Forum posts

Posted 18 years ago2005-12-10 17:16:43 UTC
in BF2 players Post #151542
Had that same problem once in HlDM. Try closing your firewall(if you have one) and don't run heavy programs at the same time.(my brother ran Emule when I got that error) :
Posted 18 years ago2005-12-10 16:07:34 UTC
in An idea for a type of compo. Post #151521
I never said anything against it, but can we use that wad and liquids wad too? :
Posted 18 years ago2005-12-10 14:47:19 UTC
in GUNMAN laser turret Post #151511
By the way Mr.good map can you set the angle of the monsters/players?(pitch yaw roll) If so where did you get it, I can't do it with my one. :
Posted 18 years ago2005-12-10 14:45:10 UTC
in Making opposing force map? Post #151509
Posted 18 years ago2005-12-10 14:42:31 UTC
in An idea for a type of compo. Post #151508
It would be really annoying. Hl1 wad has no liquids. :
Posted 18 years ago2005-12-10 14:40:38 UTC
in Rotating lasers! Post #151507
You're welcome.

Thats a Cacodeamon!!! :x
Posted 18 years ago2005-12-10 13:19:40 UTC
in An idea for a type of compo. Post #151497
It's a nice idea all the allowed textures will be in one wad that will be downloadible at the compo page.
Posted 18 years ago2005-12-09 07:07:39 UTC
in HL Code Generator Post #151235
W00t this looks awsome. Although it's not perfect, I'd probebly want to make a new AI if I'll make one.(yeah I know it's much harder)
Posted 18 years ago2005-12-08 18:15:59 UTC
in anyone got killer prefabs? Post #151164
Posted 18 years ago2005-12-08 16:37:41 UTC
in Ouch! Post #151145
I'd recommend buying a AH-64 Apache, including those fancy hellfire missiles, a garuanteed victory at any battlefield :P .
Hahahaha :D

Why not a hind! :P (is that the way you call it)
Posted 18 years ago2005-12-08 16:02:50 UTC
in Ouch! Post #151135
Sounds fun but still I would hurt everybody with those gun even it they had sponge bullets. :P
Posted 18 years ago2005-12-08 15:44:32 UTC
in Half-Life Sentences Editor v1.3 Post #151131
I really prefer using notepad instead... I got used to it. :

The version I have(the older one) had an ennoying bug: if you press the help button an error shows up that says: "can't find scientist.bmp"(or something like that) and it repeats that endlessly till i open the task manager and close HlSE. :tired:
Posted 18 years ago2005-12-08 10:58:10 UTC
in FGD Entity Creator Post #151089
Shut up,saco!!! :furious:
Posted 18 years ago2005-12-08 07:30:41 UTC
in anyone got killer prefabs? Post #151029
Be carefull with prefabs, they may contain invaild solids, planes with no normal, complanar planes... : Also I seggest you do them by yourself, it doesn't metter if they wont look right at the start but they will help you get better till you can make great prefabs.

I made some prefabs of my own... :)
Posted 18 years ago2005-12-08 07:21:18 UTC
in Xen Assault [HL1] Post #151028
Saco I must agree with Trapt, It is blocky. Try looking at kasperg's, rimrook's,captain P's, seventh's, slayerA's and muzzle's maps they will give you ideas for a better artitecture. ;)
Posted 18 years ago2005-12-07 17:57:28 UTC
in 8x8 = 13x5 Post #150964
I hate sudoko...
Posted 18 years ago2005-12-07 17:51:19 UTC
in GUNMAN laser turret Post #150962
Bad quality textures
Actually some of the textures and models are really nice, in my opinion, better then Hl1's... :P
Afaik gunman isn't playable under Steam
Oh well...
Posted 18 years ago2005-12-07 17:39:38 UTC
in FGD Entity Creator Post #150958
Wait a minute... does that means I can edit opfor's fgd, enabling it to view models, and gunman's fgd so I can set the angle of each monster,player?! :nuts: Gunman mapping here I come...
Posted 18 years ago2005-12-07 16:59:23 UTC
in Rotating lasers! Post #150939
Write in the env_beam's end/start target value the name of the train. ;)
Posted 18 years ago2005-12-07 16:56:48 UTC
in GUNMAN laser turret Post #150937
I remember that one. Simple it's a func_tanklaser. Hunter it's in the area with the fsecond airial drone. And the textures are in rewolf.wad, I found them, search a bit more.

