Forum posts

Posted 14 years ago2010-02-14 20:42:24 UTC
in Now Playing: ... Post #278931
Playing "Parade of the Dead" - Hilltop Hoods...

...while playing Zombie Driver...pure awesome!!
Posted 14 years ago2010-02-14 06:32:21 UTC
in Post your screenshots! WIP thread Post #278918
I think people underestimate (the pure awesomeness of crates and :lol: ) how many crates there actually are in the world. Sure you don't see them very often, but who knows! Maybe the scenario from 'Too Many Crates' is actually happening!!! I think we all better keep some crowbars handy... :^_^:
Posted 14 years ago2010-02-14 05:54:01 UTC
in CP Castle Post #278917
Okay, okay! Point taken. Now:
User posted image
I've customized the scoreboard and created little flagsso that it's easier to see who owns a checkpoint from a distance. I also made sure to clearly distuinguish the blue from red castle as much as possible. At the moment there isn't much to show you until I finish texturing, otherwise brushwork is done and i'm clocking up about 4000 wpolies in the bad spots before a full compile.
Posted 14 years ago2010-02-13 11:18:03 UTC
in CP Castle Post #278900
W00t! Cannons!
Quote:
Oh, and if this was for Source, I would totally build a catapult to launch explosive barrels or something laughing - :lol:
Fixed. tongue - :P
Medieval castles would cover large boulders with tar and set them alight when they fired them, that and explosive barrels weren't invented yet :walter:
Posted 14 years ago2010-02-13 10:42:18 UTC
in CP Castle Post #278897
tuttut Bad srry! Bad!

Anyway, I made this cool little cannon:
User posted image
It's a func_tankmortar that fires once and then takes a minute to reload. And here's the corker, you can't see it in the picture, but there is a env_spark on the fuse part. If the fuse is lit and sparking, then you can fire the cannon. Once you fire it, the fuse goes out and it will come back on when it's ready to fire again. I did this to stop teams overusing them.
Posted 14 years ago2010-02-13 01:23:02 UTC
in CP Castle Post #278887
Will do. I wasn't going to add the Gauss, mainly because it would allow players to Gauss-jump from one bridge to another or over walls. The crossbow will also be limited because of the unfair advantage it has over the open spaces. There will be a crossbow, probably in the center tower, but no ammo will be on the bridges.
Posted 14 years ago2010-02-13 00:41:54 UTC
in CP Castle Post #278884
I'm an hour or so in and the layout has changed already!! :walter:

Now it's kind of going in a U shape. Teams start in two castles side by side each with a bridge that goes over to the mainland castle tower. Inside the team castles are high walls so that you can't shoot at players inside, but because the bridges cross side by side (there is no way to jump from one to the other) teams can take shots at players crossing the other bridge to slow them down from getting to the mainland. Pictures soon...

EDIT: Oh, and if this was for Source, I would totally build a catapult to launch explosive rocks or something :lol:
Posted 14 years ago2010-02-12 22:50:33 UTC
in CP Castle Post #278876
Okay, I'll consider the cannons. They can be usable tanks that only fire once a minute or something.
Posted 14 years ago2010-02-12 22:12:16 UTC
in CP Castle Post #278874
Okay, after playing an awesome game of CP with the guys this morning, I think we all reached a concensus that we need more CP maps. Now, i'm going to put aside my L4D project to create one!

Yay! Hoorah! and all that Jazz...

