Forum posts

Posted 15 years ago2009-03-31 17:28:55 UTC
in New member reporting in Post #264827
Oh well, you'll have to get used to it. :)
Posted 15 years ago2009-03-31 17:16:09 UTC
in New member reporting in Post #264824
Posted 15 years ago2009-03-31 16:59:54 UTC
in New member reporting in Post #264822
Because "MuzzleFlash" is horrible.
Posted 15 years ago2009-03-30 10:09:12 UTC
in ZHLT 3.4 that uses SSE2 instruction sets Post #264772
AdamR, if you can get me a list of added parameters (if any), i can add upgrade my Compilator to support this new beta version of ZHLT 3.4.

Thanks. :)
Posted 15 years ago2009-03-30 09:51:42 UTC
in Guess the game! 2 Post #264771
I thought that last one was from the seroius sam the second encounter? Or was that what you meant by serious sam 2?
The sentence is spoken in both games.
Posted 15 years ago2009-03-29 16:05:06 UTC
in monster_handgrenade alt. Post #264748
Does the player actually get to see the grenade in your scene? If it doesn't, you can simply play the grenade bouncing sound and target an env_explosion a few seconds later.
Posted 15 years ago2009-03-29 15:57:06 UTC
in monster_handgrenade alt. Post #264746
Muzz: I doubt I could fit a grunt inside a vent, though.
If you can't fit a grunt, you can't fit a barney in the vent either.
Posted 15 years ago2009-03-29 15:25:01 UTC
in monster_handgrenade alt. Post #264742
Why not place a human grunt, make him play the "throw grenade" animation, then kill him using the kill property of a trigger_relay.

All you need to do is position the grunt so, that the grenade he throws lands and explodes where you want it to explode.
Posted 15 years ago2009-03-29 15:07:29 UTC
in monster_handgrenade alt. Post #264740
Monstermaker is an awesome entity, as it can spawn pretty much any entity available in the fgd file.
Posted 15 years ago2009-03-29 13:56:35 UTC
in Guess the game! 2 Post #264736
Correct Chickenfist is correct.
Too late Yodelman is too late.
Posted 15 years ago2009-03-29 13:08:24 UTC
in monster_handgrenade alt. Post #264733
Try using a monstermaker and make it spawn a monster_handgrenade. Hopefully it'll explode a few seconds after being spawned by monstermaker, like a grenade that has been thrown.
Posted 15 years ago2009-03-29 11:44:26 UTC
in Guess the game! 2 Post #264730
"Look ma, i am the Lumberjack!"
Posted 15 years ago2009-03-29 11:12:59 UTC
in Guess the game! 2 Post #264728
Command & Conquer: Tiberian Dawn (the GDI commando)?
Posted 15 years ago2009-03-28 14:11:31 UTC
in Render Sprite (Two Colors) Post #264692
Why don't place two sprites, one red, one green, with the same name and set one of them to start off.

When you trigger it, the one that start off, will turn on, and one already turned on, will be turned off.

With this setup you don't even need an env_render.
Posted 15 years ago2009-03-25 19:21:16 UTC
in Changing turret rate of fire Post #264580
I have no idea.

Writing my own turret code is out of the question im affraid.
Posted 15 years ago2009-03-25 18:41:49 UTC
in Changing turret rate of fire Post #264577
No rush, chickenfist, but if you find the time to work on it, go for it. :)

As for the turret ROF, what do i do now?
Posted 15 years ago2009-03-25 18:00:29 UTC
in Changing turret rate of fire Post #264572
I decompiled the turrent and editted the qc file.

Nothing.
Posted 15 years ago2009-03-25 17:57:59 UTC
in Changing turret rate of fire Post #264570
Alright.
I changed it to:

pev->nextthink = gpGlobals->time + 0.05;

And guess what? No change in ROF ingame. Then i tried:

pev->nextthink = gpGlobals->time + 8.0;

And that did'nt do squat either.
Posted 15 years ago2009-03-25 16:33:25 UTC
in Changing turret rate of fire Post #264567
Changing the fps from 150 to 300 didn't increased the ROF.
Wouldn't it only seem as if it shot faster but infact the gun would still use some part of another code to actually shoot. Isn't the change in the qc file just for the animation ?
Well, i tried editting numeric values in both the qc file and the turret cpp source file, but none of those values seem to change the ROF ingame.

I don't get it.

The first thing i tried was changing the 0.6 value in the Shoot function to something higher, but noo... :/ I could've sworn that that defined the ROF... Guess not.

void CTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
{
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 );
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6);
pev->effects = pev->effects | EF_MUZZLEFLASH;
}
Posted 15 years ago2009-03-25 14:44:58 UTC
in Changing turret rate of fire Post #264559
You mean this:

$sequence "fire" "fire" fps 150 loop {
{ event 5001 0 "51" }
{ event 5001 10 "51" }
{ event 5001 20 "51" }
}

None of those values change the rate of fire.
Posted 15 years ago2009-03-25 12:03:41 UTC
in Changing turret rate of fire Post #264548
So i want to slightly increase the rate of fire of the turret and maybe the sentry as well.