Edit:
I can install it but not now I'll have to install it soon anyway... can gunman be supported by steam? :
Posted 18 years ago2005-12-07 07:39:44 UTC
in Xen Assault [HL1] Post #150825
BUT ANYWAY, since you asked so politely, I'll tell you why the picture sucks donkey balls.
Thats much better,Trapt. :glad:
Posted 18 years ago2005-12-06 15:55:03 UTC
in Locking a sprite around it's axis? Post #150690
I thought about that...thanks. It really reminded me of the beams when I walked into it.
Posted 18 years ago2005-12-06 15:49:35 UTC
in Game music Post #150688
I prefer ambience over music. You can make a much scarier feeling with it. Music is good for DM though.
Posted 18 years ago2005-12-06 15:38:55 UTC
in Locking a sprite around it's axis? Post #150687
I recently played in opposing force and I noticed that the steam sprite that comes out of the plant pot, in the room with freeman's picture, doesn't rotate around all the axises but only around the Z axis. How can I do that or is that a special opfor code? :confused:
Posted 18 years ago2005-12-06 11:09:55 UTC
in TWHL KILL-ZONE Post #150635
What was that guy in the side of the screen who popups randomly? It looked like pepper...
Posted 18 years ago2005-12-06 11:06:57 UTC
in Xen Assault [HL1] Post #150634
Horrible. What would drive a person to release such a poor screenshot?
Damn Trapt, stop being so mean to saco. If you are such a great mapper then why wont you try helping saco instead of what you said now. :tired:
Posted 18 years ago2005-12-05 17:03:34 UTC
in Xen Assault [HL1] Post #150545
Stop using those brush lights, try using foggy lights instead. Use the glow1 sprites for the bottom glows(with the render amount of 80) and for the top one use the glow3 sprite with the render amount of 150.
Posted 18 years ago2005-12-05 16:58:36 UTC
in Camera with Path_Corner Post #150543
Another warning: Make sure you write in the acc/dcc value the speed of the camera/the time it takes it to acc or dcc.
For example: 50/5 ;)
Posted 18 years ago2005-12-03 04:23:07 UTC
in Map ideas... Post #150251
Start with compotitions, I had that problem before, the compotitions help thinking on ideas. ;)
Posted 18 years ago2005-12-03 04:20:43 UTC
in Level loading consol commands. Post #150250
Trigger gravity. Just target it with a trigger_auto if it doesn't have a 'start on/off' flag. ;)
Posted 18 years ago2005-12-03 04:17:19 UTC
in Latest Steam Update Buggy Post #150249
Nope I don't think they thought on that like that. :lol:

When you said 'haha suckers' it looked like you're going to insult us but then you said that you can't play in source, which is a kind of an insult to yourself.

Don't replay for the problem with CS:S is solved. Mods close this thread.
Posted 18 years ago2005-12-02 18:00:52 UTC
in I defeated the leak! Post #150207
Is there a good program the will help against leaks??
Leakmarker
Posted 18 years ago2005-12-02 15:34:13 UTC
in Skypads Creators Post #150199
If it's CS then Hl1 forums if it's CS:S then the source forums. ;)

Edit:
There is a trigger_gravity in CS.

