Forum posts

Posted 15 years ago2009-02-13 12:41:37 UTC
in SSbump Generator Post #262603
Normal maps suck ass. And so does SSbumps.

Why?

That's why!
Even with SSBumps i get the goddamn petal shape thing.

Stupid shit!
Posted 15 years ago2009-02-08 17:10:38 UTC
in Rooms (mini co-op project) Post #262436
My room map ends in an elevator. Is that ok?
Posted 15 years ago2009-02-07 13:39:54 UTC
in hl Deathmatch help please Post #262402
Host a HLDM game with mp_allowmonsters 1 on c1a0.
Posted 15 years ago2009-02-03 21:39:56 UTC
in Geometry Challenges Post #262312
Ill skip that one, gotta finish my room map for the room coop project.
Posted 15 years ago2009-01-28 12:14:01 UTC
in Post your screenshots! WIP thread Post #262072
So if you're making a mod, you can simply post a wiki article about it on the Valve Dev Wiki, like what KingDaniel did with this mod Time's End?
Posted 15 years ago2009-01-27 14:59:23 UTC
in Episode Two Mapping: noob questions Post #262028
I tried using nem's for compiling today
Don't bother trying. You'll get the same errors that i mentioned in my PM...
Posted 15 years ago2009-01-27 14:41:27 UTC
in Episode Two Mapping: noob questions Post #262026
How are you compiling?
Posted 15 years ago2009-01-27 14:38:40 UTC
in Harvest: Massive Encounter Post #262025
No, there are no vehicles, its purely a base defense game.
Try Wave mode or Creative mode. In Wave mode you decide when the aliens should attack.
Creative mode is more like a sandbox mode.
Posted 15 years ago2009-01-24 22:39:14 UTC
in Rooms (mini co-op project) Post #261957
Bad news guys. Just loaded up hammer first time with my new components and guess what. Cannot select anything in 3D window. The fix causes PC to restart. I'm out. I also have to cancel my 2 mods
Maybe this will work for you then: http://www.twhl.co.za/wiki.php?id=1072
Posted 15 years ago2009-01-24 19:36:48 UTC
in Rooms (mini co-op project) Post #261946
Sure, but when you rotate objects for example, the vertices go off-grid.
Posted 15 years ago2009-01-24 18:05:19 UTC
in Hex-Editing Post #261943
Learn Visual Basic .NET / C# and make your own applications with menu's. :)
Posted 15 years ago2009-01-24 13:22:41 UTC
in Rooms (mini co-op project) Post #261940
Yeah, kinda like that.

When you have off-grid vertices, HLCSG snaps them to the nearest grid point.
This can cause leaks, because a tear or crack is formed.

Lets say you have made a detail prop out of brushes. Then you rotate it. Now pretty much all of its vertices are off-grid. Can you imagine how your prop would look like ingame with all of its vertices snapped to the nearest gridpoint?

HLFIX doesn't snap off-grid vertices, but keeps them in place, so that small rotated detail props still look the same as in Hammer.
Posted 15 years ago2009-01-24 12:18:48 UTC
in Harvest: Massive Encounter Post #261937
User posted image


This game is win.

It was released in March 2008, but has found its way into the Steam network just a couple of days ago.

So what is the goal in the game?

The goal is to hold out as long as possible while fighting off waves of alien forces. To do this, you build laser turrets. These turrets can focus their lasers on eachother to form an even more powerfull beam. This also increases the range.
You can also build missile turret . Unupgraded missile turret fire plasma missile. The missile turret can be upgraded to fire four projectiles. Upon target contact, the tempest shell explodes, sending out a cloud of electrons generating an electric storm of death and destruction!
The other upgrade upgrades the missile turret to fire 3 seeking missiles with long range.

