the many HUD sprites) is already to maximum size, I cannot expand it any to fit my title.

However, I?ve found out that in Opposing Force, they actually have a separate sprite just for the bottom half of the title, so it says ?HALF-LIFE? with ?OPPOSING FORCE? under it. This is exactly what I need. So the problem now is, it would probably require coding to be able to use a second sprite, unless that kind of information is defined somewhere else. Does anyone know how I could go about this?
Posted 16 years ago2007-12-16 00:09:27 UTC
in WHO LIKES DODGE. Post #241118
Lies.
Posted 16 years ago2007-12-15 22:35:27 UTC
in WHO LIKES DODGE. Post #241105
And either getting paid for it, or more likely pretending you are. Why else would anyone post something like this on a frickin' mapping site the first day they signed up? Do we look like likely customers to you, or are you the next generation of the Jimmi clone?
Posted 16 years ago2007-12-15 22:31:35 UTC
in WHO LIKES DODGE. Post #241103
lulz. The new and improved seagreen uses no caps at all, and gives us the maximum number on the speedometer instead of the top speed.

YOU'RE GETTING BETTER
Posted 16 years ago2007-12-15 20:43:10 UTC
in WHO LIKES DODGE. Post #241091
FUCK YEAH, NOVA ALSO.

If it's up to me (and it is) that'll be my first car. They can be found dirt cheap.
Posted 16 years ago2007-12-15 18:58:50 UTC
in Monsters don't follow path_corner Post #241082
Use a trigger_auto if you want the sequence to start when the map loads. Otherwise, use a trigger_once. If you don't know how to trigger stuff at all, read up on it here.
Posted 16 years ago2007-12-15 16:59:27 UTC
in "Who the Hell are you again?" Post #241064
Luke you look just liek how I pictured you.
Posted 16 years ago2007-12-15 16:56:36 UTC
in Map of the Year || Best of 2003-2006 Post #241063
Well vote for it then Urbanebula!
Posted 16 years ago2007-12-15 16:47:16 UTC
in WHO LIKES DODGE. Post #241062
Athlete there was no 3.5l Jaguar E-Type. Some had a nice V12 though. LRN2AUTO.

Also, I'd like to see the video or article or whatever it was where this race was documented, because if it was Top Gear I wouldn't trust it for shit. A 3.8l six cylinder engine from that era, European or not, is not going to be so incredibly well engineered that it could overtake a 7.5l Cobra Jet V8 in a straight (or even relatively straight) line. It's totally feasible nowadays, but back then they just hadn't come that far in automotive engineering. The only 7.5l engine Ford had was producing roughly 450 HP, and not even the Jaguar V12 came close to that. The Jaguars from that era were carbureted too, so I don't know what that whole efficiency thing was about...
Posted 16 years ago2007-12-15 05:06:38 UTC
in Half-Life: Hostage Situation Post #241006
Haha, third thread. And it wasn't even started with discussion continued from the last one, or anything relevant in it.
Posted 16 years ago2007-12-15 04:48:35 UTC
in WHO LIKES DODGE. Post #241002
I have no problem with Chevy's if they're old and fast, but anything else they make basically turns me off. Of course, anything that isn't fast turns me off anyway.

BTW seagreen is obviously working for Dodge in an effort to appeal to the mapping crowd using viral marketing, BAN BAN BAN.
Posted 16 years ago2007-12-15 04:40:07 UTC
in WHO LIKES DODGE. Post #241000
FUCK YEAH, MOPAR OR GTFO.
User posted image
Corners? We don't have any God damn corners in America!

Viper Truck (Ram SRT-10) is also win.

Also, Henry Ford was a Nazi. True story.
Posted 16 years ago2007-12-14 12:39:34 UTC
in Rock/Boulder Construction Post #240889
Athlete's idea sounds like a good way to get invalid solid errors. Either work with triangles and VM them, or use the clipping tool on a block and then rotate the brush a bit.
Posted 16 years ago2007-12-14 00:31:06 UTC
in Map of the Year || Best of 2003-2006 Post #240866
... what did you think I was doing, taking the job from you?
Posted 16 years ago2007-12-13 23:29:15 UTC
in Map of the Year || Best of 2003-2006 Post #240864
What, so if a couple people don't vote one month, maybe some really shitty map will end up winning? That doesn't sound fair to me.
Posted 16 years ago2007-12-13 20:27:36 UTC
in Games for Christmas Post #240858
I'd like to hear about Kane & Lynch. Why is it so bad?
It's not, it just hasn't gotten unanimously positive reviews. It's probably just mediocre or average is all.
Posted 16 years ago2007-12-13 20:13:34 UTC
in Map of the Year || Best of 2003-2006 Post #240857
Yes Daubeh, my voting was a tad long winded, but I wasn't really describing the maps... just my reasons for choosing them. Which I guess in reality nobody cares about. :P

alexb911: Yeah, he's probably checking his PMs or something.
Posted 16 years ago2007-12-13 04:53:45 UTC
in Games for Christmas Post #240809
Basically the same thing in my opinion saw, but it's not what I say, it's what the mods say.
Posted 16 years ago2007-12-13 00:38:38 UTC
in Games for Christmas Post #240800
There's an "All I Want for Christmas" thread for this stuff, you know...
Posted 16 years ago2007-12-13 00:13:46 UTC
in Map of the Year || Best of 2003-2006 Post #240795
I know my decisions aren't necessarily the most popular ones, but here we go...

