Forum posts

Posted 21 years ago2003-10-06 20:39:12 UTC
in Trigger_Camera Post #2272
It could be many things. Post the map in the problem maps section and we'll figure it out. BTW, your avitar is disturbing, very nice. :)
This post was made on a thread that has been deleted.
Posted 21 years ago2003-10-06 18:04:22 UTC
in OH S***! Post #2269
Posted 21 years ago2003-10-06 18:02:33 UTC
in Trigger_Camera Post #2268
I have a problem with the entity Trigger_Camera..
I have set up the properties and the view changes to the camera, now here's my problem: I want the camera to follow a set of path corners.
If i'm correct then the camera can't move outside the players view?? my camera is supposed to just go through a hallway (the player is looking in the direction of the hallway) but it just stands still...
What the &%()? is wrong??
:confused:
Posted 21 years ago2003-10-06 17:53:06 UTC
in trigger camera Post #2264
Your cameras must be named differently, say, cam1 and cam2. Give cam1 a 'hold time' that is longer than the actual time you will be looking through cam1. Then trigger cam2 whenever you need it. It should transfer over to cam2 without going back to the players view first.
Posted 21 years ago2003-10-06 17:28:45 UTC
in What mods do you like and why? Post #2262
My favourite mod is... Opposing Force... And just for one reason: The Desert Eagle Gun!!!!!!!!!!!!!!. It?s damn fun, pity that I will never be able to code weapons for Half Life, I even did a BIG gun model!!!!...
Posted 21 years ago2003-10-06 17:26:09 UTC
in The first word: Post #2261
Well, I get the inspiration from riding my bike and thinking "It would be great if in Half Life..."... Before "Half Life" was "Doom Legacy" and before it "Unreal tournament" and before it "Duke Nukem 3d" and before it... "Doom"... I only accomplished something in Doom anyway.
The thing is that I come up with ideas whenever I?m doing something which doesn?t require my attention!!!.
Posted 21 years ago2003-10-06 16:34:37 UTC
in erm map in progress forum with.......... Post #2259
off-topic posts will be deleted
... ah, well, we'll have to wait till I've done an admin thing for the forums! ;)
Posted 21 years ago2003-10-06 15:49:34 UTC
in trigger camera Post #2258
i thought i new how to set up trigger cameras but i was wrong.
i have two trigger cameras in one map but when it goes from one to the other it goes to the players view instead.

can someone help please?
Posted 21 years ago2003-10-06 15:48:31 UTC
in What mods do you like and why? Post #2257
Rissian barney's name is Boris - how very not obvious don't you think?

ETC2 : scared the hell out of me at one piont - its by Dave Jonson, the man behind Dust and Dust2
Posted 21 years ago2003-10-06 15:08:24 UTC
in mp help. Post #2256
They'll respawn automatically with HL in DM :)

You could just start HL, then Lan->Create and choose yours from the list if you don't know what to do with that parameter...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-06 14:28:34 UTC
in What mods do you like and why? Post #2255
yeah was redemption a part of cs? thats where i found it.
Posted 21 years ago2003-10-06 14:21:03 UTC
in OH S***! Post #2254
OK, prob's solved. I found the root of the problem-leaving the computer on standby! I've yelled at my mum, though, so it's all sorted :)
Posted 21 years ago2003-10-06 14:20:32 UTC
in mp help. Post #2253
the weapon respawn aint workin. i think theres a bit more than just puutin the wp there unless u need the +deathmatch 1. i aint tested it yet.
Posted 21 years ago2003-10-06 14:16:08 UTC
in OH S***! Post #2252
More fuzziness in the 3d views. How do I stop it from happening, and what can I do to get rid of it without waiting for it to "cure" itself?
Posted 21 years ago2003-10-06 13:09:50 UTC
in Time for TFC crashing round 2!! Post #2251
Thank you much. I did make SEVERAL changes. I'm using foxbot and one of the linked tutorials said to make a cfg file in notepad that would bind some keys to some commands for waypointing.
My cfg looks like this:
bind "INS" "waypoint add"
bind "DEL" "waypoint delete"
bind "END" "waypoint save"
bind "HOME" "waypoint load"
bind "i" "waypoint info"
bind "m" "waypoint menu"
bind "PGUP" "pathwaypoint_connect on"
bind "PGDN" "pathwaypoint_connect off"
bind "," "pathwaypoint create1"
bind "." "pathwaypoint create2"
bind "[" "pathwaypoint remove1"
bind "]" "pathwaypoint remove2"

pathwaypoint_connect off
waypoint on
pathwaypoint on

bot_debug on

This has worked before with no problem, for some reason it just recently decided to take forever and cause problems.
-panda
Posted 21 years ago2003-10-06 12:03:29 UTC
in Speech Post #2250
Yes, the "sentence name" in scripted_sentence properties. Make sure the new sentences.txt is in Half-Lifevalvesound.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-06 12:01:25 UTC
in Two questions Post #2249
Map->Map Properties. Ambient_generic for the sound :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-06 12:00:32 UTC
in mp help. Post #2248
There won't be if you start HL like this:

hl.exe +deathmatch 1

:)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-06 11:24:05 UTC
in Setting up a mod, Part 2 Post #2247
Um, I'm not trying to do better than him! It's just that I really love making mods! But I suck at splash screens :(
Posted 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 years ago2003-10-05 22:53:46 UTC
in See-through grates. Post #2228
More info right here : Render Properties
Posted 21 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 21 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 21 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 21 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 21 years ago2003-10-05 16:00:54 UTC
in missing model Post #2220
hgrunt_opfor. Head 6.
Posted 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 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 21 years ago2003-10-05 09:07:39 UTC
in Web Hosting Post #2206
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 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. :)