Forum posts

Posted 15 years ago2009-07-11 10:18:10 UTC
in Half-Life: Static Friction Post #269914
Makes you wonder how complex that map actually is...
Posted 15 years ago2009-07-11 08:20:08 UTC
in Tex lights not lighting? Post #269912
So let me get this straight:

You have an animated texture (two frames, on and off) that you want to emit light, not by using a light entity, but emit light by itself.

Is that correct?

Would you mind posting the texture in question?
Posted 15 years ago2009-07-10 16:47:19 UTC
in Castle Disposed Post #269884
Woohoo! I found the textures, plus some more maps. Ill give you a total soonish. :D
Posted 15 years ago2009-07-10 16:04:08 UTC
in Castle Disposed Post #269882
Wait wait, there's still some hope left... found another backup disc.
Posted 15 years ago2009-07-10 15:47:50 UTC
in Castle Disposed Post #269880
Yes, they're all linked with level changes. Its the damn wad(s) that i lost!
Posted 15 years ago2009-07-10 15:30:59 UTC
in Castle Disposed Post #269878
I have one singleplayer map, and 12 maps that were once part of a singleplayer mod i was making. Eventually i got bored and development stopped at the 12th map. So you'll get a total of 13 maps from me! ZOMFGWTFBBQ!

I used some custom texers for some maps and im spending the last half hour searching my backup disks for those. Then ill make a zip file with everything you need.

Edit: ok, it seems i've lost the wad(s). Great.
Posted 15 years ago2009-07-10 15:03:04 UTC
in Castle Disposed Post #269874
So i found some old crap i made years ago that would fit perfectly in this project. The problem is that i called these maps "finished" at that time, as they have an ending. Is it ok to have these "finished" maps included in this project?
Posted 15 years ago2009-07-10 14:54:23 UTC
in Project HellFire Post #269873
No, i signed up with an email address: mdw [dot] breddels1 [at] hccnet [dot] nl.
Posted 15 years ago2009-07-10 14:36:34 UTC
in Project HellFire Post #269866
Well, right now the ceilling is made out of two segments (brusehs). You can make the ceilling a lot more interesting with more segments, like 8 or 12. Not too many though.

Feel free to add me on Steam.
Posted 15 years ago2009-07-10 13:58:37 UTC
in Project HellFire Post #269862
I can't say im very impressed by those screenshots. It looks bland and blocky. The ceilling could be more curvey for example and could use a different texture.

I might do a level or two for your mod, but nothing more, i got enough projects going on now.

Just tell me what you like me to do and i might just do it. :)

How old are you?
Posted 15 years ago2009-07-10 10:47:00 UTC
in [UTILITY] Half-Life Launch Pad Post #269851
Good points, good idea.
But im going to take a short break from programming and do some mapping. Maybe when the current compo is over ill start adding that to HLLP.
Posted 15 years ago2009-07-10 10:28:35 UTC
in [UTILITY] Half-Life Launch Pad Post #269849
Version 1.0.33 is here.

Im affraid i screwed up something in version 32 that makes the application say there's no new version available when you click the check for new version button. Yet there is a new version.

Sorry. Its very easy to overlook something. I have to try harder next time to make sure its working.

Get the new build manually from the first post.
Posted 15 years ago2009-07-10 09:17:41 UTC
in Half-Life: Static Friction Post #269848
Processing map 'helipadv1_01'
Posted 15 years ago2009-07-09 17:49:54 UTC
in [UTILITY] Half-Life Launch Pad Post #269817
Version 1.0.32 is out. Click the Check for new version button to get it.

As for the issues you posted, Ill look into it. But remember that if sv_cheats, deathmatch mode or whatever was enabled before even using HLLP, the mod will still launch with that, despite having the checkbox unchecked.

To fix, disable cheats and whatever manually by typing it in in the console.
Posted 15 years ago2009-07-09 17:07:31 UTC
in Removing steam Post #269812
I've already added you. I think.
Posted 15 years ago2009-07-09 17:05:50 UTC
in [UTILITY] Half-Life Launch Pad Post #269811
I installed TS just to try to duplicate the error, but it launched a map just fine on my end, from the UI and from the tray contextmenu.

Im baffled.

