Forum posts

Posted 21 years ago2003-11-19 08:37:38 UTC
in PQL, Issues... TWHL? Post #5076
well ok i think i might help in some way, and i think i can get my step brother involved, a few months ago he made a really good monorail start to his mod, like the on on hl1 but going over an ocean during dusk and passing stand alone mountains., i think we might be able to alter it for this idea, thats if he still as it?
Posted 21 years ago2003-11-19 07:57:35 UTC
in Hint brushes? Say what?! Post #5075
I guess I must be stupid, but http://jchq.vibrants.dk/faq/hint.htm (with its dead links) didn't helpt to explain WHAT HINT BRUSHES ARE ALL ABOUT!!
"Re-inforce the line of sight"?! Don' get it! :zonked:
Posted 21 years ago2003-11-19 07:56:53 UTC
in A mod in progress Post #5074
It suffers from corrupted zip file at the moment but I'll get it uploaded again. Something must have gone wrong previous time. :|
Posted 21 years ago2003-11-19 05:06:02 UTC
in My new map & some questions Post #5073
DieH@rd,

Looked great from what I could play. Lost it after walking through the door to the ladder. HL crashed.

Also did you also know you misspelled 2 words in the opening sequence?

Everithing = Everything
Messa = Mesa

I hate pointing it out because I hate myself when other ponit it out.

Good job on it though.
:P
Posted 21 years ago2003-11-19 04:44:48 UTC
in My new map & some questions Post #5072
And one more thing. Can I upload screenshot file without uploading map file?
Posted 21 years ago2003-11-19 04:42:36 UTC
in Splash screen gone wrong Post #5071
That's not the splash screen! That's the loading screen! :P
Well It wasn't included in the original tutorial but I'm going to update the tut as soon as Andy is back again.

In the meantime try this link:
http://cariad.co.za/twhl/forums.php?pgt=1&action=viewthread&id=668&pg=1:
Posted 21 years ago2003-11-19 04:39:50 UTC
in PQL, Issues... TWHL? Post #5070
But spirit is a little restrictive for those who have not it, ain?t it???. I could download it but most people who don?t know a word about the issue will download the mod and fail to download it simply because they don?t know what Spirit is.
I personally think that the Standard HL engine is enough for our needs. A coder in the team could easyly fulfill our scrpting needs if he makes available the files with new stuff we need... I agree with Kol in most things (he has been here for ages :)) but I think the Spirit thing should be decided by votation.
Posted 21 years ago2003-11-19 04:39:19 UTC
in Dizzy's Map is finished!!!!! Post #5069
note to all: never. ever. release your first maps
Posted 21 years ago2003-11-19 03:42:00 UTC
in My new map & some questions Post #5068
1. That's always happening to me, I solve it the same way :)
3. Sorry; even Hammer won't open now, let alone HL :x
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-19 03:37:35 UTC
in barneys Post #5067
What compo map? :
It's kiiiinda over!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-19 03:36:31 UTC
in i want this tutorial Post #5066
Look at the "Example Maps" section in the Vault.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-19 03:35:10 UTC
in PQL, Issues... TWHL? Post #5065
I meant the construction guy instedda a scientist.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 23:46:19 UTC
in i want this tutorial Post #5064
Read Scripted, More Complex Triggers, Multisource, Multi-manager and some of the tutorials that are more specific to an event (such as the two elevator tutorials). Get through those, you should have a fair understanding of how they work.

Another resource is http://www.vlatitude.com/tutorials.php
Posted 21 years ago2003-11-18 23:02:44 UTC
in Dizzy's Map is finished!!!!! Post #5063
Thanx Jester for the rating yes it is small But that is the point for a killbox :) Being small

Jobabob

It is ok if you don't like it. You can only please some of the people some of the time. I expected there may be people that do not like it.

I was just happy to complete a map and I am encuraged to make a better one the next time around.

Speaking of which I just started a new one the is going to be a huge map with a lot of player interaction. :D
Posted 21 years ago2003-11-18 22:18:17 UTC
in PQL, Issues... TWHL? Post #5062
I like the suggestions that are being made here. This is exactly the kind of thing that we need to do right now, get all the ideas out there and later we can pick and choose the best points from each suggestion. My only request is that we wait until Andy can participate before we make any firm decisions. So keep posting your thoughts and ideas and we can brainstorm until Andy gets back on-line.
Posted 21 years ago2003-11-18 20:29:28 UTC
in My new map & some questions Post #5061
This is my first map (DREAM1), so don expect big stuff here. I will apreciate all suggestions and bug reports... I will try to upload next version of this map later this week.
Try it please :-)

http://cariad.co.za/twhl/mapvault_map.php?id=359&dl=1

I have few questions:

1. If I add trigger_auto in map, HL crash! WHY? Insted of that I've added trigger_once in starting position of info_player_start. Thats doing the trick...