All this stuff requires power. So you build powerplants. The powerplants produce energy sparks. This spark is the actually power that your buildings need in order to function. To get these energy sparks to your buildings, you build energy links. These move energy sparks and redirects them in the network. Its possible to tell the link where to redirect its energy sparks. Equipped with overcharge-switch. An overcharged link will explode, dealing tremendous amounts of damage to any enemy unit within range.

And finally, there is the harvester. This is just a tower that you place near valuable resources in the form of rock formations, the tower will automatically extract the resources from the rocks within range of the harvester. The extracted resources give you the money that you need to place buildings.

For screenshots, click here.

For trailers, click here.

And finally, a fully functional demo: click here (There is no demo version available on Steam).

Enjoy.
Posted 15 years ago2009-01-24 11:51:31 UTC
in Rooms (mini co-op project) Post #261936
Dude, that is looking great! It looks like somekind of high speed underground train.

Win.

And don't worry about off-grid vertices, thanks to HLFIX, these vertices will not get snapped to the most nearby gridpoint.

Yay for HLFIX and the Compilator!
Posted 15 years ago2009-01-23 21:02:09 UTC
in Hex-Editing Post #261912
And i've used it to enlarge some common dialogs in Hammer, such as the properties window. I also increased the size of the little window that shows the current selected texture. Last but not least i repositioned some buttons, made them smaller to free up more room.
Posted 15 years ago2009-01-23 20:14:38 UTC
in Hex-Editing Post #261908
Because it has a whole bunch of string vars.
I saw a video modifying skype text using a hex-editor.
Was that done with a programme called Resource Hacker?
Posted 15 years ago2009-01-23 18:49:36 UTC
in Hex-Editing Post #261903
As far as i know, HEX editting applications look for variables to edit (strings, integers, doubles, booleans). Text found on buttons are not variables.
Posted 15 years ago2009-01-23 13:40:01 UTC
in Hex-Editing Post #261896
You can edit whatever you want, as long as you don't distribute it. That may cause problems, copyrights wise.

So i don't want to see a The Compilator (The_(c)Striker Version), capiche?
Posted 15 years ago2009-01-23 11:32:27 UTC
in A couple of questions Post #261893
I meant a team deathmatch game, which means it has no rounds, you respawn immediately after you die and the team score is equal to the sum of the kills of all the players of that team.
Map for HLDM then. HLDM supports teamplay gameplay that you want.
That type of gameplay is not programmed in CS.
Posted 15 years ago2009-01-22 17:13:49 UTC
in Episode Two Mapping: noob questions Post #261857
You can pickup physboxes. Just like any other physics prop, you can tell it to ignore or accept player pickup or gravitygun pickup in the flags.
Posted 15 years ago2009-01-19 18:54:05 UTC
in [UTILITY] Compilator 3 Public Beta Post #261761
Is there much left to do on version 1.0.4?
Actually, its at version 2.0.03 Beta, and is currently being tested by Captain Terror. Thanks to him, many issues and bugs were fixed and many improvements were made.

So its almost done, stay tuned!
Posted 15 years ago2009-01-18 13:26:04 UTC
in Source questions and problems Post #261715
http://developer.valvesoftware.com/wiki/Water_lod_control

I quote:
An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required.
Posted 15 years ago2009-01-18 11:43:51 UTC
in Source questions and problems Post #261712
Do you have a leak?
Do you have water_lod_control entity above the water surface?
Do you have any lights?
Placed at least one env_cubemap?
Did you build cubemaps?
Posted 15 years ago2009-01-17 14:04:02 UTC
in Speed Test Post #261674
User posted image


Is ok as well.
Posted 15 years ago2009-01-16 21:54:33 UTC
in Rooms (mini co-op project) Post #261629
And in minimod format, please. :)
Posted 15 years ago2009-01-16 20:35:50 UTC
in Source questions and problems Post #261625
what ? I thought every face have to be water texture.... but I have some canals where there's no surface :/
In GoldSource, you apply a water texture to all the faces.
In Source, you apply a water texture to the top face only, and the NODRAW texture to the other faces.

