Forum posts

Posted 17 years ago2007-01-19 04:28:23 UTC
in Half-Life: Hostage Situation Post #209937
Yeah, and it's all total shit. It'll just be disappointing, and you shouldn't base any of your opinions about the mod on it. I'd prefer to keep it out of sight as long as possible, as it's quite frankly embarrassing, especially if you've actually PLAYED any of those old maps. :
Posted 17 years ago2007-01-19 03:47:01 UTC
in Advanced Brushwork Mini-Compos Post #209932
I think that even if these things never get enough entries, they sure do force people to churn out really great stuff in a short amount of time. Two of my best maps would have never been made had it not been for the minicompos!
Posted 17 years ago2007-01-19 02:10:22 UTC
in MAX_MAP_CLIPNODES Fixes? Post #209927
Press the Expert button, and you'll have a more complex looking box. Type in your parameter like this:

User posted image


Lulz, shameless plug for my mod. Still, I hope that helps. And, uh, try not to hijack any threads in they future, eh? :nuts:
Posted 17 years ago2007-01-18 21:35:31 UTC
in Lighting/Shading Error Post #209919
Ouch. I hate it when that happens.

You might want to find the brush that's causing the splitting of the light to occur, and maybe you can remedy it by making it not split. You can also try setting the -chop 32 parameter in the RAD settings, and see if that helps any.
Posted 17 years ago2007-01-18 21:19:52 UTC
in Half-Life: Hostage Situation Post #209916
There already is one that Hunter made, but it's pretty old.
Posted 17 years ago2007-01-17 14:19:48 UTC
in Half-Life: Hostage Situation Post #209824
I have made a lot of progress, and so far it's looking really great. I'm almost done with my chapter, and I'm sure the world will be rocked when they see my 1337 mapping skillz. Not. :

I'll get back to work when I get some of my other more pressing projects completed. Since nobody else is in a rush to get this done, why should I be? :P
Posted 17 years ago2007-01-16 08:54:05 UTC
in CHARLIE! Post #209723
Shun Orpheus, shuuuuuunnn, ssssssshhhhhhhhhuuuuuuunnnnnnnnn...
Posted 17 years ago2007-01-16 07:21:26 UTC
in Dementophobia Post #209718
ZL: Not specifically torture equipment, though. What would the point of simply torturing somebody be without result? The things they do may be painful, but it's not for punishment AFAIK. :

Tosse: Agreed. You can't build up a sense of tension without any kind of pacing, and multiplayer games don't usually excel at this, especially not DM. The best you can really hope for is to have good atmosphere. Once you've scared somebody, it's only going to look like a gimmick playing it another time.
Posted 17 years ago2007-01-16 06:20:48 UTC
in Dementophobia Post #209715
Torture equipment? They don't have torture equipment in mental hospitals...
Posted 17 years ago2007-01-16 01:12:10 UTC
in Dementophobia Post #209706
But this is abandoned, am I correct? Taking this into consideration, it probably wouldn't have any lights turned on. If it did, I'm sure most of them either wouldn't work or would be really dim.

By the way, have you considered placing glow sprites under the lights? that would make it even creepier.
Posted 17 years ago2007-01-16 00:30:06 UTC
in Monster_furniture Post #209704
Either could work, but monster_generic is probably a better decision. Monster_furniture automatically drops the model to ground level, so you can't elevate it any higher than the model's origin.
Posted 17 years ago2007-01-16 00:10:10 UTC
in Flying Grunts Post #209703
Yeah, he'd have a standing posture, he wouldn't be able to shoot straight down, and he might have a weird jerkiness, as most monsters do on moving objects. The best way to do this is definitely coding.
Posted 17 years ago2007-01-15 22:21:43 UTC
in Monster_furniture Post #209698
... He's talking about placing a model in his map, not exporting files.