2. Can env_fade can last longer than 15 sec? Whatever number i add in HOLD TIME box result is same... Always 15 sec. I'v used multimanager to link multiple env_fade to create longer dark...

3. There is a problem with Gman in this map (if you download you will see). I've created gman (monster_generic) and linked tigger_once to start scripted_sequence to move gman across 2 chekpoints. But when i aproach to trigger (NOT ENTER!!!) I see gman standing at chekpoint 2! And if I enter in trigger Gman walk to chekpoint 1 and stays there.... NOTE: I'v followed instructions from tutorials, and all trigers are well done configured. (i think...) I'v done this stuff before, but I dont know why HL is screwing me here....

Thats all. I'm hoping that you will enjoy my map.

And one quote:
"Road to hell is full of good intentions..."
	Bruce Dickinson: Road to hell :) :)
Posted 21 years ago2003-11-18 19:47:42 UTC
in SkyMap Problem Post #5059
Maybe your map has a problem that has nothing to do with skyes... Try to make a small box, put inside it a player start and a light. Texture it and give the upper side the sky texture... Run it. See if it works.
If it works there?s nothing wrong with the sky texture so try changing it. It works without the cl_, at least for me.
If it keeps going there is a problem with your map. Post it in the vault then.
Posted 21 years ago2003-11-18 19:47:42 UTC
in SkyMap Problem Post #5060
Maybe your map has a problem that has nothing to do with skyes... Try to make a small box, put inside it a player start and a light. Texture it and give the upper side the sky texture... Run it. See if it works.
If it works there?s nothing wrong with the sky texture so try changing it. It works without the cl_, at least for me.
If it keeps going there is a problem with your map. Post it in the vault then.
Posted 21 years ago2003-11-18 18:45:57 UTC
in Completely OFF TOPIC!!! (Music). Post #5057
metallica? they've made some good songs, but now they suck.
only that tic-tac-tic-tac song is cool... nah they're good!
Posted 21 years ago2003-11-18 18:13:38 UTC
in Converter Post #5056
Hehe, nice. I'm 0 lightyears tall
Posted 21 years ago2003-11-18 18:07:42 UTC
in Completely OFF TOPIC!!! (Music). Post #5055
Yeah, Zombie is right. The only fagers who's angry is Metallica. Can't belive them, they have millions of $ and they still worry about the music being spread over the net. When they had a promo on the new album (St. Anger), they only had one copy of it. Talk about cheap. I don't who the hell want to buy their album anyway, THEY SUCK :x :P
Posted 21 years ago2003-11-18 18:03:23 UTC
in PQL, Issues... TWHL? Post #5054
Vassy: the scientist role playing was the exact thing i was trying to get away from btw,

and just for the record there's an unintentional pun in the core team and http://www.hlcore.tk ;)

I was thinking of more like 3/5 people working on 'main' maps - driving the story etc, while the rest are free to make their own maps concepts etc,

this is the whole point of pql-esque mods
Posted 21 years ago2003-11-18 18:02:45 UTC
in i want this tutorial Post #5053
i want help with many things but mainly help with the entities ai_scripted_sequence and scripted_sequence