#1 - Life's End
While Life's End has questionable quality at points, isn't as polished as I'd like, and is by no means native to TWHL, for me it's still the most epic, enjoyable mod ever to be brought to to this site... even if I didn't first find it here. :)
#2 - Uplink Extended
Undeniably one of the highest quality mods of all time in the map vault, Muzzleflash's remake of Uplink has all the details you'd expect from a present-day map, and it brings you back to the time you first played that demo, just without the feeling that there was something missing graphically.
#3 ? Orb (Compo 20)
While technically not as impressive as numbers four and five, this did one thing that those two didn't: it left me gaping. I have never before in my life seen an entity setup so complex and beautiful as this.
#4 ? Kaufmann House
Well, Despite Kasperg recently leaving TWHL after creating quite a mess, this still deserves a place in Map of the Year in my opinion. Not only is it the one link to TWHL to be featured in a magazine (!!!), but it was really the defining effort of one of our most remembered mappers.
#5 ? Sunden
This was really just thrown in here because I had no other candidates for fifth place, although that's not to say it isn't an impressive effort. It really opened my eyes up and showed me that open-ended outdoor areas were in fact possible in Half-Life, and it?s a great example of it.

For 2007? I have no idea, yet.
Posted 16 years ago2007-12-12 22:06:42 UTC
in Half-Life: Hostage Situation Post #240787
lulz
Posted 16 years ago2007-12-12 20:47:40 UTC
in Half-Life: Hostage Situation Post #240782
I don't really see how that's relevant.
Posted 16 years ago2007-12-12 00:10:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240715
Erm... right... "stated in bold letters", I should have said.
Posted 16 years ago2007-12-12 00:04:23 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240713
What do you think these people do, go around searching for random obscure Half-Life mods that people have ripped from?
Posted 16 years ago2007-12-12 00:00:14 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240711
Yeah... honestly they will never know. EVER. In fact, they'd have more of a chance of knowing now that you've created this thread. :P
Posted 16 years ago2007-12-11 21:20:46 UTC
in MotM: November Post #240700
dm_Armazenamento is going to have a sudden surge of votes and it'll win the whole thing without anybody noticing.
Posted 16 years ago2007-12-11 21:19:05 UTC
in Desktops of December Post #240698
lol @ "machine language".
Posted 16 years ago2007-12-10 21:15:26 UTC
in All I want for Christmas is... Post #240534
Yowch, that's expensive WC.

All I'm asking for is a new computer chair. A comfy one.
Posted 16 years ago2007-12-10 20:56:07 UTC
in Open for TWHL3 Suggestions Post #240533
Biltzkrieg, that'd be a great idea, but there's no way to implement a system like that unless you make map downloads unavailable to people who aren't signed up to TWHL. Because if you weren't logged in when you downloaded the map, then what, are you going to just be forced to download it a second time to review it?

About Tetsu0's idea though... I really don't like it. I don't think it should be counted as a login if you're already logged in and you open TWHL, the way it is now, but people may actually log in more than once per day. The other problem with his idea is that everybody's "Logins (per day)" would drop to 1...

I think it should be a counter of how many times the person has physically typed their username and password in and hit enter, not how many times each day they happen to visit the site.
Posted 16 years ago2007-12-10 05:29:54 UTC
in Duke Nukem 3D Post #240462
Funny, I 'acquired' it.
Posted 16 years ago2007-12-10 05:09:41 UTC
in Duke Nukem 3D Post #240460
My pirated DN3D works fine on XP. ZOMG ILLEGAL DISCUSSIONZ.
Posted 16 years ago2007-12-09 22:02:43 UTC
in MotM: November Post #240432
Kasperg, the definition of what "voting against a map" consists of is in this case sketchy at best. You'd have to assume that somebody either didn't play any maps that month, or played yours, liked it, and then for no apparent reason decided to turn around and vote for something they hadn't played just to spite you, which makes no sense. Even if they'd only played your mod this month, they'd still know whether or not they liked it, and didn't think it deserved to win.

I think Penguinboy should start deleting posts in here that are either related to the voting system or have anything resembling flaming in them.
Posted 16 years ago2007-12-09 21:47:01 UTC
in MotM: November Post #240429
I laugh when I'm hearing you guys saying that MotM is a failure. I mean, the system is perfect. There's nothing that could possibly BE a failure about a frickin' voting system, and no matter what anyone says in here, MotM itself is STILL WORKING FINE. The only thing you can argue is that the discussion in this thread sucks, which obviously it does.

