Forum posts

Posted 17 years ago2006-12-30 05:33:38 UTC
in The Person Above Me Game Post #207907
Actually, it does have two eyes. One is just all weird looking. Nub.

Anyway, it's obvious that if you were reminded of that joke while looking at my avatar, you have your head in the gutter.

The person above me needs to get his head out of the gutter.
Posted 17 years ago2006-12-29 23:19:39 UTC
in The Person Above Me Game Post #207896
Ummm... No.

The person above me knows nothing about me.
Posted 17 years ago2006-12-29 21:50:05 UTC
in The Person Above Me Game Post #207894
The person above me spelled Rowleybob wrong, and doesn't know how to create links correctly. He also doesn't see that many other people haven't put "the person above me" in their posts.
Posted 17 years ago2006-12-29 21:41:55 UTC
in you X-fire? Post #207893
You aren't coding HTML, nubcaeks. Plus, you doubleposted.
Posted 17 years ago2006-12-29 18:22:34 UTC
in Music Post #207881
Actually, Steam Half-Life has an MP3 player entity, but you'll have to put it in the FGD yourself. Heard about it on VERC.
Posted 17 years ago2006-12-29 03:09:31 UTC
in Sentences? Post #207852
It's in the sound folder, not scripts. And if you have Steam Half-Life, you may have to extract the file from your GCF.
Posted 17 years ago2006-12-29 01:56:04 UTC
in info_landmark problem Post #207849
It is, but not in the way way that it could get messed up if you rotate the map, I don't think. In other words, the directional compass thing doesn't have any effect, as it does with normal doors.
Posted 17 years ago2006-12-28 23:11:37 UTC
in info_landmark problem Post #207841
Errr... One thing: func_door_rotating. isn't directional, func_door is. ;)
Posted 17 years ago2006-12-28 03:20:22 UTC
in Models mate, MODELS Post #207776
As far as I know, that's all controlled by the Half-Life code, so there isn't a way to do it too easily. I have no idea how you would go about doing it (I'm no C++ programmer), but there's several regulars on here that I know would.
Posted 17 years ago2006-12-28 02:09:16 UTC
in Models mate, MODELS Post #207772
Then I can honestly say I have no idea. Sounds like one of those problems where I'd have to be the one on the computer to fix it.

Anyway, you could always set up Hammer to work with Steam.
Posted 17 years ago2006-12-28 02:04:35 UTC
in help Post #207771
Or you could click on his name to go to his profile, where the map is only one click away. :

Anyway, I'm too lazy to download a problem map, but I would say it has something to do with your placement of water. Perhaps you have water above an area here there isn't any? I've had this happen to me several times before.
Posted 17 years ago2006-12-28 01:55:52 UTC
in Half-Life: Hostage Situation Post #207768
Actually, I hear that you don't need to. Take a look at the FAQ on its site.
Posted 17 years ago2006-12-28 01:47:46 UTC
in Half-Life: Hostage Situation Post #207766
I just saw some beer can prop models today that I think I can probably use. CS also has a wine bottle model, so I can use that to replace my brush-based one.

And I think I may use the Poke646 texture set, since it has such a wide range of textures that would suit my needs. The city textures I've made aren't the best, to say the least. They aren't bad, but they don't look professional, which is usually the quality us mappers aim for. :)
Posted 17 years ago2006-12-27 23:47:19 UTC
in need help finding a leak Post #207755
That's a better idea, to just build it on your own. Not only do you gain that much more experience, but you'll (hopefully) be able to optimize it for CS 1.6.

Here's a tip: In large outdoor areas, it really helps a lot to upscale textures, since they don't need to be as detailed. The ground should usually be 2.00, rocks 2.00 or 3.00 in some cases, and outside walls of buildings something like 1.50, or whatever fits it best. Using this approach, you'll find it much easier to keep the r_speeds low.

And remember: The NULL texture is your friend! Use it on absolutely ANY face you can't see.
Posted 17 years ago2006-12-27 23:06:53 UTC
in need help finding a leak Post #207751
This task you're trying to complete here is impossible, plain and simple. Don't you think, if you could build maps with the detail of Source in HL1 without any kind of negative effects, that somebody would have already done it?