PLease :) :P :)
Posted 21 years ago2003-11-18 17:59:41 UTC
in barneys Post #5052
i tried to do this but he will not attack me - i might need this to help my compo map and is we cannot use spirit.... HELP!!! :x
Posted 21 years ago2003-11-18 17:54:16 UTC
in Splash screen gone wrong Post #5050
I suggest thet you follow the tutorial...
Posted 21 years ago2003-11-18 17:53:40 UTC
in how do i make enemies? Post #5049
Sod off if you want to spam. Spam elsewhere.
Posted 21 years ago2003-11-18 17:51:07 UTC
in PQL, Issues... TWHL? Post #5048
VM? WTF? GUS? And by someone different do you mean "Gus" instead of me? Grrr....
Posted 21 years ago2003-11-18 17:45:28 UTC
in PQL, Issues... TWHL? Post #5047
Oh, yeah, like the Spirit idea v.m. Maybe someone different - how about Gus?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 17:41:57 UTC
in My CS MAPS WONT WORK HLP! Post #5046
Post the big long list-a jibberish that you get in the "Compile Window".
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 17:38:20 UTC
in SkyMap Problem Post #5045
Well counted :/
It's true though, I think I read in a ZHLT manual not to add the cl_
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 17:33:50 UTC
in My CS MAPS WONT WORK HLP! Post #5044
Sorry that betta?,i tried and it says no probs found what now ? :zonked:
Posted 21 years ago2003-11-18 17:31:22 UTC
in SkyMap Problem Post #5043
THE GAME LIES! IT IS GABE NEWELL'S EVIL CONSPIRACY PLAN! I PROMISE!
Now, i tested like 2312 times, you do not need to put a cl_ infront of it.
I promise.
if you do not belive me, shove a umbrella up your behind(joke)
Posted 21 years ago2003-11-18 17:29:37 UTC
in My CS MAPS WONT WORK HLP! Post #5042
First of all, turn of capslock, that looks ugly.
now for your question; It can be anything... go to your map in hammer/worldcraft and go to map/check for problems. might say something.
Posted 21 years ago2003-11-18 17:06:28 UTC
in My CS MAPS WONT WORK HLP! Post #5041
HI ALL I CANT GET MY CS MAPS " WORK CAN NE1 HLP PLS?
WHEN I GO IN 2 THE GAME I GET A MESSAGE SAYIN HALFLIFE LOADER DOES NOT WORK IVE GONE IN BY COMPILE PROCESS IVE ALSO GONE IN BY THE MAIN GAME WAY CAN NE1 SHEDD NE LIGHT PLS? :zonked:
Posted 21 years ago2003-11-18 16:38:06 UTC
in PQL, Issues... TWHL? Post #5040
BTW, where will the finished product be available? http://hlcore.tk?
That would be good if you could cram it in, it would probably jam up TWHL.
Posted 21 years ago2003-11-18 16:35:05 UTC
in PQL, Issues... TWHL? Post #5039
So would I. I have bags of free time I'm just gonna waste if I don't do something productive and fun. As for custom models, they should be allowed if they are low def, since I love reskinning low def grunts. I agree that we use spirit and original hl, and also, won't people have started upgrading their computers for hl2 so high def models WILL work with most people? Still, better not to take risks. Besides, you have a bit more freedom when reskinning low def models, they have more textures to edit. Anyway, your plot ideas sound OK, but I have another suggestion (It was originally going to be a mod of my own but it could be this) : HL, but you play as a regular scientist with no HEV suit (You use spirit's start with HEV thing so you have the HUD). You are just going about some sort of simple research, office area maybe? Anyway, you are just doing basic research when the disaster strikes. Like my idea? And also, about the mapping, we need to make sure that everyone gives it 100%, how can we make them? Maybe we should have them reviewed in the MV and not accept anything that's rated 2 or 1? Maybe we should get atom to disable ratings for the person who submitted it. Anyway, those are my ideas. And, in case you just flicked through and didn't read all of this, I'll say it again:
I'd like to be a member of the Core.

Thanks for your cooperation and patience.
Posted 21 years ago2003-11-18 16:16:18 UTC
in Converter Post #5038
Also, I don't see... omg, they found Rankine and R?aumur! :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 16:16:17 UTC
in Converter Post #5037
Also, I don't see... omg, they found Rankine and R?aumur! :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 16:10:28 UTC
in SkyMap Problem Post #5036
Well try not-ing and then tell us more!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 16:09:42 UTC
in Test problem Post #5035
Paste the whole compile log!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 16:09:17 UTC
in Sky texture Post #5034
Specified it in Map->Map Properties?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 16:07:42 UTC
in PQL, Issues... TWHL? Post #5033
I'd like to volunteer as part of the Core.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-18 16:02:22 UTC
in Splash screen gone wrong Post #5032
i have folowed the tutorial for splash screens and when i activate my mod it works but when i start a new game and it loads it reverts to the original hl screen with gordan :(
Posted 21 years ago2003-11-18 16:00:09 UTC
in PQL, Issues... TWHL? Post #5031
I thought this might be a bit big but i'll give it a shot:

IF this happens and IF we get enough interest to start it, here's some concept I had in mind ever since this was mentioned somewhere in the forums:

You don't have to take everything out of this of course; this is just my idea of what it should be like:



Technicalities:

We should decide what we will do regarding the engine (spirit / original hl /op4 / other? / our own?), where the thing will be hosted*, what kind of communication the mod team will have (forums or mailing lists etc), what are we aiming at? - Quality, size, and time wise. And basically all of the practical things involved (aside from mapping)



*If the TWHL servers cannot handle forums and large files - I'm volunteering the space I have on my servers - you can do absolutely anything on them :)





Core development Team:

This is important, I learned a lot form issues - Without this, the mod will never survive, people will loose interest and drift away, change their mind half way through etc. what's required here is a small to medium sized group of mappers who will stick by this no matter what - so even if most of the contributors pull out (which is unlikely but possible) we will have something to work with and maybe get some new contributors in - which should not happen.





