Forum posts

Posted 20 years ago2003-09-29 15:00:36 UTC
in TWHL...7..6..5.4.3.2.1! Post #1867
/me votes
/me code mebbe?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 14:57:43 UTC
in erm map in progress forum with.......... Post #1866
More smilies! ;)
And please set : to :/ instead, otherwise drives end up as C: instead of C-:- :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 14:56:35 UTC
in twhl: the mod? Post #1865
Odd, what's up with the bbcode? Seems to miss stuff ocasionally :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 14:55:01 UTC
in Hammer 3.5 Public Beta Post #1864
lol :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 14:15:13 UTC
in TWHL...7..6..5.4.3.2.1! Post #1861
in hl top 100 twhl is currently 7-th, go and vote for it NOW!! only 2 days left for this month.. if we get all of the members to vote this month and the next... it'' be NO 1 !!! come on!

VOTE VOTE VOTE VOTE VOTE VOTE!!!!
Posted 20 years ago2003-09-29 13:54:45 UTC
in twhl: the mod? Post #1859
creative use of the chatterbox! never thought of that

thanks.. but its kinda hard posting new up, because you have to edit almost everything.. and whats gonna happen to the blue box?

I've started on a new project - a very cool one - which should be ready pretty soon. It should, at least, be a more original concept than the chatterbox.
:P

good luck... the box is certainly popular... i got one with id no 30 or something.. a week later i got another one and it was 250 or so!
Posted 20 years ago2003-09-29 13:37:18 UTC
in Cluttered Maps Post #1858
select the object you want to hide... no need to group them, and go to view... hide selected objects..

a new entry will appear in the vis groups menu you can turn it on or off when you need to
Posted 20 years ago2003-09-29 13:36:34 UTC
in Mod problem. Post #1857
use leak mark, dunno where to find it... try the verc
Posted 20 years ago2003-09-29 13:27:43 UTC
in NO KOL FOR A WEEK Post #1855
sorry pepper, my reign of tyrany has returned, bow down before your matser!

-oh, i got a bit carried away... anyway, i'm back... and only a day has passed.. not a week... i was due to go to some thingamabob, courtesy of my school.. well not really, (i had to pay for it..) and never went.. got canceled..
Posted 20 years ago2003-09-29 13:10:29 UTC
in twhl: the mod? Post #1853
Ever tried the sample maps? They're pretty good. I like the scourge splitters one, in the complex with the various items like bag of cash, but it's tricky. And the TS2 multiplayer is just as good as perfect dark's. AAAAHHH! I wish gamecubes didn't need memory cards though. Lucky XBox people...:(
Posted 20 years ago2003-09-29 13:08:26 UTC
in twhl: the mod? Post #1852
timesplitters 2 map maker. ts2 is a ps2/xbox/gc game. the mapmaker on it was fun, but so many restrictions. but with a little creativity u could make sum good stuff (like my murder mystery!)
Posted 20 years ago2003-09-29 11:39:35 UTC
in NO KOL FOR A WEEK Post #1850
and me. i can ask u stupid questions about mapping till ur head explodes.
Posted 20 years ago2003-09-29 11:39:04 UTC
in Error: Bad Surface Extents Post #1849
UM! I dunno. MAX_LEAF_FACES is the error though.
Posted 20 years ago2003-09-29 11:36:14 UTC
in advanced compile mode Post #1848
Oh. Well it's all thanks to your backwards error. The hammer help guide has something on that error. Hope the map actually WORKS with opfor...stargate obsessive >:>
Posted 20 years ago2003-09-29 11:32:31 UTC
in twhl: the mod? Post #1847
It's a bit cruddy compared to hammer. Also, it's mainly designed for multiplayer, and there are ALSO a lot of restrictions with it. And isn't anyone gonna delete four posts from the quintuple echo?
Posted 20 years ago2003-09-29 11:29:43 UTC
in NO KOL FOR A WEEK Post #1846
No, you've still got me. Unlucky pepper!
Posted 20 years ago2003-09-29 11:26:57 UTC
in twhl: the mod? Post #1845
what the hell atre you talking about ts2 mapmaker?? :
Posted 20 years ago2003-09-29 11:21:55 UTC
in twhl: the mod? Post #1844
that ts2 mapmaker was amazing vassy. ah good times...
Posted 20 years ago2003-09-29 11:05:12 UTC
in twhl: the mod? Post #1843
creative use of the chatterbox! :) never thought of that...
Posted 20 years ago2003-09-29 10:54:23 UTC
in Atom, just wondering... Post #1842
i like withnail and i
Posted 20 years ago2003-09-29 10:49:49 UTC
in erm map in progress forum with.......... Post #1841
hmm. you could use the 'stuff' forum. you know how to display images, right?

