Forum posts

Posted 20 years ago2003-09-08 11:40:45 UTC
in Level changes Post #150
Well, that is the point of the landmark, you know :)
No idea bout the rest, sorry, I'll find out when I start mapping my new MOD!!!!:

Half-Life
Yellow Phase: A Spanner in the Works

Play as Gus! The wierd badly-modelled yellow man! :)
I ain't gonna tell you the story yet, though... you'll have to wait...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-08 11:38:16 UTC
in Music Post #1239
Hurrah, someone who's heard of a band I like! :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-08 06:33:30 UTC
in Problem map Post #148
Hi, can everyone check out my map in the problem maps section, iv read the various advice about bad surface extents and still cant find the problem/fix it. Need help.
Posted 20 years ago2003-09-08 02:09:56 UTC
in Level changes Post #149
Actually my (Vassy's) problem, but I can't be bothered to log out and log in. I'm having problems with trigger_changelevel. For level changes, do info_landmarks have to be in the exact same place? 'cos I've only ever made 1 semi-successful level transition. I had the landmark on the exact same unit, but the changelevels in different places (Not touching the landmark). It worked OK one way but when I went back I got embedded in the wall for some reason, even though it was a very wide level with the landmark in the centre. The reason I suspect the landmark must be in the same place is because whenever it's on a different area, 1 unit even, the level transition fails to work. And what causes me to get embedded in the wall? I know to get transitions to work you must load the map from the console, that's what I did. And I'm not using trigger_transition.
Posted 20 years ago2003-09-08 01:39:11 UTC
in Tutorial Post #154
Otherwise people apply textures and they don't meet up, look really odd, etc. I'll do one in the next week or so I hope... starting work on a teeny little mod soon...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-08 00:58:49 UTC
in Tutorial Post #153
Yeah, a really basic one would be Ok... The thing I have found is that most people have their own way of doing things once they figure out the basics, so If you want to write one from the Beginning, go for it.
Posted 20 years ago2003-09-07 20:24:45 UTC
in monster triggers Post #175
I had this exact problem in my LDSF laser competition map. How do you trigger an event off of the last monster that dies if they are spawned into the map? I couldn't figure a way to do it using monstermakers. To get around it, I made a lift that contained all the monster_human_grunts I needed. And lifted each grunt into a trigger_teleport which brought him into the map when I needed him. Then I had each of their deaths trigger a separate button and all of the buttons targetted a multisource. (I couldn't target the multisource off their deaths directly) The multisource targetted the ending sequence. So when the last grunt dies, it triggers the ending sequence. The rmf is included with the LDSF download. It sounds more complicated than it is. :)
Posted 20 years ago2003-09-07 15:30:33 UTC
in creating a .fgd Post #182
thanx, youve been very helpfull. thank you again
Posted 20 years ago2003-09-07 13:07:16 UTC
in New Unfinished Map. Post #160
Right, I'll look again later (coursework :()
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 13:07:16 UTC
in Forum Formatting! Post #1092
I've decided it'd be just too friggin' hard to use phpBB. Getting it to work with the same userbase would take yonks. I'm sure members don't want to have to register a separate account on the forums, login separately, etc. etc.

So instead I'm going to redesign these, dumping the threaded view, making them a lot faster and cooler.... and they'll come with bbcode and autolinking.
Posted 20 years ago2003-09-07 12:55:51 UTC
in New Unfinished Map. Post #159
I think you saw the wrong map-it was a much earlier version of what the level started out as. I've tryed to fix the Zip file and now you should get the right file. The new map is just as bright-because then in my next map it will be more dramatic when some of the lights are broken...
Posted 20 years ago2003-09-07 12:29:53 UTC
in Tutorial Post #152
Would a Texture Application Mode tutorial be helpful? If it's not included in another tutorial.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 12:29:23 UTC
in New Unfinished Map. Post #158
Well, you've got some func_walls extending into the void, which will cause a leak. That's why you didn't get any lighting (I assume you didn't, from the screenshot, although it looked similar when I compiled it skyboxed). Why are there so many lights?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 12:20:11 UTC
in New Unfinished Map. Post #157
Oh,thanks. I'll change it.
Posted 20 years ago2003-09-07 12:16:06 UTC
in New Unfinished Map. Post #156

I'll look. Use player.mdl for your avatar, much better model of Freeman.

Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 11:58:03 UTC
in New Unfinished Map. Post #155
I have submitted a new unfinished map in the Unfinished Stuff section. Any ratings or suggestions for improvement would be appreciated. Thanks! :)
Posted 20 years ago2003-09-07 11:39:14 UTC
in Where do you go to set the player with e Post #199
Well in the HL entity guide you can only give a specific variety of weapons, and you can't put a crowbar in it, etc.
Posted 20 years ago2003-09-07 10:28:35 UTC
in Forum Formatting! Post #1091
What happened about phpBB? Can we at least have some basic text formatting otw I have to type italics :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 08:05:36 UTC
in monster triggers Post #174
tried the changing monster trigger thing, doesent work, not in hl.
Posted 20 years ago2003-09-07 07:03:26 UTC
in monster triggers Post #173
If you limited the monster number. Then you could prolly use a game_counter, and... hmm... no. Don't think so (lol) - can't set detailed monster props from a monsmak :(
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 05:51:08 UTC
in monster triggers Post #170
Maybe two monsters? :S
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 04:36:43 UTC
in monster triggers Post #169
hmm, i've had this dilema before, only i didn't try to figure it out. I'll be experementing with this during the day ithink, i have a theory with trigger_changetargets, and you can do it with spirit and some creative mapping using env_costumise or the like... i'll post something up if i can get it to work...
Posted 20 years ago2003-09-07 04:32:41 UTC
in monster triggers Post #168
now that's saying something :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-07 02:12:45 UTC
in monster triggers Post #166
Pretty sure you can't with HL, fraid.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-06 23:19:21 UTC
in monster triggers Post #165
how do i make 2 diff things happen cos of the same entity. i hav a nihilanth that at 50% health makes a wall break. how do i make sumtin happen when it dies?
Posted 20 years ago2003-09-06 20:01:20 UTC
in New mod. Needs opfor weapons! Post #185
Copying the models into the directory and rewriting the .fgd might work, but I doubt it. The weapons are coded into the original OpFor dll and are probably not included in the HL dll. Spirits entities are coded into the Spirit dll, modifying the spirit .fgd probably won't work with HL (although I haven't tried it?).
For more informnation on stuff like this, check Collective and some of the Development sites.
Posted 20 years ago2003-09-06 19:48:56 UTC
in creating a .fgd Post #181
Editing an .fgd is pretty easy with Notepad as Kol said... but beware, not following the format will cause parsing problems. Most Mods are based on the Original HL .fgd and this has been modified several times. Removing entity information is Ok, as it narrows down the amout of options you have (Take CS-expert for example, they removed func_push and gravity because they couldn't work out where you would ever use it) But adding entity specific stuff means that the dll must have been modified. You can't just add an entity to the .fgd for it to work.
Not sure where you would get specific information about this but try ModBD or Rust or a site that deals with Coding. And ofcourse there is always Collective.
Posted 20 years ago2003-09-06 19:26:58 UTC
in creating a .fgd Post #180
Posted 20 years ago2003-09-06 17:33:41 UTC
in creating a .fgd Post #179
as far as i know you can just use note pad to edit an exitsing fgd, i'm not sure of the format though.. check the VERC collective, they might have something...
http://collective.valve-erc.com/index.php
Posted 20 years ago2003-09-06 17:26:56 UTC
in creating a .fgd Post #178
yes im sure, i can map very well but i need to know how to create a .fgd because i am lead mapper of a new mod and we have no .fgd
do you know how?
Posted 20 years ago2003-09-06 16:11:45 UTC
in New mod. Needs opfor weapons! Post #183
vassy, you can just use the opFor FGD and make your map an opfor addon, just set up hammer to do opfor maps and thats it, as for adding features from spirit to opfor... need coding... and am i answering qns that you havent asked?
Posted 20 years ago2003-09-06 16:07:43 UTC
in compile wtf Post #233
dont bother kol has saved the day 1nce again
Posted 20 years ago2003-09-06 16:02:31 UTC
in creating a .fgd Post #176
how do i create a .fgd
or does anyone know where i can find info on creating them?
thanx
Ancient-Anubis
Posted 20 years ago2003-09-06 13:14:03 UTC
in Music in HL Post #190
vassy, the cd music is on the CD hence the name, infact you can use your hl cd as an audio cd and play it on your cd player, it works (exept track 1 which is reserved as the 'data track' - ie the game...)
Posted 20 years ago2003-09-06 13:10:22 UTC
in Music in HL Post #191
pepper's right, check for the HL cd, you might have the blueshift cd or the ofFor cd in your drive, alsocheck the CD volume in windows's volume controll, and make sure that in the hl options you have play cd music is checked - it happened to me (i felt like kicking my self)
Posted 20 years ago2003-09-06 11:50:00 UTC
in Fuzzy cameras Post #193
righto.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-06 11:03:45 UTC
in Music in HL Post #188
first do you have the hl cd in your cd player he may use from there music and if you have a audio cd in your cd player he will use that for music and you cna chekc in hl if you wnat to hear music
Posted 20 years ago2003-09-06 10:08:53 UTC
in Music in HL Post #187
I've got a prob. with HL. I've had it ever since I started using the High Definition pack. This is unrelated to mapping but anyway: For some reason, I hear music at certain times in HL when I'm not using the HD pack, like at the beginning when Freeman gets his HEV suit. However, now I use the HD pack and don't hear music at all. I do occasionally hear music in Blue Shift though. I don't hear any in OpFor either (Is there any?). <Scientist voice> What the hell is going on with my equipment?
Posted 20 years ago2003-09-06 09:01:56 UTC
in 500th Login Message Post #1108
why raise your logins???
iam just xoming here much
Posted 20 years ago2003-09-06 08:38:51 UTC
in More Competitions plz Post #1098
I need another comp. too.
I WANT A CHALLENGE!

