Forum posts

Posted 14 years ago2009-12-11 15:17:21 UTC
in Post your screenshots! WIP thread Post #276551
That app looks ridiculously difficult.
Posted 14 years ago2009-12-11 09:55:15 UTC
in named trigger_changelevel Post #276547
can't you activate the teleport through a master instead of changing its target? Just wondered.
I guess both methods work. I prefer to use a multisource to make the t_t start disabled.
Posted 14 years ago2009-12-10 17:35:13 UTC
in Half-Life: Uplink Extended Post #276522
Tried that, didn't work.
Posted 14 years ago2009-12-10 13:22:17 UTC
in Half-Life: Uplink Extended Post #276515
I tried that too, but then, for some strange reason, the grunts don't do anything at all, as if their AI is disabled, you can walk in front of him, but he does nothing, not even open fire. Only when i shoot him, he regains his AI.

Argh.
Posted 14 years ago2009-12-09 20:17:31 UTC
in Half-Life: Uplink Extended Post #276502
I get the missing face too (never noticed it before!). Ill fix it.

As for the gibbing, its a func_train bug. Monsters spawned with monstermakers don't fade corpse, which is stupid.

Still, im glad you enjoyed! :D
Posted 14 years ago2009-12-09 19:48:57 UTC
in Half-Life: Uplink Extended Post #276500
Nope, just x y z coordinates.
Posted 14 years ago2009-12-09 19:32:40 UTC
in Half-Life: Uplink Extended Post #276498
Shell ejections are handled by the code, just like with grunts.
Posted 14 years ago2009-12-09 19:13:30 UTC
in Half-Life: Uplink Extended Post #276496
Wut?

Are you using the HD model pack that comes with Blue Shift?

And yes, the barney model has been decompiled once. Barney actually reloads his weapon after having fired 17 shots. This required an aditional event to be added to the model for the gamecode to call (reload animation).
Posted 14 years ago2009-12-09 18:45:27 UTC
in Half-Life: Uplink Extended Post #276494
What annoys me is that i can't make monsters spawned with monstermakers trigger stuff! I need two grunts to trigger something when they die (trigger condition: death), but you can't set that property because their spawned from a monstermaker.

Shit!
Posted 14 years ago2009-12-09 16:24:45 UTC
in Half-Life: Uplink Extended Post #276485
True, but the plan was to end it there, but i just might have something there...

Check back very soon...
Posted 14 years ago2009-12-09 15:28:30 UTC
in Half-Life: Uplink Extended Post #276481
Yeah, the way i end it is simply stupid.

Fixing it right now. :)
Posted 14 years ago2009-12-09 14:05:35 UTC
in Half-Life: Uplink Extended Post #276479
Darkie:

1. I know, i get that too. It's a func_train bug that occurs in pretty much any HL map. I don't think there's a fix... Unless... someone's willing to dive into it's code and attempt to fix it.

2. You're totally right about that, it's stupid. Instead, ill use a counter to check wether or not all the grunts are dead. Only then he'll feel safe.

3. You're right about that too.

I suck.
Posted 14 years ago2009-12-08 21:21:23 UTC
in Half-Life: Uplink Extended Post #276466
You're not supposed to lead him, he will lead you, but only once you killed all the grunts and destroyed the red gascan. He will run to that medical post and when you get close to him, he'll start talking.
Posted 14 years ago2009-12-08 20:45:55 UTC
in Half-Life: Uplink Extended Post #276463
Then play again, see if you can save him.
Posted 14 years ago2009-12-08 20:16:35 UTC
in Half-Life: Uplink Extended Post #276458
2. Ah that one. Well, that button can only be used by a scientist. But there are no scientists around. Or are there...?

You'll have faster internet by them i release the new version.
Posted 14 years ago2009-12-08 20:10:00 UTC
in Rooms (mini co-op project) Post #276459
Full vis always increases overall compile time. It's doing a full vis after all.
Posted 14 years ago2009-12-08 19:48:02 UTC
in Half-Life: Uplink Extended Post #276456
1. That does not occur on my end.
2. What? Where?
3. Not to PB, but to GDI.
4. Thanks.
5. Thanks.

I just found it easier to zip the entire mod folder.
Posted 14 years ago2009-12-08 19:18:22 UTC
in Rooms (mini co-op project) Post #276453
Try compiling with full vis. If you still get the too many entities in visible packet list error then you simply have too many entities (brush and point) rendered at once. You'll have to combine entities, remove some or use HINT brushes.
Posted 14 years ago2009-12-08 18:13:39 UTC
in Half-Life: Uplink Extended Post #276449
A tiny little bit.
Posted 14 years ago2009-12-08 17:38:22 UTC
in Half-Life: Uplink Extended Post #276446
More detail added to the maps, shitload of bugs fixed.
Read the map vault comments to see what people were complaining about. Most if not all of those issues have been fixed.

And no, there are no new maps added. Except for one tiny bit.
Posted 14 years ago2009-12-08 17:24:24 UTC
in Half-Life: Uplink Extended Post #200497
Version 1.1 is here!