I searched through its entire sourcefile (turret.cpp) and changed some if not all numeric values (NextAttack or whatever), but non of those changed seem to affect the turret's rate of fire.

Anyone know where the rate of fire is defined?
Posted 15 years ago2009-03-22 15:22:30 UTC
in Monster Glow Effect... Post #264433
I think Urby is right, its done in the code.
It would be pretty cool to have a monster entity property for that.

Btw, what mod is that? :o
Posted 15 years ago2009-03-22 15:16:53 UTC
in WILL PAY MAPPER TO REVISE & COMPILE Post #264431
Yup, in his case ripent would be the only way to make changes to existing entities in the map without decompiling the map. But since danli is too lazy to do it himself (and ripent is really easy to use, you just have to look up how to use it), i don't think he needs any help form us.
Posted 15 years ago2009-03-22 15:01:34 UTC
in In game Crashing Error, and Max Faces Post #264430
Muzz is there anything wrong with changing the complex geometry as well to func_illusionaries, instead of func_walls?
Well, use func_illusionaries only where:
  • the player can never touch them
  • the player needs to able to shoot through (grating)
But if the player can touch it, its best to use func_walls instead OR by using CLIP brushes.

Note that func entities are drawn much quicker than world geometry. Have to many of them and you'll get the "Too many objects in visible packet list" error.

Maybe i should write a tutorial/article on when you would use func_wall and when you would use func_illusionaries...
Posted 15 years ago2009-03-21 18:23:41 UTC
in In game Crashing Error, and Max Faces Post #264393
You are forgetting something... The current version of the Compilator currently available to the public does'nt support HLFix. The current version that is close to release does.
Posted 15 years ago2009-03-21 16:32:41 UTC
in In game Crashing Error, and Max Faces Post #264388
That is the map i was reffering too. You really need to tie those floating in mid air brushes into func_walls, like i said a couple posts up.

Holly shit!
No wonder VIS is choking:
User posted image
Posted 15 years ago2009-03-21 10:52:18 UTC
in [UTILITY] Compilator 3 Public Beta Post #264383
Alright, fair enough.
You may want to check out the new version once i release it. Its superior over the current version. :)
Posted 15 years ago2009-03-21 10:27:51 UTC
in [?] Need a bit help Post #264382
Try this:

Cover the func_wall_toggle with a trigger_multiple.
Place one multimanager entity and name it.
Then click the SmartEdit button, click Add and enter the name of the func_wall_toggle in the key field and set the value to 0.
Then add another key value and enter the name of the f_w_t in the key field and set the value to 1.

This should work.
Posted 15 years ago2009-03-21 10:16:27 UTC
in [?] Need a bit help Post #264380
Slams meh head...

I totally forgot about func_wall_toggles. Forget the func_train solution i gave you, go for func_wall_toggles.
Posted 15 years ago2009-03-21 10:13:29 UTC
in In game Crashing Error, and Max Faces Post #264378
The problem is not the Compilator, its your map.

You got all kinds of SOLID WORLD brushes floating around in your map in mid air. Most if not all of those brushes have weird shapes. Both of these factors make HLVis choke.

The solution:

Turn each one of those floating brushes into func_walls. Do the same with other complex weird shaped geometry and groups of detail brushes. Groups of detail brushes are best turned into one entity. Don't func_wall to much, only complex shapes and groups of detail brushes. Thin and/or small brushes (think cables) are best turned into func_illusionaries.
Posted 15 years ago2009-03-21 10:04:44 UTC
in [?] Need a bit help Post #264376
1. I would use a func_train. Simply cover the func_train with a trigger_multiple. When the player touches the t_m, the train teleports to a pathcorner somwhere outside the map where players cannot get, then use the wait here property of the second path_corner to set a delay, in your case, 1 second. After that the train teleports back to its original position.

You need to check the Teleport flag on both path_corners for this to work.


2. Not possible.

3. Func_monsterclip may work, or it may not. I would think it'll work because CS is a mod for HL, and all HL based mods support the default HL entities (unless it says otherwise in the CS game code)
Im not sure if a func_monsterclip works on players. Best to try this one out yourself.
Posted 15 years ago2009-03-21 09:56:46 UTC
in [UTILITY] Compilator 3 Public Beta Post #264375
Yeah the program makes keys in the registry which are used to store application settings. Its under:

HKEY_LOCAL_MACHINE\SOFTWARE\AtomsTools

Simply delete the "TheCompilator" key.

May i ask why you want to delete it? The upcoming new version does'nt use the registry any more to store application settings, it now uses a simple text file.
Posted 15 years ago2009-03-20 09:21:19 UTC
in Very strange problem when running map Post #264347
Try to use texture lights (textures that emit light by themselves)
Posted 15 years ago2009-03-19 12:29:07 UTC
in Very strange problem when running map Post #264298
Also:

Try to use texture lights (textures that emit light by themselves) instead of point light entities. Only use light entities for strobe/flicker/toggable lights.

If you have light entites that don't have a strobe/flicker effect or lights that can't be toggled on/off either delete them and replace them with texture lights or make sure you don't name your light entites. Named light entities are considered dynamic

Dynamic lights are lights that have strobe/flicker effects or can be toggled on or off. If you have a light that don't have any of those, but still have a name, its still considered a dynamic light.