I've fixed a few issues found by Tetsu0 and the new build is up. Unfortunately, the Check for new version button will not work because i've decided to increase the version number from 1.0.3 to 1.0.31. The next version will be 1.0.32 and the update button will work with that.
Get the new build from the first post and overwrite the previous files.

DO NOT RUN THE APPLICATION FROM ITS ARCHIVE! Extract the files first, then run it.
Posted 15 years ago2009-07-09 11:16:12 UTC
in Removing steam Post #269782
CCleaner cleans up your computer. Recommended.

Also, try this: http://www.revouninstaller.com/
It uninstalls everything!
Posted 15 years ago2009-07-08 19:41:02 UTC
in [UTILITY] Half-Life Launch Pad Post #269725
Too weird.
I got to go now. Get your Steam working so we can fix this once and for all. :)
Posted 15 years ago2009-07-08 19:36:42 UTC
in [UTILITY] Half-Life Launch Pad Post #269723
Is there a liblist.gam file in the ts directory?
And how did you launched it (i don't see an item selected)?
Posted 15 years ago2009-07-08 17:48:36 UTC
in [UTILITY] Half-Life Launch Pad Post #269717
Hmmm. Hold one while i check something...

Edit: well it turned out to be something random, it seems to have fixed itself. But thanks to Tetsu0, i found an issue regarding a closed registry key error. Ill fix that tomorrow. Users can use the Check for new version button to automatically download the new build.

Still waiting for JeffMOD...

For now: mapping!
Posted 15 years ago2009-07-08 17:16:43 UTC
in [UTILITY] Half-Life Launch Pad Post #269715
Whats your OS?
Posted 15 years ago2009-07-08 13:02:59 UTC
in A sphere Post #269699
The beta you're using should also compile Source maps. Note: it does only compile Ep1 engine maps. For some stupid reason Orange Box maps fail to compile.
Posted 15 years ago2009-07-08 12:53:39 UTC
in A sphere Post #269696
The new version does, but its not out yet. But you're using a neta, so you can.
Posted 15 years ago2009-07-08 11:20:33 UTC
in [UTILITY] Half-Life Launch Pad Post #269684
Aw crap, i should've tested this much better before releasing it. Where the heck is Daubster anyway. I know he's using the HLLP since its original release.

Oh well, Ill get it working, whatever it takes, dammit! :D
Posted 15 years ago2009-07-08 11:11:59 UTC
in [UTILITY] Half-Life Launch Pad Post #269681
Please try to hurry up, i want this fixed, this is important to me.
Posted 15 years ago2009-07-07 15:33:21 UTC
in TWHL's Classic DM Server Post #269617
15.00 USD from me!
Posted 15 years ago2009-07-07 14:48:48 UTC
in TWHL's Classic DM Server Post #269613
Don't worry, i got worse...

:/
Posted 15 years ago2009-07-07 14:12:37 UTC
in A sphere Post #269601
Looks like a good sphere to me.
Posted 15 years ago2009-07-07 11:57:57 UTC
in TWHL's Classic DM Server Post #269597
Oh man, make this happen. I prefer Half-Life too, as we have a crapload of good HLDM maps in the vault. I would donate as soon as there's more info.
Posted 15 years ago2009-07-07 11:03:44 UTC
in [UTILITY] Half-Life Launch Pad Post #269595
Any way i can talk to you via instant message?
Are you on Steam, MSN or IRC? It would be much faster for me to figure out the problem.
Posted 15 years ago2009-07-06 16:19:38 UTC
in [UTILITY] Half-Life Launch Pad Post #269514
It doesn't matter where you put it, as long as all the files from the zip (including the dll's) are together.
Finally, try not to run the exe from the zip file, extract all file first.

Do you have use WON HL or Steam HL?
How did you launched it (via the contextmenu or via the UI itself (by doublclicking an item))?
Posted 15 years ago2009-07-06 15:14:26 UTC
in [UTILITY] Half-Life Launch Pad Post #269509
Type in addbot 8 in the additional parameters textbox. Hopefully that should work.
Posted 15 years ago2009-07-06 13:16:26 UTC
in [UTILITY] Half-Life Launch Pad Post #269503
VERSION 1.0.3 RELEASED!
Posted 15 years ago2009-07-05 17:55:03 UTC
in The "Official" Competition 27 Post #269467
I think you're here long enough to know that qrad is an old and outdated tool, as well as qcsg, qbsp and vis. You need to upgrade to ZHLT bad!

http://twhl.co.za/forums.php?thread=16333
Posted 15 years ago2009-07-05 13:11:56 UTC
in masters ?? wtf Post #269460
All you need is one multisource to do it. Here's how:
  • Place one multisource and name it light_ms.
  • Have button1 target the multisource. There's no need to name the button.
Check that the Don't Move flag is checked and set delay before reset to -1.
-Type in the name of the multisource (light_ms) in the master property field of button2. No need to name this button.
Like button1, check Don't Move and also check the Toggle flag.
Have button2 target the light.