In the "model" field of the monster_furniture, you have to type in models/skeleton.mdl, or whatever the name of the model is to get it to work.
Posted 17 years ago2007-01-15 22:10:34 UTC
in Flying Grunts Post #209694
I wouldn't know how, but I doubt it would involve much more than recoding parts of the Controllers, and replacing their model with something more suitable. I've never seen it done before though, so I wouldn't think anybody would have any experience with this kind of thing, especially here (there are barely any at TWHL)
By the way, since when do Alien Controllers fire large homing balls heh? :aghast:
Uh, I don't know, since ever?
Posted 17 years ago2007-01-15 20:18:14 UTC
in Competition 23 Post #209687
When did anyone say that?
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-11 21:09:29 UTC
in The REAL Ending to the HL Series Post #209349
they're changing major things like making scientists immune from player attacks
I heard they were making it so you could kill them, and they would even gib.
Posted 17 years ago2007-01-11 17:57:19 UTC
in The REAL Ending to the HL Series Post #209333
I can't believe people think Black Mesa Source is the best mod for HL2. It's just improved level geometry and skin pack.
I think you just have no idea what you're talking about.
Posted 17 years ago2007-01-11 08:28:55 UTC
in How to fill room with water ? Post #209296
Exactly. Otherwise, you would have a huge leak. ;)
Posted 17 years ago2007-01-11 06:43:53 UTC
in How to fill room with water ? Post #209293
Wow! I're wrong!

And I told you already, just use the drop down menu next to the little compass pointer thingy, and select up.
Posted 17 years ago2007-01-11 02:46:44 UTC
in Competition 23 Post #209284
Durrrr...
This is gonna be open to both Goldsource and Source
Posted 17 years ago2007-01-10 23:42:14 UTC
in How to fill room with water ? Post #209275
func_water is correct. They have all the properties func_doors do, so they can raise and lower. If you want it to move up, use the little drop down menu next to the pointer on the right of the properties box, and select "up"
Also note that func_water brushes do not cause leaks so they may go outside the world.
Erm... I'm pretty sure that's not true, as Orpheus said.
Posted 17 years ago2007-01-10 14:29:55 UTC
in Muzz's HLDM Server Post #209212
I've never seen that many people on there before. Most I can remember is 4 or 5.
Posted 17 years ago2007-01-10 03:47:47 UTC
in Avatars Post #209181
My avatar is so original, it hurts just thinking about thinking about it.
Posted 17 years ago2007-01-10 03:14:55 UTC
in Messed up light objects Post #209177
I don't see anything wrong with your post...

And, although I don't know for sure what the problem is, I can give some suggestions. I've had errors like this before, and they really don't make any sense, but I can usually clear them up with some tinkering around.

The first thing I would tell you to do would be to make sure your compile settings are right. You should always make your last compile with RAD set to -full, because sometimes this clears up problems like this.

Something else that's probably the case is that the texture you're using is actually MUCH bigger than what I see in the picture, so you've obviously downscaled it. This is almost certainly the cause of your problem, which is why people don't usually scale textures that small on large surfaces. Keep things at 1.00, for the best lighting results.

And if all else fails, set the -chop 32 parameter right next to the -full parameter for RAD. This increases the quality of the lighting drastically, but can result in higher w_polys.
Posted 17 years ago2007-01-10 02:05:32 UTC
in The REAL Ending to the HL Series Post #209173
THYE AER?!?!?!
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-09 19:24:24 UTC
in The REAL Ending to the HL Series Post #209147
WHAT.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-01-08 21:31:43 UTC
in an Inconvenient Truth Post #209053
Why don't you talk to Xenu about it?
Posted 17 years ago2007-01-08 21:10:46 UTC
in The REAL Ending to the HL Series Post #209046
This is retarded. End of story. :P
Posted 17 years ago2007-01-08 08:24:47 UTC
in Good place to find wads? Post #208985
Wadfather. I've answered this about 5 times since I've been here, please don't ask me to link to it. This kind of short question is usually best asked in the ShoutBOX, anyway.

By the way, did you even try a forum search?
Posted 17 years ago2007-01-08 00:45:57 UTC
in SkyBox lighting / Map preformance Post #208964
Jeez, how could you even notice? :nuts:
Posted 17 years ago2007-01-08 00:30:50 UTC
in SkyBox lighting / Map preformance Post #208961
Just wondering, but did the r_speeds increase? This would be a "real" situation where it seems like it would show up if it made any difference.
Posted 17 years ago2007-01-08 00:20:11 UTC
in SkyBox lighting / Map preformance Post #208959
Heh, I just tested that, and thought "WTF was Rowleybob thinking?"

