Forum posts

Posted 21 years ago2003-11-13 10:26:05 UTC
in Copyrighted textures... Post #4598
Yeah, definitely credit people!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 10:25:25 UTC
in Advanced compiling problem. Post #4597
How big's the .BSP?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 08:54:41 UTC
in Vis Blockers... Post #4596
Posted 21 years ago2003-11-13 08:20:40 UTC
in Advanced compiling problem. Post #4595
So... What I am supposed to do?... I?m thinking about comparing both compile logs since there are no Leaks (it ain?t floodlit) or lights with a value of 0 0 0 0 (well there are lights who start off but, does this mean a thing, it happens also in areas with lights on).
It?s really making me insane but I think it has to be with RAD: everything looks nice with deafult vis and default rad and results dramatically change in some rooms when they are expert... I cannot find a common thing in those rooms but still it works strange.
The map takes 30 min to compile in expert so isn?t suitable to be uploaded to the vault. Any suggestion?. I could upload a zip with pictures of what?s happening and so on, if it can help.
Posted 21 years ago2003-11-13 08:14:41 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4594
The rest were thrown with my Devel May Cry allegation.
Posted 21 years ago2003-11-13 08:12:29 UTC
in Vis Blockers... Post #4593
In this case it will never open :P. What about Hint textures?.
Posted 21 years ago2003-11-13 07:22:10 UTC
in Copyrighted textures... Post #4592
Yes. Always give the creators credit for their work. You may use their textures as long as you don't charge any money. Even better, e-mail and tell them that you want to use their textures. I'm sure most will give you permission. Most want you to use their textures, you see.
.
.
.
At least I would.
Posted 21 years ago2003-11-13 07:12:28 UTC
in Copyrighted textures... Post #4591
How freely can I use wads from CS, TFC etc? And from HL of course. Is it ok as long as I don't wanna SELL the map, but only distribute it for free? What about other mappers textures? Need to ask them and giv'em som credits? Some general rules here?
Posted 21 years ago2003-11-13 07:00:50 UTC
in Shrinking sprite. Post #4590
Did that! And it worked. :D
Posted 21 years ago2003-11-13 06:20:18 UTC
in Splash Screen Post #4589
As a christmas present to TWHL, I'll add how to modify game strings too. But not until 24.12 :lol:

(What's a string???)
In the meny, next to the new game button there's a line saying "start a new game" That's a string. You could change that into "Begin a new adventure".
Posted 21 years ago2003-11-13 06:16:52 UTC
in Shrinking sprite. Post #4588
That effect is what the Glow setting does. It's for making halos around lights. Try using Additive mode instead.
Posted 21 years ago2003-11-13 06:16:12 UTC
in Submitting Tutorials, Important Post #4587
I'm on the site pretty often and I don't approve of spamming on the mapping forum or flaming in general. I could watch over the forums, if it's ok.
Posted 21 years ago2003-11-13 06:01:54 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4586
P4 1500mhz
256 SDRAM
WinfastA180 DDR Nvidia Geforce 440 MX