That is all!
Posted 15 years ago2009-07-01 14:00:51 UTC
in Now Playing: ... Post #269240
Red Alert Counterstrike - Secret Giant Ants Campaign
Posted 15 years ago2009-06-30 19:31:41 UTC
in Rooms (mini co-op project) Post #269198
Give me a couple of days. Send me the latest build of the rmf(s).
Posted 15 years ago2009-06-30 19:03:47 UTC
in Rooms (mini co-op project) Post #269195
I can't believe its not working that way. Ill have a look at the rmf tomorrow.
Posted 15 years ago2009-06-30 18:48:57 UTC
in Rooms (mini co-op project) Post #269193
Just have the whole sequence triggered by a trigger_once with the player already in it? No need for trigger_auto's.
Posted 15 years ago2009-06-30 18:02:03 UTC
in Rooms (mini co-op project) Post #269190
Well, the camera sequence works fine for me, but only the top part of the board is lit, the bottom half is almost pitch black, so you may want to distibute the light over the entire surface of the board.

Other than that, great work, get it finished! :D
Posted 15 years ago2009-06-30 17:08:25 UTC
in Half-Life: Static Friction Post #269180
I thought you were already using it... :nuts:
Posted 15 years ago2009-06-29 17:00:54 UTC
in Rooms (mini co-op project) Post #269140
Great work, but it seems im stuck in the main room, i can't even noclip out of it.
As for the room itself, I don't get it. You made it look so darn complicated with all those flashing objects.

Keep it simple.
Posted 15 years ago2009-06-28 16:57:42 UTC
in Elvis Presley... is dead Post #269066
Geez.
[fail]
Yes, FOAD. Cut this shit out - Daub
Posted 15 years ago2009-06-27 20:41:06 UTC
in VBA coding for macros PlayWav Post #268983
Lol, fail.

Anyway, try this code:

[quote] 'This function declaration must be entered onto a single line.
Declare Function sndPlaySound32 Lib "winmm.dll" Alias "sndPlaySoundA" _
(ByVal lpszSoundName As String, ByVal uFlags As Long) As Long
Sub PlaySound()
If Application.CanPlaySounds Then
    'Substitute the path and filename of the sound you want to play
    Call sndPlaySound32("c:\win95\media\chimes.wav", 0)
End If
End Sub[/quote]

If this doesn't work, try different code here:
http://www.google.nl/search?hl=nl&q=vba+play+sound&btnG=Google+zoeken&meta=&aq=f&oq=
Posted 15 years ago2009-06-25 19:06:35 UTC
in A few questions Post #268900
I think you can change the actual model of a monster with Spirit. Place a monster_barney and check if you can change its model to Otis. I think you can even change the weapon and/or ammo he's supposed to carry with him.
Posted 15 years ago2009-06-25 18:47:44 UTC
in A few questions Post #268896
And has the Spirit FGD support for models in Hammer.
Posted 15 years ago2009-06-25 18:25:30 UTC
in Michael Jackson died Post #268887
Really?
Our local news network says otherwise...
Guess we'll have to wait and see what will happen.
Posted 15 years ago2009-06-25 18:10:52 UTC
in Michael Jackson died Post #268884
Watch the goddamn news, will you, geez. :/
Posted 15 years ago2009-06-25 18:07:14 UTC
in Michael Jackson died Post #268881
Michael Jackson apparently died in hospital after suffering a suspected heart attack.

Did not expect that.
Posted 15 years ago2009-06-25 17:55:52 UTC
in A few questions Post #268878
You can either:
  • Copy gearbox.wad to your Spirit directory
  • Wadinclude gearbox.wad with each compile. <-- i recommend this option, as you don't have to worry about distributing the wad with your map when you release it.