Ok, down to business. Because I'm starting the map and it's mine ;) i'm going to make a castle map. It will actually consist of a main tower in the middle of the map with the CP point in the middle. Two seperate paths will go towards a bridge over a small canyon/river or whatever, with another CP point on that. Then the castle is a short distance away with the last CP point directly outside. Team players start inside the castle and come out from a few exits, but enemy players cannot enter and spawnkill. Obviously, it will be mirrored for the other team. So, what do you guys think?
Posted 14 years ago2010-02-10 21:42:41 UTC
in Brick Reflection Error Post #278832
Okay, problem solved. I had read this somewhere, which is why I asked, but Left 4 Dead has a requirement that ALL maps are compiled in HDR. I created a test map and put the brick texture on the walls. I ran a normal compile and it was purple. I ran it again in HDR and before I even built the cubemaps it was working. So there you go...
Posted 14 years ago2010-02-09 00:38:53 UTC
in monster_grenades/satchels Post #278792
I've had some luck along time ago with monster_satchelcharge. I found I just put it where I want and then when I triggered it, it would explode. I think it stopped working with some newer updates to Half-Life.
Posted 14 years ago2010-02-08 07:05:18 UTC
in Brick Reflection Error Post #278776
Yes, I did a fresh compile and it still is the same. Does it matter if it's been compiled in HDR or not? I've heard it does.
Posted 14 years ago2010-02-08 06:17:42 UTC
in Brick Reflection Error Post #278774
Nope, I tried that and it didn't change anything.
Posted 14 years ago2010-02-07 23:39:01 UTC
in Brick Reflection Error Post #278767
I'm using a shipped L4D brick texture, the plain, flat looking ones that get rendered better in-game. But When I run the game, they look fine except that the reflection is the purple and black checkers. Am I supposed to do something else? I've added cubemaps and built them.
Posted 14 years ago2010-02-03 20:00:06 UTC
in Problem with computer Post #278664
I too switched from AVG to Avast! about a year ago when my AVG licence ran out and you had to download the new version of AVG, which sucked because it took me forever to download and wouldn't let me use it without giving them all my details. So I switched to Avast! and i'm really happy. It's caught quite a few viruses during out time together :heart:
Posted 14 years ago2010-02-02 22:39:39 UTC
in Trying Source.. Post #278636
Alot of your old tools for goldsource are pretty much useless with source. Mostly because the features have come built in but also because they are incompatible. You no longer need Zoners. The compile tools that come with the new Hammer are great.

Hammer also has a built-in model browser that allows you to view models when you select them when you press the 'Browse' button on any model using entities. It also has the same for sounds, with a browser window that also plays the sounds for you.

And yes, pretty much everything is automatic, one feature I like about source.
Posted 14 years ago2010-02-01 01:52:37 UTC
in Trying Source.. Post #278593
In essesence, the brushwork is identical to how you do it in goldsource. Everything else can be a little hard to adjust to when you have been mapping for goldsource for so long.
Posted 14 years ago2010-01-30 20:18:55 UTC
in Water spray effects Post #278545
I'm sure I've seen it done...I would like to know too =D
Posted 14 years ago2010-01-30 20:17:16 UTC
in Last movie you saw? Post #278544
The Taking of Pelham 123

Enjoyable? Yes. Great? No.
Posted 14 years ago2010-01-30 20:06:52 UTC
in func_door observations Post #278543
Okay, there is no 'normal' way to 'trigger on open'. You would have to set up a complex set of entities, which I can't think of right now, but maybe involving a trigger brush around the door and a timer.

As for the door always closing, you need to set the flag 'Toggle'. This will force the door to close, however, it also means the door won't close without being triggered. So you have a bit of a sticky situation here.
Posted 14 years ago2010-01-30 19:53:30 UTC
in Can anyone explain this problem? Post #278542
I hate to say it, but alot of games just hate Multicore systems. That's mostly what's kept me away from a Quad core.
Posted 14 years ago2010-01-28 10:32:11 UTC
in Sourcey Rooms Post #278504
Nice map Strider, reminds me of prince of Persia 4. Best game ever, i nearly cried at the end :P It was beautiful...
Posted 14 years ago2010-01-26 20:38:52 UTC
in Custom soundscapes in source Post #278439
What about using ambient generics with a logic_case? I finally started getting the hang of some of the logic entities and it might be possible to do it that way.
Posted 14 years ago2010-01-26 02:31:07 UTC
in Custom soundscapes in source Post #278420
I couldn't get mine to work either for a while but then I remembered. Does your env_soundscape have info_targets assigned to it?
Posted 14 years ago2010-01-25 01:20:22 UTC
in [UTILITY] Compilator 3 Public Beta Post #278381
Hate to say it, but PB is right. If i'm going to use an application like this, which is a tool that is an extension to my current set of already functional working environment, then it needs to be functional, simple, and small. I want, when I go to use it, to go bang, bang, bang, done. I want it to do what it is meant to be doing and not clutter up my work environment and brain with useless functions and abilities.
Posted 14 years ago2010-01-24 01:48:16 UTC
in Staff Infection (RC) Post #278344
The main area that I noticed lagged the most was the open corner left of where you start. But it only happened when the hoard was spawning so that's probably the infected's fault and I can't see you really able to optimize that area without ruining it.

I'll play it some more, experimenting in different areas to see how it plays and i'll post some more feedback on how it goes.

