Forum posts

Posted 20 years ago2003-10-21 14:07:43 UTC
in need designer for map. Post #2984
what is it about ministeve??
Posted 20 years ago2003-10-21 14:04:36 UTC
in Firearms Post #2983
Look on the FA website : they should help you out - after all, they made the thing!
Posted 20 years ago2003-10-21 14:00:52 UTC
in Scripting + Saving strange stuff. Post #2982
aaaaaahhhhhhh...all is clear...
Posted 20 years ago2003-10-21 13:54:36 UTC
in Scripting + Saving strange stuff. Post #2981
the cube is a mistake - its an error that winbspc makes
try making levels in the old worldcraft and old compile tools and decompiling them ;)
Posted 20 years ago2003-10-21 13:51:39 UTC
in is it possible? Post #2980
func_illusionaries (with specific properties and sky brushes will drow the player > the reason for this is, to get some of the other aspects of the game running bug free, thse things really have to be 'non solid' and at the same time contain something...

btw, fog is suppourted in software - have a look ath c2a5 water > FOG!
BUT - no one has been successfull in getting this fog to work 'outside'
i.e. -not in water without resorting to openGL
Posted 20 years ago2003-10-21 13:43:29 UTC
in TWHL, the server? Post #2979
no way
if you make your server steam beta only i will strangle you
Posted 20 years ago2003-10-21 11:40:41 UTC
in extreme bug level Post #2978
...delicious, i tell they... :lol:
Posted 20 years ago2003-10-21 11:40:31 UTC
in is it possible? Post #2977
Do NOT make a massive func_illusionary! You'll end up swimming in it and drown eventually for some reason. Dunno why though.
Posted 20 years ago2003-10-21 11:37:42 UTC
in extreme bug level Post #2976
Innit! :badass:
Posted 20 years ago2003-10-21 11:28:10 UTC
in Scripting + Saving strange stuff. Post #2975
so u mean they couldve just started with a big cube the built inside it?
Posted 20 years ago2003-10-21 11:08:35 UTC
in need designer for map. Post #2973
blue, im postin the stuff 2 ur email now
Posted 20 years ago2003-10-21 11:07:12 UTC
in Scripting + Saving strange stuff. Post #2972
It also works but decompiling them is a lot more interesting!!!. I mean, it shows how it all was done and gives all kind of ideas... Did you know that most Hl maps are done so the outer walls form a big cube?.
Posted 20 years ago2003-10-21 11:06:00 UTC
in need designer for map. Post #2971
this post is dying...save it
Posted 20 years ago2003-10-21 10:40:09 UTC
in HL2: Source Boycott Post #2969
u didnt know about hl2??? points religious object at anthony BACK DEMON! GO BACK TO THE DEEPEST PITS OF HELL!!!

i do get emotional...
Posted 20 years ago2003-10-21 10:21:12 UTC
in Scripting + Saving strange stuff. Post #2968
i dont decompile, i just use noclip 2 take a look behind the scenes...
Posted 20 years ago2003-10-21 09:40:09 UTC
in TWHL, the server? Post #2965
will we need steam? :
Posted 20 years ago2003-10-21 09:34:07 UTC
in need designer for map. Post #2964
right, i got a top secret project here and i got my hands full with the rest of the map, so 1 bit got neglected. i need sum1 2 design this bit of the map. 1st person 2 post WHO I THINK IS CAPABLE i'll email. remember 2 tell me ur email though.

