Forum posts

Posted 20 years ago2003-10-06 11:21:58 UTC
in What mods do you like and why? Post #2246
REDEMPTION! WOO! And opfor! Redemption: 'cos it makes a cool semi-sequel to HL, and the new barney with a beard is funny. I also like that Russian barney, roy! He's cool! Well, he isn't, but...

Opfor: Greatest character selection ever, cool new aliens, and good old Otis! I love modified barneys!
Posted 20 years ago2003-10-06 11:18:54 UTC
in mp help. Post #2245
very delicious. but when i load any mp map with the console i dont have an hev. should i place 1? im just worried theres gonna b extra if not every1 is playing the game. :confused:
Posted 20 years ago2003-10-06 11:14:34 UTC
in The first word: Post #2244
i use the original hl and oter mods. the noclip really gives an idea of how it all works
Posted 20 years ago2003-10-06 11:12:50 UTC
in What mods do you like and why? Post #2243
they hunger & they hunger 2 r pretty good but hard. sweet half life had sum good ideas but sumtins up with the graphics card or summin and sum of the brushes disapear if i look them straight on.
Posted 20 years ago2003-10-06 08:02:40 UTC
in Speech Post #2242
I changed the sentences file and changed the c1a4_sci_rocket to iwounded2-but he still says the old sentence :( . What do you mean by "in the scripted_sequence properties have a ! before the sentence name?", I can't find a sentence name box at all-do you mean a scripted_sentence? Thanks :)
Posted 20 years ago2003-10-06 07:35:31 UTC
in The first word: Post #2241
I just think of an idea and do it . Before making it look around for pics of it to make it as realistic as possible... Once i start i just can stop :nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts: :nuts:
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 20 years ago2003-10-06 05:25:42 UTC
in What mods do you like and why? Post #2240
Simple question: What are your favorite mods and why do you like them.
I like many multiplayer mods such as: Counter-strike, Natural selection, Vampire slayer, The Wastes and The Specialists. They're great because they're completely change HL into something more compelling. There lots of other reasons too... ;)
Posted 20 years ago2003-10-06 05:22:26 UTC
in The first word: Post #2239
For me it always starts with a little map. Just something to show my friends about some functions. Then it grows and grows, gets remade until it's HUGE!!! You should have seen my duke3d maps.
Posted 20 years ago2003-10-06 03:45:09 UTC
in Two questions Post #2236
My first question is about the level fade in and the display title option. How do I get the display game title option to have the name of my mod?

My other question is: I have a multimanager controlling a monstermaker entity and a env_sprite entity. I'm making it look like a headcrab is teleporting into the map. How do I add the teleporting sound to it?
Posted 20 years ago2003-10-06 02:18:31 UTC
in HELP ME HELP ME HELP ME...sorry. Post #2234
Nah, I didn't do that before, and anyway, by some miracle, the prob's fixed itself. YAY!
Posted 20 years ago2003-10-06 01:53:50 UTC
in HELP ME HELP ME HELP ME...sorry. Post #2233
New graphics card drivers? Reinstall DX?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-06 00:18:27 UTC
in Time for TFC crashing round 2!! Post #2230
Which Bot/waypointing program are you using..?

PS: I like the new map... I am compiling it now, but it looks a lot better than the old one, well done.
Posted 20 years ago2003-10-05 23:56:59 UTC
in Time for TFC crashing round 2!! Post #2229
Yeah, i changed it. and now it works again!!! yay!! thanks all. BTW. I just got it to work and started waypointing, but when i type in exec waypoints.cfg (to load waypoint commands, the game semi/freezes and then closes the map. So i restart it and now it works again, is there a way to get around this?
-panda
Posted 20 years ago2003-10-05 22:53:46 UTC
in See-through grates. Post #2228
More info right here : Render Properties
Posted 20 years ago2003-10-05 22:46:40 UTC
in mp help. Post #2226
Oh, :roll: doh !
Hammer doesn't need any special settings for Multiplayer.
You might want to add -deathmatch 1 in the additional commands parameters for normal compile, but I think it is included in the expert... And that is for CS , not sure about DMC and the others.

