Forum posts

Posted 20 years ago2004-09-09 01:19:29 UTC
in Names? Post #57720
I usually do simple-ish names when I'm doing ent setups.

elv1_mm
elv1_snd
elv1_chgtgt

Though if I have locked doors, I like to name their masters im_locked_foo or something silly like that :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-09 01:08:04 UTC
in door hits ppl then runs away? Post #57718
Did you tie the origin brush that you made to the door entity?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-09 01:02:26 UTC
in lighting prob....map to bright Post #57717
You may have a leak, or are not running hlrad. Check your compile log for LEAK LEAK LEAK errors, or run your compile with hlrad and hlvis.

Texlighting would not cause such a problem unless you have set your texlight brightness to something like 2000 in your rad file.

And as far as I know, it's only qrad that gives "no lights in map" errors.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:42:07 UTC
in Random spawn deaths Post #57696
Make sure the spawn points aren't stuck in any brushes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:40:32 UTC
in getting stuck on steep angled brushes Post #57694
Did you read his entire post? He wants people to be able to slide down there and fall.

You don't need Zoners to use clip brushes, too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:37:20 UTC
in Applying textures individually Post #57693
Yes, look at the post dates.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:35:43 UTC
in no orgin bruch in zoners.wad? Post #57692
zhlt.wad only has skip, hint, null and bevel textures.

Origin, Clip, Sky, etc. are all in halflife.wad and xeno.wad, to my knowledge.

You can make your own, too...just make textures and name them clip, origin, sky, etc.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:13:12 UTC
in barney01.mdl, barney02.mdl, etc. Post #57689
These 01, 02, 03 files are for submodels, as spark stated. The scientists use them for submodel heads, while Barney uses these files for submodels of where his pistol is located; in his holster, hand, or no gun at all.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 21:04:18 UTC
in i think im dumb..... Post #57686
Uhm, what?

If you create a new game/server in CS, you can select from a list of the maps you have installed in your maps dir.

If you run the console and "map mapname" then it starts a local server with the map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 18:38:34 UTC
in Crimson Room: A puzzle game Post #57667
If you search around, you'll find a paper with a URL written on it. Follow the URL, and click on the cards.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 18:06:41 UTC
in getting stuck on steep angled brushes Post #57666
Actually, I think it just has to do with the steepness of the surface.

Either make it less or more steep, or just put a trigger_hurt that kills them if they walk around there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 18:04:51 UTC
in Test map, asks for key and crash. Post #57665
game dir is all wronge, its supposed to point to half life
He is mapping for CZ/CS so so the game dir needs to point to the CZ dir. If he mapped for HL then it would point to the HL dir.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-08 17:56:02 UTC
in Recommend a Map: Post #57664
OpFor is downloadable if you have a valid CDKey for HL or CS.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 22:58:49 UTC
in add dameg 2 wather or the toxi Post #57371
Yes, you need to make a trigger_hurt brush the same size of the water and place it directly over the water.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 22:56:28 UTC
in Test map, asks for key and crash. Post #57370
Actually, the game directory would be
C:ValveSteamSteamAppsabs0lute1condition zeroczero or whatever the name of the CZ game file folder is.

And the mod directory, the same thing.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 21:41:31 UTC
in 3 things... Post #57356
13. Sexy Pictures :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 21:38:53 UTC
in Recommend a Map: Post #57355
Multiplayer gamers require Natural-Selection. It's standard protocol, Marine.

http://natural-selection.org
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 20:47:19 UTC
in File Read Failure. Post #57345
No problem :) .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 20:12:30 UTC
in File Read Failure. Post #57342
Your problem may be that the texture is actually too large or too small. Half-Life will choke on large textures above 256x256 for the most part, though 512x512 ones can function sometimes as well. Also note your textures' dimensions must be divisible by 16.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 20:09:51 UTC
in fast compile? Post #57341
Anyone ever used the -incremental flag on HLRAD? It creates a lighting file, that allows for skipping of BuildVisLeafs, MakeScales and SwapTransfers, the three main time-consuming parts of compiles. You cannot modify anything related to geometry, even if its func_walling something or creating a new brush.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 03:01:14 UTC
in Captain P Post #57146
Oh CP, you're sooo out of the times!

