Forum posts

Posted 20 years ago2003-12-07 14:48:59 UTC
in Hunger 3 problem (Spoiler Warning) Post #6932
lob grenades, and lots of them
Posted 20 years ago2003-12-06 17:42:33 UTC
in solid queries Post #6846
i've got a similar thing in one of my maps, but the problem is that i can't stop the pillar sides breaking up into breeze blocks!
Posted 20 years ago2003-12-06 17:37:47 UTC
in Mod Storyline Post #6845
run with it :)
Posted 20 years ago2003-12-05 20:09:06 UTC
in kleine fragen Post #6706
2.yep, check out "chromebar", it works on mine.
no more info needed here thanks
Posted 20 years ago2003-12-05 16:05:47 UTC
in kleine fragen Post #6687
first, some people never had girlfriends.
second, there is a chrome texture but only one.
third, how small does a func breakable need to be before it stops gibbing, and will it work if I group several?
Posted 20 years ago2003-12-05 16:01:42 UTC
in Mod Storyline Post #6685
interesting...but an idea I had could be that at first gordon is doing some mission somewhere in the universe, whatever that may be, but then he finds out tiny snippets if information that say that the troubles on earth may be far from over. He travels back to earth, and does his exploring bit, killing aliens etc. but then in a secret other base in siberia or somewhere, he finds adrian sheperd in an isolated chamber or maybe through a teleporter (you may guess by now i kinda like this theme), and most of what happened is explained. By the end they (or just gordon) have found a way of going back in time to black mesa and confronting the final threat, whatever that may be...
:cool:
Posted 20 years ago2003-12-05 05:31:26 UTC
in ambient sounds Post #6607
presumably prefab factory isn't working
Posted 20 years ago2003-12-04 19:20:27 UTC
in Mod Storyline Post #6579
yes.....but i agree that outdoor environments (within reason) would be great
Posted 20 years ago2003-12-04 14:38:30 UTC
in kleine fragen Post #6550
hmm
ein neues Frage: can i stop a func_breakable from releasing gibs (its not meant to be seen ), or is there another way
Posted 20 years ago2003-12-04 13:55:02 UTC
in Searchable forums and topic? Post #6543
does ninja grinch accept change? sorry i dont have a paypal, but i would like to buy one of those
Posted 20 years ago2003-12-04 13:50:36 UTC
in kleine fragen Post #6542
first, can i give texture that chrome effect if i include "chrome" in the name of it, there are a couple in half-life that do that, or does it require something beyond my feeble skills
Second, i've set up some grunts that are out of line of sight when the player enters an area. Is there a way to anger/trigger them from an area trigger?

Vielen dank btw how's my german
Posted 20 years ago2003-12-04 13:40:47 UTC
in Mod Storyline Post #6541
the leader speaks!
Posted 20 years ago2003-12-03 19:42:00 UTC
in bad surface Post #6491
dont worry fixed it
Posted 20 years ago2003-12-03 19:40:14 UTC
in Mod Storyline Post #6490
yeh, maybe sheperd tells gordon when found captive in some far distant base, and he decides to prevent it happening. the good thing about this is that we don't know how much time passed between sheperd killing the gene worm and the bomb going off, so we can put in whatever we want there. We could have a brief encounter with the g-man, where he tells gordon about other "loose ends" he has to deal with and walks off.
I also think a "white mesa" in siberia or wherever would be a nice change, like jage said. Sorry ZL ;)
Posted 20 years ago2003-12-02 19:28:25 UTC
in Mod Storyline Post #6389
"decided" is an ambiguous word, and I never suggested anything about custom weapons. But the fact is, there doesn't seem to be any consensus whatsoever about what is going to be done.
Posted 20 years ago2003-12-02 15:38:49 UTC
in Mod Storyline Post #6372
I think we shouldnt try and categorize what its "going to be" in one thing. I think the matrix word is now banned from this thread, so lets move on.
In the TS idea we have to come up with concrete ideas for what people are realistically capable of and would be cool. Personally, I think elements where the laws of physics are bent, allowing gordon to jump from building to building or run extra fast, would be good as well as historical or future bits. To prevent people from feeling too distanced, what if gordon has to travel back in time to black mesa to do something or other, and change the past.