Entities automatically respawn at round start, but globals might not. If you have a series of complex triggers, you will need to manually reset them with a functional entity like a door or something that targets the global state. This is described at Egir's site
Posted 20 years ago2003-10-05 22:31:04 UTC
in Setting up a mod, Part 2 Post #2224
Vassy, the more I look at ArchVille's work over at 69th vlatitude, the more I think it is going to be difficult to do better. It is a really complex subject and ArchVille has done a brilliant job making it understandable.
I suggest we change "Making a Mod Part 1" to "Starting Your Own Mod" and include a link to ArchVille's work at the end... I will ask him first of course
Posted 20 years ago2003-10-05 22:24:09 UTC
in erm map in progress forum with.......... Post #2223
Fair comment... I think moving them to a more suitable forum will be a good idea. that way the poster wont get too annoyed.
Posted 20 years ago2003-10-05 16:07:10 UTC
in Setting up a mod, Part 2 Post #2221
Anyone want to do part 2 of setting up a mod? The splash screen one? I'm kinda pushed for time.
Posted 20 years ago2003-10-05 16:00:54 UTC
in missing model Post #2220
hgrunt_opfor. Head 6.
Posted 20 years ago2003-10-05 15:59:28 UTC
in HELP ME HELP ME HELP ME...sorry. Post #2219
Listen, I really need help. My 3D view's gone all fuzzy, it doesn't change one bit when I move in it. It's really hard to postion stuff w/out the 3d view. I'm using hammer 3.5 beta. I once had the prob before, but I forgot how to fix it. I've tried uninstalling and reinstalling hammer, w/ no luck. :( HELP ME!
Posted 20 years ago2003-10-05 15:55:03 UTC
in The first word: Post #2218
Other FPS games, usually mission ones like timesplitters 2 and perfect dark. Also, sometimes, other maps, but I never copy them exactly. And also, films, especially James Bond ones.
Posted 20 years ago2003-10-05 14:59:04 UTC
in Time for TFC crashing round 2!! Post #2217
It looks like you are using an older version of vis.exe. Everything else seems to be pointing to ZHLT's "v2.5.3 rel Custom Build 1.7 (Dec 9 2002)." Then your vis says "vis.exe v1.3 (Dec 30 1998)" Check your configuration in Hammer to be sure you are pointing to ZHLTs hlvis.exe.
On the menu bar go to Tools>Options>Build Programs>Vis executable to check it.
Posted 20 years ago2003-10-05 14:22:49 UTC
in The first word: Post #2216
It just snaps for me.

Out of nowhere and then as I go along, it further develops
Posted 20 years ago2003-10-05 13:25:02 UTC
in The first word: Post #2213
I get my ideas from other games, I just kind of use the general idea, but I don't copy it completely. :nuts:
Posted 20 years ago2003-10-05 12:03:07 UTC
in Time for TFC crashing round 2!! Post #2210
Okay, here's the Compilation report. Tommy Escondido's error page reports that the "Load Portals:Not a portal file" error is usually located between csg and bsp. Instead for my map it lies between bsp and vis. Could this be a clue to the problem?

** Executing...
** Command: Change Directory
** Parameters: ...Half-Life

** Executing...
** Command: Copy File
** Parameters: "...Hammermapstraincomplex2.map" "...Half-Lifetfcmapstraincomplex2.map"

** Executing...
** Command: ...Hammertoolshlcsg.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: ...Hammertoolshlcsg.exe ...gamesHalf-Lifetfcmapstraincomplex2
Entering ...gamesHalf-Lifetfcmapstraincomplex2.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.05 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (9.50 seconds)

