Forum posts

Posted 21 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 21 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 21 years ago2003-10-20 10:01:35 UTC
in HL2: Source Boycott Post #2931
Why would Valve want to do this on purpose?
Posted 21 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 21 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 21 years ago2003-10-20 09:44:20 UTC
in Firearms Post #2928
Could you post the compiling report?
Posted 21 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 21 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 21 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 21 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 21 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 21 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 21 years ago2003-10-20 01:25:12 UTC
in is it possible? Post #2920
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-19 19:14:08 UTC
in TWHL, the server? Post #2917
it better not be in the US, damn you, you have enough servers already!
Posted 21 years ago2003-10-19 19:12:40 UTC
in Minimicus Post #2916
I thought it was well lame dude, it was all like, 'whatever' and there was no 'hello, im mapping over here' dude, you should be more PRO active and less RE active, the grunts were never 'speak to the hand', I would've accepted 'no way man' too.

Put simply it needed more clich?s.
Posted 21 years ago2003-10-19 19:04:18 UTC
in HL2: Source Boycott Post #2915
Its not that impressive, I was dissapointed. Plus I think Valve did this on purpose and its all a pulicity stunt etc
Posted 21 years ago2003-10-19 18:59:35 UTC
in is it possible? Post #2914
If he can't use opengl, I think hl2 might be slightly out of his pc's capabilities..
Posted 21 years ago2003-10-19 18:58:29 UTC
in extreme bug level Post #2913
I really should read other peoples posts, but I suppose I gave more info :P
Posted 21 years ago2003-10-19 18:57:32 UTC
in extreme bug level Post #2912
Random tiling textures, that start with '-0' through to '-8' were designed for the software days of halflife, the engine will take the texture and try to randomly tile it across the face. Supposedly good for large faces, where repetition can look ugly.

This is all well and good, except it doesnt work in opengl, so DONT use any random tiling textures! If you absolutely need to, just rip them using wally and rename them in another wad. :)
Posted 21 years ago2003-10-19 18:46:12 UTC
in Scripting + Saving strange stuff. Post #2911
I set up a group of marines to teleport into an area and follow some individual Scripted Sequences to reach out for the player?s situation.
It works fine whenever you play it but if you quicksave before triggering the Trigger_once that starts the whole thing, the marines don?t work well, first comes one, then another and then the third, instead of coming all together.
Does anybody know why it happens?.
Cheers.
Posted 21 years ago2003-10-19 18:18:19 UTC
in Mod making (Vassy?s Style). Post #2910
Hi!!!.

This post is written on my way of making my first mini mod (it is, a bunch of maps with new sounds and textures that could be a normal bunch of maps but is cooler and of more educative value if I set it to work as a mod).
I?ve noticed that when you copy the Dlls and the cl_dlls the size of the mod goes up to 1.44mb (yeah, like a floppy disk) and, well, that?s almost outsizing the size of maps that TWHL hosts... To reduce it I thought about packing the mod stuff in a ZIP without the Dlls and Cl_dlls and with a .bat file that copies it from the HL installed in the Hard Disk.
How do you like that?, it would reduce considerably the amount of space required to send a small mod.
And now a question: How do I change the stuff that appears on my Mod?s statistics (I mean, when you activate it from HL main menu, these things about version, size and so on).
Thanks.
Posted 21 years ago2003-10-19 16:51:25 UTC
in Firearms Post #2909
Soz. Don't have a clue. What exactly is the idea of FA anyway? And where do I get the FGD for it?
Posted 21 years ago2003-10-19 16:41:52 UTC
in Firearms Post #2908
Can anyone help me? I am looking to map some firearms maps and I can't get the compiler to compile right. Plus I have no knowledge of FA entities or anything. I need to know this info! HELP! :o
Posted 21 years ago2003-10-19 15:05:30 UTC
in Multiple buttons Post #2907
Hehe, thanx :)
Posted 21 years ago2003-10-19 13:46:52 UTC
in Multiple buttons Post #2906
lol, at least I gave him the right link :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-19 13:34:26 UTC
in Multiple buttons Post #2905
you mean multisources. Honestly, seventh...
Posted 21 years ago2003-10-19 12:23:52 UTC
in Multiple buttons Post #2904
Posted 21 years ago2003-10-19 12:12:24 UTC
in Multiple buttons Post #2903
How can I activate somethig by using multple buttons.
I mean, if I want to activate a fan I must press two buttons, how do I make it work?
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-19 03:41:59 UTC
in HL2: Source Boycott Post #2899
hey i read on hl source and the collective that the asshole who stole it first said he had a gold version of hl 2 wich he waned to release then he said the game wasnt finishd more then 1/3 so i dont believe that guy and what about if we all go smash his head because hestole our favorite game ever!! :x :x :x :x :x :x :x :x :x :x :x :x :x :x :x :x :x :x :x :x
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-19 02:01:18 UTC
in spirit tuts Post #2895
lol, I think that's a "yes" :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-18 22:41:57 UTC
in Triyng to release something... Post #2894
Thanks Kol. Whenever I need it I?ll call on you for it.

