Forum posts

Posted 17 years ago2006-12-22 07:48:29 UTC
in little help with buttons and lighting? Post #207193
'Xactly, Muzz! Usually, it's a waste of time to make multi_managers for everything. Unless anything ever needs to be triggered separately, or timed precisely, you can usually get away without using them.
Posted 17 years ago2006-12-20 16:59:36 UTC
in Half life 1 Single platyer maps Post #207073
I wouldn't exactly consider copying from Valve's maps stealing, since nobody is even going to care. If it came from the original game, the content is already there, so it's not like some mapper is being ripped off. In any case, You still gain a lot of experience from rebuilding maps like that, so you should definitely take that route.

If you're really intent on seeing some of the source files, you could download the full SDK, which includes c1a0, and a small map containing Gordon's locker.
Posted 17 years ago2006-12-20 05:23:18 UTC
in TWHL speculations Post #207031
Posted 17 years ago2006-12-20 04:42:52 UTC
in Soundtrack of your life Post #207028
Posted 17 years ago2006-12-20 04:08:20 UTC
in Half-Life: Hostage Situation Post #207024
Uh... I guess you have a point, but stealth is usually seen as going undetected. Of course, it could also mean killing people silently, like in Splinter Cell, but that's not an option with the current Half-Life code (unless you use the crossbow, and don't have Barney with you.)

I'm just going to have optional detours at intervals in the map, where you can choose to sneak by in an alley/behind a wall/in a building/etc. or just gun your way through. I'll try to make sneaking the desirable option, and have the guns-blazing route be really hard, so you can't just rush through the map in 3 minutes.
Posted 17 years ago2006-12-19 05:10:54 UTC
in TWHL speculations Post #206893
Ant wears braces. How are they, Ant?
Posted 17 years ago2006-12-19 04:47:35 UTC
in DoD Textures Post #206888
All the standard ones are in the GCF file, which can be opened with GCFScape. If you want more, you could make your own, or find them on a site like The Wadfather. DoD textures are just like any other Half-Life texture, so you don't have to worry about compatibility, or anything like that.
Posted 17 years ago2006-12-19 00:44:30 UTC
in Help with Displaying map Credits Post #206876
It could be any multiplayer Half-Life mod in the world, but it probably doesn't matter which. All you have to do is have a text file with the same name as the BSP in the "maps" folder. Write your credits/info inside that text file, and it'll be displayed as the map description.
Posted 17 years ago2006-12-18 23:12:54 UTC
in Half-Life: Hostage Situation Post #206864
I can, but Barney's natural tendency is to run out in the open and start shooting. His AI isn't very compatible with the stealthy approach.

I suppose I could just avoid the aspect of sneaking behind enemies altogether, and make areas where there aren't any grunts, but what fun is that? :(
Posted 17 years ago2006-12-18 21:42:30 UTC
in Half-Life: Hostage Situation Post #206854
Okay, two more things.
Gordon and Barney should have to option to go guns-blazing or stealthily.
Having those two options sounds great, but that's going to pose quite a challenge if you have Barney with you. He'll open fire on any enemy that comes into his view, making it impossible to avoid the "guns blazing" route. I'm planning my map out so you'll have the option of sneaking behind enemies, but Barney would just start shooting at them.

So either Barney's AI gets recoded so that he'll only start shooting when the enemy detects him or the player (don't know if this is even possible), or I could just do without the sneaking, and have a more straightforward map.

And second, How is the chapter supposed to end? The description is pretty vague, and it goes straight from sneaking through the city, to chapter 3, which is supposedly just getting to the facility. I have no idea how to finish my chapter without anything to go on. Personally, I would have just combined the two, since chapter 3 sounds so small and insignificant.
Posted 17 years ago2006-12-17 00:29:30 UTC
in TWHL speculations Post #206613
7thMonkey had his 6 predecessors kidnapped.
One of them escaped.
Posted 17 years ago2006-12-16 23:55:25 UTC
in Half-Life: Hostage Situation Post #206607
Exactly! And do I have to write the script? :zonked:
Posted 17 years ago2006-12-16 22:55:08 UTC
in Half-Life: Hostage Situation Post #206602
... What?
Posted 17 years ago2006-12-16 22:40:27 UTC
in Half-Life: Hostage Situation Post #206599
I have a slight problem with this part right here:
Some brief dialogue is exchanged and Barney agrees to help.
Gordon isn't supposed to talk, and nobody knows what his voice sounds like. Methinks this should be a one way conversation, or perhaps we could just leave the parts where Gordon is supposed to talk silent, like they did in Opposing Force/Blue shift (can't remember which.)

