Forum posts

Posted 17 years ago2007-07-06 11:41:03 UTC
in Hl2:dm Post #227586
Because its a freaking extention!
Posted 17 years ago2007-07-06 05:57:59 UTC
in Half Life: Otis' big day Post #227561
Agreed. Blue_shift, just continue your mod and enjoy making it.
Posted 17 years ago2007-07-05 07:59:32 UTC
in Problems Translating Map CS/DM Post #227426
Error: displacement found on a(n) func_detail entity - not supported

Basically says that you have displacement surface tied to a func_detail entity, which is not allowed. Find the displacement, select it, click the ToWorld button.
Posted 17 years ago2007-07-04 16:10:18 UTC
in Elevator breaking something Post #227367
Still, i think you get the best results with my method.
Posted 17 years ago2007-07-04 15:58:14 UTC
in Elevator breaking something Post #227365
Yeah, but what if the player jumps and touches the trigger BEFORE the elevator actually reaches it?

I would just place multiple path_corners, each one targetting a rod with the fire on pass property as soon as the elevator touches the rods.

Its rather easy to achieve actually, because i've done quite something similar before.
Posted 17 years ago2007-07-04 09:23:31 UTC
in Half-life:2 :( Post #227340
maybe some one wrote the cdkey down and used it
Happens all the time.
Srry is right, buy it off Steam, if you can afford it, if not, try a different store.
Posted 17 years ago2007-07-04 09:15:55 UTC
in Triggering Messages... Post #227338
For an env_message to work, you must provide the actual message in a file called titles.txt. Here's an example:

MESSAGE01
{
SUBJECT:
Gordon Freeman
Male, age 27
}

MESSAGE02
{
EDUCATION:
Ph.D., MIT, Theoretical Physics
}

MESSAGE01 and MESSAGE02 are the message names which you enter in the message name property of the env_message.
For formatting options (color, fade-in/out time, old time, etc), take a look at the default titles.txt file for examples.

Note that when using your own messages with your own titles.txt, you need send this file to everyone who wants to play your map, so in this case, using the game_text entity is probably your best option.
Posted 17 years ago2007-07-04 09:10:18 UTC
in Crash to desktop? Post #227336
Tip:

Use Nem's Batch Compiler. During compile, warning are displayed in yellow text and errors in red, so it should be easier to spot them.
Posted 17 years ago2007-07-03 16:49:36 UTC
in Half-life:2 :( Post #227274
Yeah, illegal stuff. Doh.
First. Why do u always corect peoples spellings.
Because people like you can't even spell the most used word on this forum correctly.
Posted 17 years ago2007-07-03 14:59:37 UTC
in Half-life:2 :( Post #227260
First. Its Half-Life 2, not healf-life:2.
Second. Don't ask for warez here.
Third. There is no non Steam HL2.
Fourth. Return to the store and ask for a woking copy of HL2. It is obviously the stores responsibility.
Posted 17 years ago2007-07-03 05:48:41 UTC
in Map Needs tf2.wad but it doesn't use Post #227238
Buggy TWHL code, srry.

I hope TWHL3 doesn't take much longer, i mean, its under development for, what, 2/3 years? Thats kinda rediculous

StoneFrog, be sure to run your map under TFC, not Half-Life (valve). If the tfc wads are in the tfc mod folder, it should work.
Posted 17 years ago2007-07-02 11:43:20 UTC
in French Half-life! Post #227157
Thats an interesting question. Ill keep my eye on that thread.
Posted 17 years ago2007-07-02 10:27:44 UTC
in French Half-life! Post #227139
Its Germany. They don't like blood, gore and death animations in game, so they replace that animation with just fade out.
Posted 17 years ago2007-07-02 09:45:30 UTC
in French Half-life! Post #227132
That is too funny. xD

Try German. It does the same thing as the French language. :lol:
Posted 17 years ago2007-07-02 08:51:53 UTC
in other scientist models? Post #227129
There is only one scientist model, but four different head models are compiled in it. To access them, place a monster_scientist in your map, goto its properties and find the Body property. From there, you can choose which head you want for the scientist model.
Posted 17 years ago2007-07-01 17:10:27 UTC
in ABC Half-life Post #227049
For the second time: its XEN!

You make the same mistake again! Kinda n00bish...
Posted 17 years ago2007-07-01 12:02:19 UTC
in Need help with running my map Post #227013
Posted 17 years ago2007-06-30 11:12:11 UTC
in ABC Half-life Post #226901
I. In Security.
Posted 17 years ago2007-06-30 08:24:30 UTC
in ABC Half-life Post #226888
E. Env_******* (effects entities).
Posted 17 years ago2007-06-30 07:15:46 UTC
in ABC Half-life Post #226881
B: Bloater.
Posted 17 years ago2007-06-29 17:40:46 UTC
in path_corner helpful Post #226835
Err... what?

Are you having trouble finding the exact center of a train thats made out of many brushes? There's a very easy method of finding the exact center, and it has nothing to do with any of corner squares.
Posted 17 years ago2007-06-29 07:49:47 UTC
in ABC Half-life Post #226761
Z. Zerogxplode.spr.
User posted image
Posted 17 years ago2007-06-29 04:56:12 UTC
in mini compo turret Post #226745
Maybe...

What kind of func_turret btw? There are laser turrets, gun turrets and rocket turrets...