Aside from that, those download numbers prove nothing except that big mods that are discussed to great length and have their own threads are more popular than obscure multiplayer maps. I can't possibly think of a more fitting word to use right now than duh. Not everybody who plays a mod or map cares enough about it or MotM to vote.
Posted 16 years ago2007-12-09 07:06:55 UTC
in need a team Post #240343
Umm... that might be slightly better... but stop fitting all your textures like that!

About the modeling program, you'll probably want to look into Milkshape 3D. It costs money, but you can still use the trial.
Posted 16 years ago2007-12-09 05:36:04 UTC
in Open for TWHL3 Suggestions Post #240337
When you're editing a message, you really need to have all the emoticons on that page too. It really doesn't do, having to open another tab, go to the forums, and copy the smiley code over. :zonked:

Also, we're going to have emoticons in the map vault, right? If not, we should.
Posted 16 years ago2007-12-09 05:31:27 UTC
in need a team Post #240336
Yeah, there's a couple free modeling things. They're like, right over there or something.

...

What are you asking for, a modeling program? Tutorials?
Posted 16 years ago2007-12-09 01:19:20 UTC
in MotM: November Post #240308
Disputes aside, I really like the system of voting in the forums for now. It'd be a lot more enjoyable if people weren't getting all butthurt over mods winning or losing, yet until TWHL3 comes along I'm fine with this system. It allows us to discuss our reasons behind our votes, and these threads can't truly go off-topic until voting is over and there's no more reason to continue discussion, at which point the thread is closed anyway.
Posted 16 years ago2007-12-08 21:01:21 UTC
in MotM: November Post #240291
Playbus, I wouldn't have to take any look at the reputation of TWHL. Not that we have a reputation. I might take a look at YOUR reputation after hearing you gloat about how incredible you think your own mod is though. Because, really, we aren't voting on how much effort anybody put into something, we're voting on how much we fucking enjoyed it. And if somebody enjoyed a very well made deathmatch map to what they considered to be a large, complex, yet in the end disappointing mod, then that damn well is their right.

Hell, I don't even think you deserve to win after getting so bent out of shape over your mod not getting a unanimously positive response. That'd be unfair to Kasperg though, as I haven't seen him complaining on the same level you have this whole time.
Posted 16 years ago2007-12-08 17:04:42 UTC
in MotM: November Post #240263
Kasperg's and Playbus's votes should together count as one towards their mod.
Posted 16 years ago2007-12-08 05:22:04 UTC
in Desktops of December Post #240209
Old.
Posted 16 years ago2007-12-08 04:39:50 UTC
in need a team Post #240206
And just play around. Aside from saying "Use brushes and the clip tool" nobody can really explain how to do something like make an item or interesting architecture. You can be given ideas, but it's something you just have to do for yourself once you know the basic ideas behind mapping. If you know how to create a square brush, you already know how to make rudimentary sinks, chairs, desks, hallways with pillars, etc.
Posted 16 years ago2007-12-08 04:34:47 UTC
in need a team Post #240203
Posted 16 years ago2007-12-08 04:26:45 UTC
in need a team Post #240200
You make it the same way you make all your other world geometry, including those cubes that everything is contained in. You don't even have basic understanding of how to use Hammer, and you're already pursuing an entire mod! You've gotta learn this stuff.

http://www.twhl.co.za/tutorial.php?id=23
http://www.twhl.co.za/tutorial.php?id=24
http://www.twhl.co.za/tutorial.php?id=26
http://www.twhl.co.za/tutorial.php?id=27
http://www.twhl.co.za/tutorial.php?id=30
http://www.twhl.co.za/tutorial.php?id=31

Read all those and then head in any direction you want.
Posted 16 years ago2007-12-08 04:21:45 UTC
in need a team Post #240198
I was very specific in describing how almost everything was wrong. You have no visible geometry other than cubes, and you've filled these cubes with standard prefabs that are included in Hammer. Nothing more to it. Your screenshots are 640x480, and you are obviously running in software mode. This leads me to believe that you haven't even taken the effort to open your settings in Half-Life, unless you're working on a severely handicapped computer.

Please, ditch those prefabs, make your own items, learn how to build even slightly interesting architecture, and then maybe just maybe come back.
Posted 16 years ago2007-12-08 04:05:09 UTC
in need a team Post #240195
No, they definitely aren't. They're point-entity lit boxes with standard Half-Life prefabs sprinkled around randomly for absolutely no reason! You're not even using OpenGL or Direct3D rendering modes. Are you really that bad, or do you take us for fools? I mean, seriously, is this a joke or something? You are acting like the very caricature of a misguided beginner. I'm sorry if you're offended, or I'm being too blunt about it, but honestly it's hard to be this perfectly bad at mapping. The best I can say is that you took some time to make (or more likely download) some custom textures.

You mentioned something about models though. Are you just referring to the prefabs, or are you really modeling stuff too? If so, that might be your forte, and you should be pursuing that. If not...well, do us all all a favor and read some tutorials on mapping concepts, and practice more. A LOT more.

Anyway, you aren't going to get any members with content looking like that. Most you'll probably find is somebody to guide you along and help you with mapping, if you're lucky.