Forum posts

Posted 6 years ago2018-03-22 12:05:37 UTC
in Post your screenshots! WIP thread Post #339070
google seems to say yes!
Posted 6 years ago2018-03-22 05:09:15 UTC
in Post your screenshots! WIP thread Post #339066
If the core has custom code i hope you release a linux version too!
Posted 6 years ago2018-03-21 15:42:36 UTC
in Post your screenshots! WIP thread Post #339060
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! :P
Posted 6 years ago2018-03-18 20:28:15 UTC
in (Goldsrc) Locked doors Post #339048
I think giving it a master makes it locked. Giving it a name just makes it trigger only but not sure
Posted 6 years ago2018-03-10 22:12:34 UTC
in [release] Half-Life DM GOLD Map Megapack Post #338993
Great work. I guess it should be possible to stop animated lights with a hex editor. A crazy coder would need to be consulted tho. Also it's better not to fix .bsps because that will create clashes, people who already have the map unable to connect, the solution is to rename the map a little. Or well no... editing entities does not cause clashes
Posted 6 years ago2018-03-08 10:29:39 UTC
in Little Half Life 1 mod... Post #338966
You need to explain more clearly what you want. If you just want to spawn with these weapons with a specific amount of ammo magazines/clips then game_playerequip is all you need.
Posted 6 years ago2018-02-28 18:40:13 UTC
in Who Wants my old laptop? Post #338896
Would have been a decent prize for a compo
Posted 6 years ago2018-01-19 13:58:33 UTC
in Old HL1 mapping tutorial sites? Post #338678
go play with archive.org, crazy amount of old hl editing pages can be found

it seems like someone did a great job of putting many of them together here: http://www.sourcemodding.com/tutorials/goldsrc/
Posted 6 years ago2018-01-18 22:41:51 UTC
in Plan-Shape (Mesh Generator and Texturize Post #338668
This is epic, extremely small precision loss and incredible performance savings. Great work
Posted 6 years ago2017-12-31 11:09:55 UTC
in Post your screenshots! WIP thread Post #338534
it is the engine and not the hardware... there isnt much difference you run it on a modern or an ancient pc
Posted 6 years ago2017-12-21 00:36:22 UTC
in Post your screenshots! WIP thread Post #338447
so much common sense here... cars often have grating in front of lights as well to protect them from being smashed
Posted 6 years ago2017-12-20 10:00:29 UTC
in What the Health? Post #338438
humans survived through wars and plagues, sure some nasty food wont kill them. If you like eating food thats bleached, genetically modified, full of toxic waste, bacteria, parasites, pesticides and cruelty for that matter... there are definitely better ways to maintain your body
Posted 6 years ago2017-12-16 17:10:30 UTC
in win10 is the most retarded os i ever see Post #338409
come on... for the usual twhler win 7 is plenty and even xp would be just fine. If you really need it dual boot shouldnt be such a difficulty. But hey... oh well
Posted 7 years ago2017-10-24 20:42:49 UTC
in Post your screenshots! WIP thread Post #337831
oh... i noticed the contrast was kinda too good
Posted 7 years ago2017-10-22 15:10:26 UTC
in Post your screenshots! WIP thread Post #337825
windawz is the hype
Posted 7 years ago2017-10-03 10:43:13 UTC
in Post your screenshots! WIP thread Post #337672
wow that looks epic and you didnt even use custom textures or am i wrong?
Posted 7 years ago2017-09-06 10:16:53 UTC
in no D3D on steam HL Post #337327
Well... that's why it's good to make personal backups, hard drives are so cheap... but you can always download an older version of HL from the internet
Posted 7 years ago2017-09-06 10:10:04 UTC
in Func_detail size limit? Post #337326
if im correct, theres is no difference between func_details being separate or all being a single one, as long as the parameters are identical. It's purely convenience. What matters though, is the "detai level" parameters in func_detail... I'm not too good at it but vluzacn explained it pretty well somewhere... If you have a table and a candle on the table and you want both of them to be details, it's better to have them on different "detail levels", so the candle doesn't cut up the table into this spiral thing. Although from my experience, func_detail isn't that great, sometimes it's better to have small objects as real entities like func_wall or illusionary, because even though func_detail doesn't really participate in VIS calculation, it is still using up some VIS resources, something related to leafs or so, I'm not sure, since they are world brushes in reality.
Posted 7 years ago2017-08-09 10:46:32 UTC
in help convert mp3 to HL wav Post #336827
Afaik audacity doesnt support editing cue points so for looping sounds in hl its quite useless.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-06-15 10:02:20 UTC
in A Bug in my jb map Post #335507
Windawz, you mean light_surface? info_translucent has quite a different purpose
Posted 7 years ago2017-05-25 18:29:44 UTC
in how do you bhop properly in cstrike? Post #335048
i guess strafing in a curve is what tricks the speed cap from lowering your speed, stable fps at 100 and jump binded to mouse wheel and a few months or years of practice and you should do it
Posted 7 years ago2017-05-17 17:07:21 UTC
in maximum number of ambient_generic? Post #334939
Yeah... when you have a dm with 10 or 20 players in a small map, all the footsteps, shots, explosions, snarks can easily add up to a 100 at once
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-21 17:12:48 UTC
in hammer error please help Post #334538
its still less annoying than all the sudo crap in linux which turns you into a secretary
This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-16 16:54:01 UTC
in HLDM Century Megapack: best of all times Post #334415
i just finished going through a hldm map pack of ~500 maps, took me more than a year, i think i found maybe 20 maps for my hldm server, dont know if its your but the guy also kept all .txts
This post was made on a thread that has been deleted.
Posted 7 years ago2017-04-02 12:09:47 UTC
in Post your screenshots! WIP thread Post #334203
i heard that linux hl binaries have a lot of debug information in them making it almost possible to decompile, didnt xash make use of it?
Posted 7 years ago2017-04-01 14:04:30 UTC
in Can I recreate an old game in the Source Post #334189
about details, not really. The smallest grid in hammer is only a limitation of hammer, you can go to thousands of a unit, the precision slowly worsens as you go further from the center though but it might be enough

