Forum posts

Posted 15 years ago2009-10-04 20:14:42 UTC
in Rooms (mini co-op project) Post #274049
Different DLL, maybe?
Or HL.exe hates us all.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-04 19:31:49 UTC
in Rooms (mini co-op project) Post #274047
Jeffmod: You need to send me a working and tested version of your map
I would if I could, but Hammer keeps messing up the maps I make for vanila HL somehow, like it knows I'm not intending to use it in spirit. :(
EDIT: PM should be in your box.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-04 17:29:24 UTC
in Headcrabbed ? Post #274043
Yeah, I just looked at the anims, they don't all have the same origin.:/
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-04 10:47:42 UTC
in Headcrabbed ? Post #274031
scientist fights against a headcrab and then getting killed by another one jumping of behind on his head.
Oops.
In that case, you'll need a filing cabinet monster_furniure, two headcrabs, and a scientist, I think the crabs and sci need the same origin while the sequence plays.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-04 10:04:01 UTC
in Headcrabbed ? Post #274028
Just a sec, lemme upload it.
EDIT: Can't get the positioning right for the map, so I'll just tell you:
1. Monster_scientist_dead
Body: Luther (To mirror the scene exactly, you can change it if you wish)
Pose: Sitting
Animation sequence: Dead_sitting'
2. Monster_headcrab
Name: Lamaar
Trigger target: headcrab1
Trigger Condition: Take Dammage (So it falls off and attacks you if it survives)
3. Scripted_Sequence
name: headcrab1
Target Monster: Lamaar
Idle animation: headidle

Mess around with the scripted sequence properties and the headcrab's position until you get it perfect; The crab will need to be near the dead scientist's origin point, if the scripted_sequence doesn't make it go to it's position. after a bit of messing around, you should get it.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-04 08:00:35 UTC
in Vote Freeman Post #274025
I already voted a couple of days ago, but assumed most of you had already seen it.
Actually, I posted it in the shoutbox, too.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-03 17:39:12 UTC
in L4D 2 banned in Aus. Post #274014
He's been disbarred, but that wouldn't stop him from accusing games of things through the media.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-03 17:17:24 UTC
in L4D 2 banned in Aus. Post #274012
Little bit of A, little bit of C (I wanted to take a jab at Jack Thompson while we were on the subject)
Nah, I kid. I knew you weren't serious.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-03 08:43:44 UTC
in L4D 2 banned in Aus. Post #273997
So vent those thoughts in a violent videogame! Problem solved.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-03 08:43:02 UTC
in Now Playing: ... Post #273996
Queen- I'm going slightly mad
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-03 07:40:19 UTC
in L4D 2 banned in Aus. Post #273990
Don't. Jack Thompson will blame video games and call counter-strike a murder simulator. (How is a game about rescuing hostages from terrorists and defusing bombs a murder simulator? You get fined if you attack any NPC!)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-03 07:38:24 UTC
in Microsoft Security Essentials Post #273989
How dare you sign a letter from striker like that!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-02 15:52:55 UTC
in Rooms (mini co-op project) Post #273975
Fixed misaligned texture in JeffMod's second map
Muzz, I love you! Thanks so much!
EDIT: CT, It's been brought to my attention that there is an error in my second map; the door on the side can be opened even if the player has not picked up the secret...
I hope this is fixed in V2.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-02 06:49:33 UTC
in Rooms (mini co-op project) Post #273966
Captian, it has been brought to my attention by Discostu that one of the textures in my second room is misaligned due to the resizing of the security monitor textures in my wad.
User posted image
Thanks for the pic, Discostu.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-10-01 16:46:34 UTC
in Rooms (mini co-op project) Post #273956
Mapping notes: Jeff's new old room (1st Jeff's) looks much more interesting now.
I wonder how many improvements CT made to version 2... I made a some improvements in V2, including his old ones, but he's probably added more...
I've noticed there is a very misaligned texture in his second room.