Its all there on the Wiki.
Posted 15 years ago2009-01-16 18:27:03 UTC
in Rooms (mini co-op project) Post #261616
If by "they" you mean me or Captain Terror, i haven't touched your map, CT is putting it together.
Posted 15 years ago2009-01-16 13:03:49 UTC
in Rooms: Source! (co-op) Post #261595
Strideh quote:
Orange box will be the engine, specifically Episode Two. If you don't have it, don't worry. Building it in Half-Life 2 or Episode One will be fine, the final version(s) can be compiled in Episode Two.
Posted 15 years ago2009-01-16 12:20:58 UTC
in Rooms: Source! (co-op) Post #261591
http://developer.valvesoftware.com/wiki/Env_cubemap

Did i not gave you a link to the Developer Wiki yesterday?

Everything you need to know about Source mapping can be found there.

Basically, cubemaps are reflections on shiny surfaces of the environment around it.
Posted 15 years ago2009-01-16 11:31:28 UTC
in Nostalgia Post #261586
Posted 15 years ago2009-01-15 18:51:57 UTC
in Rooms (mini co-op project) Post #261545
Yeah, his host is pretty much balls. :P
Posted 15 years ago2009-01-15 15:58:33 UTC
in Rooms (mini co-op project) Post #261535
I don't recall adding a clipbrush in the elevator but i'll double check, and yeah i was wondering why the crowbars were there too = )
You can tie CLIP brushes to brush entities, just make sure that the CLIP brush itself has the CLIP texture applied to all of its faces.

You cannot tie a single CLIP brush to an entity, it has to be part of at least one other normal brush entity.
Posted 15 years ago2009-01-15 13:47:48 UTC
in Rooms (mini co-op project) Post #261534
I will submit my room map, but as you know, im working hard on the Compilator these days...
Posted 15 years ago2009-01-14 20:30:40 UTC
in trigger_changelevel direction Post #261507
trigger_changelevels can face any direction (if you're talking about the compass thingy in the properties dialog).

Changing the compass direction is points, and doesn't do anything. That explains that error, because i doesn't matter.
Posted 15 years ago2009-01-12 17:04:02 UTC
in Rooms (mini co-op project) Post #261411
Yup, as well as the default rad file. Duplicate entries are ignored in the default rad.file, so the tools will use the entrie in your rad file.
Posted 15 years ago2009-01-12 16:22:59 UTC
in Rooms (mini co-op project) Post #261408
Tip for you guys if you're using custom texturelights:

Try not to edit the default lights.rad/valve.rad file found in your tools directory. If you want to have your custom texturelights to emit light ingame or if you need to change some of the original HL texturelights, simply create a new .rad file in the same directory where the compile tools can find the .map file, and add your entries in there. Texturelights of the same name found in lights.rad/valve.rad are being ignored and the one's in your own rad file are being used. Make sure you name your rad file the same as your map, IE:

blackmesa_lab1.map
blackmesa_lab1.rad
Posted 15 years ago2009-01-12 13:48:15 UTC
in Now Playing: ... Post #261390
Suncatcher - Losing Daylight (Warpfuz's Useless Remix)
Posted 15 years ago2009-01-12 13:47:01 UTC
in Top Maps Cleanup Post #261389
Its true that the Top Maps section is full of junk, maps made by users who only signup on TWHL to post their shitty map in the Vault, and never to return again.

So yes, i think its time to cleanup the Completed Maps Vault.

So, if you spot a shitty map in the Top Maps Section, post a link in this thread and we'll take care of it (think Aperture Science Emergency Intelligence Incinerator...).