[ img ]http://url.to/image.jpg[ /img ] (without spaces)

Must get round to documenting the bbcode...

yeah, mod icons are on the agenda.
Posted 20 years ago2003-09-29 10:35:06 UTC
in cs start with weapons Post #1840
No such entities exist. At least not my CS. The solution for scout(for example) is to add an armoury entity containing the prefered weapon and use it together with info_map_parameters to disallow buying of guns. But the pistols can't be removed as far as I know. Try searching for some tutorials on the net. Maybe you find one.
Posted 20 years ago2003-09-29 10:26:38 UTC
in Hammer 3.5 Public Beta Post #1839
oh.... thx :)
Posted 20 years ago2003-09-29 10:25:43 UTC
in NO KOL FOR A WEEK Post #1838
iam still here.....................(deadly silence) ......................................................................................................................................................................................................(still silenced)..............(/me gets a idea)............. I WILL TAKE OVE TWHL NOW MY COMPETION IS GONE MUWHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHHAHAAHAHAHAHAHAHAHAHAHAHAHAAHHAHAAHAHAHAHAHAAHAHAHAHAHHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAAHHAAHAHAHAHAHAAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAAHAHAHAHAAHAHAHAHAH.................(so on so on) :x :x :x :x :x
Posted 20 years ago2003-09-29 10:13:57 UTC
in CS lightning problem Post #1837
I used the -ambient 0.047 0.047 0.047 as you told me. Worked perfectly.
Posted 20 years ago2003-09-29 08:50:19 UTC
in Error: Bad Surface Extents Post #1836
Yeah, what is a leaf?
-panda
Posted 20 years ago2003-09-29 08:49:28 UTC
in Cluttered Maps Post #1835
If you group things together I believe there is an option in either the 'View' dropdown menu or on the top menu bar that will allow you to partially or completely hide objects.
-panda
Posted 20 years ago2003-09-29 05:55:08 UTC
in Cluttered Maps Post #1834
Gday

In the x,y view (top down) is it possible to make only part of the map show, my map is very tall ans skinny and the top view is getting extreamly cluttered, is is possible to configure it to ignore any thing below a certain point.
Posted 20 years ago2003-09-29 02:54:08 UTC
in advanced compile mode Post #1833
hmmm ok that kinda helps lets concentrate on norma; mode for a moment. it all works then near the end what looks like and ms-dos procces window briefly flashes and once again it just sits there.

game parametres -dev -console -game gearbox
Posted 20 years ago2003-09-29 02:25:39 UTC
in cs start with weapons Post #1832
It's game_player_equip. 99% sure.
Posted 20 years ago2003-09-29 02:24:23 UTC
in Glowing Switches in Dark Rooms... Post #1831
Maybe a small texlight which is pointing at the switch? Also, you cannot name a switchable light entity "light". A tiny texlight (Maybe "red" texture) would do the trick, and "red" doesn't emit much light.
Posted 20 years ago2003-09-29 02:22:14 UTC
in Error: Bad Surface Extents Post #1830
Either invalid brushes (But you usually get max_leaf_faces for that) or textures scaled up or down too much. Anyway, scaling textures a lot lags the area.
Posted 20 years ago2003-09-29 02:21:04 UTC
in advanced compile mode Post #1829
No, xxx is the mod's directory. Try it one normal mode with the parameters -game gearbox. Also, the operation completed successfully might be one of those fatal errors like bad surface extents and max_leaf_faces, coplanar planes etc. The help menu has something on your backwards error.
Posted 20 years ago2003-09-29 02:17:31 UTC
in Game Crashes when I play my map Post #1828
No prob! :)
Posted 20 years ago2003-09-29 01:14:08 UTC
in cs start with weapons Post #1827
info_player_weaponequip or something. Look on the "CS Entity Guide" :P
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 01:12:10 UTC
in Hammer 3.5 Public Beta Post #1824
Extract the models, using Wally, to HLvalvemodels.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 01:12:02 UTC
in NO KOL FOR A WEEK Post #1826
Lol, TWHL's gunna fall apart without us two ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-29 01:11:24 UTC
in erm map in progress forum with.......... Post #1825
He mentioned mod icons some time ago...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-28 23:08:43 UTC
in Glowing Switches in Dark Rooms... Post #1823
Also...
No point in putting a value greater than 1 in the Minimum Light level setting, as 1 is it, it is either 1 or nothing...
Posted 20 years ago2003-09-28 23:04:39 UTC
in Error: Bad Surface Extents Post #1822
Normally texture scale, but sometimes it can be brush alignment.
For the full answer see Tommy14's Error Reference
Posted 20 years ago2003-09-28 23:01:06 UTC
in advanced compile mode Post #1821
Check the setup guides for HalfLife and CS and the Glossary for Map change failed....