Story / Plot:

PQL was fine, and now Issues is taking the basic concept, I though that we should brake away from original hl and the standard disaster at black mesa plot - lets face it - an hl mod will not get as much hype as one created from scratch. But, lets not brake away entirely, rather, offer some kind of prequel or continuation or a parallel, or explanation of the events etc, a bit like op4 - very original and yet ties in with the game perfectly. This I think will appeal to many of the members as they are already mapping Half-Life/BM environments. Here's a rough storyline with random words and some suggestions :)
  • Set somewhere far away from black mesa...
  • Still the same black messa-ish-ness; maybe the company who '' went to some lengths to get it'' - the subject of the experiment in original hl
  • We can (legally) use everything and or anything from all of the retail hl mods - HL, OP4, Blue Shift, which should be enough leeway for creative storylines
  • The mod might follow the life of an average worker from the company and who gets tied up in the secrecy of the matter, some mishaps with the ''sample'' etc.
Now, how does this all tie in with the original concept? And how does this allow for total freedom in mapping?



Well basically - the ''specimen is so unstable, that during transport or drilling, it goes off, destroying most of itself and ripping the fabric of time/dimensions/ whatever you want... so you can see how this can be made into an incoherently coherent mod :)



At this point though, another possible story can be adopted: The search and recovery party member sent in to salvage what they can from the '' drilling/ transport/etc incident'' and the rest writes itself - big disaster that already ruptured space/time or something of the sort.





Mapping!

Yes, the mapping - the point of all this: Here's what I think should not happen: Members banging out a map or two in a month or so and then that's it - fun for about 5 mins... And it will be even less fun to play a thing that's been made like that...



We should strive for quality rather than quantity - We should set a standard of mapping and stick to it - if anyone fails to meat this standard, they will be dragged around the place behind a jeep and made to learn all of the things that they lack, and we will do our damnest to make sure that everyone is giving it 500% I disagree with some of the views on the forums that we should use the original hl code - I?d be inclined to go for spirit - but: do what issues did, make it optional, since spirit can run levels made for original hl without problems.



I suppose there are numerous limitations to take into account such as textures - well, not so much textures as they can be wadincluded, its more along the lines of number of maps per submission etc. those can be agreed on by the members, but personally i think we should restrict the texture and wpoly limits - to make the maps playable in software, also if we allow the use of custom models etc, we run the danger of some mappers going overboard with it - including hi-def models because the look nice etc..



Then there are issues with assembly distribution, publicity press releases that I don't think we need to worry about

Phew! I need to rest my poor fingertips after all that!



Well anyway, if you didn't fall asleep while reading all that, I?d like to hear what you have to say on all of this.
:)
Posted 21 years ago2003-11-18 15:05:11 UTC
in hud colour Post #5030
In the 60th vALTITUDE THERE IS A TUTORIAL ABOUT mOD mAKING THAT WILL SHOW YOU HOW.
Sorry about the capitals... I didn?t realise!.
Posted 21 years ago2003-11-18 14:25:34 UTC
in SkyMap Problem Post #5029
ive covered all sky brushes! in the map properties it tells u 2 put cl_ at the front of the sky name!
m0p m0pIllogical.
Posted 21 years ago2003-11-18 13:14:16 UTC
in hud colour Post #5028
Hud.txt? WTF? I dunno, you can use coding or you can use spirit (trigger_command, hud_color R G B)
Posted 21 years ago2003-11-18 13:12:08 UTC
in PQL, Issues... TWHL? Post #5027
Spirit is good, you retard! KILL THE SPIRIT HATER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Yeah, I guess original HL is OK, but I really prefer spirit. You can edit monster voice pitches and give 'em dif'rent models so you can have several kinds of barney etc.!!!!!!!
Posted 21 years ago2003-11-18 12:50:41 UTC
in Test problem Post #5026
well your map might have a problem on how you made it it can be a complex minipulation problem or u just put something where it hasnt belong. :zonked:
Posted 21 years ago2003-11-18 12:48:49 UTC
in Sky texture Post #5025
When i make a sky texture with photoshop and put it in that folder it still doesnt read any other sky texture .TGA file other than desert anything i can do?