The bug....has, taken....over...... :badass:
AJ AJGlorious Overlord
Posted 21 years ago2003-11-13 05:52:38 UTC
in Submitting Tutorials, Important Post #4585
I was, once, I had to go into psychomatherapy because of it. Idling away long, expensive hours spouting what was on my chest to someone who didn't care. It was torture. I really wish people wouldn't call me domo, it's so hurtful.
Posted 21 years ago2003-11-13 05:51:31 UTC
in Vis Blockers... Post #4584
Unless its a solid door :D
Posted 21 years ago2003-11-13 04:48:54 UTC
in Xen Heal pool Post #4583
Got it working. Thanks.
Posted 21 years ago2003-11-13 04:44:02 UTC
in Is anyone working on a mod? Post #4582
Hint to someone who wants to create a weapon:
Try retexture it first. :)
Posted 21 years ago2003-11-13 04:43:02 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4581
Sounds bad ;)
What about the rest of the specs?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 02:47:01 UTC
in Splash screen for mods Post #4580
Are there any sites to download different buttons and that? I don't have the time to make my own :P
AJ AJGlorious Overlord
Posted 21 years ago2003-11-13 02:21:39 UTC
in Advanced compiling problem. Post #4579
Normal F9 compile defaults to VIS and RAD being off. You have to check the boxes to turn them on.
But since the map looks fine in Normal and wrong in Expert, then it could be a how you have your lights placed and the brightness, or a LEAK?? No that doesn't make sense?
Opposed to what logic might dictate, a light with a brightness/color value of "0 0 0 0" will actually appear as a light of color "255 255 255" with a mid level brightness.
Posted 21 years ago2003-11-13 01:52:35 UTC
in Vis Blockers... Post #4578
Vis Blockers are just walls... but they are positioned so that they block a line of site from one room to the other. There is more info in the R_speeds tutorial, but not much. I was doing a tut on it, but couldn't get consistant results.
Try to place walls so that you cannot see from one room into the next. Doors do not block visibility, because they are entities. So you need to incorperate a wall.
Posted 21 years ago2003-11-13 00:24:03 UTC
in Advanced compiling problem. Post #4577
I did a little thing... Added red to the ambient and saw all red... Why if I let them all to 0 or near I see much light???.
Posted 21 years ago2003-11-13 00:05:59 UTC
in Advanced compiling problem. Post #4576
Simple, anytime I compile my map in expert mode WITHOUT (or with) anything my map compiles correctly but where there should be dark areas there are lighted ones... I checked out lights.rad, the ambient stuff in advanced compile, but nothing...
And if I compile them in normal mode I get the right results... ?Strange?. Sure. I need advanced compile to make full vis so it works faster so, ?What can I do with this problem?.
Posted 21 years ago2003-11-12 23:43:10 UTC
in Teleports? Post #4575
Ok great I will look at it shortly thanks
Posted 21 years ago2003-11-12 22:37:38 UTC
in Teleports? Post #4574
Here I am... Going to upload the map.
Posted 21 years ago2003-11-12 22:29:26 UTC
in Teleports? Post #4573
Posted 21 years ago2003-11-12 22:25:14 UTC
in Teleports? Post #4572
Nono... Wait, as I?m not sleeping tonight I?ll try a little example map :).
Posted 21 years ago2003-11-12 22:13:43 UTC
in Submitting Tutorials, Important Post #4571
thing is, has any1 here actually been flamed?
Posted 21 years ago2003-11-12 22:06:14 UTC
in Teleports? Post #4570
Quick Response LOL I just emailed you LOL

Ok if I understand you corectly put the sprite behind the trigger?

