Forum posts

Posted 14 years ago2010-06-26 07:37:56 UTC
in is that legal? do i have to pay for a .b Post #282350
Posted 14 years ago2010-06-25 08:49:46 UTC
in Now Playing: ... Post #282326
Stream name: Playdio :: Bara Bra Musik :: Your Trance, Dance and Techno
Station: :: http://www.playdio.se ::
Current title: ZIGGY X - X-TERMINATE
Posted 14 years ago2010-06-22 16:04:31 UTC
in Science Experiments! Post #282294
Also, the skin of the Hindenburg was coated with a rocketfuel. At least that's the conclusion of the Mythbusters.
Posted 14 years ago2010-06-22 14:19:04 UTC
in Turn on and off brushlights Post #282289
No Captain, without that piece of fgd code added to func_wall, you'll only see the texture switch (+A and +0) when you trigger it, but the light stays static (always on or always off).
Posted 14 years ago2010-06-22 13:39:25 UTC
in Turn on and off brushlights Post #282284
Put this fgd code in the func_wall entity of your fgd:
	style(choices) : "Texture Light Style" : 0 =
	[
		 0 : "Normal"
		-3 : "Grouped"
		10 : "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11 : "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
		12 : "Underwater"
]
Then in Hammer, make your light brush and func_wall it. Set the new Texture Light Style property to Grouped (-3) and give your brush a name.
Then place a point light entity. Set its color to 1 1 1 0.1 and put it somewhere where it can't be seen by the player. Give the light the same name the func_wall.

Now simply have a trigger target the light/func_wall. The light will now toggle on and off as well as the texture light as you keep triggering it.

Note that the light that the texturelight emits actually looks like as if it was just a point light entity. It won't look the same as how a static texturelight would emit light.
Posted 14 years ago2010-06-22 12:57:53 UTC
in Castle Disposed Post #282277
abandoned map that won't have any gameplay
Speak for yourself. That mappack i submitted to Tetsu0 actually has gameplay.
Posted 14 years ago2010-06-22 10:52:58 UTC
in Castle Disposed Post #282274
Rofl.

I was such n00b when i made crap. Did'nt know anything about optimizing r_speeds and such. Meh.
Posted 14 years ago2010-06-21 11:09:06 UTC
in Half-Life 2: GoldSrc Post #282220
I call the Angry Video Game Nerd on ManlyStump!
Posted 14 years ago2010-06-21 09:38:56 UTC
in Half-Life 2: GoldSrc Post #282213
Jesus, ManlyStump, get your grey matter working.

This. Is. Pointless.
It won't work. Give it up and map a singleplayer map/mappack/mod for HL1 or HL2 instead. It's much more fun and there's less work involved in making one.

Why can't you just accept the fact [i]DEMAKING[/i] Half-Life 2 in the GoldSource engine is simply not feasible.
Posted 14 years ago2010-06-20 17:56:40 UTC
in Your legit games Post #282169
You got Internet access, Joe, so make use of it.
Posted 14 years ago2010-06-20 16:21:29 UTC
in Castle Disposed Post #282160
That's enough of that, calm down, dude. :/

@ Tetsu0: so the castle should not exceed 4,000 x 2,000 units? Can it be any size as long as it does'nt exceed those values?
Posted 14 years ago2010-06-20 14:36:03 UTC
in Your legit games Post #282136
Pictures, man! :nuts:
Posted 14 years ago2010-06-20 14:15:51 UTC
in Hammer hates me. :( Post #282134
Check if you have invalid entity setup. For example, if you have a path_corner targetting itself, HL will crash on map load, though it works with other entites like a multimanager, this one can trigger itself.

Also, if you're using game_text entites, make sure you don't use double quotes ("), open and closed brackets and such characters, they will make the game crash as well.

As for your vertex manipulation issue, you're not doing anything... weird right? Sometimes Hammer crashes/locks up when you fuck up a brush beyond believe due to vertex manipulation.
Posted 14 years ago2010-06-20 13:38:18 UTC
in Science Experiments! Post #282130
Yeah, don't blow yourself to smithereens...
Posted 14 years ago2010-06-20 09:27:44 UTC
in Your legit games Post #282120
Hah, ZombieLoffe has Gunman Chronicles on disk. That is all kinds of awesome.
I have too, and what's more, i still have the (big) box. :D