[UT2k4voice] RAMPAGE! [/UT2k4voice]

:P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 02:24:03 UTC
in Crimson Room: A puzzle game Post #57143
I just beat teh first one...grr that was hard! There are teeeeny spots to click on :x .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 01:42:22 UTC
in Problem with running a map. Post #57138
Nodes wouldn't be a problem.

The reason it takes longer to load after you've added monsters and such is that the game must precache, or load into the temporary cache file the game manages, the models, animations, sprites etc. associated with the monsters and entities you've added, as to not cause lag during a game.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 01:37:38 UTC
in HOW DA HECK!? Post #57136
There is a link to HLMV on TWHL's links page.

Personally, I use JHLMV, it supports transparency and an array of other handy features.

http://www.wunderboy.org/3d_games/utils/hlmv.php

You can get a copy there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 01:32:57 UTC
in Headcrabs Post #57134
Flyers? That's their common name.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-07 01:29:14 UTC
in HOW DA HECK!? Post #57132
Afaik, Barney does not have a crouch animation. You could use a monster_generic and the multiplayer barney, though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 23:25:53 UTC
in Problem with running a map. Post #57126
Precaching resources takes a rather long time, especially on mid to lower level computers. If its not done in like an hour, though, then something might be wrong.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 23:16:08 UTC
in omg new hammer!! =D Post #57124
Sigh.

Software studios are the same as game studios, in terms of size : .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 23:13:45 UTC
in NS map screenies! Post #57123
It would be a deviation from the theme, again, but how many people would play it? :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 22:16:58 UTC
in omg new hammer!! =D Post #57119
Good choice.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 22:16:01 UTC
in omg new hammer!! =D Post #57118
If you download some sort of file and it is actually a film or software title labelled as something else, as opposed to searching for 'movie title illegal download' or something. (some of these files are 'disguised' as legal files which would be considerably smaller, so one could go "er I didn't know that was a movie!")

I don't know if thats correct or not (I dont know much about legal matters...) but that sounds probable to me.

Those Motion Picture fines are similar to software fines as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 21:50:24 UTC
in omg new hammer!! =D Post #57109
Oh, one more thing. Fines for violation of those international copyright laws are pretty steep. Pursuant to the Copyright Act (17 U.S.C Section 504(c)), fines can be up to $30,000 per motion picture pirated, and up to $150,000 per motion picture if you willingly downloaded it. You cant pay that much, you can go to jail.

Do you really want to risk paying that much, or being in jail for a lousy computer game?

Oh, and just saying "Eh, that'll never happen to me" may sound true, though in reality, it isn't. Remember those who got sued for copyright infringement on music? They probably thought that as well.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 21:39:11 UTC
in omg new hammer!! =D Post #57108
For one thing, it's illegal by international copyright laws to posess pre-release software, beta versions, or otherwise illegaly obtained (downloaded) software if permisison is not given by the producer to have a copy.

Secondly, it's harmful to VALVe and other software companies when people download leaked betas; These people often won't buy the game at all, or just download another copy when it goes final. This means that those 1000 people won't mean profit for VALVe even though they have their game, which, if enough people pirate software, can drive smaller companies like VALVe out of business, and leave us with incredibly rich software conglomarates that pour out crap games. Most of the better games today are produced by smaller studios. If the studio does not profit from their game (usually only one in production to the size of the studio), they cannot pay their workers, and thus most of them leave and the studio goes out of business.