Using Wadfile: gameshalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: gameshalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: gameshalf-lifevalvexeno.wad
  • Contains 4 used textures, 9.52 percent of map (264 textures in wad)
Using Wadfile: gameshalf-lifetfctfc.wad
  • Contains 30 used textures, 71.43 percent of map (279 textures in wad)
Using Wadfile: gameshalf-lifetfctfc2.wad
  • Contains 8 used textures, 19.05 percent of map (395 textures in wad)
added 3 additional animating textures.
Texture usage is at 1.22 mb (of 4.00 mb MAX)
27.17 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: ...Hammertoolshlbsp.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: ...Hammertoolshlbsp.exe ...gamesHalf-Lifetfcmapstraincomplex2

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file '...gamesHalf-Lifetfcmapstraincomplex2.prt'
33.38 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: ...Hammertoolsvis.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)

********** ERROR **********
LoadPortals: not a portal file

** Executing...
** Command: ...Hammertoolshlrad.exe
** Parameters: "...gamesHalf-Lifetfcmapstraincomplex2"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: ...Hammertoolshlrad.exe ...gamesHalf-Lifetfcmapstraincomplex2

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from '...Hammertoolslights.rad']
[48 texlights parsed from '...Hammertoolslights.rad']

Warning: No vis information, direct lighting only.
21523 faces
Create Patches : 50882 base patches
0 opaque faces
291924 square feet [42037136.00 square inches]
134 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (117.50 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.28 seconds)
118.81 seconds elapsed [1m 58s]

--- END hlrad ---

I did end up repairing hl and it is updated as far as i can get it to go without using steam (for some reason i can't find my map when i start a steam lan server) But i did try them.
-panda
Posted 20 years ago2003-10-05 09:29:27 UTC
in Time for TFC crashing round 2!! Post #2209
tryed to repair hl might help i had also a problem and repaired hl maby a idea
Posted 20 years ago2003-10-05 09:23:43 UTC
in The first word: Post #2208
hmmmm, a psychiatrist would find that fascinating pepper...

Sometimes ideas or rather architecture comes to me in dreams : strange... an example would be the sewers in Subzone > worked out very well I must say
Posted 20 years ago2003-10-05 09:16:22 UTC
in The first word: Post #2207
i got ideas form everything what happens on the moment around me, i woekd up once in the middle of the night and i got a great idea the day after istarted with the idea :D
Posted 20 years ago2003-10-05 09:07:39 UTC
in Web Hosting Post #2206
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-05 08:26:03 UTC
in The first word: Post #2205
I get ideas from movies, buildings (that exists in reality) and other maps. :)
Posted 20 years ago2003-10-05 08:11:22 UTC
in erm map in progress forum with.......... Post #2204
lets hope the new board about mods and maps doesen't turn into this.. hmm.. maybe an off-topic posts will be deleted might do the trick
Posted 20 years ago2003-10-05 08:07:27 UTC
in Time for TFC crashing round 2!! Post #2203
uh.. versions are sometimes the cause of some errors, never encounterd this one before... try to keep all of your mods/hl etc up to date
Posted 20 years ago2003-10-05 08:03:05 UTC
in Sitting models Post #2202
ooo, thanks andy ;)
Posted 20 years ago2003-10-05 07:53:59 UTC
in REALLY WIERD HL THING! Post #2201
they were on the blueshift cover as well (retail) but alas they wern't in the game ..
Posted 20 years ago2003-10-05 07:53:22 UTC
in mp help. Post #2200
and i don't think you need to set up hammer any differently > exept some game parameters when running or testing your maps
Posted 20 years ago2003-10-05 07:50:48 UTC
in Web Hosting Post #2199
hmm.. still no replies eh, my best guess is that they died a loooong time ago - look for something different is cheap = free or cheap = ch?ap ?
Posted 20 years ago2003-10-05 07:45:56 UTC
in Want to make a CS map? Post #2197
Dave J also has an article writen on the subject of game design > a must read wheather youre a n00b or 1337 ;)

Also, have a go at ETC II - one hell of a map pack - i learned a lot from it and so should you.