So here are mine:
User posted image
User posted image
User posted image
User posted image
Games not on the pictures:
  • Boxed version of the Orange Box (i also have the OB Soundtrack on CD)
  • S.T.A.L.K.E.R. Shadow of Chernobyl
  • Supreme Commander Gold Edition
  • Roller Coaster Tycoon (the first game)
  • Atlantis: De Verloren Legende (The Lost Tales)
  • FarCry
  • Grand Theft Auto 3
  • World in Conflict
  • Painkiller Black Edition
  • S?ldner X Himmelsst?rmer
  • Command & Conquer: Red Alert 3
  • Command & Conquer: Tiberian Twilight (signed by Nod's leader himself, Kane)
  • Duke Nukem 2
  • Spore Galactic Edition
Posted 14 years ago2010-06-19 18:10:48 UTC
in Half-Life 2: GoldSrc Post #282056
Half-Life 2's outdoor levels are X times the size of Half-Life 1's outdoor levels, and even if you scale it down, it just would'nt look right.
Posted 14 years ago2010-06-19 18:03:52 UTC
in Your legit games Post #282054
Will post mine tomorrow, and i got a lot.
Posted 14 years ago2010-06-19 16:32:10 UTC
in Half-Life 2: GoldSrc Post #282044
Yeah, don't waste your time on this.
Posted 14 years ago2010-06-19 13:39:20 UTC
in TWHL Cubicles Post #282030
Does <thread creator's name here> still care about this?
Posted 14 years ago2010-06-16 10:55:53 UTC
in Portal ingame videos Post #281885
Posted 14 years ago2010-06-15 16:59:18 UTC
in E3 2010 Post #281849
Oh jeez, Portal 2 for PS3? That's it? Lame. There's nothing new about that.

Here's the Portal 2 trailer:

http://www.youtube.com/watch?v=hJerZFt3eXk

Ingame Portal 2 footage: http://www.ustream.tv/recorded/7684232 (Bad video and very BAD sound)
Posted 14 years ago2010-06-15 14:22:06 UTC
in E3 2010 Post #281837
How about this:
User posted image
Maybe that doesn't mean anthing at all.
Posted 14 years ago2010-06-15 12:48:24 UTC
in E3 2010 Post #281831
I hear people say that the surprise has been cancelled (at least for this E3 event).

Also:
Open "source 2007 shared materials"

Then go to:
Materials -> models

There are three new folders named: "boxrocket_Chell_head" "ihvtest" and "ihvtree".

They contain some very weird textures:
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
That is messed up. What is going on?

Alsoalso:
Hide cursor when playing movies in game

What the devil is Valve up to?
Posted 14 years ago2010-06-12 08:19:50 UTC
in SourceEngine 2.0 Post #281770
Those may be fake, but its more likely Valve is going go unvail their sequel to the Source Engine: Source Engine 2, so i guess that part is plausible (not confirmed).
Posted 14 years ago2010-06-08 15:46:49 UTC
in TWHL Cubicles Post #281652
Yeah.

So get to it, Rimrook, it's time for you to put our cubicles together.
Posted 14 years ago2010-06-08 10:58:16 UTC
in how to make - barney shoots a crate? Post #281647
You can make barney fire his glock by specifying the fire animation. I don't know the right name of the animation so use Jed's Half-Life Model Viewer to find the correct name.

Put the name in the animation field of the scripted_sequence and trigger it.
Im not sure if you can use an info_target to specify the target that barney should fire at. Best to try it out.
Posted 14 years ago2010-06-06 08:56:33 UTC
in Competition 28 Vote-O-Rama Post #281576
Map an old, decayed envorinment (lab/house/ etc.)

Yes please.
Posted 14 years ago2010-06-04 19:54:09 UTC
in HLDM map undertow stuff Post #281543
It's a func_water entity, it works just like a func_door, the only difference is that you swim in it...
Posted 14 years ago2010-06-04 12:51:52 UTC
in my map + airscripts = bugs ;( Post #281537
Use a monstermaker to spawn stuff.
Posted 14 years ago2010-05-29 07:27:43 UTC
in The new Half-Life 2 and Episode One Post #281475
Indeed, Urby, very annoying.
Take a look at the HL2 forum on Steam. 30 new "I found a bug" kind of threads are created every day or so. I don't think we have to report anything.
Posted 14 years ago2010-05-27 19:18:53 UTC
in The new Half-Life 2 and Episode One Post #281463
Do we like it?
Posted 14 years ago2010-05-27 11:32:55 UTC
in Vrad.exe is an asshole Post #281454
Sometimes it helps deleting the entire SDK (don't forget to backup your assets and delete any left-over folders) and then do a clean reinstall. That way you can be sure that you have the latest clean version of the SDK.
I did that when Valve released that latest big update where the came up with three different engins (2006, 2008, 2009).