In any case we have to have a fixed premise VERY soon before this all collapses
Posted 20 years ago2003-12-01 18:49:11 UTC
in bad surface Post #6268
ooh another thing
after bad surface it says "extents 32/6352"
i don't know why i didn't say that earlier
Posted 20 years ago2003-12-01 18:22:16 UTC
in bad surface Post #6267
damn
cool avitar btw
Posted 20 years ago2003-12-01 15:03:02 UTC
in bad surface Post #6248
i had a few brush problems with a map and managed to sort them, but i'm getting problems that could be related. All the compile programs work fine its all lovely and so on, but when half-life starts i get an error box that says 'bad surface' and refuses to go further. Hammer doesn't seem to notice anything, and i've never had this before.
Posted 20 years ago2003-12-01 14:20:08 UTC
in Naming Help Post #6244
or "fondant heart of evil"
my god we really must let this die :zonked:
Posted 20 years ago2003-12-01 14:18:00 UTC
in Mod Storyline Post #6243
just thinking about the additive effect that was mentioned amongst that epic series of posts, how about we come up with some sort of plot that allows gordon to enter into something like the matrix, pure white backgrounds with objects appearing in a cool fashion, where you either learn more about the plot or end up fighting aliens or whatever i dont know
( Guns, lots of guns ) heh heh

Or/as well, something happens which allows gordon to control physical effects like gravity or pushing monsters away (good for cliffs/mountains)
Again, there are many possibilities.

All this shouldn't be theoretically too hard with some clever control of triggers etc like in opfor, you could trigger a teleport with the displacer.

Oh yes you could also find adrian sheperd in the matrix thing too, and he could waste aliens with a really big gun as a partner
Posted 20 years ago2003-11-30 10:24:35 UTC
in Mod Storyline Post #6103
I think we would have to add more than just a space setting, despite how awesome it will be , because people may get bored looking at the same scenery for 20 levels. ( Case closed anyone?? )
But, I have thoughts: you know when gordon launched the satellite in half-life? Maybe something went wrong with it or associated space station, whilst he was gone, that he's gotta fix. Also, the bit in the end sequence where you see all the destroyed tanks and F-16s in Xen? Didn't the g-man mention something about humans having taken control of the border world? This gets me thinking, it could emerge that there has been a huge attempted invasion of Xen that has gone deeply pear shaped, and now the world has become the battleground. New York looking like stalingrad and all that. The g-man could have a secretive role as perhaps being the mastermind of all this, or maybe playing off the aliens and humans against each other, for some sort of personal gain...
Also lets not forget the other aliens from opfor who, correct me if I'm wrong, are also enemies of the Xen aliens. They could play a part.
Posted 20 years ago2003-11-28 15:29:29 UTC
in Mod Storyline Post #5946
I shouldn't think a movie scriptwriter is necessary.......
....if you lot feel creatively underdeveloped, I'll have a go.
It seems to me that the critical elements are in order:
1) Setting(s)
2) Objectives
3) Characters
4) set pieces/information sections

