Forum posts

Posted 21 years ago2003-09-28 05:12:34 UTC
in twhl: the mod? Post #1778
noooo...
just realised that other people can't vote for my site.... only the hosts can.. does the site work at all? i reuploaded it today so it should work... its only got like 3 pages and 5 screenshots...
Posted 21 years ago2003-09-28 04:09:41 UTC
in Mod problem. Post #1777
Oh. One thing I don't know is how to disable multiplayer, only single player. Typing singleplayer_only in the liblist.gam doesn't seem to do anything other than set it as HL was.
Posted 21 years ago2003-09-28 04:04:23 UTC
in twhl: the mod? Post #1776
Reminds me of the background of the timesplitters 2 mapmakeer when you choose beginner or advanced mode.
Posted 21 years ago2003-09-28 04:01:05 UTC
in Mod problem. Post #1775
My mods liblist.gam file is set up right, but the labels still haven't changed. There was one question I forgot to ask in my first post-does anyone know how you disable buttons on the menu-like CS did with the New Game button? I'm thinking of disabling the Multi Player button on The Portal. Thanks.
:)
Posted 21 years ago2003-09-28 02:47:29 UTC
in twhl: the mod? Post #1774
heee andy is you new av a screen from hammer ore a picture caught from the web ;)
Posted 21 years ago2003-09-28 01:43:13 UTC
in Mod problem. Post #1773
No, I mean for things like changing other labels? Like "Connect to the fastest internet server around", "Chat with fellow gamers", you know the ones.
Seventh-Monkey Seventh-MonkeyPretty nifty
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-27 18:39:59 UTC
in Mod problem. Post #1768
No it's the mod name in liblist.gam as Vassy said after he corrected himself. :D
Posted 21 years ago2003-09-27 17:40:12 UTC
in Game Crashes when I play my map Post #1767
Good point Seventh,
Panda... the map I uploaded to the Vault compiled on my machine and ran in TFC. So that .rmf is Ok... If it won't compile on your machine, then it is not the map at fault, it is more likely to be the setup of Hammer.
Posted 21 years ago2003-09-27 17:30:51 UTC
in twhl: the mod? Post #1766
Um... when you click the link just delete the <br>/ that seems to have remained with the code.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-27 16:33:34 UTC
in Single player Mods Post #1764
lol - where??
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-27 16:20:03 UTC
in Single player Mods Post #1761
Half-Life: Invasion is cool if you've beaten all the half-life games on difficult mode, cause it's a real challenge. Be sure to use the latest patched version, and also be sure to use my replacement models that make the low definition grunts look like high definition ones! :)

Favourite mod ever: Sweet Half-Life. That mod is pure genius. And, I beat the boss fights without cheating, but that's cause i'm just so damn tough.

Other favourites: Azure Sheep and Point of View, Heart of Evil...

oh, don't forget the Timeline series! Timeline 1, 2 and 3. The first Timeline mod is ok (Neo-Nazi grunts in Black Mesa travel back in time and give advanced technology to Nazis, changing history). The second is genius (parallel Earth in an Ice Age, where Britain never lost control of America, and you visit London infested by Xen aliens!). 3 is incredible (a ride through time with references to HG Wells' the Time Machine, as well as visiting Black Mesa before the disaster took place.)

Play all three, one after another, for total Half-Life satisfaction!

I'm going to have to check that you can still download all the timeline games, cause just talking about them makes me want to play them again, lol!
Posted 21 years ago2003-09-27 16:19:41 UTC
in model making? Post #1760
Yes, no, and no. In that order: you can save/export, etc, your work, shouldn't be able to use it after 30 days, and also, it won't remove registry keys or whatever that control the counter.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-27 16:12:51 UTC
in model making? Post #1759
I never tried Milkshape, because I heard that until you registered you couldn't save any of your work. So, you could make a cool model in Milkshape, but if you hadn't paid, you couldn't save and all your hard work would disapear.

Is that bull? Can you keep using it after 30 days?