In any case, I'm still going to need a script for the dialogue... Unless I'm expected to write that on my own (I hope I'm not).
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 ago2006-12-16 18:23:18 UTC
in Voice Talent Post #206546
I was going to volunteer, but I wanted to know something about the mod first. Anyway, I'm pretty tied up with other projects right now, so good luck, Tetsu0.
Posted 17 years ago2006-12-16 18:09:34 UTC
in Half-Life: Hostage Situation Post #206542
Yay! :biggrin:
Posted 17 years ago2006-12-16 17:19:35 UTC
in Half-Life: Hostage Situation Post #206534
I'm a little timid about taking the position, but I guess I'll volunteer anyway. I've never tried making really huge cities before, but it can't be that hard... Right? Anyway, I have a ton of 1337 city textures I made, so... Yeah. Also, I like scripting quite a bit, and I would consider myself fairly good at it.

And unlike Tetsu0, I'd be willing to come up with the layout on my own. Pick me pick me!

By the way, how long is the chapter supposed to last?
Posted 17 years ago2006-12-16 07:59:36 UTC
in My new years resolution Post #206374
My new years resolution is to not make any crappy CS maps, and certainly no surf maps.
Posted 17 years ago2006-12-16 03:23:01 UTC
in TWHL speculations Post #206349
Dorian27 likes to get drunk and annoy everyone on IRC. This is not speculation, it's a fact.
Posted 17 years ago2006-12-16 01:47:58 UTC
in TWHL speculations Post #206343
ZOMG WTF was that?

Edit: Nevermind, I know what it is now.
Posted 17 years ago2006-12-16 01:22:08 UTC
in TWHL speculations Post #206340
Trapt takes everything very personally, even in threads where you are meant to poke fun at other people.
Posted 17 years ago2006-12-16 00:30:57 UTC
in The Person Above Me Game Post #206328
The person above me is a true wigger. This is the only thing I know about him.
Posted 17 years ago2006-12-16 00:17:01 UTC
in TWHL speculations Post #206324
Boxtop is a disgruntled PETA activist.

Rowleybob is a fat Star Wars nerd that hasn't left his parents basement in 10 years.

Zombieloffe has a thing for little boys.
Posted 17 years ago2006-12-15 23:59:37 UTC
in TWHL speculations Post #206320
Jobabob likes having orgies with Hugh and Orpheus.
Posted 17 years ago2006-12-15 23:06:07 UTC
in Half life models in CS ? Post #206313
Difference is, I've been mapping for less than 2 years. :P
Posted 17 years ago2006-12-15 22:58:17 UTC
in Half life models in CS ? Post #206310
It's not that hard. Not for me, anyway. I can easily make one under an hour. :)
Posted 17 years ago2006-12-15 08:09:47 UTC
in Voice Talent Post #206207
Yes, it does work. I do it all the time. Look here, if what I said was confusing.
Posted 17 years ago2006-12-15 08:04:05 UTC
in Voice Talent Post #206205
To post an image:

1 - Upload it to an image hosting site like Imageshack (no signup required.)

2 - copy the appropriate URL it gives you ("direct link to image"), and paste it into the forums here. After that, put image tags around it, like this:
User posted image
. If you have an image bigger than about 640x480, post a link to it with the [url] tags instead.
Posted 17 years ago2006-12-15 07:38:34 UTC
in Voice Talent Post #206200
Uh... I'm a little confused. What do you mean you "don't have the net"?

Also, you say it's going to be pushing the limits of the Half-Life engine, but do you actually have any content to prove that this will indeed be cutting-edge stuff? Or just an idea? Ideas, my friend, get you nowhere without results. And results I do not see.