ministeve -_-
big
steve :nuts:
Posted 20 years ago2003-10-21 08:45:55 UTC
in extreme bug level Post #2957
bamf! :nuts:
Posted 20 years ago2003-10-21 08:17:59 UTC
in Texture brushes not seen Post #2956
VERC and Handy Vandal have good tutorials on Hint Brush theory and application. Even I can understand them :-) :nuts:
Posted 20 years ago2003-10-21 07:42:50 UTC
in HL2: Source Boycott Post #2952
rofl ;)
www.planethalflife.com/half-life2
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-21 07:39:27 UTC
in HL2: Source Boycott Post #2951
This is all news to me.... I didn't even know about a Half-Life 2...
AJ AJGlorious Overlord
Posted 20 years ago2003-10-21 07:29:02 UTC
in extreme bug level Post #2950
LOL! :P
Posted 20 years ago2003-10-21 07:23:10 UTC
in HL2: Source Boycott Post #2949
I think the guy who stole the code should be hanged... :badass:
Posted 20 years ago2003-10-21 07:19:03 UTC
in extreme bug level Post #2948
Posted 20 years ago2003-10-20 22:39:29 UTC
in Texture brushes not seen Post #2946
Thanks Andy, and kol. That cleared up a lot (and saved me re-doing a fair bit of work - I like being lazy)...
Posted 20 years ago2003-10-20 18:21:23 UTC
in Scripting + Saving strange stuff. Post #2945
Anyway and as Ministeve has said many times, a wonderful inspiration and a source of mapping knowledge is in the original HL maps. Decompiling them and then trying to catch the sense of all things that are seen there is really a brain-breaking task, but deserves the time compsumed once you get to know a glimpse of how it works.
Posted 20 years ago2003-10-20 18:18:45 UTC
in Mod making (Vassy?s Style). Post #2944
Yeah, yeah, I knew it :D. You?re very kind.
Posted 20 years ago2003-10-20 16:26:08 UTC
in extreme bug level Post #2943
?nemas? ?qu? es 'nemas'?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 16:19:44 UTC
in extreme bug level Post #2942
I solved the problem another way. I renamed the textures and then changed to the original name, it sorted it self out. NEMAS PROBLEMAS
Posted 20 years ago2003-10-20 15:00:26 UTC
in HL2: Source Boycott Post #2941
I think that last bit got the message through, if you knew me you wouldn't take anythng I say seriously.

Except for that, and this too.
Posted 20 years ago2003-10-20 14:59:34 UTC
in extreme bug level Post #2940
of course you have to include that wad file with your map!
Posted 20 years ago2003-10-20 12:57:06 UTC
in HL2: Source Boycott Post #2939
rofps, thought you were serious!
HINT: Sarcasm doesn't transmit well through text-only messaging without:
honest, no really, yes, COUGH, NUDGE, WINK, etc
:D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 12:14:56 UTC
in extreme bug level Post #2938
But if you rename the textures, other people must use the same .wad file
Posted 20 years ago2003-10-20 11:55:07 UTC
in HL2: Source Boycott Post #2937
because sarcasm isnt a word, honest, no really, yes, COUGH, NUDGE, WINK, etc
Posted 20 years ago2003-10-20 11:54:27 UTC
in TWHL, the server? Post #2936
all hail our new king!
Posted 20 years ago2003-10-20 11:27:50 UTC
in TWHL, the server? Post #2935
:)
sounds good!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 11:24:27 UTC
in Scripting + Saving strange stuff. Post #2934
yeah :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 11:24:12 UTC
in Mod making (Vassy?s Style). Post #2933
you might also need
copy ..valvecl_dlls*.dll ..mymod
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 10:28:40 UTC
in monster targets Post #2932
You could use an elevator with it?s func_tracks (wasn?t it?, help!!!) below any monster and set the monster flag to "Prisioner" so it won?t move...
The elevator could be a platform with a totally transparent ("{blue", I think) texture applied (and with the render mode set to texture and 255) so it wont be visible.
If you make the elevator 1 or 2 units high it won?t block the player if he tries to pass below the monsters and if you make it from a 32*32 (I think it?s the size of Headcrabs) it won?t make the player jump if he passes near the monsters.
The monsters would keep on jumping if they are killed but if you trigger the elevator moving to the floor (and standing there) whenever the monster is killed it won?t give any problems.
There is also an entity that pushes things, Trigger_push, I think. I never used it, but you could check it out in the entity guide.
Sorry for my english, I?m sleepy...
Posted 20 years ago2003-10-20 10:01:35 UTC
in HL2: Source Boycott Post #2931
Why would Valve want to do this on purpose?
Posted 20 years ago2003-10-20 09:51:50 UTC
in Minimicus Post #2930
I downloaded it too (finally) :) . Nice mapping, SlayerA!!! But it could have been a little longer and included a few more elements.