One look at that RMF from even a slightly experienced HL1 mapper, and they will all tell you the same thing: it's not going to work. I mean, if this thing had even the slightest possibility of achieving a successful compile, you'd be (from my very rough estimations) looking at 5000 to 8000 w_polys, although this is probably a severe underestimation, considering that at least half of the map's textures are scaled to 0.25.

Seriously, what were you thinking?
Posted 17 years ago2006-12-27 21:58:36 UTC
in Models mate, MODELS Post #207748
I'm wondering, did you have the latest version of WON Half-Life (v1.1.1.0) before you copied those DLLs in?
Posted 17 years ago2006-12-27 21:34:21 UTC
in Models mate, MODELS Post #207745
Uh... I'm not sure at all. It should work, unless you copied them into the wrong folder or something. You did put 'em into the main ".../Sierra/Half-Life" folder, right? And you did overwrite the ones that were already there?
Posted 17 years ago2006-12-27 20:50:14 UTC
in Player position and location error Post #207739
No, you use an info_teleport_destination. Gosh, just read a tutorial on it.
Posted 17 years ago2006-12-27 19:51:06 UTC
in Player position and location error Post #207734
I think you can use the teleport entities and teleport the player to the exact same location you start the new map in, but facing a different direction. And you wouldn't have to cover the whole map with the trigger, just where the player starts.

However, I'm interested as to why you don't just select the whole map, turn texture lock on, and rotate it? Seems to be the simplest way around the problem, if you ask me. :
Posted 17 years ago2006-12-27 17:48:25 UTC
in Half-Life: Hostage Situation Post #207726
The beer cans aren't huge, it's probably just the angle the screenshot was taken at, and stuff is generally hard to get in proportion in Half-Life anyway. The apartment isn't empty either, it's just that I couldn't get everything in one picture. And (rather obviously, I think) I'm not responsible for skinning, or any kind of modeling. I'm told that Hunter has plans to reskin Barney, but I don't know anything about that.

And for the last time, THE MOD IS NOT DEAD!
Posted 17 years ago2006-12-27 16:26:07 UTC
in Door with breakable glass Post #207718
I don't believe this is possible. I've never seen a moving door with breakable glass before, and I can't think of how it would be done, but I'm guessing you could do it with Spirit.
Posted 17 years ago2006-12-27 07:24:28 UTC
in Advanced Brushwork Mini-Compos Post #207671
Indeed you do. Seems like I saw this article once dated 2001 that told of the fastest computer on the market at the time, and it was only 1.1 GHz.
Posted 17 years ago2006-12-27 07:19:31 UTC
in Poke646: Vendetta Post #207669
I don't think it was actually being worked on for a long time, more like they just wrapped it up and released it after several years, without as many maps as was probably planned. It's kinda evident from the length of it, in my opinion.
Posted 17 years ago2006-12-27 07:17:54 UTC
in Advanced Brushwork Mini-Compos Post #207668
... That's NOT a 6 year old computer. 256 MB video card? Athlon XP 2500+? Hell, that'd be like the fastest consumer computer in the world if it was made in 2000.
Posted 17 years ago2006-12-27 07:00:07 UTC
in Half-Life: Hostage Situation Post #207664
Meh, he probably put it on when he was drunk... :P
Posted 17 years ago2006-12-27 06:47:47 UTC
in Half-Life: Hostage Situation Post #207659
I'm nowhere near finishing the chapter, but I thought I'd present this (slightly old) picture of Barney's apartment, so as not to let the thread go stale.

Enjoy it, but don't thrash me about the texture misalignments on the wall to the right!
Posted 17 years ago2006-12-27 06:35:45 UTC
in Models mate, MODELS Post #207658
I don't know the exact names, but I somehow doubt it would hurt to copy all your Steam DLLs into your WON Half-Life folder, or just replace the old ones with the new ones. Please don't quote me on this, and don't hold me responsible if it fucks up your Half-Life install.
Posted 17 years ago2006-12-27 06:30:13 UTC
in LOL Post #207656
Dum-dum-dummmmm... :|
Posted 17 years ago2006-12-27 06:20:56 UTC
in Models mate, MODELS Post #207653
You have to have to have the most recent version of the rendering DLLs, which are included with the Steam version of Half-Life. I don't know the exact name of them, so somebody else will have to tell you. There was some other thread where somebody had offered a download for them, so dig that up if you like.
Posted 17 years ago2006-12-27 06:13:40 UTC
in Open GL and other video modes Post #207650
You can just click the little question mark next to the emoticons, and it'll tell you. Strange how a help page is so hard to find, eh? Well, that's TWHL for ya. ;)

Also, don't double (or triple) post like you just did, when there's an edit button next to your name in the post.
Posted 17 years ago2006-12-27 05:00:18 UTC
in Open GL and other video modes Post #207644
You can't make sprites emit light. Period. However, you could have a light entity in the same location as the sprite, which seems like it would do the exact same thing.

