Forum posts

Posted 20 years ago2004-06-16 07:37:32 UTC
in Conan Obrien Post #33797
If you have ever watched Conan, you would know he makes fun of himself WAAAAAAAAAY more than he does anyone else....especially a country........he is very sarcastic. One thing is for sure.....He would kick Jay Leno's A$$ in a comedy competion.....Jay is just a scrip reading retard that has the same mean-spirited comedy every night...Conan is is straight up hillarious.....I mean c'mon......random clips of Walker, Texas Ranger are just wicked.....Jay Leno has.......Ross, the unfunny homo intern (I got nuthn against homos)...and Jay Walking....Jay walking is retarded...

...thats all I have to say about that
Posted 20 years ago2004-06-16 07:30:44 UTC
in DVD vs. VHS Post #33796
Yeah. VHS is great.

Johnny: "Hey, you know that sweet part where the dude gets his head sliced off at the end?"

Joey: "No...never saw it"

Johnny: "Oh! Let me pop it in my VHS and fast forward for a few minutes to see if I can find it for ya!"
Posted 20 years ago2004-06-16 07:14:23 UTC
in Most Errors ever in a compile? Post #33795
thanx Anthony....I have 8 lights on one face...and they are all toggled seperately :-)
Posted 20 years ago2004-06-16 07:00:42 UTC
in Most Errors ever in a compile? Post #33791
I just compiled my map had had 3,350+ errors in my compile! I just saved my text to a notepad file and it was over a MEG AND A HALF! I know how many errors there were by counting how many lines of errors there were on one screen then multiplied that by how many screens I had to go up....yeah.....EVERY single error of my was a "too many light styles on a face" error....lol....any1 else out there that has a freaky amount of errors on compile?
Posted 20 years ago2004-05-25 05:36:36 UTC
in trigger teleport delay fade text Post #28582
whoops...also, as it is fading to white, I want there to be a 3 second sound playing while it fades to white...this should be easy if I can get the rest to work properly...
Posted 20 years ago2004-05-25 05:34:30 UTC
in trigger teleport delay fade text Post #28581
OK. I have a few problems.

1. how do I delay my trigger_teleport. In my trigger_teleports object properties, I have a value of '5' for the 'Delay before trigger' attribute. Now, when I step on this trigger brush, it instantaneosly sends me to my info_teleport_destination. I don't want this, as I also want to trigger two env_fade's (a fade in and a fade out). So I have two flat trigger brushes on top of each other. One is triggering my supposedly "delayed" teleporter, the other is triggering a multimanager for sounds/fades/game_texts. This leads me to my next question.

2. When I move the trigger_ teleport away so that I can test my trigger_multiple, it triggers first a fade out (to white), then it triggers two different texts (which are colored as to see them on the white background) (on different channels), than then a fade back to normal...the problem is...I cannot see my text while it fades, because apparently my fades cover over even my text!. Is there a way to display text over fade? I thought of a workaround already, but this is only if I can get my teleport to be delayed for a few seconds after I trigger it...and that is, when the screen goes completely white, to be teleported to a completely white room that is just a small square...so it will look like I am holding a fade, when it is really just a white room...and here I can display my balck text....also, in this room could be another trigger_teleport that would be delayed and fade me back into ITS destination...but I need to be able to do one or the other...delayed teleportation....or text over fade.....basically, I NEED to have the delayed teleportation.

3. here is my ultimate goal: I need the player to walk over a an invisibe trigger (or triggers) that (in this order):
a. fades to white
b. displays a couple of lines of text in while the screen is going white/completley white
c. teleport to my destination while the screen is completely white
d.fade back to normal in my new location (where I teleported to) :nuts:
Posted 20 years ago2004-05-22 03:16:46 UTC
in How do I add a bot into my map Post #28161
btw, thank you pepper for checking it out tommorow
Posted 20 years ago2004-05-21 20:35:36 UTC
in How do I add a bot into my map Post #28144
1. How do I know I have the bot in the right place
2. addbot is not command in steam
Posted 20 years ago2004-05-21 17:10:18 UTC
in How do I add a bot into my map Post #28103
Also, I am using steam to run my bots in my server
Posted 20 years ago2004-05-21 17:08:15 UTC
in How do I add a bot into my map Post #28101
OK. This isn't for any specific map. It hasn't worked on maps I made, nor has it worked on maps OTHER folks have made. I am using Half-Life Deathmatch as the mod, not CS or NS or TFC or anything. I think that is what you are asking.

