Forum posts

Posted 21 years ago2003-09-17 01:03:51 UTC
in ZHLT Help Post #2
I've just started using ZHLT for my compiling, and hlrad.exe isn't working properly with my textured lights. Does anybody know how I can fix it?
Posted 21 years ago2003-09-16 17:21:44 UTC
in Atom, just wondering... Post #982
Hey Atom, what is your favorite movie? I'm just curious... no specific reason for asking...just making casual conversation is all. lol
Posted 21 years ago2003-09-16 16:38:21 UTC
in mutiple Q's V. 2.0 Post #36
entity function to ___. right? like where info_player_deathamtch is etc
Posted 21 years ago2003-09-16 16:37:28 UTC
in Re: sounds [rlstoner] Post #28
wala i found it. it wasnt in the ambience folder b4 and i put it in there and it works now. thanks though
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-16 15:50:45 UTC
in Several questions Post #17
Nice avatar, never seen it before, only shows up when viewing posts individually!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 15:37:12 UTC
in Several questions Post #16
No, I saw it in Hammer, but not in HL. All fixed now though.

Djinn
Posted 21 years ago2003-09-16 15:14:55 UTC
in jump pad tutorial? Post #1026
that certainly is the case, anonymous? , anyway i'm too lazy right now to do a new jump pad example map but, Carl Jones has a short tut on how to do them:

http://www.karljones.com/halflife/jumppads.asp
Posted 21 years ago2003-09-16 15:07:40 UTC
in New forums Post #1053
hey, the big gray stripe is gone (for me anyway..)

good luck with the new forums atom, cant wait to give them a right good spamming.. i mean no, try them out....
Posted 21 years ago2003-09-16 15:03:58 UTC
in Re: sounds [rlstoner] Post #27
the sample rate can vary, i think, BUT: the sounds have got to be !!MONO!! other wise hl just won't play them, you see its all dx's fault, to get '3d' sound it needs mono wav's ONLY

i'm really not sure about the sample rate, try to experiment with that..
Posted 21 years ago2003-09-16 15:00:08 UTC
in Compiling the DLL Post #10
Get a C++ compiler, I guess? Dunno, try it.
Seventh-Monkey Seventh-MonkeyPretty nifty
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-16 14:55:04 UTC
in Compiling the DLL Post #9
OK, i've done a bit of coding for my mod...how do I compile the DLL so the changes actually happen? I have the SDK source code only. Not the full thing. Help?
Posted 21 years ago2003-09-16 14:54:44 UTC
in SDK again Post #22
i recomend getting the full sdk, more documentation, all of the tools needed are compiled, and it all makes life a lot easyer, but you know vassy, downloading over 80mb of a file isnt much fun on a 56k modem, so i suggest you get one of your mates with broadband to burn it on a cd, tell them they can make it your x-mass present ;)
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-16 14:46:39 UTC
in Several questions Post #15
to make your dead scientist use a monster_scientist_dead and set his pose to table 1, 2, or 3 using scripted_sequenses is just extra work for your self. And about the batteries:
if you were in hl running the map and dont see the batteries.. thats wierd, if youre in hammer, make sure the 'hide items' option in the view menu of hammer is off
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-16 14:22:49 UTC
in Geez Post #1012
Ah! IC (hardly neat ;))
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 14:22:23 UTC
in Geez Post #1011
Cheers (on his behalf), atom. Good idea, mod icons. How did you do it?
Seventh-Monkey Seventh-MonkeyPretty nifty
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 ago2003-09-16 14:17:53 UTC
in Several questions Post #14
lol, this feels gooood :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 14:13:07 UTC
in New forums Post #1052
that's me, by the way, after being logged-out by the host with it's screwed session gc.
Posted 21 years ago2003-09-16 13:40:30 UTC
in Geez Post #1010
I was going to have little mod icons... might get round to that sometime.

Ah, forgot about the trophy. Found a neat way to give it to him :) I'm might set up a 'team' system as was suggested a while ago.
This post was made on a thread that has been deleted.
Posted 21 years ago2003-09-16 10:32:51 UTC
in Several questions Post #13
Once again you rescue me. :P

I couldn't find what I was looking for at any of the sites, but I will keep looking.

Oh... Didn't know that one was there. Thanks.

I tried it in another map, where it worked. So, I tried deleting the battery and then creating it again, which apparently worked so... shrugs

Thanks again.

Djinn
Posted 21 years ago2003-09-16 08:41:27 UTC
in SDK again Post #21
Should be able to do it with the source only! I guess. Dunno a thing about C++ :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 08:41:00 UTC
in Several questions Post #12
http://www.planethalflife.com/prefablab/ is pretty nice
http://prefabs.gamedesign.net beats it on quantity, not as good as the first, though. YOU COULD ALWAYS MAKE YOUR OWN ;)

monster_scientist_dead shouldn't need a scripted_sequence. Try the 'pose' field? If not, mebbe an aiscripted_sequence?