I have no tips for the city, except not to make it overly detailed. You might want to take a look at a mod called Black Ops to get some ideas, since it has a ton of (current, not futuristic) city environments, and it keeps the r_speeds low as well.

Other than that, you could just go the same route Poke646: Vendetta went and completely ignore r_speeds. With your current specs however, this wouldn't really be an option.
Posted 17 years ago2006-12-27 03:44:34 UTC
in Open GL and other video modes Post #207640
Hmmm... Sounds like it has something to do with the mipmapping process that Wally uses by standard. There's another one in Wally you can do it with, Remip Deluxe, or something like that.

About the sprites, you could always make your own, or edit the default ones to have a flicker animation, if it's really important. That'll work as long as the storyline doesn't include anything about the lights only flickering when you move...
Posted 17 years ago2006-12-27 03:14:55 UTC
in Open GL and other video modes Post #207635
Somehow, I don't see lights not flickering as a problem, but an improvement instead... I've never seen them do that in real life. :)

And your problem with the line if sight undoubtedly stems from you having a slow video card. If you have very high r_speeds in large areas, this may slow your framerate considerably. For this reason, You'll notice Valve was very careful at keeping them low in even gigantic areas, like the dam. It doesn't even reach 700 w_poly's!
Posted 17 years ago2006-12-27 03:09:35 UTC
in Open GL and other video modes Post #207633
He was actually referring to the name of a previous poster, not calling you noobish...

And software mode doesn't suck, it just doesn't have texture filtering, and it runs at a slower framerate. It has some other downfalls as well, but some people think that not using texture filtering gives a more accurate representation of the texture artist's original work.
Posted 17 years ago2006-12-27 03:02:52 UTC
in Open GL and other video modes Post #207630
Half-Life was built with OpenGL, and therefore will always run best with it. In my opinion, you should always design your Half-Life mod using this mode. I suppose software mode may be better for some testing purposes, but that's besides the point.
Open GL doesnt like distance
That's actually not a problem with OpenGL at all, since you can set the view distance in the map properties. Maybe software mode can bypass this, but I wasn't aware of it, and in the end it gives you no advantage.

Direct3D, on the other hand, isn't so great with Half-Life. It wasn't intended to be used except as an alternative for people who had no other option. It won't display decals, and lighting will look much worse than when you use OpenGL.

Direct3D is the creation of Microsoft, and is considered very hard to program for. For these reasons, John Carmack, among other people, chose to adopt OpenGL instead, so all ID games use it. As you may know, Half-Life was based on the Quake engine, so it's obvious how OpenGL was adopted.

Microsoft was the only one (as far as I know) who ever claimed that their API was better for games than OpenGL, and they likely only did so to try and persuade developers to use Direct3D. What they said doesn't apply to Half-Life in any way, and OpenGL is certainly the most capable API to run it under.
Posted 17 years ago2006-12-26 20:34:13 UTC
in MEH! Need Ambient_Generic help plz! Post #207614
I'd suggest putting the map in the Problem Maps section of the map vault, and let people try to solve it. :
Posted 17 years ago2006-12-26 06:43:28 UTC
in New PC. Post #207559
Whatever you end up doing, don't get an Alienware. They may have been the first to mass produce gaming computers, but that doesn't mean they're the best, and they certainly aren't a good deal. People shouldn't buy them unless all they're looking for is a status symbol.

Anyway, I'd still recommend building your own. If I could do it when I was 13, then it can't be too hard, eh?. ;)

P.S.

Newegg has always worked great for me, and everything always arrives really fast.
Posted 17 years ago2006-12-25 15:59:03 UTC
in MEH! Need Ambient_Generic help plz! Post #207497
I never knew you could define an area of an ambient_generic with the aaa brush... how freaking cool!
I don't think that's what he meant... I think he was just saying that you can trigger them on/off with a trigger_whatever, but I could be wrong. I've never heard any references to doing it the way you're describing.
I'm making this for COUNTER STRIKE...
That matters none. You're still doing it for the Half-Life engine.