PS: I personally like the way you deal with the Hl2 stuff. Quite brave and fair.
Posted 21 years ago2003-10-18 18:42:04 UTC
in is it possible? Post #2890
grr...im am gonna find that guy, chain him up, lever his toenails off with a screwdriver, get his eyes caught in mousetraps, stick broken glass down his throat and peel the skin off his feet!
Posted 21 years ago2003-10-18 18:30:38 UTC
in spirit tuts Post #2888
andy...once i looked up to you...but honestly, spirit like a mac? you make me sick.
Posted 21 years ago2003-10-18 17:54:05 UTC
in spirit tuts Post #2887
I would add Spirit to the tutorials if the name of the site was The Whole of Spirit Half Life. But it isn't. We try to keep up to date with changes to common entity's and changes in the .fgd's but trying to keep up with every mod or game design change is not possible.
Spirit is a wonderful extension to Half Life. However it has not been used widely by the general mapping community. We try to give the members the rescources to map for HL with Hammer.

Spirit is sort of like owning an Apple Mac, great machine, but hey....
What you are trying to do ministeve is to run an Apple with the instructions from an IBM...... So don't get too pi**ed off if it doesnt work or that we don't support it. I would be happy to look at all the changes to the tutorials that you suggest, just send me the detailed text for every entity and how they change any tutorial and the additions to the tutorials.

Have you tried the support forums run by Spirit (are there any?) and have you read their entity guide?
Posted 21 years ago2003-10-18 16:17:08 UTC
in is it possible? Post #2882
'Wait' being the operative word there.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-18 16:01:53 UTC
in new avatar: is it 2 rude??? Post #2880
i tried mapping for it - but then i realised you needed to have the retail version of the game :(
Posted 21 years ago2003-10-18 15:59:11 UTC
in is it possible? Post #2879
sorry, opengl only, you could try sprites, and keep in mind that hl cannot do what ever you want it to - improvise

or wait till hl2 :confused:
Posted 21 years ago2003-10-18 12:46:28 UTC
in new avatar: is it 2 rude??? Post #2876
OOO Kol You mean the old Kingpin I have it! it's good really god and where is a train crash as are fabulous and after that comes a trainyard as is lovely.
Thanks Kol for you remind me I must look on it soon.
Posted 21 years ago2003-10-18 12:14:08 UTC
in monster targets Post #2875
ah well, can't buy help these days...........
Posted 21 years ago2003-10-18 10:41:45 UTC
in spirit tuts Post #2874
if i knew all that i wouldnt av made this post.
Posted 21 years ago2003-10-18 10:40:26 UTC
in is it possible? Post #2873
i mean not fog in the whole level just in an area then a multimanager triggers it 2 disappear like a sort of gas defence.
Posted 21 years ago2003-10-18 10:32:17 UTC
in spirit tuts Post #2872
yes

do you fancy adding all the extra spirit info into every tutorial and writing a new entity guide?

:nuts:
Posted 21 years ago2003-10-18 10:27:14 UTC
in is it possible? Post #2871
yes, this is possible - use env_fade > and check the modulate flag
this creates semitransparent 'fog' - its not really fog mind you, but you can see through it
Posted 21 years ago2003-10-18 10:25:33 UTC
in monster targets Post #2870
0ops, jut realised that this is impossible with normal hl - you need to use spirit or something to get this to work

sorry :
Posted 21 years ago2003-10-18 10:18:14 UTC
in is it possible? Post #2869
2 make a sort of green fog, im not using opengl though and on the spirit demo u need opengl 2 c the fog example.
Posted 21 years ago2003-10-18 10:01:17 UTC
in new avatar: is it 2 rude??? Post #2868
kool.
Posted 21 years ago2003-10-18 10:00:04 UTC
in spirit tuts Post #2867
i know but just little added bits in the tuts. is it 2 much 2 ask 2 map in spirit?
Posted 21 years ago2003-10-18 08:36:51 UTC
in new avatar: is it 2 rude??? Post #2866
no, Kingpin: Life of crime
you can download a demo of it - its a quake engine based fps - its great!