Edit #2:
User posted image
Gravity Test
User posted image
- By BJ
Posted 18 years ago2005-12-01 12:06:58 UTC
in Textures don't line up Post #150053
Check the texture application tutorial
Posted 18 years ago2005-12-01 09:59:58 UTC
in hl mods problem Post #150036
Steam or non steam(WON)? :
Posted 18 years ago2005-12-01 09:54:59 UTC
in I defeated the leak! Post #150035
Thats exectly what I ment. It will surly increase the compiling time and if you don't have enough virtual memory it might even cause all these memory errors. As for the leaf and portal errors, just think what heppens when you make a complex map with awsome terrain, if you skybox vis will have to conculate the terrain twice, the part that you will see even without a skybox and the part you'll never see. :(
Posted 18 years ago2005-11-30 18:13:30 UTC
in Null texture insanity! Post #149965
Then why did ministeve said it is?
this time you wont have the luxury of things like HINT brushes to stop some parts of the map not being rendered, because on multiplayer games the whole map is rendered at the same time.
:confused:
Posted 18 years ago2005-11-30 17:01:21 UTC
in ThE MaTriX : SouRcE!!11!!1!one!1 Post #149954
I know but still it's really easy to make those things I said! So why wont you do those things, it will make it look better.
Posted 18 years ago2005-11-30 16:55:32 UTC
in ThE MaTriX : SouRcE!!11!!1!one!1 Post #149950
Also the mapping is quite horrible. Al list make a source for that light and instead of such a big ugly, blocky room try a blocky corridor with many doors, the blockiness wont be felt as much as in this one. :
Posted 18 years ago2005-11-30 16:48:15 UTC
in ThE MaTriX : SouRcE!!11!!1!one!1 Post #149947
lol thats funny and true. First when I saw this topic beside the name of the forum I was sure Neo_the_one posted it. :lol:
Posted 18 years ago2005-11-30 16:39:04 UTC
in I defeated the leak! Post #149944
Nah, skybox for me all the way haha
Usally all the the faces that face the void aren't rendered but when you skybox those faces that you don't see are rendered for they don't touch the void also it makes it much harder for vis and rad to render the map, vis needs to create more portals and leafs(may cause errors like- Max leaf faces, Max portals on a leaf, leaf saw in to portal, maybe allocblock:full and all these memory errors and many more) and rad will need to conculate the light on more faces(might also create many memory errors and some faces that were discarded before might cause a melformed face normal error)- Results: low framrates and high R_speeds might even be fullbright(if you have a memory error or a melformed face error) or might not work at all(all those leaf and portal errors), it's worse then a leak. If you do skybox then at list null the faces you can't see, all though it wont help you alot.

I think it should be a FAQ when there will be a section for that.
Simple way to defeat leaks is to map properly.
Explain yourself, ant. Do you mean by not using a small grid size?(like 1) :quizzical:
any other people proud of their battles vs. the leaks?
I had a few leaks in my unfinished compo entery. I had a 1 unit leak and I couldn't see it cause all the detail(and leak pointer and the point file didn't point at it) and the other was through a func_wall...I didn't even know I func_walled that wall.
Posted 18 years ago2005-11-30 16:17:05 UTC
in wads! Post #149939
1.8mbs??? :aghast: Did you take a whole game's wad and include it? Remove all the unused textures.
Posted 18 years ago2005-11-30 16:14:54 UTC
in HL entitys in CS Post #149938
Just place a clip brush. But don't make it too complex,it will raise the number of your clipnodes. And for the rotors, a trigger_hurt.
Posted 18 years ago2005-11-30 16:12:30 UTC
in Null texture insanity! Post #149936
The best method for that is hint brushes..
There are hint brushes in multiplayer games?? I thought everything was rendered at once.
Posted 18 years ago2005-11-30 16:07:06 UTC
in Plane with no normal? Post #149935
Posted 18 years ago2005-11-29 12:23:45 UTC
in HL entitys in CS Post #149747
That doesn't need coding at all. As everybody said, use cycler_sprite. If the helicopter isn't going to have AI then all you need to do is to place the model.(it only got one animation, and it's with the rotors spinning)
Posted 18 years ago2005-11-28 20:19:27 UTC
in MAX_MAP_CLIPNODES help Post #149677
If you still don't want to clip them just place a clip brush all over them. Then each wall will have much fewer clip nodes. Also if there are areas you can't get into them(or any other thing) place a clip brush all over that area so all the clipnodes in that area will disapear. Clipnodes are the things that tell which area is solid and which aren't.
Posted 18 years ago2005-11-28 16:20:48 UTC
in Change Models! Post #149622
If you have steam the files are in steam/steamapps/counter-strike.gcf

If you don't have they should be in cstrike/models (or something like that)
Posted 18 years ago2005-11-28 16:18:04 UTC
in Is TWHL full of nerds? (I doubt it!) Post #149620
I have these drawing but I'm too lazy to learn how to install the scanner. :P
Posted 18 years ago2005-11-28 16:11:12 UTC
in HL entitys in CS Post #149619
You need to code a bit. You need to combine(not that I know how) between Hl.dll and cs.dll or what ever dll it is then you need to mix between the two FGD files so you could more easly map for the mod.