Forum posts

Posted 19 years ago2005-01-18 22:04:21 UTC
in Compile problem(log enclosed) Post #84500
Try opening your map in Hammer, and then hit Alt + P. I bet you did some clipping or vertex manipulation that screwed up the alignment of one of your textures.
Posted 20 years ago2004-06-07 00:01:43 UTC
in A far fall and (YOU DONT GET HURT!??!!) Post #30946
lol that's badass. i'd so play that.
Posted 20 years ago2004-06-06 23:58:43 UTC
in ARGH stupid problem! Post #30945
What does the error message say?
Posted 20 years ago2004-06-06 19:45:58 UTC
in A far fall and (YOU DONT GET HURT!??!!) Post #30917
Alternative suggestion for the "falling down vents" idea = why not turn it into a crazy slide? Similar but not exactly like those funhouses you find at McDonalds....
Posted 20 years ago2004-06-05 03:37:41 UTC
in Half-Life the movie? Post #30489
Great, they're going to milk all the money they can out of this, aren't they..... :zonked:
Posted 20 years ago2004-06-05 03:26:13 UTC
in Worldcraft over 3D Max Post #30484
Yeah, I don't even bother running it with my mere 512 MB's....

I'm waiting for the end of the summer, when I upgrade to my 4.4 GHz processor with 4+ Gigs of Ram...

drools

@SlayerA - MY copy was free..... ;)
Posted 20 years ago2004-06-04 16:30:38 UTC
in Worldcraft over 3D Max Post #30331
3D SMax is a powerful tool - my copy of Max5 barely runs on my computer - man those programs love to suck memory.

But why Hammer over 3D Max? Well, first of all - Hammer and Half-Life go hand in hand - they compliment each other very well.

Secondly, 3D Max is way too overpowerful for the relatively low-tech half-life engine (half life 1, mind you). it'd be like using a crane to contruct a house of toothpicks, if you ask me.
Posted 20 years ago2004-06-04 03:42:13 UTC
in Half-Life 2 Post #30192
There is no such thing as an official release date. Those are things you only hear about in horror stories and porno mags.

Let me tell you, I am going to have a freakin BALL modding Half-Life 2. Do you know they already released the Modeling program used? It's a standalone I believe, of SOFTIMAGE|XSI specially tailored for HL2's needs. When I watched those demo videos, I think I creamed myself. Seriously. It was a mess, I had to change, and explain a lot to my girlfriend.

Wow, the new version of Worldcraft, I hope it's a bit more customizable. When mapping with the incredible new limits of the HL2 engine, I'll need the biggest viewports I can find. I'm thinking of actually getting 4 monitors and setting them up split-screen (one monitor for each viewport).

You think of a scenario, you can recreate it with Half-Life. Just make sure it includes zombies, of course. :P
Posted 20 years ago2004-06-04 03:35:26 UTC
in Gman or Nihilanth? Post #30191
I want to fight the G-Man. He's so much cooler, and he's got that "preserved in phermaldahyde" personality that just drives the babes batty. I'm totally going to give G-Man the AI of a grunt (with snarks instead of grenades), and see if I can't get him wall-jumping.

Just don't expect this anytime soon, I'm still mapping :nuts: .
Posted 20 years ago2004-06-03 13:39:41 UTC
in Black & White Post #30034
Not so much blurred, as black and white, lol. Won't the env_fade just make the screen all wonky and pixelated? I just want to get things dramatic, for maybe a dream sequence, or a nightmare, etc etc. It's to enhance the environment, to induce a certain "mood" or "feeling" to the level.
Posted 20 years ago2004-06-03 03:41:33 UTC
in Help plz!!!!! Post #29948
Who is that doofy-looking senator looking guy?!
Posted 20 years ago2004-06-03 03:38:44 UTC
in OK, this is an embarasing question... Post #29947
Why not just put a trigger_multiple in front of the door, and have it play a "locked" sound when you pass through it?
Posted 20 years ago2004-06-03 03:35:17 UTC
in co-op question Post #29946
wow, this is lame. i was browsing the SvenCoop site - it seems that the cleverest the "co-op" system gets is to place a bunch of info_player_deathmatches together. there is no returning to previous areas (like half-life), and i don't think the players are even on the same "team".
Posted 20 years ago2004-06-03 01:36:30 UTC
in co-op question Post #29928
I'll see what I can do - I'm starting to read some articles at Wavelength, reading how to set up teams. I'm thinking 4 player co-op through a story with gameplay very similar to Half-Life - all those puzzles, group fighting, teamplay, etc etc.
Posted 20 years ago2004-06-02 23:24:00 UTC
in Grr my first real problem Post #29915
Load the map into the Problems Map Vault - I'm sure someone will fix the problem before you can spell "davideo59" backwards...
Posted 20 years ago2004-06-02 12:57:17 UTC
in co-op question Post #29830
Okay, thanks a ton for that info. I think I have the skills to at least attempt one - got a decent amount of C++ coding experience, I've modelled, reskinned, level edited, made textures, etc. The only thing I never touched was custom sounds....I'll check out that site and see what's necessary to add in the code - it can't be as hard as OpenGL programming, I'll tell you that much.

I hope.
Posted 20 years ago2004-06-01 21:42:46 UTC
in co-op question Post #29772
Hey, is Half-Life able to do co-op games? I see there's an info_player_coop spawn point, but the HL Entity Guide didn't really tell me much of anything. I'm not sure if it's just something they added in there, but is disabled.

Is it set to do co-op games as is, or would that take some serious code alterations to get it to work? Thanks.
Posted 20 years ago2004-06-01 03:14:49 UTC
in Black & White Post #29633
Ok, thanks. I'll see what I can do.
Posted 20 years ago2004-05-30 03:15:40 UTC
in Black & White Post #29243
I was just thinking, is there anyway to get a mod going where parts of the game (such as a flashback sequence) could flash to black and white/greyscale for added dynamics?
Posted 20 years ago2004-05-19 22:39:26 UTC
in miniturrets question Post #27718
Excuse me, but I set the orientation for a ceiling mount under the entity properties. But regardless of where i point it, or mess with the Yaw/Pitch/Roll, it still refuses to look correctly for a ceiling mounted miniturret.

I've even tested it, and the problem is fixed as soon as trigger it, and then turn it back off. And if i no_clip out of the level and re-enter, it fixes it's position that way as well.
Posted 20 years ago2004-05-16 21:56:16 UTC
in miniturrets question Post #27316
Nevermind, after 20 minutes of tinkering i solved my own problem, but found a new one.

No matter how i place the sentries on the ceiling (set for ceiling) when it first spawns it is oriented incorrectly, until i activate and then deactivate it. I messed around with the directions, but nothing helps put it the correct way. Any ideas?

coldfeet
Posted 20 years ago2004-05-16 18:42:35 UTC
in miniturrets question Post #27305
hey, first of all i want to say AWESOME site. i am thoroughly impressed with everyone. on to my question:

i'm in the middle of making a normal HL deathmatch level, and want to throw in a situation where if someone throws a switch, miniturrets will come from the ceiling and blast anyone left in the room. can i do this by naming the turrets and having the button target them, or will they automatically shoot anything that enters their area, regardless?

thanks!

coldfeet