Here's some reading that'll keep you occupied - during a map compile maybe? - if your computer is fast - P III+ and compile tool settings on -low

and some more...

and more!!

and you'll win nothing for guessing whats here :)
Posted 20 years ago2003-10-05 07:27:57 UTC
in The first word: Post #2196
:P Ah, a nice clean Spam free board, (we'll soon fix that :badass: )

First topic:
What motivates you to make a map???

Do you look at textures and imagine possible scenarios?
Look at old photographs...
Or walk around the town/city looking at architecture...
Or maybe listen to some music?

Post your opinion and share the creativity...
Posted 20 years ago2003-10-05 03:54:23 UTC
in mp help. Post #2193
multiplayer HL: use info_player_deathmatch. (*wonders if you can check "not in deathmatch" :) *)

Other two are automatic. Use weapon_blah.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-05 03:23:12 UTC
in Time for TFC crashing round 2!! Post #2192
p.s. could this problem be related to me having downloaded steam but still using the old version of tfc?
Posted 20 years ago2003-10-05 03:20:47 UTC
in Time for TFC crashing round 2!! Post #2191
Hey, guys, remember me? Yeah, i'm panda and i had a problem a little while ago with my map that kept on crashing. Well, it has started happening again! Just my luck, isn't it. But now, for some reason, whenever i try to start up a lan game, with my map or one of the built in ones, the games crashes and goes back to the desktop! UHOH! I don't know. I did get one error when i compiled my map though. Does "LoadPortals: not a portal file" sound farmiliar to anyone? I checked out Tommy of Escondido's site for compiling errors. (Note that this site does an excelent job of two things, pointing out a problem and not telling you how to fix it!) Anyway. I'm going to upload my map file by replacing the old one in the problem maps section. I will also have a bsp, this time to make things easy. If anyone can help all will be appreciated! Thanks!
-panda
Posted 20 years ago2003-10-04 22:05:08 UTC
in Want to make a CS map? Post #2190
If you want to make a CS map, you will find it surprisingly easy.
But what makes a good CS map?
Will it work on a server, will people play it, and what makes a CS map successful, when the maps I make are not?
For answers to these questions check out:Dave Johnston's Site for a behind the scenes look at the making of Dust and Dust2.
Posted 20 years ago2003-10-04 21:28:20 UTC
in mp help. Post #2186
What is mp?
Posted 20 years ago2003-10-04 21:23:25 UTC
in Sitting models Post #2185
If you want to be a bit more creative, check out:
The Spawning Tank for the best tutorial on getting Barney to swivel in his chair. I does mention the basics as well.
Posted 20 years ago2003-10-04 18:07:25 UTC
in Level transitions. Post #2180
I have already load up the maps in exampel Maps 05 sep map name changelevel If some will use the maps for a tutorial am only happy. :)
Posted 20 years ago2003-10-04 17:46:32 UTC
in mp help. Post #2179
a few things about mp.

1.does it need a diff setup?
2. do ppl automatically respawn.
3. how do i make respawnable weapons?
Posted 20 years ago2003-10-04 17:44:35 UTC
in twhl: the mod? Post #2178
oh, there's where my post went.. i thought it was gone to netfirms heaven.. or hell.. or limbo :badass:
Posted 20 years ago2003-10-04 17:43:03 UTC
in REALLY WIERD HL THING! Post #2177
aaaaaaaaaaaaaaaaaahhhhhhhhh moonster shadows.
Posted 20 years ago2003-10-04 17:38:17 UTC
in compiling problems Post #2176
what i do is turn the complex brushes into func_walls and place solid brushes right behind the detailed func_wall.. this reduses the vis compile time, also make sure to streach the textures on hight poly brushes - this helps r_speeds - not too mush about 1.25 is enough..
another advantage of using func_walls for this is that if youre really L33t, you can use func_wall_toggles and some nifty triggering to create a really advanced "dynamic" vis engine :D

i really should be explaining all of that and giving example maps but i'm just too darn lazy! :
Posted 20 years ago2003-10-04 16:07:35 UTC
in How do I... Post #2173
Ok...I get it now. If you would make a map that would be just great.

Thanks!