In any case, you seem to have a misunderstanding about the radius thing. The sound doesn't start playing when you enter a particular ambient_generic's radius, it just plays the entire time you're running the map. If you have synchronicity problems, it's because the sounds aren't being triggered at the same time.
Posted 17 years ago2006-12-25 05:08:05 UTC
in Adv Qs about Counter-Strike 1.6 Post #207465
1) no.

2) not sure, but I'd guess no.

3) I'm almost positive this is a no.

4) You can't have them move together. For the blade though, you could use an animated texture instead.
Posted 17 years ago2006-12-25 04:57:46 UTC
in MEH! Need Ambient_Generic help plz! Post #207464
I'm not sure what you mean by "linking sounds", but there's no way to make a sound only play on a certain floor, since the game has no way of telling what a floor even is. The only way would be to place a bunch of ambient_generics around the floor with "small radius" checked, and even then you would be able to hear it is you were right underneath/on top of it.

Another possible solution would be to trigger the sounds on/off when going between floors.
Posted 17 years ago2006-12-25 04:48:25 UTC
in Lighting Air vents "TIPS?" Post #207462
Hmmm... Usually I just make the player use their flashlight, but you can have lighting in places if you want. You could have vents that let lights in, bigger areas that branch off the main duct that are lit, or just put little lightbulbs around in various places, although that's usually unrealistic. I only put lights in when I want something important to stand out, but that's just me. :
Posted 17 years ago2006-12-24 18:16:49 UTC
in Avatars Post #207437
Habboi: It's "YOU'RE WINNER!" without an "A", which is the point of it...
Posted 17 years ago2006-12-24 07:21:35 UTC
in Avatars Post #207376
After deciding I didn't like the plate of tots in my first avatar, I decided to go ahead and make a good one. I ended up getting a ton of pictures off of Google Images, and piecing them together with PSP. My original avatar had my name printed next to it, but that was removed after a while, because I decided it was just taking up space.

Much more recently, I put the snowy background in my avatar, as a sort of Christmas/winter theme. It ended up not looking much like snow, but I still think it looks okay.

I've thought about changing avatars several times, but I like to think of it as an "internet face" of sorts, which people could recognize me by. I even made an entirely new one, with the intention of using it, but decided I wanted to keep my old one. Here's what it looks like:
User posted image
I spent a fair amount of time on it, and actually like it a lot.

[randombullshitthathasnothingtodowithavatars]Pizza rocks!!! Except it gets your keyboard greasy, so don't eat it at the computer![/randombullshitthathasnothingtodowithavatars]
Posted 17 years ago2006-12-24 05:50:48 UTC
in Advanced Brushwork Mini-Compos Post #207371
I'm not sure I'd do the kitchen minicompo, but I do like Penguinboy's idea! Blowing stuff up is always fun!
Posted 17 years ago2006-12-23 20:18:59 UTC
in The Person Above Me Game Post #207345
I have sorry excuse for one. :)
Posted 17 years ago2006-12-23 20:07:05 UTC
in The Person Above Me Game Post #207340
The person above me has a Christmas avatar.
Posted 17 years ago2006-12-23 19:11:45 UTC
in RMVB converter Post #207332
Would this work?
Posted 17 years ago2006-12-23 18:41:16 UTC
in RMVB converter Post #207326
A quick Google search tells you. It seems to stand for RealMedia Variable Bitrate, which is a file format used by RealPlayer... WHY THE FUCK ARE YOU USING REALPLAYER!?!?!

In any case, you obviously didn't try any Google searches of your own. I came up with all this.
Posted 17 years ago2006-12-23 04:04:21 UTC
in Advanced Brushwork Mini-Compos Post #207269
penguinboy: Good idea!

Rowleybob: I'm not sure I have any ideas for what the next compo would be, so I'll just let you do it. Besides, I've got too way much other stuff going on right now. :)
Posted 17 years ago2006-12-23 02:33:43 UTC
in Rolling Doors Post #207264
Yeah, they exist, but you can't tie them together like you can with Source. Instead, you have to use a func_train and use angular velocity to make it rotate. I've never done this before myself, but I've heard that's how you do it. There's a tutorial on this over at VERC, if you need to know how.