Also, if it stops working after 30 days, why can't you just reinstall it? Then the counter would go back up to 30, wouldn't it?
Posted 21 years ago2003-09-27 16:01:03 UTC
in Mod problem. Post #1757
titles.txt is the file you're looking for, I seem to remember :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-27 15:40:09 UTC
in Mod problem. Post #1756
Aw, thanks! OK, by the sound of it, you're making a CS mod, but even if you aren't, it doesn't matter. The idea is the same. Got a good graphics program? Look for a btns_main.bmp file in the directory of the game that you are modifying. It's in gfx/shell. Copy it into "The Portal's" gfx/shell folder. Now open up the copy you just pasted in with your graphics program (Even MS paint's fine for this!). Now change whatever you want...oh wait, I've told you the wrong info. Damn it! Sorry 'bout that, but I'm sure you can put what I just told you to good use. If you did what I said correctly in the tut., then when you change the mod's title in the liblist.gam, it should change automatically. If not, see if you can find a strings.lst file anywhere. There isn't one with hl, but I think there is with cs and opfor. Possibly bshift, but I don't think so. I can't find 'em anywhere though. :( Hope this helps.
Posted 21 years ago2003-09-27 15:16:19 UTC
in Outdoor Maps Post #1755
Let's change subject shall we? You can use Counter-Strike WAD-files, they have a much better sky texture.
Posted 21 years ago2003-09-27 15:12:26 UTC
in Atom, just wondering... Post #1754
oh and history of the world part one is also a very funny movie :D
Posted 21 years ago2003-09-27 15:02:08 UTC
in Outdoor Maps Post #1753
its you that says ;)
Posted 21 years ago2003-09-27 14:01:19 UTC
in Mod problem. Post #1752
Recently I read Vassy's excellent Setting up a mod:pt 1 tutorial and completed it. I then went to 69th Vlatitude and followed some tutorials there about making custom Mod menu art. I finished that and now have a custom menu. I would really like to know how to change the descriptions to the left of the buttons though-my mod is called The Portal and I want for example the writing next to the quit button to say "Quit Playing The Portal" instead of "Quit Playing Half-Life". I have copied the CS strings.lst file and placed in my mod folder (theportal) and I have edited the lines in it to my needs. For some reason though the description just says the normal HL things. Could anyone help please?
Posted 21 years ago2003-09-27 13:55:14 UTC
in Screwed up retinal scanners Post #1751
you just explained it to your self there

also i think is some parts of opfor and hl they just used a modified wav
Posted 21 years ago2003-09-27 11:31:55 UTC
in CS lightning problem Post #1749
Turning up Map lightning won't work. Since it's in the areas which doesn't have a direct path to sky where the problem lies. The outdoors of my map are fine. It would be easier if I could provide a picture.

As of texture lightning: I have tried but to no effect. The only lightsources which seems to work are entity-based.

But I haven't tried SlayerA's advice yet...
Hopefully it will work.
Posted 21 years ago2003-09-27 10:36:59 UTC
in Problem With CHANGELEVEL Post #1748
I placed the landmarks in the same position in both maps. But now I get stuck in the mother*uckin door instead. WILL IT EVER END?!
Posted 21 years ago2003-09-27 09:09:53 UTC
in Screwed up retinal scanners Post #1746
How do I create faulty retinal scanners like the one in unforeseen consequences (and welcome to black mesa in opfor)? I think the scanner targets an mm which targets a load of ambient generics with various pitch shifts. Can anyone help?
Posted 21 years ago2003-09-27 09:07:22 UTC
in Problem With CHANGELEVEL Post #1745
The landmark must be in the EXACT same place in each map. The same unit. And have the changelevel ahead of the landmark, so you walk past the landmark. Trust me, it works. Did it w/ my mod. And I think the centre of the landmark is the where the bottom of the player will go.
O
| ___ I know this drawing sucks, but I hope it explains everything
/ | |
|___|
Posted 21 years ago2003-09-27 08:55:57 UTC
in Atom, just wondering... Post #1744
I like goldeneye, the matrix, and the fellowship of the ring a lot as well.
Posted 21 years ago2003-09-27 08:32:06 UTC
in Problem With CHANGELEVEL Post #1742
Downloaded the new zip, but it won't unzip. Says it's an invalid zip file. How did you fix the original problem? The answer may help someone reading this post later. ...And did you remember to move the info_landmark back down from the roof? Maybe you're stuck in the ceiling now when you come back from test2... :
Posted 21 years ago2003-09-27 08:21:46 UTC
in bathroom wall texture Post #1741
FIFTIES_WALL14T
Posted 21 years ago2003-09-27 08:16:58 UTC
in twhl: the mod? Post #1740
I clicked the link and got "Page not found". Let us know when it's working, I'm sure lots of us will vote for it.
Posted 21 years ago2003-09-27 07:28:22 UTC
in bathroom wall texture Post #1739
im tryna make a public bathroom but i cant find a texture 4 the walls. gimme a hand, just post the name here.
Posted 21 years ago2003-09-27 06:08:51 UTC
in Problem With CHANGELEVEL Post #1737
Oh, by the way I'll post the .rmf file...
Posted 21 years ago2003-09-27 06:04:37 UTC
in Problem With CHANGELEVEL Post #1736
YEAH! I've fixed the problem! The level change from "test" to "test2" went very smooth, but now I have another problem. When I want to go back to "test" I get stuck in the floor (again), but this time it's diffrent. I'm kind of hoovering above the floor. WIERD DON'T YOU THINK!
Posted 21 years ago2003-09-27 04:22:43 UTC
in Problem With CHANGELEVEL Post #1735
oh, i should have mentioned this: the small pink box is the landmark and the big pink box is the trigger_changelevel