You also say you're going to have movies... But by what means? The HL engine isn't capable of playing back movies, unless scripted in-game (which usually looks bad), so what are you planning?
Posted 17 years ago2006-12-15 07:08:14 UTC
in Voice Talent Post #206194
Nooooo... I haven't heard of it. Could you tell us something about it, or give some link to its site, if it has one? Is it registered over at Mod DB? And is this for Half-Life 1 or Half-Life 2?
Posted 17 years ago2006-12-14 21:26:36 UTC
in Im back Post #206154
Err... What was the "map vault tragedy"?
Posted 17 years ago2006-12-14 20:44:22 UTC
in Most hated Holiday tradition. Post #206147
Uh... Nevermind. Looks like I responded a bit quick, before you realized the insanity of posting a 1600x1200 picture.
Posted 17 years ago2006-12-14 20:42:58 UTC
in Most hated Holiday tradition. Post #206145
Orph shall have your ass for that picture. And I can't blame him.
Posted 17 years ago2006-12-14 19:51:44 UTC
in Half lifes maps Post #206136
I think you mean "We've Got Hostiles". ;)
Posted 17 years ago2006-12-14 19:20:50 UTC
in Half lifes maps Post #206133
You mean from the original maps the game had? Well, if that's what you're talking about, it would have to be the whole series of Surface Tension maps. None in particular, but I loved being outdoors as opposed to being cramped up inside some little tunnel. I think the best feeling part of that whole chapter was in the desert areas, where there was nothing around but rocks. That was really cool.
Posted 17 years ago2006-12-14 05:06:22 UTC
in Advanced Brushwork Mini-Compos Post #206058
Looks like we have room for one more entry... Hurry up!
Posted 17 years ago2006-12-14 03:20:25 UTC
in Advanced Brushwork Mini-Compos Post #206053
Keep on posting, and hopefully it'll get to a new page pretty soon.
Posted 17 years ago2006-12-13 22:23:02 UTC
in Need help (texture bug??) Post #206047
You never asked.
Posted 17 years ago2006-12-13 22:09:24 UTC
in Advanced Brushwork Mini-Compos Post #206044
Posted 17 years ago2006-12-13 04:33:11 UTC
in Advanced Brushwork Mini-Compos Post #205945
I'm having problems with my stupid lasers. I guess I'll have to make them simpler... :(
Posted 17 years ago2006-12-12 18:19:14 UTC
in Rating maps Post #205906
I think it might be nice to see a rating system in the Map Vault where you're required to enter a rating for different aspects, then they're all added up and the overall score is determined. Some gaming magazines use this system, and it seems to work very well. The author of the map could also be given a choice to disable ratings for certain aspects of the map. Just a thought. :)
Posted 17 years ago2006-12-12 07:16:25 UTC
in Advanced Brushwork Mini-Compos Post #205867
Heh, it's just a page with a picture centered on it. Fine with me!

Anyway, I was going to announce that my entry is about half way done. I've got most of the brushwork finished, now I just have to get the door working, and light the place.
Posted 17 years ago2006-12-12 04:36:02 UTC
in Good Song Titles You Made Post #205856
Rowleybob, you're obsessed with my sister and suicude!

Jobabob, those are great. I especially like "Loving Bread Girl" and "More Hungry Than Human".
Posted 17 years ago2006-12-12 00:02:11 UTC
in Selective Service: Discrimination??? Post #205848
Of course it's acceptable to kill. People do it all the time in wars. Police do it all the time, too. And just because it's legal killing doesn't make it better, although it does seem to make it acceptable.
Posted 17 years ago2006-12-11 08:30:26 UTC
in Half-Life: Hostage Situation Post #205766
Just releasing what's finished won't work if the maps aren't connected togethor. It'll be an incohesive mess. :
Posted 17 years ago2006-12-11 08:23:58 UTC
in GoldSource Mapping Tips Post #205765
I believe the World and Face settings work something like this:

World will stretch the textures to make them fit across multiple brushes well, even if they're at different angles. This makes it a really great setting for making landscapes, but if used incorrectly (like all the way around the corner of a rock face), it will stretch out the texture. You probably shouldn't use this setting for normal architecture, because it's more rough way of texturing.

Face will basically just align the texture most accurately to the individual face, making this the best setting for normal architecture. It doesn't take into account the faces around it very well, even with "Treat as one" checked. The upside to this setting is that the textures aren't stretched out when you shape a brush at an angle.

Remember, this is just what I've found from using it. This could be entirely wrong, but it's always worked for me like this.
Posted 17 years ago2006-12-11 08:05:24 UTC
in Half-Life: Hostage Situation Post #205760
Yeah... I know, that's why I'm saying I'd be willing to do it. But I somehow doubt the "team" would just suddenly hand the source files over to random people. I guess we aren't that random, but still.

In other words, I think it's a great idea, but I don't see it happening. And if the maps are already complete, all that needs to be done is for them to be connected. One person could easily do that.
Posted 17 years ago2006-12-11 07:45:35 UTC
in Half-Life: Hostage Situation Post #205757
Continue!

And I wasn't actually serious when I volunteered to help (didn't think it was needed), but I certainly would if I could.