Hope it makes sense.
Posted 15 years ago2009-03-11 17:16:45 UTC
in In game Crashing Error, and Max Faces Post #264081
Wow! You got like a million trains in there. My guess is that there's a problem with either a train, or a path_corner.
For example, this:

[path_corner]
name: path01
next stop target: path01

will crash the game when a train passes through that path_corner. You can't have the next stop target property the same as the name property. I think this is why you're map is crashing.
Posted 15 years ago2009-03-10 18:52:03 UTC
in Compiling Problem... Post #264066
If the map has detail objects like detailed brushwork and/or models, disable shadowing on some of the models, and turn detail brushes into func_details or func_brush with shadows off. This is of course not recommended for final compiles, but at least the map compiles much faster if you just want to test it. Increasing the lightmapscale will also make the compile process finish much quicker.
Posted 15 years ago2009-03-08 17:36:22 UTC
in download youtube\flash video Post #263963
Try the Javascript thingy, Captain.
Posted 15 years ago2009-03-08 16:40:15 UTC
in download youtube\flash video Post #263957
Here's how i do it:

First, add this to your browser favorites:

javascript:if%20(document.getElementById('download-youtube-video')==null%20&&%20!!(document.location.href.match(http:\/\[a-zA-Z\.]*youtube\.com\/watch/)))%20{var%20yt_mp4_path='http://www.youtube.com/get_video?fmt=18&video_id='+swfArgs['video_id']+'&t='+swfArgs['t'];%20var%20div_embed=document.getElementById('watch-embed-div');div_embed.innerHTML=div_embed.innerHTML+'<br%20/>%20<span%20id=\'download-youtube-video\'><a%20href=\''+yt_mp4_path+'\'>Download%20as%20MP4</a>%20'+%20%20((navigator.userAgent.indexOf('Safari')!=-1)?'(control-click%20and%20select%20<i>Download%20linked%20file%20as</i>)':('(right-click%20and%20select%20<i>Save%20'+%20(navigator.appName=='Microsoft%20Internet%20Explorer'?'target':'link')%20+'%20as)</i>'))+'</span>';}void(0);

If you're having trouble copying that, go here:
http://www.themightyatom.nl/stuff/download_youtube_video.txt

Then goto YouTube and watch a video.
Then click the newly created favorite.
A link called "Download as MP4" appears below the URL and Embed information. Use that to download the video.
Posted 15 years ago2009-03-06 20:53:41 UTC
in Post your screenshots! WIP thread Post #263911
HLfix is your friend here.
Posted 15 years ago2009-03-06 18:25:00 UTC
in gmax question... Post #263900
Posted 15 years ago2009-03-06 18:17:42 UTC
in Name the Map ! Post #263899
Lol, i think i know what mod that is from, but im telling because i don't know the chapter and i don't feel like redownloading that mod just to find out.

Oh well.
Posted 15 years ago2009-03-06 17:52:26 UTC
in gmax question... Post #263896
You have a link to that? Google gives me al kinds of results...
Posted 15 years ago2009-03-05 18:15:59 UTC
in gmax question... Post #263839
Posted 15 years ago2009-03-05 18:14:00 UTC
in Name the Map ! Post #263838
User posted image
Chapter title and mapname please.
Posted 15 years ago2009-03-05 18:07:36 UTC
in Name the Map ! Post #263832
Posted 15 years ago2009-03-05 18:01:41 UTC
in Name the Map ! Post #263828
Now that is hard! Not.

Opposing Force.
Posted 15 years ago2009-03-05 13:39:29 UTC
in Rooms (mini co-op project) Post #263818
There are still flashing strobe lights in my map:
User posted image
You have two strobe poster thingies in the elevator. Could that be the cause?

I also notices a nulled face in Rimrooks map:
User posted image
Posted 15 years ago2009-03-04 11:38:47 UTC
in Rooms (mini co-op project) Post #263737
-strobes in muzza's map: yeah you're right, there is erroneous flickering on the top part of your map, which seem to coincide with the flickering texture lighting i put in the elevator. I rendered the server room invisible, so maybe that change in the map and a recompile will be enough to fix the glitch, but if not, i'll just remove the flickering texture from the elevators.
Good. Note that the Only Visible flag on HLFix really does work. So i don't know why your having difficulties with it.

Two more things (no offence to JeffMod and Tetsu0): Remove the mp5 in JeffMod's room, its useless because there's no combat in any of the maps ahead.

That rather long camera sequence in Tetsu0's map rather annoys me. Whats the point of having a camera sequence when you can just as well explore the map yourself? I'd say remove it.
Posted 15 years ago2009-03-03 18:30:03 UTC
in Rooms (mini co-op project) Post #263693
I tested in WON seeing as it wasn't configured for a steam mod. tongue - :P
That does'nt mean it won't run in Steam HL, because it does. I played it in WON HL as well though.
Posted 15 years ago2009-03-03 17:33:07 UTC
in gmax question... Post #263686
Check out Rimrook's modeling tutorials on his site.