Forum posts

Posted 17 years ago2007-05-11 02:58:42 UTC
in CPR Industries: Shadow's Spear Post #221636
Word, Penguinboy.

And I know what Strider is talking about, too. Are you really just making this mod as an excuse to show off your (quite excellent, really) prefabs? Because that's really all you've shown so far. No environments, no gameplay, no cool architecture - Just a bunch of planes and vehicles sitting around. Is there going to be anything else to it? How many models of aircraft can you really use in a first-person shooter?
Posted 17 years ago2007-05-10 05:21:46 UTC
in aiscripted_sequence help Post #221580
It must be a real hassle, having your period key broken like that.

But seriously, I can't even understand what you're on about now. Work on what you're saying, so it makes a bit of sense. Then maybe I, or somebody else, can help you. I'm sure you know all the nuances of your map, but nobody else here has ever seen it before, so please don't reference details about it as though we know how it's set up.

I might also suggest you upload your map to the map vault, and let somebody check it out for you.

P.S.

Sentences do not end with commas. ;)
Posted 17 years ago2007-05-10 04:12:13 UTC
in Phineas Bot Mod Problems Post #221575
Second time he double posted, he was bumping to get some attention.
Posted 17 years ago2007-05-10 04:06:17 UTC
in aiscripted_sequence help Post #221573
So what? I didn't think he started on the stairs, but he must walk down them, right?
Posted 17 years ago2007-05-10 03:50:53 UTC
in GoldSource Mapping Tips Post #221570
Espen, carving windows and doors in walls will cut the brushes up horizontally, instead of from floor to ceiling. This makes it harder to manipulate later on.

And Strider... I just don't understand you. How is clipping not neat and controlled? You define the exact way you want your brush to be split, and you apply it. :confused:
Posted 17 years ago2007-05-10 02:04:28 UTC
in MY .MDL's BLEED WHEN I SHOOT THEM :( Post #221564
Err... I don't think it IS in CS. It must be a custom FGD, because the default one doesn't have any monster_ entities in it.
Posted 17 years ago2007-05-10 01:59:20 UTC
in aiscripted_sequence help Post #221562
If the stairs are func_breakable, it's possible that he'll refuse to walk on it, although it could be any number of other reasons. For instance, you mentioned that he blocked you on the stairs. If they're narrow enough to do that, then that's likely your problem.
Posted 17 years ago2007-05-09 23:06:05 UTC
in GoldSource Mapping Tips Post #221556
Clip tool is fucking awesome, and extremely useful. Otherwise, you would have to work with a bunch of different blocks just to get a shape you could easily form with the clip tool in a second. Maybe I would have more reason to believe you if you actually explained why it's better not to use it.

Those other two tools are practically useless though. The hollow tool promotes blocky, unoriginal brushwork, and carving inevitably leads to sloppiness.
Posted 17 years ago2007-05-09 19:29:14 UTC
in A GIFT TO ALL TWHLer's Post #221546
I'm well aware of the many uses for the main program included, and I'm not mad at all (STFU Luke), But you can hardly say that everyone who uses a computer will find a use for it... especially considering that most people never do anything but check their email and surf the internet. Indeed, it would be hard to deny how versatile a tool it is. Besides that, I was referring to everything included in the package, not just the main feature of it. My outlook is not narrow, kthnx.
Posted 17 years ago2007-05-09 16:38:08 UTC
in A GIFT TO ALL TWHLer's Post #221517
Luke, World Crafter: I really don't see how this stuff could be useful to anyone other than game designers/mappers.
Posted 17 years ago2007-05-09 05:10:06 UTC
in Half-Life: Hostage Situation Post #221479
Alright by me, but please get working on that faster.

The new DLL sounds great! The disappearing HUD will be extremely useful for my cut scenes.
Posted 17 years ago2007-05-09 05:00:33 UTC
in about the egon(gluon gun) Post #221476
Also notice that it plays a different animation when you hold the alternate fire button down. :o
Posted 17 years ago2007-05-08 23:49:52 UTC
in ambient_generic help Post #221462
No, you don't. Cue points are little things in the WAV file itself. They define when it should start and stop looping. Looky here.

I'm not sure why these are needed exactly (why can't the sound just automatically loop once it reaches the end?) but... they are.
Posted 17 years ago2007-05-08 23:18:55 UTC
in ambient_generic help Post #221460
Do you have the cue points in place?
Posted 17 years ago2007-05-08 21:24:17 UTC
in ambient_generic help Post #221455
Nope, you should be fine. No need for a trigger, just check the correct flag so it starts when your map does. This is assuming your WAV has cue points in the correct positions.
Posted 17 years ago2007-05-08 18:36:15 UTC
in batle station!!!!need help,please answer Post #221451
...

