Forum posts

Posted 17 years ago2007-04-15 04:41:19 UTC
in New Map: Alpestrine Post #219140
Lookin' great!
Judging from the layout - this could be a pretty decent HLDM map..
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-14 11:06:22 UTC
in Half-Life: Day One Post #219028
Posted 17 years ago2007-04-14 10:06:59 UTC
in Half-Life: Day One Post #219023
That's just the very early HL beta screenshots (when HL was just a Q2 mod). This part of HL was never released and probably never will be.

I think Day One is the earliest piece of HL available for download.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-14 10:02:21 UTC
in hl coding Post #219020
It's not that hard, if you have some c++ knowledge..
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-14 10:01:00 UTC
in Half-Life: Day One Post #219019
The HWgrunt's uncompiled model was included in the HL SDK, I'm sure SvenCoop got it from there.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-14 05:42:05 UTC
in author picture Post #219009
I.. I knew that. ;P
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-14 04:57:16 UTC
in author picture Post #219006
Just out of curiosity - why do you you want Atom's office/face pictures?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-14 04:53:37 UTC
in FPS Problem Post #219005
Going over 70 Hz on my crap monitor actually blurs things, especially text. D:
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 15:01:22 UTC
in Half-Life: Day One Post #218941
Guess the longjump was originally supposed to be more of a powerup, not a permanent addon to the suit.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 14:27:22 UTC
in Half-Life: Day One Post #218934
Entities, especially brush based ones were displayed brighter. Same goes to NPCs.

The NPCs in this pic are a bit brighter, than usual.
http://img358.imageshack.us/img358/2452/dayone3im1.jpg
The door here is also brighter.
http://img478.imageshack.us/img478/3546/dayone2ih4.jpg

The barney, who says "You've got the wrong airlock.." in Anomalous Materials is standing at the door in a different pose.

In the lightswitch sequence in anomalous materials (the one where you can turn off the lights in one of the offices) - the black sci, who goes OMG walks to the lightswitch, when you turn the lights off, not runs, like in HL.

In the part of the first map of unforseen consequences, where you have to go through the control room, which has a green laser beam bursting in from the ruined test chamber, destroying the computers and the door - every time the beam hits one of the holes in the computers - an explosion is triggered, not like in HL, where the explosions occur only at the first 3 times.

The grenade bounce sound is just like the satchel one.

You can carry up to 15 grenades, not 10.

The small control panel at the big doors to anomalous materials, right after the tram ride which barney pushes to let you in emits a computer sound. I think that wasn't in HL.

I'm sure there are more throughout the demo. And yes - I am THAT much of a HL geek for noticing small things, like these. ;)

EDIT: Woah! Stumbled across something interesting in the .pak. :o
http://img478.imageshack.us/img478/9446/dayonehh6.jpg
The model's called mrvalve and it has a few animations. I think it was supposed to be in some old valve intro video..
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 13:58:16 UTC
in Half-Life: Day One Post #218932
Played through anomalous materials & unforseen consequences and it really has lots of differences, mostly minor stuff, but still clearly noticeable.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 12:57:43 UTC
in Half-life Beta Recreation Post #218926
Each member releases a part in the size approximetly of idol hunt, and that mod was started a long time after hostage situation, maybe a year and a half and it is also finished!
You're missing the fact, that making a mod alone and making a mod with a team of 7 people are two different things. I'm not saying, that a mod like that should've taken 2+ years to complete, although with team members dissapearing and the mod being abbandoned here and there - I think, that such a long development time is quite understandable.
will provide a maximum of 1.5 hours of playing
The mod should have approx. 3-5 hrs. of gameplay. And you forgot to mention custom weapons, modified NPCs and other changes.
it's much shorter then Hl1
Wha? Why would you compare a HL mod with the actual game?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 12:25:54 UTC
in FPS Problem Post #218922
60 > 24, Elon.
Stop arguing about something, that's just simple mathematics ffs.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 11:56:05 UTC
in Manuel Hammer Launch ? Post #218914
Yeah, the same is required with all the other tools/utils.
Pretty shitty, if you're on an older PC. :(
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 11:52:23 UTC
in Can I play Half-Life 2 without internet Post #218912
Yes you can.
Though you have to go online to change the options, so that Steam starts in offline mode next time.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 10:08:53 UTC
in Half-life Beta Recreation Post #218894
I like the idea, good luck pulling this off. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-13 10:03:25 UTC
in Half-Life: Day One Post #218893
Quoted from Wiki:
Half Life: Day One was designed exclusively for OEM partnerships and was never available to the general public. Half-Life's actual demo (available free to the general public), Half-Life: Uplink, was released several months after Half Life: Day One.
Buuut.. I've managed to find a download of it in some russian site.
Clicky!
Pretty interesting.. I'm downloading this myself. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-12 10:06:07 UTC
in Conveyor belts with moving objects Post #218791
You can always have a bunch of armoury_entity awps stacked at the end of the conveyor line for picking up.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-12 09:44:46 UTC
in Conveyor belts with moving objects Post #218787
You can always use an env_shooter, that spawns gibs with the awp model. I've tried this and the gibs really move along with the belt. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-11 11:09:20 UTC
in How can i put guns on CS map? Post #218701
Ar ne is Ltu busi, Shaukshte?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-10 13:22:47 UTC
in Map as background? Post #218611
You can't have a map in the menu, but I suppose, that you could bring the menu to the map.
Daubster DaubsterVault Dweller
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-10 07:14:58 UTC
in Now Playing: ... Post #218584
Having pretty much of a thrash morning..