And then the mapping itself
Posted 20 years ago2003-11-28 15:19:46 UTC
in Naming Help Post #5943
blow crap up, shoot people, get bite to eat......ooh make a little fort
btw you should call it "Inverse Project IGI"
heh heh i thought for two seconds for that name
Posted 20 years ago2003-11-28 15:15:44 UTC
in ambient sounds Post #5942
Just thinking back weeks ago when I made this topic, I was trying to get a music track playing. Is it better to just use trigger_cdaudio or summat and put the track on a disc (not intending to release the map or anything)
Posted 20 years ago2003-11-26 13:42:07 UTC
in Mod Storyline Post #5682
in the background:
if anyone has any small ideas for little bits or things that would be cool, spread the word!
Posted 20 years ago2003-11-25 19:32:49 UTC
in How to use point file ??? Post #5646
also, type gl_clear 1 in the console to turn areas outside the level intoa solid colour. this gets rid of the "warping" that occurrs when noclipping with openGl.
Posted 20 years ago2003-11-24 14:46:42 UTC
in Mod Storyline Post #5538
I really like the scandinavia thing, but how's about a speeding train episode connecting to the city? (without ripping off soldier of fortune) Like in that CS map highspeed but with our own elements bunged in. Presumably it wouldn't be too hard to include a white/snowy fog effect? Very atmospheric....
and of course it could culminate in a monstrous crash.
Posted 20 years ago2003-11-23 14:55:06 UTC
in Mod Storyline Post #5466
I thought zombie hates heart of evil :zonked:
he completely ripped it in "which mods do you like and why"
Posted 20 years ago2003-11-23 10:02:00 UTC
in Mod Storyline Post #5444
how about something or other that places you on earth well into the future, and everything's gone pear shaped, all very post apocalyptic with deserted towns and military bases etc. (no city 17 though :lol: )
Especially if you ended up travelling to different regions of the globe.
Arctic base could be an interesting thought there....
Posted 20 years ago2003-11-23 09:54:33 UTC
in ultimate leak Post #5443
sure thing. its under the name ultimate leak
Posted 20 years ago2003-11-22 19:26:20 UTC
in ultimate leak Post #5404
** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:SierraHalf-Lifevalvetherooms.map" "C:SierraHalf-Lifevalvemapstherooms.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE
** Parameters: "C:SierraHalf-Lifevalvemapstherooms"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE C:SierraHalf-Lifevalvemapstherooms
Entering C:SierraHalf-Lifevalvemapstherooms.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

19 brushes (totalling 142 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.32 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.64 seconds)

Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 104 used textures, 97.20 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 1 used texture, 0.93 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 2 used textures, 1.87 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalvetom.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
added 34 additional animating textures.
Texture usage is at 1.94 mb (of 4.00 mb MAX)
5.00 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE
** Parameters: "C:SierraHalf-Lifevalvemapstherooms"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE C:SierraHalf-Lifevalvemapstherooms

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

Warning: === LEAK in hull 0 ===
Entity weapon_crowbar @ (1250,-600,-720)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

4.34 seconds elapsed

what can be made out of that (and the crowbar is just the start of the p
pointfile i've confirmed)
Posted 20 years ago2003-11-22 19:21:58 UTC
in Mod Storyline Post #5403
i'm thinking of a sort of aliens scenario, obviously with differences, but a deep space setting would give lots of scope for different plots
Posted 20 years ago2003-11-22 18:58:31 UTC
in Dizzy's Map is finished!!!!! Post #5398
jobabob:i know, but i'm feeble and mine's SP not team fortress
Posted 20 years ago2003-11-22 18:46:38 UTC
in ultimate leak Post #5395
may I just reiterate a few points:
-I HAVE USED THE POINTFILE!
-THERE ARE NO ENTITIES OUTSIDE THE LEVEL OR TOUCHING THE VOID! NONE!
-I AM NOT STUPID!

now, if anyone has any more advanced help, I would like to hear it.
The thing about cylinders could be the culprit, I'll look into that.
Also, could s.o. tell me about posting it in case i can't find a solution.
Posted 21 years ago2003-11-21 17:34:36 UTC
in ultimate leak Post #5268
ok, I'll try posting it........what do i need to do for that?
btw if you can find a way to make the headcrabs jump it would help me a lot