and all of that could have been said in one post... but no, i'm just a big o'l spammer... :P
Posted 21 years ago2003-09-27 04:18:02 UTC
in Hammer 3.5 Public Beta Post #1732
you need to download the hammer beta exe and the fgd... the fgd changes nothing in the program go here:
http://collective.valve-erc.com/index.php?go=hammer_beta
Posted 21 years ago2003-09-27 04:16:47 UTC
in Problem With CHANGELEVEL Post #1733
oops.. wait i got it...
User posted image
;)
Posted 21 years ago2003-09-27 04:15:18 UTC
in Problem With CHANGELEVEL Post #1731
hmm... ths could be related to the fact that there should be some 'dead space' between the land mark and change level

i'll try an image...
User posted image
also be sure to read this article:
http://collective.valve-erc.com/index.php?go=level_transitions
Posted 21 years ago2003-09-27 04:08:31 UTC
in Paths and Doors... Post #1730
oh the spelling errors!
if you pot ... If you PUT
Posted 21 years ago2003-09-27 04:07:38 UTC
in twhl: the mod? Post #1729
thanks for that atom.
About that chatter box - (or in my site the news and updates box)
the reason its off line is because i uploaded the wrong update of the page... its up there now in its boxyness...

more site pimpage: (it likes visitors)

www.hlcore.tk

oh, and make sure to vote for my site at solgamers - i can get an extra 30 megs of webspace, that'll bring me up to 50!! wooo hooo..
Posted 21 years ago2003-09-27 04:00:53 UTC
in Paths and Doors... Post #1728
If you pot in a little more work in the scripted_sequences, you can make the grunt "punch" the "button" to open a door. The Grunt model has an animation to do this, play arround with the scripted sequences and you'll get it eventually, like i did.

another thing to note about path_corners is that the monsters stop patrolling them once they see or hear the player / combat / enemy.
Posted 21 years ago2003-09-27 02:41:44 UTC
in Hammer 3.5 Public Beta Post #1727
hate hammer 2.5 you cant see the models not even with the damn new .fgd :(
Posted 21 years ago2003-09-27 02:35:39 UTC
in Music Post #1725
it was indeed a flute anynomynous :P
Posted 21 years ago2003-09-27 01:24:15 UTC
in Game Crashes when I play my map Post #1724
Why don't you try making a really simple little map and seeing if that works?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-27 01:23:24 UTC
in Music Post #1723
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-26 21:31:14 UTC
in Game Crashes when I play my map Post #1722
I hate to break it to you but it still doesn't work. I compiled it and it still crashes.
This is really frustrating, and I think it means that it has something to do with one of the actual brushes in the map. Could someone else please compile it and send it to alienjon@juno.com. I just want to see if maybe one of my files became corrupt for some reason.
As before, all help is welcome!
-panda :(
Posted 21 years ago2003-09-26 21:24:46 UTC
in Problem With CHANGELEVEL Post #1721
I downloaded and played it. I got stuck in the floor, as expected. But when I opened the console to noclip, i noticed a message that said "Can't find landmark lm2" Check to see that both landmarks have the same exact name. Both should be "lm1" the way you have described it above. (you might have to move your landmark back down from the ceiling if it's still up there) :P
Posted 21 years ago2003-09-26 20:59:01 UTC
in Problem With CHANGELEVEL Post #1720
I just had a look at the Map... I am going to move it into the Problem Map section till this is sorted. Because you haven't uploaded the .rmf's I couldn't play with the transition, but I wonder if it has anything to do with the narrow area the change is taking place in. It is easiest to make the change in a corridor, so you can directly copy the elements from one map to the other.
I didn't get stuck in the floor... test2 wouldn't load at all, I had to load it seperately...
Posted 21 years ago2003-09-26 19:00:36 UTC
in Problem With CHANGELEVEL Post #1717
Yes I could.
When I'm about to load map nr.2 I'm suddenly stuck in floor. Here's a little descripton off the trigger_changelevel:
Name change1
New Map Name: test2
Landmark Name: lm1
And the landmark:
Name:lm1
Posted 21 years ago2003-09-26 18:59:50 UTC
in Problem With CHANGELEVEL Post #1716
Assuming the two maps are identical in the area of the changelevel, raise your info_landmark in the second map. Keep adjusting your landmarks until you can go back and forth without getting stuck. This way works for me, although there's probably a more precise way to do it.