Did you even click my link?
User posted image
Posted 17 years ago2007-05-08 18:09:25 UTC
in Custom Sky Textures Post #221448
No, you can't include them in the map like textures. Whoever is installing the map just has to place the TGA files in the correct folder themselves.

What do you mean, "so they don't have to go out and download them"? Just include the skybox images with your map.
Posted 17 years ago2007-05-08 17:53:05 UTC
in batle station!!!!need help,please answer Post #221445
The Half-Life engine (GoldSrc) varies so much between mods, you can hardly call it the same. This particular thing is only possible in Spirit of Half-Life, or Spirit based mods, so it does matter.

If it's going to be in a mod format, no problem, but if you're just making this as you would a regular HLDM map, then everybody who plays will need to have Spirit too.

I don't believe there are any tutorials on something this specific, but if you got to know Spirit better, I'm sure you would pick up on it.
Posted 17 years ago2007-05-08 17:45:21 UTC
in CPR Industries: Shadow's Spear Post #221444
Oh... wow. :o I don't remember you using your own name before, though.
Posted 17 years ago2007-05-08 17:37:22 UTC
in One-way mirror effect? Post #221441
Pfff... Simple way... :tired:
Posted 17 years ago2007-05-08 17:33:46 UTC
in batle station!!!!need help,please answer Post #221440
It's not possible with regular old Half-Life, but it is on Spirit. I don't think you can control them both at the same time, but it can certainly be attached to the train.

Oh, and it's not really so obvious that it's for Half-Life. This forum section is for Half-Life and ANY of its mods. I'm sure you know there are thousands.
Posted 17 years ago2007-05-08 17:27:42 UTC
in batle station!!!!need help,please answer Post #221437
GrammEr time!!!
Posted 17 years ago2007-05-07 23:16:26 UTC
in One-way mirror effect? Post #221360
If you actually meant a one-way mirror, then yes, I think it is possible, with enough work. When you're on the mirror side, you would have to have a copy of the entire room you're in being rendered on the other side of some glass, within another room. However, this copy of the room would have to a func_illusionary, and you would have to use an env_render to switch it to invisible when you're on the other side of the mirror, looking through at the room with the mirrorred side. I might try it some time, just to prove it can be done. :D
Posted 17 years ago2007-05-07 20:45:18 UTC
in A GIFT TO ALL TWHLer's Post #221350
Onoz Rimmy, you gave away part of the contents of the package.
User posted image
Posted 17 years ago2007-05-07 18:49:32 UTC
in A GIFT TO ALL TWHLer's Post #221344
Yes Dave, you are a thief for downloading this. :heart:
Posted 17 years ago2007-05-07 18:09:01 UTC
in A GIFT TO ALL TWHLer's Post #221334
You? Banned? In this place? Pfff... you'd probably have to kill one of the moderators before they would even think about banning you. Just look at Dave.
Posted 17 years ago2007-05-07 18:02:10 UTC
in A GIFT TO ALL TWHLer's Post #221329
DOUBLEPOST BANBANBANBAN!!!

:P
Posted 17 years ago2007-05-07 17:58:41 UTC
in I need help with trigger_changelevel Post #221327
Err... No it's not, BJ, and I never said you should put it in a wall. All a landmark does is let the engine know where the two maps are in relation to each other, so you stay in the same position when the transition happens.

And from the official tutorial here:
The info_landmark sets up a constant point of reference in the origin and destination maps. It must appear in both maps otherwise the level change will not work correctly. The origin and destination info_landmark must both have the same Name (targetname)
So basically, it's the same info_landmark in both maps.
Posted 17 years ago2007-05-07 17:16:45 UTC
in I need help with trigger_changelevel Post #221323
If you copy one area out of the previous map, and paste it into the new one, that area will be the same. This is the "same place" I'm talking about. If it's off, then you could spawn into a wall or the floor after the level change. That area that's consistent between the two maps, that's where you want to place it, because you can refer to the location of it in both maps and make sure it's in the same position, relative to everything around it.
Posted 17 years ago2007-05-07 16:42:51 UTC
in A GIFT TO ALL TWHLer's Post #221313
I was downloading at 230+ kbps... maybe the server location is in the U.S.?

Edit: Ohhh... Heheh, this stuff is niiiiiiiice!
Posted 17 years ago2007-05-07 16:40:32 UTC
in CPR Industries: Shadow's Spear Post #221312
Sorry for not getting your humor. Lewlz. :lol:

Athlete: Who's Callum P. Robertson? a? But he's not 16...
Posted 17 years ago2007-05-07 16:36:23 UTC
in A GIFT TO ALL TWHLer's Post #221309
Elon Yariv, you're a dick.

