Forum posts

Posted 21 years ago2003-10-02 18:28:01 UTC
in twhl: the mod? Post #2064
it's those damn smilies! :) oops.
Posted 21 years ago2003-10-02 18:26:21 UTC
in New Forum Board ? Post #2063
How about a Mods 'n Maps forum?
Posted 21 years ago2003-10-02 17:17:30 UTC
in func_train problems... Post #2062
"ghost-truck"
throw the clothes and be invisible what do only ghost...... :confused:
Posted 21 years ago2003-10-02 17:08:56 UTC
in func_train problems... Post #2061
The origin brush was missing from the func_train. The strange thing is, it never should have worked at all like that. :o
Posted 21 years ago2003-10-02 16:37:42 UTC
in a REALLY thorough guide on cameras Post #2060
ministeve have you read this? everything you need to know about trigger_camera
http://collective.valve-erc.com/index.php?ent=trigger_camera
;)
Posted 21 years ago2003-10-02 16:13:15 UTC
in New Forum Board ? Post #2059
i hope so..
Posted 21 years ago2003-10-02 15:31:57 UTC
in a REALLY thorough guide on cameras Post #2058
now posting this SHOULD put a big red star next 2 the post so ppl will come here and help me.
Posted 21 years ago2003-10-02 14:47:17 UTC
in Desert Soldiers. Post #2054
Decided changing my avatar to the Desert Soldier Skin was the easiest way- My old one was rubbish anyway! :D
Posted 21 years ago2003-10-02 14:16:50 UTC
in missing model Post #2053
i cant find the milatary police model that you see in opfor training.
its the on with the mp on his arm and hat. Help :zonked:
Posted 21 years ago2003-10-02 13:23:49 UTC
in Leaf portals saw into leaf Post #2052
tommy14 has a good explanation on this subject

and have a look at the co-ords given, make sure that there are no overlapping brushes - the most common cause of this error, and complex brushes, such as pipes, or cones are not running into the adjasent walls
Posted 21 years ago2003-10-02 13:21:28 UTC
in twhl: the mod? Post #2051
Lol, like the little process messages: guess opening every single new thread in new windows lags the server a little: "Processed in an extraordinarily slow 481 milliseconds"
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-02 13:20:34 UTC
in Leaf portals saw into leaf Post #2050
Try the glossary ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-02 13:18:24 UTC
in images???? Post #2048
t35.com
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-02 13:12:33 UTC
in twhl: the mod? Post #2047
yeah that scourge splitter 1 was good. i wish it came out 4 pc. think of the possibilities... i think its horrible so many games r restricted 2 consoles. armoured core. restriced 2 the playstation when it should b dominating the web with new missions, parts, emblems, modes.../me goes into dream...
Posted 21 years ago2003-10-02 12:32:39 UTC
in Yellow Phase Post #2046
i saw that guy on sweet half life. hey y do sum textures disappear when i look at the at certain angles on shl?
Posted 21 years ago2003-10-02 12:10:10 UTC
in a REALLY thorough guide on cameras Post #2045
d...o...e?
Posted 21 years ago2003-10-02 10:36:01 UTC
in func_train problems... Post #2043
It works now, thanks to a fix made by SlayerA. :D
Posted 21 years ago2003-10-02 10:24:10 UTC
in Leaf portals saw into leaf Post #2042
I get this error

Warning: Leaf portals saw into leaf
Problem at portal between leaves 17 and 18:
   (380.000 -444.000 152.774)
(368.000 -432.000 128.000)
(368.000 -432.000 128.000)
(368.000 -456.000 128.000)
Guide me towards a good tut or help me here. :confused:
Posted 21 years ago2003-10-02 09:04:14 UTC
in func_train problems... Post #2041
hehe i made am map with the whole lengt of hte grid and i wint even compile hehe :nuts:
Posted 21 years ago2003-10-02 08:58:04 UTC
in cs start with weapons Post #2040
whats the different andy??
Posted 21 years ago2003-10-02 08:56:25 UTC
in Being a Bitch Post #2039
emr in windows 98se and if you have a slow comp you better not hit ctr alt del cause it might casue maore then you want...heheh :nuts:
Posted 21 years ago2003-10-02 08:53:37 UTC
in erm map in progress forum with.......... Post #2038
think this post is getting a bit offtopic ;)
Posted 21 years ago2003-10-02 08:51:27 UTC
in twhl: the mod? Post #2037
emr still dont but aotm told me you need to have the picture on the web :( :confused: :( :confused:
Posted 21 years ago2003-10-02 08:48:52 UTC
in Atom, just wondering... Post #2036
what do you have with pulp fiction kol?? :
Posted 21 years ago2003-10-02 08:47:34 UTC
in New Forum Board ? Post #2035
think it will work
Posted 21 years ago2003-10-02 08:45:51 UTC
in Yellow Phase Post #2034
look goood a while aog i saw them and i didnt made that ego oo oo :
Posted 21 years ago2003-10-02 08:44:25 UTC
in images???? Post #2033
erm anyone now where icna ge some free webspace?? hehe :nuts:
my brother is using the websapce from our provider so......... :zonked:
Posted 21 years ago2003-10-02 08:41:36 UTC
in TWHL...7..6..5.4.3.2.1! Post #2032
wo me ore the icons ore my voting??
Posted 21 years ago2003-10-02 08:24:19 UTC
in Being a Bitch Post #2031
Unfortunately, VIS compiling is required as well as RAD. If you don't use them your maps will run in FullBright mode and won't look good. However if you just want to test a set of entities and how they interact (like Scripts), then you can save time by not running VIS and RAD.