Oh yes, i know it's well meaning, but will people PLEASE stop saying "check for entities outside the level"
i've been doing that for weeks
Posted 21 years ago2003-11-20 15:35:29 UTC
in ultimate leak Post #5184
sorry steinin's block shrinking block method
Posted 21 years ago2003-11-20 15:34:19 UTC
in ultimate leak Post #5183
thanks :cool: but...............................

it does nae work..........it selects the entity that starts the pointfile, not the leak.
i tried ministeves method but even that doesnt work!!!!!!
wtf is happening!!!!!!!!!
although 1 thing i have noticed, whislt noclipping, is that a couple of world brushes i have copied have copied again, but miles below the lowest point in the level. these dont show up in hammer....weird
Posted 21 years ago2003-11-20 13:17:47 UTC
in What mods do you like and why? Post #5166
boring?!?!?!?! did you actually play it or just sit at the desktop imagining you were playing it
It adds hundreds of new ideas to half-life in its old age, and all of them done amazingly

Of course if you meant you didn't like the vietnam THEME thats a different story.....

but I would say it ranks amongst the greatest SP mods ever.

hah
Posted 21 years ago2003-11-20 13:09:41 UTC
in Sky texture Post #5163
also, i think you need to have a sky in bmp and pcx types (all saved in the same place), as well as tga (for other drivers, software etc) even if you only want to use openGl
Posted 21 years ago2003-11-20 13:05:39 UTC
in ultimate leak Post #5162
hmmm where can i find this leakfinder
i had a quick glance through google but there are a million and one programs called leakfinder
Posted 21 years ago2003-11-19 13:54:34 UTC
in PQL, Issues... TWHL? Post #5104
Would it be possible to have some sort of ideas forum? Because I reckon all the people that members who dont generally do that much mapping may have really cool insights for set pieces etc, or because they just end up with prohibitively high poly counts in their levels (ahem..cough..)

also, I reckon coding a mod would be ten times better than just hoping people have got spirit
Posted 21 years ago2003-11-19 13:25:57 UTC
in Sky texture Post #5097
i had a problem like this, but if you have an environment map named sky then you must have the correct names, i.e. call the bottom face skydn, right hand side called skyrt etc. It seems to be really specific about the names of the images.
Posted 21 years ago2003-11-19 13:22:15 UTC
in Dizzy's Map is finished!!!!! Post #5095
whats it about? eh eh then i'll try it

heh heh one day you lot can see my d-day monster map
Posted 21 years ago2003-11-17 14:21:21 UTC
in ultimate leak Post #4975
I've got an ultimate leak that I just can't find......having spent days using gl_clear 1 and noclip etc all the usual methods.......
so can some-one just list every single type of leak possible because its killing me
aaaaarghhh
:nuts:
Posted 21 years ago2003-11-17 14:03:55 UTC
in Leak problem(again?) GET CANDY! Post #4971
for the love of god learn how to spell
Posted 21 years ago2003-11-12 13:19:32 UTC
in What mods do you like and why? Post #4516
heart of evil heart of evil heart of evil

its very name strikes fear and awe into my heart....

monumental.........
Posted 21 years ago2003-11-12 13:15:39 UTC
in how do i port weapons? Post #4515
someone post a real link 'cause I need to know this as well
Posted 21 years ago2003-11-07 18:57:15 UTC
in What mods do you like and why? Post #4203
you lot are so backwards
Heart of Evil was so perfect it altered the state of my mind....like the end by the doors.....VIETNAM VIETNAM VIETNAM......

anyway, it is simply the most amazing mod ever. weapons textures monsters weather sounds plot you name it, it kicks botty

BTW it has an awesome chainsaw
Posted 21 years ago2003-11-07 18:46:09 UTC
in a scripted thing Post #4202
Here's the deal: player passes through trigger_once which triggers 6 grunts. How do I get these grunts to then run to path_corner routes I've made without attacking the player, then resume normality when they've reached the destinations? I'm wondering about multimanager bit it's a bit complex to grasp on my own.......