I only mapped for HL2DM after that and got no problems with the SDK.
Posted 14 years ago2010-05-25 16:03:35 UTC
in Vrad.exe is an asshole Post #281436
Do you have many sounds playing/starting at the same time?
Posted 14 years ago2010-05-24 08:47:18 UTC
in teleporting player via multimanager? Post #281422
The way Valve did it (and the way its supposed to be done) was simply cover the entire testchamber with a trigger_teleport brush, so the player was touching it all the time. Now, since this entity does not have a start off/disabled flag, you'll be teleported as soon as you touch the trigger_teleport. Why didn't that happen in the testchamber? Because the t_t has a master property, allowing you to use a multisource to make it start off/disabled. Here's how to set it all up:

1. Make your trigger_teleport, enter a target and a name for the master field. Don't forget to place and name (t_t target field) an info_teleport_destination as well.
2. Place a multisource and give it the same name as what you typed in the master property of the t_t.

And that should be all. When enter the t_t, nothing will happen, because the teleport is disabled by the multisource. To enable, simply trigger the multisource, using a multimanager for example.

Hope thats helps.
Posted 14 years ago2010-05-23 18:40:37 UTC
in Vrad.exe is an asshole Post #281416
If you got the Steamstartup ############# error, the best thing you can do make everything work again is to go into taskmanager and make sure no leftover Steam services, like compile tools, are running. If there are, just force shutdown on them.

Then restart Steam entirly.
Posted 14 years ago2010-05-22 09:53:30 UTC
in Func_door Spawn Position borked? Post #281404
I've made my func_door in the open position so that it receives correct lighting and set the spawn position to closed, but the door still starts open.

Its basically a platform that move up and down. Here are the key properties:

Lip: 260 (the distance)
Spawn position: Closed
Move direction: 90 0 0 (down)

I've tried -260, -90 0 0 (up), spawn position Open, but it doesn't work.

So im thinking, is the spawn position broken or what?
This is for HL2DM.
Posted 14 years ago2010-05-14 10:17:36 UTC
in C0A0YELLOW texture and light?? Post #281253
Yeah, you need to flip the texture, from light (top) to black (bottom), then use rendermode additive and an FX amount.
Posted 14 years ago2010-05-13 19:03:16 UTC
in derived monster classes Post #281243
I know its not allowed to post warez here, but i don't really think Microsoft gives a crap anymore, its an old piece of software anyway, and unfortunatly, its the only software that is compatible with the HL SDK.

So here you go: MSVCPP60SE
Posted 14 years ago2010-05-09 17:01:03 UTC
in Post your screenshots! WIP thread Post #281113
Wait, green dev texers?

It better be a HL2DM map.
Posted 14 years ago2010-05-08 12:59:38 UTC
in Desktops of May Post #281054
New month, new desktop image.
Post away!
User posted image
Posted 14 years ago2010-05-07 16:57:07 UTC
in Monstermaker, Apache, path_corner Post #281043
I believe you can't trigger a multimanager directly, try setting the trigger target of the Osprey to a func_button and have the button target whatever you want.

Not sure if this'll work though.
Posted 14 years ago2010-05-07 10:42:33 UTC
in Now Playing: ... Post #281036
Yup, the music is great. :)

Did you know that the game files (.gro files) can be opened with winzip/winrar? That way you can extract the music files. :)
Posted 14 years ago2010-05-05 12:52:28 UTC
in SDK gone wild Post #280986
I do not recommend the Compilator for Source at this moment, it doesn't work very well with OrangeBox engine maps (missing materials and vbsp crash).
Posted 14 years ago2010-05-03 16:03:09 UTC
in Now Playing: ... Post #280966
QuaM - This is the sound
Posted 14 years ago2010-05-02 09:44:28 UTC
in Boids following paths Post #280942
Valve did it in the last couple of maps of the singleplayer portion of HL, you know, where the Gman talks to you directly in Xen.

You can decompile the map(s) and see how its done.

I thinks its just a model animation.
Posted 14 years ago2010-04-22 14:36:55 UTC
in What version of hammer allows sprite mod Post #280707
You should be using cyclers or cycler_sprites for models.
Posted 14 years ago2010-04-16 14:18:09 UTC
in A thought that struck me suddenly Post #280554
Though i would like to see Valve add Black Mesa to their list of free mods, like they did with Synergy, Dystopia, Smashball, Fortress Forever and the like. That way players can easily download the mod through Steam and not waste time searching for high speed third party hosts. Plus, we don't have to worry about mod updates, as the Steam takes care of that.
Posted 14 years ago2010-04-12 12:36:51 UTC
in Compiling doesn't love me Post #280449
There's a development thread on the General Disccusion forum, look for it (its stickied) and post it there.
Posted 14 years ago2010-04-11 20:41:18 UTC
in [UTILITY] Compilator 3 Public Beta Post #280439
He's probably using version 1.02 which is the latest version available to the public. This version does'nt have those explanations.
Posted 14 years ago2010-04-10 08:48:15 UTC
in [UTILITY] Compilator 3 Public Beta Post #280400
3.8 is out? Got a link?
Go ahead and try it out, i think there's a good chance that 3.8 will work just fine with the COmpilator. If not, tell me about it here.