If your map has complex brushes, lot's of light's, is large... or one of a million other things then it might seem like your computer is freezing, but in reality it isn't. If you run your "Task manager" you should see that hlvis or hlrad are still running. VIS and RAD Compiles can take a while. I have heard stories of DAY's... I have had personal experience with 13.5 hours. Remember the "Ship" Skeeve?
Stick with running VIS and RAD initially, as they can bring up some possible errors in the map as well..
Most of all "Be Patient" great maps are not made in 15 minutes ;)
Also, there is no rule of thumb for compile times... Some maps will take longer than others. That's life, just hit Ctrl+Alt+Delete to see what tasks are running... bet you will find hlrad sucking up page files like there is no tomorrow.
Posted 21 years ago2003-10-02 05:56:04 UTC
in Being a Bitch Post #2030
Ive fixed the leaf problem, and have narrowed the freezing down to the vis compiler, when i dont use it it works, is vis nesessary??
Posted 21 years ago2003-10-02 05:51:59 UTC
in New Forum Board ? Post #2029
o, and you can post previews/reviews mods etc...
Posted 21 years ago2003-10-02 05:47:55 UTC
in Atom, just wondering... Post #2028
:D

what about Pulp Fiction ... :cool:
Posted 21 years ago2003-10-02 05:45:32 UTC
in New Forum Board ? Post #2027
just wondering, how about having a board for mods,
let people post 'Help wnated' and offered posts, pimp their new mods etc..
Posted 21 years ago2003-10-02 01:40:48 UTC
in twhl: the mod? Post #2026
Yes. I understand that perfectly. :confused:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-02 01:38:11 UTC
in a REALLY thorough guide on cameras Post #2025
Oh, I suggested that to get the hang of cameras :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-10-01 22:33:38 UTC
in Being a Bitch Post #2024
253 even :)
Posted 21 years ago2003-10-01 22:31:19 UTC
in Being a Bitch Post #2023
Error's Error's and more error's.

1. Try Tommy14's Error Reference guide, as this duplicates the information given in the original Zoners235 ZHLTProblems.htm
Posted 21 years ago2003-10-01 22:23:28 UTC
in cs start with weapons Post #2022
game_player_equip was added to the cs.fgd in 2000 by Tim Holt.

The most current modified CS.fgd is available at Slackillers link to Tommy14, who posts his own personal Expert FGD, cs_expert-tom792e.fgd.
Posted 21 years ago2003-10-01 18:04:57 UTC
in Atom, just wondering... Post #2020
I liked Dude, where's my car?! :nuts:
Posted 21 years ago2003-10-01 16:06:30 UTC
in a REALLY thorough guide on cameras Post #2019
Set it's path corner value to the name of a path_corner. Don't bother with a target.
Posted 21 years ago2003-10-01 16:05:15 UTC
in advanced compile mode Post #2018
You mean the backwards help prob. Yeah: look in the hammer help guide. For some reason, they actually included it. :badass:
Posted 21 years ago2003-10-01 16:02:23 UTC
in Being a Bitch Post #2017
It's an error you get when you have invalid solids. And it's a real pain! :zonked:
Posted 21 years ago2003-10-01 15:46:28 UTC
in Being a Bitch Post #2016
Errr that Max_Leaf_Faces is a big problem.......it usually means to much detail in the map...and ya gotta delete loads of it to fix

Anyway.....Have a nice day :nuts:
Posted 21 years ago2003-10-01 15:41:48 UTC
in func_train problems... Post #2015
woops I better reiterate...
My problem was caused by my train travelling to far

...I can imagine similar problems could happen from placing the map to close to the edge of the grid though :zonked:
Posted 21 years ago2003-10-01 15:39:43 UTC
in func_train problems... Post #2014
I had a problem like that on my really cool cable car map.....

For me the problem was the func_train was travelling to far so I couldn't finish my map......
.....but it'll be back 4 hl2 :P
Posted 21 years ago2003-10-01 15:28:45 UTC
in Desert Soldiers. Post #2013
try angel fire
www.angelfire.com, a bit useless as a web host but good for images
Posted 21 years ago2003-10-01 15:16:01 UTC
in advanced compile mode Post #2012
Can anyone explain the dos problem ??.
Posted 21 years ago2003-10-01 14:45:45 UTC
in twhl: the mod? Post #2009
sounds like a good plan seventh. once you can do mysql, there's not much left (except regex, snigger!) :)
Posted 21 years ago2003-10-01 14:43:00 UTC
in Desert Soldiers. Post #2008
Er... you need to upload it first to a webhost. Then the code goes like this:

[ img]the URL goes here (like http://www.webhost.com/dir/file.ext)[ /img]
(without the spaces)
Posted 21 years ago2003-10-01 14:41:28 UTC
in TWHL...7..6..5.4.3.2.1! Post #2007
hmm. interesting.