:o
PM me a screenshot, please!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-30 12:20:28 UTC
in Now Playing: ... Post #273932
'My Immortal'
Hahaha! That fanfiction was so crappy it was funny as hell!
...Wait, we're talking about a song?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-30 10:09:57 UTC
in Elevator Exit: Need Ideas Post #273924
I already got it, but the lighting was a hassle to get perfect.
Climbing up it in the dark is a bitch, but elevator shafts are supposed to be dark.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-30 08:32:59 UTC
in Video Game Trivia Post #273919
Smithers!
EDIT: A bit unfair, because I have almost every line from HL memorized. :D
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-30 08:23:28 UTC
in Elevator Exit: Need Ideas Post #273913
Well I'm assuming that these doors are the only ones open, so what's wrong with allowing the player to go up that far? It's not like there's anywhere else to go anyway.
This particular elevator shaft is unique in that it has doors with glass in them.
The debris could very well be the reason why the elevator is disabled, instead of having a random elevator that is disabled for no apparent reason.
I like this. I won't touch hammer this morning, but so far it's WC's idea and this.
EDIT: So, I'm working on it, but I had the ladder in the middle of the shaft side. Only one phrase can sum the results of this up: Warning, user death iminent.
Too hard to get over there without falling repeatedly, so I'm moving it further towards the door. Wish me luck.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-30 06:53:36 UTC
in To Forum Administrators Post #273916
And there's other members who I can't believe aren't mods yet.
We have what my Civ teacher would call "Internal Locus of Control" :)
We already have plenty of moderators.
And the don't usually need to act on anything ;)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-30 06:49:23 UTC
in Microsoft Security Essentials Post #273915
Don't tell me it's not useful, OS-es like linux are very used.
AFAIK, the only problem with linux is inexperienced users, and that noone makes games compatible with it. :(
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 21:25:33 UTC
in Elevator Exit: Need Ideas Post #273879
Some players would see that as weird.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 21:14:39 UTC
in Elevator Exit: Need Ideas Post #273877
I guess I could go with the ladder one, if it stops before the other floor starts. Can't do it with the cable, because it's supposed to go on for a long while, and I'm to lazy to make 100 floors in 1 map :P
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 20:50:13 UTC
in Elevator Exit: Need Ideas Post #273874
So, I have this broken-down elevator, and I need the player to get up a storey through the shaft without being able to climb the cable. Problem is, I can't think of any prefab or method of giving the player a way up that would make sense. Ladders wouldn't work inside an elevator shaft, ropes or wires of any kind would need a logical explanation, ect.
Any ideas, anyone?
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 19:07:18 UTC
in L4D: Crash Course Post #273867
Ah. This will probably be my last post then, because I don't currently own L4D.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 18:54:18 UTC
in L4D: Crash Course Post #273865
Are you looking for some, or is this a thread for L4D mapping essentials?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 16:18:18 UTC
in Modeling for source maps... Post #273861
We all know what props are. I don't even map for source and I know how to use a prop_physics XD
Gmod also spawns prop_ragdolls, not just prop_physics. ;)
I wish you luck, hopefully you'll be better at modeling than I am.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 07:13:58 UTC
in Modeling for source maps... Post #273840
I think they started distributing it again, but since I don't have steam ATM I can't check.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 06:47:49 UTC
in Video Game Trivia Post #273838
Dammit, Pengy! I had 8 new posts on a thread I was tracking that didn't exist!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 06:46:37 UTC
in Modeling for source maps... Post #273837
The Valve XSI Mod tool that comes with the SDK would be a good place to start. See if that is easy enough to use.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-29 06:40:24 UTC
in Punch-in-the-face, er, I mean Facepunch Post #273836
We don't have a rules list, but just use your common sense. If in doubt, don't post, just observe what other people do.