Hope whatever it is is good.
Posted 17 years ago2007-05-07 06:53:14 UTC
in Minicompos? Post #221215
Nobody wanted to do that last time somebody suggested it. And what it sounds like you're saying is, you want to start a compo that's all about throwing a bunch of premade props into a room, am I right? Well, that's exactly why it hasn't happened yet.
Posted 17 years ago2007-05-07 06:49:20 UTC
in CPR Industries: Shadow's Spear Post #221214
Gee, sorry for insulting your profoundly high level of intelligence. I'll be sure never to suggest any mapping techniques to you again, my all-knowing friend.

Besides that, I wasn't talking about sprite trains, or anything complex. Just two trains following the same path, which as I guess you must know, is ridiculously easy.
Posted 17 years ago2007-05-07 00:08:52 UTC
in games Post #221204
What's so pathetic about it? I don't know of any better ones.
Posted 17 years ago2007-05-06 18:18:50 UTC
in I need help with trigger_changelevel Post #221188
Yes, the landmark has to be in the same place in both maps. It doesn't matter where in the map it is, but the area where the level change goes on is usually the only consistent thing between the two maps, so people put them there.

Also, if you have the trigger_changelevels in the same position in both maps, it'll probably go into some kind of infinite level change loop, although I'm not sure (I've never tried that myself.) It's a good practice to keep plenty of room between the two trigger_changelevels, so the player doesn't skip right back to the previous map if they step backwards after the level change.
And does the changelevel FROM one room still have to exist in the other if the swap is one way?
Even if the level change only goes one way, you still have to have a trigger_changelevel that leads to the previous map, yes. Put it in some secluded spot in the map, or just check the "USE only" flag.
Posted 17 years ago2007-05-06 18:00:59 UTC
in blizzard Post #221186
I totally ignored this thread until now, but...
I always hated wow and never played it.
MUAHAHAHA! Man Elon, your humor is the best. Wait, you were joking, right? No? Oshi-
Posted 17 years ago2007-05-06 17:58:19 UTC
in Leak... but no leak? Post #221185
hlcsg needs those WADs, so if they aren't found... well, then it doesn't work, and all the stages after that don't work either.
Posted 17 years ago2007-05-06 16:40:02 UTC
in Leak... but no leak? Post #221168
In the compile log, did it actually say that there's a leak in the map?
Posted 17 years ago2007-05-06 16:22:10 UTC
in What games to buy Post #221165
I'd suggest the first Max Payne, if you're looking for something older. I got it on eBay for $5. :0
Posted 17 years ago2007-05-06 15:40:56 UTC
in New Map: Alpestrine Post #221157
While you're at it, you could do as I suggested, and have some ambient sounds emitting from the lamps... :P
Posted 17 years ago2007-05-06 15:30:56 UTC
in CPR Industries: Shadow's Spear Post #221156
You know what you could do? Use Spirit. Or, you could just make another func_train follow the same path_corners as the plane, and use some neat effects with the additive property. Check out the beginning of Heart of Evil for an example of this, where they had the propeller of a helicopter in a separate entity.
Posted 17 years ago2007-05-05 21:07:19 UTC
in What games to buy Post #221110
want to buy game or software whit cheap prices, go to Internets. Only 0,0$ - 0$ :badass:
Posted 17 years ago2007-05-05 20:20:52 UTC
in Bomb/Defuse Help Post #221106
Please use the edit button in the future, it's below your name. Then you won't have to double post. Besides that, spamming isn't going to get you your answer. You've already asked, just wait for a reply.
Posted 17 years ago2007-05-05 19:43:13 UTC
in HL:OIFH Post #221104
Alright... I'm going to have to assume Hunter is a genius at interpreting vague, trippy, fragments of thought, because I really have no idea what to make of that. :nuts:
Posted 17 years ago2007-05-05 17:04:29 UTC
in CS Source Problem Post #221094
Lulz, what the hell do those other games have to do with anything? :P
Posted 17 years ago2007-05-05 16:20:33 UTC
in New Map: Alpestrine Post #221086
Yeah, I was thinking you should have just used that concrete texture for the side, like you did all the other stairs.
Posted 17 years ago2007-05-05 15:25:59 UTC
in New Map: Alpestrine Post #221083
Hold on, I'll get a screenshot...

There.
User posted image
Posted 17 years ago2007-05-05 15:12:25 UTC
in high r_speeds from weird vising. Post #221081
Put that in the Map Vault dude, it's pretty decent. We need moar school maps in these hard times we live in. :D
Posted 17 years ago2007-05-05 14:59:54 UTC
in New Map: Alpestrine Post #221076
I saw that too, but I didn't think it was a flaw... I mean, it would be pretty hard for him not to notice it. I just assumed he left it like that intentionally.