Very odd about the battery. Tried it more than once? In another map, for instance?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 08:25:42 UTC
in New forums Post #1050
bbcode is here! lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 04:48:05 UTC
in Several questions Post #11
1. Anyone know where I can find any good prefabs/prefab libraries? I need stuff like chairs, tables, bookcases, shelves, all kinds of stuff.

2. I want to have a scientist lay on a table like in the scripted_sequence dead_table3. However, when I do this with a monster_scientist_dead, he just takes the normal dead pose instead of doing the scripted sequence. It works (almost) with a monster_scientist, but when I try to place him on a table HL gives me an error that a monster_scientist is stuck in a wall. The scientist also screams when you hit him, which is quite disturbing since he's supposed to be dead.

3. I will ask this once more. Why won't an item_battery show up on my map?

I think that's all at the moment. Thanks for any help.

Djinn
Posted 21 years ago2003-09-16 02:14:18 UTC
in SDK again Post #20
So can I actually do any coding with the source code, or do I need the full installation?
Posted 21 years ago2003-09-16 00:59:36 UTC
in Geez Post #1009
Mebbe a new division for the 'Vault? Counter-Strike maps?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 00:57:39 UTC
in Geez Post #1008
oh, minor thing, but Crichton's getting a bit irritated (r.l.): please could he have his trophy
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 00:54:28 UTC
in Re: sounds [rlstoner] Post #26
moved it up here before it sinks into oblivion
These custom sounds: are they the right format? Not just the extension (i.e. WAV)), but the sample rates too? Any idea what I'm on about? :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 00:52:28 UTC
in mutiple Q's V. 2.0 Post #35
You must have - I did/do! They're point entities.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-16 00:49:52 UTC
in jump pad tutorial? Post #1024
wow
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-15 16:43:20 UTC
in sounds Post #67
dont have that wav anywhere
Posted 21 years ago2003-09-15 16:31:26 UTC
in mutiple Q's V. 2.0 Post #34
i dont have info_player_eqip nor player_wepstrip. again, im running the cs mod not hl, thanks though
Posted 21 years ago2003-09-15 16:05:09 UTC
in jump pad tutorial? Post #1023
its b[DEFINETLY]b not a monster seventh, its a combination of perfectly timed and triggered func_doors, trigger_push, ambient_generics and some very creative brushwork i had one done somewhere.. i'll post it up as i said .. once i can find it/or find the time to make a new one, it'll be in the example maps section.
Posted 21 years ago2003-09-15 14:44:07 UTC
in jump pad tutorial? Post #1022
Is it a monster? If not, how does it work???
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-15 14:09:08 UTC
in SDK Post #31
well its pretty simple, the full sdk has the full documentation, tools, the source code for client.dll, hl.dll etc.. and the SDK source is well, just the source..
Posted 21 years ago2003-09-15 14:06:40 UTC
in jump pad tutorial? Post #1021
he he he, atom, youre allmost there.. all you need is the door :) i tell you what, i'm thinking of writing a big huge list of mapping tips.. i'll put that one in. but if you want to know how right now, i'll post it up tomorrow, haven't got hammer handy to do up a quick example..
Posted 21 years ago2003-09-15 13:45:15 UTC
in SDK Post #30
Guess the Source-Only's for just-coders. Full comes with tunza stuff.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-15 13:43:52 UTC
in jump pad tutorial? Post #1020
can't be - the thing smoothly bulges upward. And only works if you step in the middle, and cushions your fall! Very odd!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-15 13:43:06 UTC
in Geez Post #1007
Wow, hurrah! I can't wait! Good luck! /me is ecstatic!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-09-15 13:15:38 UTC
in SDK Post #29
What's the difference between the HL SDK full installation and source only?
Posted 21 years ago2003-09-15 13:09:36 UTC
in Decompiling the DLL for coding. Post #46
Whaddya mean, ONLY? Anyway, have you got a 56k modem and a comp. which only takes 46.6k? Then you know how it feels!
Posted 21 years ago2003-09-15 12:45:57 UTC
in Geez Post #1006
Pretty good timing, I have to say. They don't do that for me, but I reckon it has something to do with the 10 second compile times (as opposed to 10 milliseconds, which would be more acceptable). Your ISP might be closing the connection after less than that.

But fear not, for I'm working hard on the new forums, which will rock, and should arrive (in at least functional form) in a couple of days.
Posted 21 years ago2003-09-15 12:41:43 UTC
in jump pad tutorial? Post #1019
Well it's all open for someone to do looks around...

I think they're a combination of func_push, ambient_generic, a trigger, and maybe a couple of func_illusionaries and a multimanager
Posted 21 years ago2003-09-15 12:03:29 UTC
in Decompiling the DLL for coding. Post #45
Only took me about half an hour :P
Seventh-Monkey Seventh-MonkeyPretty nifty