Innit!
Posted 20 years ago2003-09-06 08:25:53 UTC
in Fuzzy cameras Post #192
Just did a bit of noclipping on BShift. A sprite was used to get the fuzziness.
Posted 20 years ago2003-09-06 04:04:12 UTC
in Fuzzy cameras and tanks that sound real Post #210
Link doesn't work, but I found it at collective.valve-erc.com anyway.
Posted 20 years ago2003-09-05 17:48:09 UTC
in compile wtf Post #232
Posted 20 years ago2003-09-05 14:24:56 UTC
in Fuzzy cameras and tanks that sound real Post #209
Goes in the CSG line. Look here, ex/tremely/ handy:
http://www.valve-erc.com/content/resources/zhlt/ZHLTReference.html
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-05 11:16:46 UTC
in Double Entity Properties Possible? Post #202
ore use spirit
Posted 20 years ago2003-09-05 04:12:03 UTC
in Level transitions. Post #1126
Andy: I have some maps from a early work I have done I can do same exempel map for leveltransition off that.
Posted 20 years ago2003-09-05 02:49:19 UTC
in Level transitions. Post #1125
A little misplaced, eh? Anyway I'll check it out.
Posted 20 years ago2003-09-05 02:47:34 UTC
in WOW Post #1114
What will the next competiotion be about?
Posted 20 years ago2003-09-05 01:38:26 UTC
in Fuzzy cameras and tanks that sound real Post #207
whoa. hehe. teh rasterlines :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-04 22:52:36 UTC
in compile wtf Post #231
So what files do you have once the compile is finished?