For the rest. I liked it. And I don't usually like mods that use the normal hl weapons and models. I would rate it a 8/10.
Posted 20 years ago2003-10-20 09:48:33 UTC
in TWHL, the server? Post #2929
As soon as I get my hands on permanent DSL link, I'll set up a server every friday and so. Everyone from TWHL welcome. How does that sound?

And that would be Finland, Jobabob. ;)
Posted 20 years ago2003-10-20 09:44:20 UTC
in Firearms Post #2928
Could you post the compiling report?
Posted 20 years ago2003-10-20 04:47:34 UTC
in is it possible? Post #2926
people have been doing that for years, and I might add it also doesnt work very well outside of opengl
Posted 20 years ago2003-10-20 04:09:04 UTC
in is it possible? Post #2925
HEY!!! did someone say FOG? :cool: I've been puzzling myself over that one for ages and I've come up with a few solutions! (unfortunately, none are as quite as good as "fog" fog, of course, buuuut we have to make do with what we've got)

Anyway, a super-cheap, reasonably-effective method is this:

(you may look upon this and frown, I don?t blame you, it is a bit ugly (-a bit??) but hey, give me a better way!)

Just make yourself a brush -textured WHITE all over, and slap on a good ol' func_illusionary! shape it so that you have a nice big panel, say... 1w, 512l, 512h would be nice dimensions.

Then edit these properties:

Render FX: Slow wide pulse (<-makes the fog* look like it's moving about)
Render Mode: Color
Fx amount: 100 (this just decides how "thick" your fog* is, play around here, I would recommend between 50 and 150)
FX color: 60 150 30 (good ol' "graveyard green" color )

lovely, you should now have a large, transparent panel!

now shift-drag it, and put another about 32 behind it (-or 64 if u want to speed things up). Now shift-drag that etc, etc, until u have a lovely row, back to back. Now group them, and paste them back on top of each other. Rotate this second group 90 on the Y axis, and, Volia! a cube of fog!*

OOPS! how did that tutorial get there? I dunno. It just started off as a posting...and...grew... sorry about that, but I hope it inspires the someone out there. I'm still experimenting with fog (and other methods of creating-AHEM er, faking) Sooo if any one thinks i should actually bother to write a decide fog* tut, encompassing the use of sprites, maybe?

*The "fog" mentioned in this explanation is entirely artificial and/or fictional and it should be understood that this "fog" is in no way, in whole or in part, related to real fog. :lol:
Posted 20 years ago2003-10-20 03:44:47 UTC
in Scripting + Saving strange stuff. Post #2924
It could work but before I?ll re-check it all again, it?s the only way to learn :D.
Posted 20 years ago2003-10-20 03:43:31 UTC
in Mod making (Vassy?s Style). Post #2923
Thanks, I would have done it myself (ahh, good old ms-dos days...) but you saved me the time for remembering those commands...
I?ll wander around to see how the statistics thing work.
Posted 20 years ago2003-10-20 01:30:01 UTC
in Mod making (Vassy?s Style). Post #2922
First q.:

Stick this in a batch file, if it's run from your mod's root dir [i.e. hlmymod] it should work; I can't test it though, got schoolwork to do :)
@echo off
copy ..valvedlls*.dll ..mymod
echo Done


should work, if not lemme know and I'll have another try :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 01:26:26 UTC
in Scripting + Saving strange stuff. Post #2921
Put it in the Problem Maps sectionnatha vault?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-20 01:25:12 UTC
in is it possible? Post #2920
lol
Seventh-Monkey Seventh-MonkeyPretty nifty