Also, I do not know how to put waypoints in my map....these bots made by HPB (Botman) supposedly are self-guided and everything.
Posted 20 years ago2004-05-21 06:58:31 UTC
in How do I add a bot into my map Post #27999
I am running a listen server. I downloaded a HPB_bot.....I also downloaded and installed an adminmod to run my bot.....I dunno IF I f'cked up or what but I have been trying for 5 hours just to get a bot into my server.....will someone please show me where this is all laid out in plain english? :confused: :o
Posted 20 years ago2004-05-21 01:17:32 UTC
in Server welcome message Post #27963
nvm...got it
Posted 20 years ago2004-05-20 22:55:19 UTC
in Server welcome message Post #27950
How do I make my listen server display a list of rules and display a "Welcome to my server blah blah blah"....
Posted 20 years ago2004-05-15 21:52:51 UTC
in Teleportation Sound Post #27180
Argh! Seventh said I should target the ambient_generics! But with what? My target is my info_teleport_destination, like you said, and its name needs to be in the 'target' value. So how do I trigger both my teleport and both of the sounds at each end of the teleport? I messed around w. multi_managers for about 2 hours, trying to trigger sounds and teleport device.....my sounds work...the teleport works....but I can't use both at the same time? :o
Posted 20 years ago2004-05-15 18:52:50 UTC
in Custom footsteps sounds Post #27171
will the materials.txt replace their existing one? What if soemone ELSE already made a custom footstep sound....I would be replacing theirs! How do I do this efficiantly without getting my custom footstep replaced....also, when somewone DL's my map from my server, those footsteps will not transfer...or will they? :zonked:
Posted 20 years ago2004-05-15 18:50:03 UTC
in Teleportation Sound Post #27170
but in target, I need to have the name of my destination
Posted 20 years ago2004-05-14 23:44:39 UTC
in Teleportation Sound Post #27028
Sorry if this has been posted. I looked all over for it and couldnt find it. I need to have my teleport make a sound from where I leave AND arrive at. :
Posted 20 years ago2004-05-12 14:56:34 UTC
in reflections Post #26648
Where can you find this matrix lobby scene map?
Posted 20 years ago2004-05-11 23:07:34 UTC
in Problem with leaves? Post #26597
figured out my problem... I had to go to the X Y Z coordinates and change the brush(es) that were there into func_wall's...thanks, dudes (and dudettes)
Posted 20 years ago2004-05-11 15:30:06 UTC
in Problem with leaves? Post #26563
Posted 20 years ago2004-05-11 06:06:11 UTC
in HINT brushes Post #26434
Can hint brushes touch each other? Does it matter? does it hurt them?

Thanks guys :nuts:
Posted 20 years ago2004-05-10 22:03:17 UTC
in Problem with leaves? Post #26407
I have posted this into the problem maps section
Posted 20 years ago2004-05-10 20:39:27 UTC
in Problem with leaves? Post #26402
all that alt+p does is check for errors....of which I have none
Posted 20 years ago2004-05-10 15:31:54 UTC
in Problem with leaves? Post #26331
What does Alt + P? mean? When do I do this?
Posted 20 years ago2004-05-10 05:57:20 UTC
in Problem with leaves? Post #26274
Also, I have already been to Tommys....and I even checked out the two links provided on the Tommy page after reading what he had to say, and I have also been to 3 different forums on this site already, one even said it isnt a problem....well...my map wont run! I get error when HL.exe (WOM) boots up: Bad Surface Extents 3120/0. Yes, I looked that up in Tommy too, more leaf stuff. Anyway, I cannot find where it is trying to direct me...and I have deleted tons of my map....all the stuff I have been working on the past couple of days...and I still get the error! But I havent had this error untill today! Bogus! :zonked: :( :x :confused: :o :roll:
Posted 20 years ago2004-05-10 05:50:20 UTC
in Problem with leaves? Post #26273
I am having this exact same problem right now, but I have tried removing like half my map, and I still have the same error. Plus, I thought intersecting brushes were OK, I had them all he time before, and they werent a problem...and I see it in HAlf Life all the time, intersecting brushes...anyway, how do I fix this? Please! :zonked:
Posted 20 years ago2004-05-07 20:28:55 UTC
in Random teleport location Post #26002
ITs been a few minu6tes, LOL :nuts:
Posted 20 years ago2004-05-07 05:38:44 UTC
in Mdl model problem Post #25882
Posted 20 years ago2004-05-07 05:19:25 UTC
in Mdl model problem Post #25878
does it matter whether they are monster_furniture, monster_generic or a cycler?
Posted 20 years ago2004-05-07 05:18:00 UTC
in Mdl model problem Post #25877
Well I have downloaded 4 model trees....all of them have the same problem.......in the preview (.jpg) it shows them as transparent, so I am sure they are fine....just how do you configure 'em....
Posted 20 years ago2004-05-07 05:05:11 UTC
in Mdl model problem Post #25869
I can't get the blue part on my models to be transparent....what's wrong? :
Posted 20 years ago2004-05-06 22:18:31 UTC
in intermitent alert ligths.. Post #25850
1. Make a light entitiy.
2. go into its properties and change its "appearence" to get different fading/flash effects.....and for color....well, go into its properties (click your like, then alt+ENTER) and choose a color from the color picker!. If you want the WOOP WOOP sound, you need an ambient generic that has been cued so it can repeat.....do a search in the forum or Tutorials for examples :nuts:
Posted 20 years ago2004-05-06 22:13:30 UTC
in LEAK (but I fixed it!) Post #25849
First of all, you do not want to surround your map with a hollow box...that will kill your rendering speeds.