Get to it!
Posted 14 years ago2009-12-06 20:17:55 UTC
in Invisible, seemingly non-existent barrie Post #276397
What happens when you take that nulled brush and replace it with the bevel texture?
Posted 14 years ago2009-12-06 18:49:16 UTC
in Invisible, seemingly non-existent barrie Post #276388
What are you compilation settings?
Posted 14 years ago2009-12-06 18:42:10 UTC
in Invisible, seemingly non-existent barrie Post #276384
Do you have any object assigned to a VIS group?
Posted 14 years ago2009-12-06 13:44:18 UTC
in Help with Models Post #276372
And what model did you put in?
Posted 14 years ago2009-12-05 10:27:12 UTC
in Desktops of December Post #276336
Jeez, psilous, what the heck is your problem? :/
Posted 14 years ago2009-12-04 10:58:27 UTC
in trigger_camera Hold time limit Post #276303
Really? I've used longer hold times before, i don't think there's a limit.
Posted 14 years ago2009-12-03 20:40:38 UTC
in Rooms (mini co-op project) Post #276279
You can get the suit in the menu map, Jeff.
Posted 14 years ago2009-12-03 19:13:52 UTC
in Rooms (mini co-op project) Post #276275
Posted 14 years ago2009-12-03 19:00:41 UTC
in Rooms (mini co-op project) Post #276272
I think those santa hats on those flag poles gotta go. I mean really, flag poles wearing santa hats?

Also don't forget to fix that fall damage bug in the first room map.
I also remember that chair looking much better in earlier versions of the map, now the texture is all weird.
Posted 14 years ago2009-12-02 19:44:49 UTC
in Rooms (mini co-op project) Post #276261
Ok, i played through it, but yet again im getting the too many entities in visible packet list error in my map, this was caused by that room you were supposed to ignore, by simply setting the corresponding VIS group to invisible, then HLFix will ignore it (as long as the Only Visible option is checked in the Compilator).

Just ignore this for now, ill fix this myself when im ready to do the final compile.

Im getting the too many entities in visible packet list error in Striker's bonus map at one specific location where a whole bunch of models were placed (glasses and bottles). That's bad.
Ill let Striker fix that first.

The room with the spiral thingy did not lag at all for me, but hey, i got a quad core! Still, if other players do experience lag, it should be taken care of.
Posted 14 years ago2009-12-01 19:48:25 UTC
in change map without level change Post #276213
Yup, not possible in vanila HL.
Posted 14 years ago2009-11-22 13:03:01 UTC
in World's top programming languages Post #275928
This thread had Captain P, potatis_invalid and Penguinboy written all over it! :nuts:
Posted 14 years ago2009-11-21 18:23:57 UTC
in Colony 42 Post #275909
First picture could use some more variation in lighting. Add spotlights, maybe some equipment that emit light.

Second picture looks too bright to me. It's almost fullbright.
Posted 14 years ago2009-11-17 19:57:44 UTC
in Custom model from GMOD Post #275802
Please don't ask this kind of stuff here, try the GMod forum instead.
Posted 14 years ago2009-11-14 18:06:42 UTC
in Steam Games list question Post #275642
That's right.
Posted 14 years ago2009-11-14 18:02:09 UTC
in Steam Games list question Post #275640
Yes, sending and receiving gifts works fine for me.

Try forwarding that gift email to me, maybe it does show the link here, then ill send it back to you via PM.
So... when I next get on steam, it'll be there, waiting for me to accept, even if I delete the email/wait for a while?
Yes.
Posted 14 years ago2009-11-14 17:50:21 UTC
in Steam Games list question Post #275636
I don't know, i don't use GMail.

Try accessing the gift through Steam:

Goto Games, Manage gifts & guest passes...
Hopefully your gift is listed there.
Posted 14 years ago2009-11-14 17:40:28 UTC
in Steam Games list question Post #275634
Wut?

There should be a link right under "To receive your gift:".

What email client are you using?
Posted 14 years ago2009-11-14 17:13:52 UTC
in Steam Games list question Post #275631
You should've received an email saying you received a gift from someone. It contains a link that'll activate the game for your Steam account.
Posted 14 years ago2009-11-14 15:56:48 UTC
in Steam Games list question Post #275628
You need to accept the offer before it'll appear in your list of games. Only then the game will be linked to your account.
Posted 14 years ago2009-11-11 19:28:52 UTC
in Why does everybody hate highlander? Post #275494
has atom(IM LOOKING AT YOU MUZZ) even seen this thread?
Yes, but i cannot ban people.

Now what the hell is your problem? Stop whining and do some mapping.
Posted 14 years ago2009-11-11 17:23:09 UTC
in What version needed to have maskable mod Post #275464
They don't work. The ones in the zip file a couple posts up do.
Posted 14 years ago2009-11-11 13:59:22 UTC
in Half-Life: Static Friction Post #275451
I can provide a mirror if required.

In fact, i can give you a temporary ftp account for my ftp server so you can upload it there.

PM me.
Posted 14 years ago2009-11-10 16:31:33 UTC
in What version needed to have maskable mod Post #275403
A different saying for transparent models.
Posted 14 years ago2009-11-10 15:57:34 UTC
in Half-Life: Static Friction Post #275400
Maybe you should try 7Zip and see how it compresses.
Posted 14 years ago2009-11-10 15:36:08 UTC
in Windows 7 Compiling Post #275399
For the moment, yes.
Just do what Hunteh says. You don't the UAC.
Posted 14 years ago2009-11-10 13:50:54 UTC
in HELP! Post #275396
Posted 14 years ago2009-11-10 13:49:55 UTC
in What version needed to have maskable mod Post #275395
Posted 14 years ago2009-11-09 10:50:58 UTC
in Windows 7 Compiling Post #275336
Disable UAC (User Account Control) and it'll work.