Think of it this way. If everyone pirated HL, then VALVe wouldn't have profited as much and wouldn't have been able to put as much effort into making the great game that is HL2, as staff cuts or less development budget would affect the game.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 20:00:25 UTC
in omg new hammer!! =D Post #57102
If you have a half decent 56k connection, it would take about a week.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 19:03:48 UTC
in Help with multiplayer maps. Post #57097
What version of Half-Life do you have? Steam? WON 1.1.1.0?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 17:32:45 UTC
in Help with multiplayer maps. Post #57082
Open the console (~), then enter it there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 17:29:11 UTC
in Old NS Screens Post #57078
Ooh, nice.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 15:42:10 UTC
in Help with multiplayer maps. Post #57008
You can only have Barneys and Snarks, as far as I know.

Just place a monster_barney or monster_snark entity where you want them to appear.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 15:41:20 UTC
in Natural Selection mapping Post #57007
Particle Systems are entities that produce er, particles. They're used for detailed Steam and such.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 14:41:35 UTC
in cs mapping scale Post #56992
Hmm....The problem with converting real life units to game units is that the Hammer single unit isn't equivalent to any real unit, so you get a short, fat player or a tall and skinny one.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 04:06:07 UTC
in Beginner just starting out - need files Post #56877
You do need to purchase Half-Life, Opposing Force, or Counter-Strike to play them.

Preloading is for Half-Life 2, it downloads the game files to your computer and when they decide to sell it, you can pay for it instantly via the internet and be playing in minutes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 03:16:24 UTC
in ambient_generic Post #56866
Uncheck the looped flag, it actually says "is NOT looped".
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-06 01:34:03 UTC
in NS map screenies! Post #56859
I've still got the Hive and Personnel Facilities to work on, but i'd say its maybe, oh...15-20% done ATM.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 23:10:36 UTC
in Headcrabs Post #56845
The new breed of aliens could be those Race X ones we saw in OpFor...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 23:06:44 UTC
in tga textures into a wad pack question? Post #56843
No problem :) . Make sure to include the wad file when distributing your map, or -wadinclude it into the BSP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 23:05:26 UTC
in Prefabs Post #56842
The prefabs are always grouped when they're inserted unless the entire thing is an entity, say a func_wall.

Press Ctrl-U with the prefab selected to ungroup it.

On the subject of handy prefab hotkeys...Ctrl-G groups selected objects together, while Ctrl-R creates a new prefab. Ctrl-T ties selected brushes to Entity, while Ctrl-W turns selected brushes back to World.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 23:02:29 UTC
in cs mapping scale Post #56841
Afaik, it's the same scale as Half-life. Use an info_player_start entity as a guide for player size, as the players' size is the same as the little bounding box.

This would make regular wall height 64-128 units, depending on the texture being used.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 23:00:10 UTC
in NS map screenies! Post #56839
I come bearing gifts of screenshots :D !

http://img32.exs.cx/img32/2922/co_ethereal0013.jpg
http://img32.exs.cx/img32/7472/co_ethereal0014.jpg
http://img32.exs.cx/img32/3373/co_ethereal0015.jpg
http://img32.exs.cx/img32/2555/co_ethereal0018.jpg
http://img32.exs.cx/img32/9169/co_ethereal0019.jpg
http://img32.exs.cx/img32/2921/co_ethereal0020.jpg
http://img32.exs.cx/img32/1079/co_ethereal0021.jpg
http://img32.exs.cx/img32/6602/co_ethereal0025.jpg

I've revamped the style a bit...less dull yellow/bright red and more flat red, orange and blue colors. This is definitely evident in the second image (14), the pipes have more of their original color and are not washed out by the red.

I've also done Lift Shaft A12 (15, 18) finished up Transformer Bank C (20) and completed Incinerator, the Marine Spawn Point. (21).

I've also added some lighting details like overlays on the computer screens and light pipes, and some new 'runway' lights in the Ready Room, which I'll screenshot the next time around when the sprites get working.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 21:19:37 UTC
in Headcrabs Post #56822
If you ever play HL: Decay, there's a lab where a sci is experimenting with the collars.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-09-05 20:44:18 UTC
in Interesting friend... Post #56813
They don't attack. You could have it 'attack' something with a scripted_sequence though.
RabidMonkey RabidMonkeymapmapmapfapmap