2nd, your map might be fullbright because you do not have any lights in your map yet. Are you using Zoners compiling tools or the one s that came bundled with Hammer? If you are using the HAmmer ones, amy God have mercy on your soul, go get Zoners! I dont know the exact link, but look up ZHLT in the forums search here in THWL or in Google :nuts:
Posted 20 years ago2004-05-06 21:08:36 UTC
in Random teleport location Post #25844
Is it possible to have a teleportation pod (func_teleport) teleport to random spawnpoints? To random areas? If there is a trick to doing this that would be sweetness. :nuts:
Posted 20 years ago2004-05-06 04:47:22 UTC
in lights.rad materials.txt sky Post #25731
No errors in compiling
Posted 20 years ago2004-05-05 20:45:32 UTC
in lights.rad materials.txt sky Post #25722
Three questions~

1. Does my lights.rad settings embed itself into the bsp?
2. Does my custom tex in materials.txt embed itself into the bsp?
3. Why can I see through my sky? Like....I look down over the edge of part of my map in HL, and I can see through my sky brush and see my other places on my map!!! I even ran full vis.....didnt help
Posted 20 years ago2004-05-05 05:28:40 UTC
in Why Can't I upload a new Avatar? Post #25547
HA! Thx
Posted 20 years ago2004-05-05 02:15:04 UTC
in Why Can't I upload a new Avatar? Post #25534
1. I go to modify my profile
2. Click 'upload' beneth my current Avatar
3. Browse and choose my new 72x72 jpeg
4. Click upload
5. It brings me to the popup page with Avatars to choos from, plus my old one on the left....wheres the one I just uploaded?
Posted 20 years ago2004-05-04 20:26:05 UTC
in Why Can't I upload a new Avatar? Post #25495
Posted 20 years ago2004-05-04 20:14:02 UTC
in Custom footsteps sounds Post #25494
there is a 'W' for wood....but it only affects the sound of how you hit it...
Posted 20 years ago2004-05-04 06:54:07 UTC
in Whats ur longest time? Post #25346
What exactly is the monkey plague?

(My thread answer is about 5 hours) :lol:
Posted 20 years ago2004-05-04 06:47:34 UTC
in You've Been Mapping Too Much When... Post #25345
Many a time I have mapped for a few hours straight and walked upstairs and wondered without thininking how much bounce did that light need to created a glow behind my fridge....or WOW...a lot of stuff is in here, yet the r_speeds are doing fine!......Seriously...ugh...then you realize it......lol

-When you are watching TV and someone else changes the channel and you wish you had a trigger_hurt to activat on the couch they're sitting on..... :badass:
Posted 20 years ago2004-04-28 01:57:17 UTC
in Too Many Entities in Visible Packet List Post #24330
When I compile my map, and automatically run it in HL, I get a message in the upper lefthand side of my screen saying "Too many entities in visible packet list." Is this bad? If it is, how do I fix it?

Also, I am compiling w/ out vis or rad to save compile time...will it go away if I do a full compile?
Posted 20 years ago2004-04-26 08:04:15 UTC
in Custom footsteps sounds Post #24055
Thank you Seventh, changing the materials.txt worked for my custom grass tex (changed it to dirt sounding footsteps, which were close enough), but when I choose wood as the sound for a specific HL texture, it just changed the way it sounded when I hit it, not when I walked on it...is that normal? the tex is TRRM_WOOD2 and the sound letter prefix was 'W' in materials.txt.....
Posted 20 years ago2004-04-26 07:56:06 UTC
in multi_manager sound lapse Post #24054
Sweetness has occured...thank you Puffy the Half-Life Mapping problem Slayer!
Posted 20 years ago2004-04-26 07:37:07 UTC
in breathing underwater Post #24053
Is it possible?
Posted 20 years ago2004-04-26 06:04:49 UTC
in multi_manager sound lapse Post #24047
I have a multi_manager that triggers a sound + a door. The problem is, it only plays the sound every other time when I use the multi_manager. The door (func_door) opens fine everytime. But sound only works every other time. The multi manager is triggered by a func_button. Also, the sound is like 2 seconds long....and I have waited up to like 1 minute intervals to use the button, but it still only works correctly precisely 50% of the time. Any ideas, folks? :nuts:
Posted 20 years ago2004-04-26 05:54:02 UTC
in Custom door 'move sound' Post #24046
LOL.....Well OK then....I still think he is a big help ;)
Posted 20 years ago2004-04-26 03:35:03 UTC
in Custom door 'move sound' Post #24043
Thank you, seventh. I have found that across all of the forums, you are the most helpful person when it comes to peoples HL mapping questions, and I just wanted to drop a note to tell you on behalf of all the people you have helped or at least attempted to help with their Hammer/Worldcraft/compiling tools, "thanks!" :-)
Posted 20 years ago2004-04-26 01:15:35 UTC
in Custom door 'move sound' Post #24030
Oh! Do I need to have an ambient_generic entity in the map with this wav attached w/ it? I wouldnt think so, but just wondering, because I do...does hat mess it up?