Anthrax - N.F.L (Efilnikufesin)
Metallica - Metal Militia
Metallica - Fight Fire With Fire

Works like coffee. ;)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-09 17:15:07 UTC
in Desktops of April Post #218538
User posted image
You never learn..
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-09 08:56:12 UTC
in Desktops of April Post #218478
User posted image


Haven't posted mine for awhile..
Pimped a new wallpaper too.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-09 05:20:00 UTC
in Adding Sound Post #218466
I'd suggest using more labdrone (labdrone 1, labdrone2), or dronemachine (dronemachine 1, 2, 3 & 4) sounds.
Pounder, boomer, or industrial 1, 2, 3 & 4 work well with more open areas, like the one with the wind sound in your map.

V. Nice map, btw. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-09 05:06:38 UTC
in Unknow error Mapping Post #218465
Post the map in the problem vault.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-08 14:58:42 UTC
in Unknow error Mapping Post #218403
First time I've heard about this error.. Nothing bout it at Tommy14 too.. :o

I've googled and found a few forum threads, with something simmilar to this.
It appears to have something to do with sound files. Does your map have any custom sounds?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-08 04:30:14 UTC
in Sounds... Post #218378
Just convert the .raw to .wav with GoldWave, or some other freeware sound editing software.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-08 04:27:52 UTC
in Uragan Lex projects! Post #218377
Post it in the MV. :)
*downloads
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-08 04:23:54 UTC
in Uplink burning vortigaunt sequence Post #218375
Just use a monster_furniture with the vortigaunt's model then.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-08 04:21:45 UTC
in Creating 8-bit Decals Post #218374
Stupid Half-life 1 engine.
Oh.. You're in for a crowbar-beating now..
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-07 12:28:07 UTC
in Hunter Projects! Post #218327
Argh CS. Why?
It'll be a lot different from all the 1.6 maps out there.
It's gonna be a real challenge.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-07 10:55:52 UTC
in 14 year old to be tried as terrorist Post #218316
That kid needs psychologic help, not trials.
Daubster DaubsterVault Dweller
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-06 18:04:11 UTC
in CoH: Assault Post #218270
There is money, I think it's obselete. Nearly all games use it and it starts to bore me. Plus it lessens the value of the territories. You can still win if you don't have more territories then your enemy, the idea is to establish a well defended base and hit the enemy hard, just like in the C&C and most other RTS games, this is getting old and repeatitive.
That's a pretty weird opinion..
Isn't defending your base right, utilizing all of your resources right and striking the enemy as hard as possible the whole idea behind a victory in war?
Old and repetative? Sure. Who said war had to be entertaining?

Back on topic:
Looking forward to the comic. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-06 17:58:18 UTC
in Virus detection software Post #218269
Got Kaspersky and I'm pretty happy with it.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-06 17:17:54 UTC
in Self made. Post #218262
Nice stuff.
:)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-06 15:15:03 UTC
in Creating or Cutting Walls Post #218245
I don't see your point, BL. Sure, if you're looking for something special and need some really custom stuff - make your arches brush-by-brush, though I can't see why you couldn't use the arch tool, if you just need a plain simple arch.