The Copy file line in Expert should be: Copy File $path$file.bsp $bspdir$file.bsp ..........NOT Copy File +map???
The +map command is part of the $game_exe line.. which should be the final line in the compile sequence.
The last line in Expert mode is the only one that needs changing when you are doing a mod that hasn't already got an advanced mode. Just copy one of the other expert modes and change the last line:
$game_exe line +map $file -game XXX -dev -console
Where the XXX is Opfor (or whatever it is)

In Normal mode it is loading HalfLife instead of OpFor because you need to add : -game XXX (where XXX is the name of your mod) to the Additional command parameters box at the top....

Arggggghhhhh!!!!!!!!!!!!! It is driving me nut's too!!!!!
Posted 20 years ago2003-09-28 20:30:48 UTC
in CS lightning problem Post #1819
Were you able to use the -ambient setting, or did you fix it some other way?
Posted 20 years ago2003-09-28 20:25:12 UTC
in Glowing Switches in Dark Rooms... Post #1818
If you are using Zoners Half-life tools, you can set the minimum light level for some entities, definitely for buttons. Or you could place a dim light entity that is always on, right next to the button. (In the problem maps section of the map vault is a map called teldelay. In that map is a button where the minimum light level has been increased to make it more visible.)
Posted 20 years ago2003-09-28 19:47:35 UTC
in cs start with weapons Post #1817
how do i make it so the players start with and without certain weapons. like in scoutzknivez how people do not start out with a scout, but not with a glock or usp.
Posted 20 years ago2003-09-28 19:00:24 UTC
in Glowing Switches in Dark Rooms... Post #1816
Well, here?s another one...
Imagine a room with a lamp. The lamp has a light entity above and this light entity is triggered in/off by a switch on the wall.
Whenever the room is lit you can see the switch but when you press it you can?t see it (obviously, light has gone)...
The thing is, I want to make that switch glow in the dark so you can see it when you turn off the light, you know, something like in the original Half-Life where switches were glowing, telling you to push them.
Anyone knows how to do it?. I?ve tried with Render Fx (Pulse and so on...) but got no results.
Thanks!.
Posted 20 years ago2003-09-28 18:49:47 UTC
in Paths and Doors... Post #1815
Thanks!.
Posted 20 years ago2003-09-28 15:21:14 UTC
in Minimicus Post #1814
muwhhahahahahah you still dont have him cause i blow up the transport in ts muwhahahahaahaha
:P
Posted 20 years ago2003-09-28 15:19:09 UTC
in Hammer 3.5 Public Beta Post #1813
i have them bove but i wont change anything i dont even see modles!!!! :x :x :x :x :x
Posted 20 years ago2003-09-28 15:17:58 UTC
in Hammer 3.5 Public Beta Post #1812
i have them bove but i wont change anything i dont even see modles!!!! :x :x :x :x :x
Posted 20 years ago2003-09-28 15:15:37 UTC
in Error: Bad Surface Extents Post #1810
Ok, this is actually still the map that I had mentioned in another topic. I've since fixed that problem but I am now getting an error "Bad Surface Extents" when I compile. But Hammer doesn't see any problems with my map. What does this error mean and how can I go about fixing it?
-panda