Have not tried that yet.
Posted 21 years ago2003-11-12 21:59:37 UTC
in Teleports? Post #4569
Hehe... This is a little more tricky... The trigger won?t block if the teleport sprite is over it, I think. Just try it. If doesn?t work put your map in the problem vault and I?ll take a look.
Posted 21 years ago2003-11-12 21:57:03 UTC
in dedicated server Post #4568
Posted 21 years ago2003-11-12 21:50:40 UTC
in {ladder1 Post #4567
Cool. kol I might use that in the next map I make :)
Posted 21 years ago2003-11-12 21:49:15 UTC
in Teleports? Post #4566
Yea How do you inragrate the teleport glow sprite with out blocking the trigger?
Posted 21 years ago2003-11-12 20:52:02 UTC
in some triggers help Post #4565
-To make something happens when a player enters an area you can choose between two different triggers. Trigger once will make something happens only once, that is, only the first time a player enters in the area. That?s useful for triggering an alarm sound, for example, the player enters, the alarm sounds.
Trigger multiple will allow you to make something happen each time the player enters in the area. Imagine you want an elevator to start working whenever the player is near it. Well, you set a trigger multiple there and each time the player approaches, the elevator is triggered.
There is not much science in making triggers work. Just set the name of the entity to be triggered in the TARGET field and we?re done. In the flags stuff you may find useful things. If you tick on "monsters", this entity can be activated by monsters. If you tick "Pushables" it can be activated by Func_pushable brushes and if you tick "No clients" the player won?t be able to trigger it. this may sound stupid but maybe you want something to happen when the scientist following you has passed through a point. Another value to take into consideration is the "Wait for retrigger" field: here you can set, in seconds, the time that a trigger multiple takes to be able of triggering something again. You may want a high value (for triggering along sound) or may want a short value (to trigger lights on and off).
-As for the moving scientist... Well, use a Scripted_sequence. A scripted sequence is an entity that makes someone do something, easy, ain?t it?. Youi can use to make the models play their animations, for moving them around... In fact, most of the complex actions that take place in Half Life are scripted sequences.
In your paritcular case, calculate a route for the movement in straight lines and set a scripted sequence in each one of the vertesex, incluiding the start and the end of the route. Name the first one and put in its target field the name of the second one. Name the second one and put in the target field the name of the third one... And so on. Dont?s set anything in the target field of the last point in the route because the movement is ending there. Name your monster and put its name in the "Monster Target" field of all the scripted sequences... Finally, in the "move to target" choose either walk or run (the one you want) and trigger the first scripted sequence with a trigger once, multiple, or whatever.
Hope this helps.
Posted 21 years ago2003-11-12 20:13:50 UTC
in Xen Heal pool Post #4564
Check out Healing pools by the spawningtank.
Posted 21 years ago2003-11-12 20:06:39 UTC
in Worldspawn kills... Post #4563
And don't group the spawn points.. that seems to help also.
Posted 21 years ago2003-11-12 20:04:45 UTC
in Submitting Tutorials, Important Post #4562
Gotta love the site dont ya ;)
Posted 21 years ago2003-11-12 20:01:02 UTC
in Submitting Tutorials, Important Post #4561
I refreshed before I posted that.... Arghhhhh
Posted 21 years ago2003-11-12 19:44:33 UTC
in Deleting of Forum Posts Post #4558
Yeah... I really don't understand it sometimes. I could have sworn that I replied to a thread... and then it seems to have gone missing.
But know that we have a lot of active members, the posts normally get answered and people normally stay on the topic.
Self regulation seems to be working (apart from the occasional inane comment and profanity) so the moderators have decided to let it be. We will not be editing the forums, or deleting comment, but you can be assured that we do take notice of who is doing what and will do something if it is needed.
Posted 21 years ago2003-11-12 19:39:18 UTC
in Vis Blockers... Post #4556
My map is big, funny and nice... And it has a very big and detailed room surrounded by little rooms, all connected among them and with the big room too... And... It runs slow whenever I look to a closed door.
I read something about Vis Blockers somewhere and thought "Well, this could work, I could block the doors and make the game runs smooth... Well, smooth in the little rooms...
How do I set VisBlockers???.
Posted 21 years ago2003-11-12 19:39:02 UTC
in Compo Results !!! Post #4555
I will e-mail him today as let him know that the Indians are getting restless... ;)
Posted 21 years ago2003-11-12 19:35:18 UTC
in Trekkies Post #4554
What's your name? ZombieLoffe or what? Where have you seen me dance, where?
Let's get out some time, I'll cheat on ya'. Take care
Posted 21 years ago2003-11-12 19:35:04 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4553
Errr... That was ME and so ZOMBIELOFFE doesn?t rule. Agree with me in Devil May Cry stuff, Steinin?. By the way, forgot to mention something about my computer: it runs windows 98 with always less than 70% resources available... Doesn?t work nice.
Posted 21 years ago2003-11-12 19:32:40 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4552
walls? floNERDSors?
Posted 21 years ago2003-11-12 19:29:43 UTC
in Completely OFF TOPIC!!! (Music). Post #4551
Yeah Kol. Want to participate in our little Death Metal chat???. The first death metal bands came from the Estates, from the coast (I can?t remember which). The wave we?re having now comes from North European countries and believe, they are quite good... Still I miss the old US Death Metal, or the middle 80?s here, when each time a Death Metal band played everyone would go to listen.
By the way, if you want to hear one of the most creative and impressive extinct Death Metal bands from the states try Cynic. Featuring the drummer of Death (yeah, the Chuck Schudilner band... May he rest in peace).
Posted 21 years ago2003-11-12 17:53:06 UTC
in Completely OFF TOPIC!!! (Music). Post #4550
sweedish death metal bands?
Posted 21 years ago2003-11-12 16:49:04 UTC
in Trekkies Post #4546
STOP QUOTING PABLO OR ILL STRANGLE YOU WITH A DEAD CHAIR
Posted 21 years ago2003-11-12 16:46:35 UTC
in Deleting of Forum Posts Post #4545
I very much agree, kol - I wish people wouldn't. On topic, though, must say that a reply of mine got moved to about a day later than it had been - rather odd!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-12 16:45:16 UTC
in next competition? Post #4543
it even includes the green lighting u got when sumtin teleported in hl.
Posted 21 years ago2003-11-12 16:45:13 UTC
in Worldspawn kills... Post #4542
:)
Seventh-Monkey Seventh-MonkeyPretty nifty