The brightness is controlled by how high it is in the light_environment entity, not like texture lights.
Posted 17 years ago2007-01-07 22:08:54 UTC
in Model Questions Post #208949
Ummm... Yes, there is a GCFScape, and it works with PAKs too.
Posted 17 years ago2007-01-07 22:07:21 UTC
in The Person Above Me Game Post #208948
The person above me does not understand the difference between thread and yarn. That's okay though, because I don't think he made it.
Posted 17 years ago2007-01-07 21:59:02 UTC
in Model Questions Post #208945
Yup. And GCF's are used for Steam.
Posted 17 years ago2007-01-07 17:58:33 UTC
in 100+ HP in CS 1.6! Post #208920
Oh... Nevermind then. :glad: :
Posted 17 years ago2007-01-07 17:51:58 UTC
in 100+ HP in CS 1.6! Post #208918
:confused:

Just helping out, with yet more emoticons. :)

Muzz: What browser are you using? It's fine in mine. :
Posted 17 years ago2007-01-07 09:20:08 UTC
in Desktops of January Post #208892
That'd be really odd. I can't think of any game that would use a resolution like 2048 x 768. It seems as though it would have to be stretched, although I think I've heard of some flight sims being compatible with dual monitors.
Posted 17 years ago2007-01-07 09:15:11 UTC
in The Person Above Me Game Post #208891
The person above me is me.
Posted 17 years ago2007-01-07 09:14:59 UTC
in The Person Above Me Game Post #208890
The person below me will be me.
Posted 17 years ago2007-01-07 01:40:37 UTC
in SkyBox lighting / Map preformance Post #208863
To continue my post I was going to edit:

Anyway, this thread should probably just be closed with one of those smart-ass pictures admins seem to like so much, since it's really going nowhere. Orph is unwilling to prove his point, and I'm unwilling to admit mine is wrong, unless someone disproves me.

And to start my new post:
given the parameters I stated.
You said I right there. I not he! And I was conforming to those parameters!
Posted 17 years ago2007-01-07 01:27:47 UTC
in SkyBox lighting / Map preformance Post #208860
You mean this parameter?
This assumes that you noclip to the top, and look down upon the map.
It's the only one that I could find, and it doesn't describe a realistic situation. When will you be noclipping to the top of any skybox? I've done that before, and you're right, it increases r_speeds the farther away you get (to a certain extent, anyway). I still don't see how this is applicable.
Given your example, the difference would be so slight, that it would be beyond notice.
Tell me what example you would like to see, and I'll make it.
What a pointless discussion.
You're absolutely right, but I just can't stand to be proven wrong without any evidence that ever I was. If I correctly understand what Orph is saying (which I admit is unlikely), then I'd have to disagree with it.
It did show the limits on where srry will stoop to name calling after all. ;)
I never called you any name, you cunt. :P
Posted 17 years ago2007-01-07 00:30:17 UTC
in SkyBox lighting / Map preformance Post #208854
Well, after opening up my test map to try and prove my theory, I found I was entirely correct.

I first took my basic box map, and put two blocks in the center of it, one with a target texture stretched across it so I could stand against my marked corner and look directly at it, so as to assure me that I had the same line of sight during every test. My map ended up looking like Kasperg's first diagram, but with the two floating boxes I mentioned.

On the first compile, I ended up with 271 w_polys. On the second compile, I raised the skybox very, very far up. I got the same w_poly count. Third time around, I placed several boxes and a cylinder with the SKY texture on them, and raised the hight of the skybox even more. In the fourth and final test, I raised the view distance of the map to 7000, just to make sure I was not being limited by it somehow, and there was no change in r_speeds at all.

Thank you, Orpheus, for using my correct title of "master srry".

And raa, I should probably point out that although having a bigger or more complex skybox does not amount to higher r_speeds (unless you having a big skybox actually allows you to have more brushes/models in view), I have heard that it decreases the FPS, however I'm not sure exactly how substantial of a thing this is anymore. Given newer video cards, I doubt you'd even even notice it.

P.S.

Orph, you have now earned the "You're Winner" trophy from me.
Posted 17 years ago2007-01-06 23:40:21 UTC
in Half-Life 1 Still Popular? Post #208844
Strange, Highlander, that's actually the reason I dislike Half-Life 2 so much. I enjoyed the Black Mesa setting far more than Eastern Europe. Black Mesa just tended to have more diverse settings, and in HL2, it seemed to kind of blend together...

I'd have to say that the games are about equal to each other in their own right, but I still prefer HL to HL2.