All 3 ftw?
Posted 17 years ago2007-06-29 04:37:55 UTC
in ABC Half-life Post #226741
Q: Quiver (The original code name for Half-Life)
Posted 17 years ago2007-06-28 04:25:15 UTC
in Me_map... Post #226642
Ingame shots please!
Or at least enlarge the 3D window...

Are you using Rimrooks Half-Life2.wad? Cus those textures look Source-ish. :D
Posted 17 years ago2007-06-27 16:30:14 UTC
in Recommended tickrate for HL2DM server Post #226595
Calculations as in: sending commands to the server, like rcon commands and stuff.

I think...
Posted 17 years ago2007-06-27 14:54:31 UTC
in Now Playing: ... Post #226590
Soundic Radio - WWW.SOUNDICRADIO.COM :: TRANCE DANCE POP TOP 40 ::
Current title: Haddaway - What Is Love
Posted 17 years ago2007-06-27 14:17:03 UTC
in Desktops of June Post #226589
Muzzle: That would be a nice background if it wasn't for that poorly made 3d rocket launch pad thing. Google Earth?
Aaahaha!
Thats ingame, HL2. :nuts:
Posted 17 years ago2007-06-27 11:54:38 UTC
in Muzz's HLDM Server Post #226572
The TWHL Server is no more...

R.I.P.
Posted 17 years ago2007-06-27 09:48:31 UTC
in Recommended tickrate for HL2DM server Post #226565
K thanks. :)
Posted 17 years ago2007-06-27 09:44:10 UTC
in Desktops of June Post #226564
Posted 17 years ago2007-06-27 05:43:24 UTC
in Recommended tickrate for HL2DM server Post #226556
Anyone know what the recommended tickrate is for a HL2DM Server, 33, 66 or 100?
Posted 17 years ago2007-06-27 04:42:05 UTC
in Mini Modeling Compo #01 Post #226552
Woops, didn't know you were entering this one... Oh well.

Rimrook, if you want to start a prop modelling compo, go right ahead, since you know a lot about modelling. :cool:
Posted 17 years ago2007-06-26 09:22:14 UTC
in OP4 mods Post #226478
Posted 17 years ago2007-06-26 07:49:54 UTC
in Vanishing objects Post #226471
Posted 17 years ago2007-06-26 07:42:05 UTC
in Mini Modeling Compo #01 Post #226470
Lets give it a couple of days, if no one else comes up with anything, it'll be the next compo.
Posted 17 years ago2007-06-26 04:21:10 UTC
in Mini Modeling Compo #01 Post #226458
Pretty much utter, utter failure. :zonked:

This compo ends tomorrow, but i don't believe any more entries come in so i declare this compo done and over.

Urbanebula: you win. :cool: Ill upload your model later today.

Feel free to start a modeling compo of your own... Or something else.
Posted 17 years ago2007-06-26 04:14:33 UTC
in Vanishing objects Post #226457
things will disappear and reappear depending on the players current angle/distance. I've seen this is other maps too.
Sounds like you're running Software mode. Switch to OpenGL.
Posted 17 years ago2007-06-24 15:03:43 UTC
in new compo Post #226359
If you want somesort of a competition, start a minicompo thread.
There won't be any official "big" compo's until TWHL3.
Posted 17 years ago2007-06-22 18:37:21 UTC
in my biggest problem ever Post #226198
I'd say try it out and learn. :)
Posted 17 years ago2007-06-22 18:31:22 UTC
in my biggest problem ever Post #226195
My geuss is that HLVIS/HLRAD has a very difficult time calculating the light on those faces with any of those "Larger than expected" textures. You probably scaled them down to make them look good ingame, but scaling down big textures icreases compile time a lot. So that might be the cause of your problems.
Posted 17 years ago2007-06-22 17:47:52 UTC
in Ladders Post #226179
Type clip in the texture browser filter.
Posted 17 years ago2007-06-22 17:26:27 UTC
in Half-Life Entities Post #226175
Lol, to get access to the func_ entities, you must first select a brush or two, and hit CTRL+T or click the Tie to Entity button, the from the class list select the desired entity.

You may want to look at some starting tutorials...
Posted 17 years ago2007-06-22 16:42:57 UTC
in Ladders Post #226170
1. Make a brush covered with a ladder texture.
2. Select the brush and turn it into a func_illusionary.
3. Go into its properties and set Render Mod to Solid and FX Amount 255.
4. Create another brush covered with the CLIP texture, and place it in the exact same spot as the illusionary.
5. Create another brush covered with the AAATRIGGER texture, and place it 1 unit away from the ladder.
6 Select it and turn it into a func_ladder.

Done.
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 ago2007-06-22 05:07:58 UTC
in Coordinates Post #226071
Hammer 3.4 and 3.5 don't have a "go to coordinates" option.
The way to find the error is to do it manually, using the mouse cursor in the top 2D screen.
Posted 17 years ago2007-06-22 05:03:32 UTC
in can i email u my map and u c wats wrong Post #226070
kkkaiden, Use the PM system, dammit!
Posted 17 years ago2007-06-20 12:47:12 UTC
in env_beam in MP map Post #225838
Well, the beam can't be the cause of that...
Posted 17 years ago2007-06-20 11:13:55 UTC
in env_beam in MP map Post #225829
Use an extremely high value, like 1000000 or something...