Good initiative, Daubeh! :)
Posted 15 years ago2009-01-12 11:45:01 UTC
in Rooms (mini co-op project) Post #261385
Captain Terror, when you find the time to login on MSN/Live Messenger, ill send you a beta version of the Compilator, it can now compile GoldSource maps with HLFIX, as well as compiling a series of maps in a row.
Posted 15 years ago2009-01-11 11:06:47 UTC
in Rooms (mini co-op project) Post #261375
Yesterday, i successfully compiled a map with the Compilator since the code rewrite. Batch compiling also works great.

:D
Posted 15 years ago2009-01-10 11:38:09 UTC
in Now Playing: ... Post #261362
Grandaddy - AM180 (28 Days Later Soundtrack)
Posted 15 years ago2009-01-09 20:27:59 UTC
in Rooms (mini co-op project) Post #261345
Good points. In that case go ahead. :)

Im gonna make my own hallway though that you can use to connect my room with another room.
Posted 15 years ago2009-01-09 19:54:17 UTC
in Rooms (mini co-op project) Post #261343
I thought you said you were too busy before to do compiles so i'm still doin it. I'd still like to compile/release each time a new map is submitted, thats why i keep posting updated releases.
Actually, maybe we should wait until we have all the maps, and then put it available for download.

But anyway, you go ahead, get everything together, and in the end, send the whole package to me so i can compile it with my Compilator.
Posted 15 years ago2009-01-09 19:41:14 UTC
in Rooms (mini co-op project) Post #261341
Muzz: Thanks for editing Raver's map (although i integrated his level last night) believe it or not, that map even u edited STILL WILL NOT open under HL config for me
Are you using Hammer 3.4 or 3.5?

And i thought i was gonna put everything together? You can do it though, as im too busy with the Compilator and my room map.

In the end, when we have all the maps, send the whole packageto me so i can compile all the maps with my Compilator.
Im too busy with the Compilator and my room map.
Posted 15 years ago2009-01-09 10:51:16 UTC
in Rooms (mini co-op project) Post #261312
Um, they were in the latest version of rooms that i posted. Get them also here.
Well, that link was giving me a 404 yesterday... Oh well.
Even if they made it in cs it's going to be recompiled in HL anyway
True, but you get tons of "Entity (..._...) has unused keyvalues" errors.
I always fix those.

Here's Ravers map: http://www.themightyatom.nl/twhl_downloads/asian_courtyard.rmf

I removed all the info_player_start entities, except for one, and corrected the texturing on that white-dots-on-black_background... thing in the middle of the map.

Ok, so renamed rooms.rmf to rooms1.rmf and renamed the existing rooms1.rmf to rooms2.rmf, because we need a trigger_changelevel.

Also, whats with all those groups of brushes outside the map room/hallway?
Posted 15 years ago2009-01-08 17:47:55 UTC
in Rooms (mini co-op project) Post #261293
Where are rooms.rmf and rooms1.rmf?
Im kinda confused now...

And for crying out loud, do not make your map in Counterstrike or some other mod!

I can load Ravers map just fine (whats with all the info_player_start entities?)
Posted 15 years ago2009-01-08 13:07:08 UTC
in Rooms (mini co-op project) Post #261278
muzz can you confirm if you're going to take care of the integration of raver's map, and/or if you can open his source file?
It turns out that my compilator is not able to compile anything yet... I did a major code rewrite and because of that some things don't work yet. Im working on it on and off to get it working.
Posted 15 years ago2009-01-07 13:35:02 UTC
in Episode Two Mapping: noob questions Post #261243
Item_suit.
Posted 15 years ago2009-01-06 19:11:06 UTC
in Rooms (mini co-op project) Post #261200
No problem. :)

I actually have a small request: Why not let me do the final compile? It would be a great opportunity for me to test the new version of my Compilator, plus, i've added in HLFIX so if you have some complex off-grid geometry, HLFIX will make sure that you won't get off-grid vertices or cracks in your architecture.
Posted 15 years ago2009-01-06 13:56:20 UTC
in compiling error - odd :( Post #261178
I hope you like it. :)