Get banned...?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-28 16:53:50 UTC
in ambient generic - increase volume in gam Post #273801
I was going to as the first post, but I realized that he's not using it, and that I have no idea how you could do it otherwise :|
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-28 15:54:35 UTC
in Rooms (mini co-op project) Post #273794
No problem, CT. I just hope it will run when I get someone to dowload it for me. ;)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 16:57:30 UTC
in Colony 42 Post #273756
Yes, but it's not yours. Sorry, but I made that part before I held the contest. :(
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 16:12:49 UTC
in VGUI screens - how the hell do you use t Post #273752
^Or if you really want to, you could actually use VGUI.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 15:51:58 UTC
in VGUI screens - how the hell do you use t Post #273750
Make a vending machine (prop_physics with motion disabled, most likely), add nodraw buttons where the buttons are, and set them to make the items.
You can have the prop_physics dispenser from HL2, or env_beverage (you'll need can.mdl first, you can get it at the snarkpit) or weapons/ammo.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 15:49:43 UTC
in Colony 42 Post #273514
bump

Sorry, no news. I've actually lost interest for a bit, and am reading some fanfictions and playing other mods in the time being.
I will finish it. Eventually.
EDIT: Back on track, just finished a map. 1 chapter to go until the twist.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 14:32:49 UTC
in The Free Texture Thread! Post #273748
I made a real estate sign and some white wood to go with it:
User posted image
User posted image
Tools used: Ifranview, Paint, Wally (extracting wood texture from HL.WAD to modify)
Also: Brown hair for Ambient.Impact's HD slick;
User posted image
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-27 08:55:04 UTC
in Left 4 Dead Mapping Post #273742
I thought Left 4 Dead WAS source.
It is, but it's a newer version of the engine fsr.
well I wanted it to be simple and I also wanted it to be close to source because that is what I am most used to.
Info is good, but I was asking Huntey. :)
Can I use Left4Dead models in source?
I'd assume so, since it's still source. However, any new features included in them wouldn't work, and I doubt it would be legal to include them in maps. Gmod would be Okay, though, I'm sure.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-26 19:40:32 UTC
in Left 4 Dead Mapping Post #273728
BTW, how is your L4D campaign coming along?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-25 12:18:22 UTC
in Half-Life: Static Friction Post #272855
XD
Welcome back!
EDIT: Hey, do you guys still need a non-HL2 fast headcrab model?
EDIT2: Never mind, I just realized how crap I was at reporportioning stuff... :/ Too bad...
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 21:10:56 UTC
in The "Official" Competition 27 Post #273706
Can I have some too? And a steam update?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 18:35:15 UTC
in Unexpected Client Crashing Post #273703
Shouldn't it just give you a "Could not find model" popup before it crashes?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 17:45:24 UTC
in Rooms (mini co-op project) Post #273701
Well, I replaced them and it still crashed. :/
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 17:28:17 UTC
in Mapper wanted for competitive map (CS1.6 Post #273698
kmc, you could learn to map here instead of having someone else (potentialy) ruin your idea. The Half-life tutorials have a couple CS tuts in them, plus all the general stuff. Compiling is easy, and you'll learn the interface quickly.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 15:57:33 UTC
in Rooms (mini co-op project) Post #273695
Replaced the textures. Still crashes without an error.
Just PM me a screenshot of the places you're unsure of and a reference screen from the c1a0 lobby or something, Sorry you have to do this... :(
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 15:50:16 UTC
in Mapper wanted for competitive map (CS1.6 Post #273696
More so if you don't map for the game/mod the map is for.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-24 06:39:42 UTC
in Half-Life: Isotope Post #273685
Did you code this, or make a custom camera angle in flat-life?
I like it, either way. Looks neat.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-23 21:19:44 UTC
in The "Official" Competition 27 Post #273674
SQUAD! WE! GOT! RESULTS! YET?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-09-23 20:07:10 UTC
in The "Official" Competition 27 Post #273672
You heard the man! MOVE! MOVE! MOVE!
Notewell NotewellGIASFELFEBREHBER