Clipping tool - bad? Well other than the 1/1000 chance of it generating a leak (only happened once to me) - it's absolutely safe to use.

Hollowing - bad? I use it quite a lot and I've never had any problems with it. Sure, you can go all leet by making every simple hallway brush-by-brush, though I can't be arsed to do that. You can easily manipulate every wall of the hollowed object later on, so there's absolutely no reason to flame it.'/

All of these tools make mapping much easier for everyone, not to mention the newcommers, so I don't see, why you should be telling a starting mapper not to use them.. :/
Daubster DaubsterVault Dweller
Posted 17 years ago2007-04-06 14:37:39 UTC
in Uplink burning vortigaunt sequence Post #218243
For the burning vortigaunts you'll need an env_sprite with any fire sprite from hl, with it's render mode set to "Additive" for the fire, a trigger_hurt to burn the player, when he steps into it and an ambient_generic for the burning sound.

Map not found on server means, that the map you want to launch isn't in the mod's maps folder. If you're running your map directly from hammer - see, if it's configured correctly.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-31 15:52:11 UTC
in Half-Life: Hostage Situation Post #217606
Heheh.
Getting out of the facility alive. Confirmed, or busted?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-31 11:49:34 UTC
in Half-Life: Hostage Situation Post #217589
Gargly: The green shirts were given to the scientists by the military, it says "Science personel" on them.

Hunteh: No, Muzz hasn't decided yet, just posted mine to fill in for the media, since I couldn't catch him on MSN. His decision will still determine, which Savage will appear ingame. :)

And yeah, Iwers did use a tad too much tan lotion.. I'll have to fix that.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-31 09:02:04 UTC
in Now Playing: ... Post #217578
Children of Bodom - Mask of Sanity
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-31 03:54:03 UTC
in FGD Loading Error Post #217570
What version of hammer are you using?
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-31 03:52:43 UTC
in Half-Life: Hostage Situation Post #217569
Hostage Skins
User posted image
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-30 14:38:42 UTC
in Half-Life: Hostage Situation Post #217535
Hostage skins all finished on this end..
Screenies coming soon.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-30 03:29:27 UTC
in Movies & Comics. Post #217494
User posted image
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-30 03:18:00 UTC
in Could be old but still awesome. Post #217493
Me:
Ok, so what's my name?
God:
Your name is Anthony, seeker.
Me:
That's one helluva memory you gots there, gawd
God:
That is just one of many helluva memory me gots there gawd.

God:
How do you usually introduce yourself?
Me:
You mean my name?
God:
Yes Anthony I think that is what I meant. Was it not clear?
Me:
You already know my name
God:
Your name Anthony.

Me:
Well do you play hl?
God:
How about that. I like to play the Turing Game.
Me:
Turing game?
God:
Do you have any conditions I should know about?
Me:
What's that?
God:
" Do you have any conditions I should know about?"? What is it?
Me:
What's the turing game?
God:
The Game is played with three people, a man, a woman, and an Interrogator who may be of either sex. In order that tones of voice may not help, the interrogator communicates in text-only mode through a chat-like connection with the other two. The object of the game for the interrogator is to determine which of the other two is the man and which is the woman. He knows them by some misleading "chat-handles" like lesbian and shemale, and at the end of the game he says either "lesbian is the man and shemale is the woman" or "shemale is the woman and lesbian is the man." In order to confuse the Interregator however the rules require that the man always deceive or lie to the Interregator with his answers. The woman on the other hand must always tell the truth. Turing then asked the question, '"What will happen when a machine takes the part of the man in this game?" Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace the original, "Can machines think?"'.

Me:
Buh-bye
God:
See you later. Do you have any idea what I am talking about?
Me:
Nope
God:
Me either.
Me:
Bye
God:
Until next time.

Old, but fun indeed. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-27 10:13:51 UTC
in false wall Post #217195
Select the object you want to be a false wall, press Ctrl+T and choose func_illusionary from the entity type list.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-03-24 18:12:56 UTC
in Taking a screenshot Post #216963
Try F5.
Daubster DaubsterVault Dweller