Oh. One thing I don't know is how to disable multiplayer, only single player. Typing singleplayer_only in the liblist.gam doesn't seem to do anything other than set it as HL was.
Aw, thanks! OK, by the sound of it, you're making a CS mod, but even if you aren't, it doesn't matter. The idea is the same. Got a good graphics program? Look for a btns_main.bmp file in the directory of the game that you are modifying. It's in gfx/shell. Copy it into "The Portal's" gfx/shell folder. Now open up the copy you just pasted in with your graphics program (Even MS paint's fine for this!). Now change whatever you want...oh wait, I've told you the wrong info. Damn it! Sorry 'bout that, but I'm sure you can put what I just told you to good use. If you did what I said correctly in the tut., then when you change the mod's title in the liblist.gam, it should change automatically. If not, see if you can find a strings.lst file anywhere. There isn't one with hl, but I think there is with cs and opfor. Possibly bshift, but I don't think so. I can't find 'em anywhere though. Hope this helps.
How do I create faulty retinal scanners like the one in unforeseen consequences (and welcome to black mesa in opfor)? I think the scanner targets an mm which targets a load of ambient generics with various pitch shifts. Can anyone help?
The landmark must be in the EXACT same place in each map. The same unit. And have the changelevel ahead of the landmark, so you walk past the landmark. Trust me, it works. Did it w/ my mod. And I think the centre of the landmark is the where the bottom of the player will go. O
| ___ I know this drawing sucks, but I hope it explains everything / | |
Yeah, but sometimes the fix goes haywire. And with invalid solids, you usually get a max_leaf_faces error or bad surface extents. Maybe even a coplanar plane. So if you don't get these errors, you prob'ly don't have invalid solids. And fixing them with the error report's fix tool can go horribly wrong. I'd recommend just redoing the invalid solids.
Yes it does. And making entities walk through doors is a nightmare! But if you have doors and info_nodes, 1 room, and a room on each side of the main room, with doors blocking the way, and have a grunt in each side room, when you fire at one grunt, the other will come rushing through to shoot at you. But this is with nodes. Otherwise, maybe scripted sequences?
Why won't my map run? And what's MAX_LEAF_FACES and Bad surface extents (Of course, I know that they are caused by invalid brushes)? This is a prob. I've had many times which prevents a map from running.
I only do SP stuff. Having probs setting up games, and joining. Patch takes so long to d/load on a 56k. I've tried it on gamespy arcade as well. Program stops responding at some point.
NO! DON'T USE BSHIFT MODELS! Just open up wally, use it to extract the HL models from pak1.pak, set it to overwrite 'em, and extract the models to the valve/models directory.
I dunno. I just downloaded it, when I had only one day left I thought "oh s***", causeI hadn't made anything from it. The next day, I had a look at it to see if it had registering details, and it just loaded quite happily and works still.
But milkshape's amazing! And my 30 day trial for it ran out, but it still works! Can't say the same for PSP. Sniff! And it takes hours to download on a 56k.
Hey, guess what? I downloaded a 30 day trial, and after the 30 days were up, it just stopped bugging me about the limit. It's like you can get the full version for free but for the first 30 days it bugs you about the limit.
Eh, I think I'll stick with MS paint. Good enough for me. Just. 24 bit, eh? Thanks. And as for PSP, black cat doesn't have a CD burner. Or so he says. When my dad burns CDs, he just put 'em in the normal drive.
Hi everybody! Just wondering: for my mod I use some really bad textures I ceated on MS paint. But when I copy 'em into wally, it says the canvas is the wrong size. I change it, and end up with the texture starting in the top left corner, and the texture USUALLY looks fine (Sometimes it doesn't, why?) but I end up with a black border on the bottom and right lines. ????????? Any help? I could just use the old textures but, y'know.
Yeah. Actually, my dad knows, and there's a high chance black cat does know, so I guess I'm OK! Should I get rid of the source code I downloaded, then?
OK, i've done a bit of coding for my mod...how do I compile the DLL so the changes actually happen? I have the SDK source code only. Not the full thing. Help?
Uhhh....16 or so megs...my poor 56k.....and I have to subscribe to fileplanet for the smaller one, dunno about the bigger one, I don't want to think about it...and the valve-erc one is INSTANT download with no waiting time, but it's 111 megs! Where can I get a very, very small one wihtout needing dollars, which don't tend to be found in england, and without needing to subscibe to anything. WHERE?
Anyone know how to decompile the DLL? I need to do a bit o' coding for my mod. And although I know very little about C++ programming, I'm a quick learner, and if it's anything like VB, that'll help, since I know a bit of that.
Try compiling it from advanced mode, instead of -game gearbox on normal mode. That's what I always so. Only use -game ... if the mod isn't listed in the advanced one.
Posted 21 years ago2003-09-13 14:49:26 UTC
in WOOHOO!Post #70
I can't believe my luck! I actually managed a PERFECT seamless tranisition for my mod! And it doesn't embed me in the wall on the return journey! WOOHOO!