i think that why its called floating point? because the point only floats like this:

12.345678
123456.78

so as you can see with higher values, less values are left for decimals
Posted 7 years ago2017-04-01 05:16:35 UTC
in Can I recreate an old game in the Source Post #334183
You should be able to make a 50km sized map in Source, just work on a different scale, there might be enough floating point precision for not too complex stuff

Like in hl1 mod esf the maps are a lot bigger because players are like half the size of a hl player size
Posted 7 years ago2017-03-19 19:58:18 UTC
in I need help compiling a .MDL player mode Post #334055
lol good work, the ghost looks straight out of runescape
Posted 7 years ago2017-03-19 19:56:47 UTC
in ERROR usage -wadinclude Post #334053
so this: is wrong?

"usage: qcsg [-nowadtextures] [-wadinclude <name>]..."

-nowadtextures should at least work with original tools then
Posted 7 years ago2017-03-19 17:01:48 UTC
in ERROR usage -wadinclude Post #334050
i think -wadinclude wadname should be written first in the parameters box, so it appears before the map name
Posted 7 years ago2017-03-17 21:00:28 UTC
in Valve hammer light fail Post #334022
could you be more specific with your problem?
Posted 7 years ago2017-03-16 17:46:40 UTC
in I need help compiling a .MDL player mode Post #333990
the server can however send custom models to all the players so if youre the admin you can make yourself invisible
Posted 7 years ago2017-03-16 16:59:55 UTC
in Post your screenshots! WIP thread Post #333988
lightmap scale has nothing to do with the compilers or the editor, its in the engine
Posted 7 years ago2017-03-13 14:41:46 UTC
in How to do Resonance Cascade/Ending-style Post #333932
you could decompile the maps with bsptwomap, great for learning
Posted 7 years ago2017-03-01 16:20:05 UTC
in Competition 34: HL Re-Imagined Post #333810
maps/mapname.txt is the standard, in spectate mode it can be read then, in counter-strike it can also be read and its good to include it in .res
Posted 7 years ago2017-03-01 10:15:59 UTC
in Odd error - anyone else getting this? Post #333805
try raising sv_filetransfermaxsize if bsps are big
Posted 7 years ago2017-02-27 14:31:31 UTC
in Map'sp lights. How to make it fade? Post #333774
but I mean HL supports dynamic lights, even Quake did, the one casted by explosions, rpg and stuff. You would just need to create a simple entity to use it manually in maps...

i think this might be useful 4 u http://twhl.info/articulator.php?art=167
Posted 7 years ago2017-02-26 23:18:15 UTC
in Map'sp lights. How to make it fade? Post #333770
you could fake it with an illusionary texture, gradually changing it opacity with many env_renders, or with static animated sprites

Jessie, that would probably be very unreliable
Posted 7 years ago2017-02-26 20:44:18 UTC
in Map'sp lights. How to make it fade? Post #333765
you can have fading lights initially off but the problem is that when you turn them on, they dont start from the beginning but from anywhere in the cycle... it seems like the frames are advancing even when its off. Maybe you could code something. I think I have once seen a fading light in a mod with unmodified engine but dont know how it was done...
Posted 7 years ago2017-02-25 01:18:34 UTC
in {Masked Textures - Cast Shadow Post #333737
the smaller light source is the sharper will be the shadows, light_spot is the most effective because of its 0 size and the small amount of ambient light it creates
Posted 7 years ago2017-02-24 22:15:52 UTC
in {Masked Textures - Cast Shadow Post #333734
Zeeba u eat more carrots cuz it works well for u
Posted 7 years ago2017-02-22 21:55:07 UTC
in Competition 34: HL Re-Imagined Post #333702
im pretty sure wadinclude includes the entire wad, you used it or not.
Posted 7 years ago2017-02-21 20:45:40 UTC
in no Gibs BUG? func_breakable Post #333686
yeah max in hl1 is 8k (or 4k from center)
Posted 7 years ago2017-02-19 14:49:08 UTC
in My friend cant connect to my dedicated s Post #333629
can you connect through the "connect ip:port" console command?