As for a tag line, i'll brainstorm for you. I've come up with one so far to go with you title:

"More than the common cold"
Posted 14 years ago2010-01-23 21:25:34 UTC
in Staff Infection (RC) Post #278334
Looks great. I'll test drive it right now.

INITIAL PLAYTEST RESULTS:

Ok, so I've played it for about 20 minutes and my initial response is that the map itself looks great. Good detailing but not too cluttered. Item placement was great, ammo stashes were nicely placed, reachable but not too heavily placed. I will admit, some places are really easy to defend, but with saying that, said places do not contain many items. I could hold out in the corridor where you start for some time if I placed plenty of gas cans at hand. Eventually, however, I was forced to move when I ran out of supplies. If I had been playing with human players, I may have been more successful, nonetheless, I managed to reach bronze, meaning it's not too easy. So kudoes!! =D

I began to lag a little bit from time to time, but not much of an issue. And you had so better create a custom loading poster, for pure awesomeness's sake!
Posted 14 years ago2010-01-23 20:38:23 UTC
in Hammer Source: "Failed to load the Post #278335
Well, first of all. I would recommend either refreshing the SDK content by choosing that option from the Source SDK toolbox. If that does not work. Try deleting it completely by going in the tools tab in Steam, right clicking on the Source SDK and select 'Remove local content.' Then download it again.

I would probably say it's corrupted files, but it also could be an imcompatibility with your video card. What do you have? You might also try downloading the latest drivers for your card as well. That could work.
Posted 14 years ago2010-01-23 00:12:03 UTC
in Hmm, has anyone ever tried to make a Sto Post #278318
Man, I've been mapping for 8 years and i'm 19. How time flies...
Posted 14 years ago2010-01-22 23:15:38 UTC
in Sourcey Rooms Post #278311
A sneak peek at my project:
User posted image
Posted 14 years ago2010-01-22 20:10:53 UTC
in Prop lighting weird in map Post #278306
Maybe it's a setting in the light environment that is causing to to be too washed out?? I'm just guessing now.
Posted 14 years ago2010-01-22 19:41:59 UTC
in Prop lighting weird in map Post #278303
Have you placed env_cubemaps and run the 'buildcubemaps' command in-game? And what direction is the light_environment angled at?
Posted 14 years ago2010-01-22 10:05:17 UTC
in Light Fade On Post #278225
It for a small garden light. With light travelling in about 512 units. I started getting the same error in source but thankfully I can ignore the 50+ 'too many lights on surface' error. I think I'll try creating a custom fade light.

EDIT: Nope, unbelievable...I cannot do it any way, I even tried creating a custom appearance, but it still didn't work right. Oh well, nevermind...
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 14 years ago2010-01-20 23:32:18 UTC
in Light Fade On Post #278206
Howdy all.

It there a nice simple way to have a light 'fade' on. basically, it starts off, when triggered it gently fades on and stays on permanently.

EDIT: Or if not, what's the easiest way to fake it?
Posted 14 years ago2010-01-19 22:59:47 UTC
in Australia continues to censor Post #278165
The only reason I support the ban on R rated games is because the difference is that you play a game, but you watch a movie. But I fully understand how everyone else feels. But considering that only a handful of games got rejected last year, I don't see it as much of a problem right now. If it were so, that dozens of games a year got rejected, then I would begin to scutinize the system.

I just don't see a great need for excessive adult content in video games. But that's my opinion. Not many people would agree with me but that's ok. I'll still love you anyway. :heart:
Posted 14 years ago2010-01-19 20:53:30 UTC
in Australia continues to censor Post #278161
Back to topic, pleeeeeeeeeze
Pretty soon, even the internet would be heavily censored.
They were actually looking at installing a Australia-wide internet censoring program that would filter everything that went through Australian networks. I don't know about the progress on the program but if implemented, Australia's already poor quality networks would be slowed by at least 50%.
What the heck are we supposed to use if Google goes? Yahoo? Fuck that crap!
Wikipedia!!!! :walter:

As for the R rated stuff here in Australia, I agree with the R Rated ban on games in Australia, such violence in games is unnecessary. However, I believe movies should not receive the same scrutiny. In fact, these new laws are making it worse. How will people be able to tell wether a movie will suit their tastes? And how do you know it's not a porno or something? I think they are trying to abolish the R classification anyway. People will simply just give up on trying to pick out any R rated movies.
Posted 14 years ago2010-01-18 05:36:10 UTC
in Australia continues to censor Post #278081
R rated games are banned nationwide. And This is utterly wrong...this country are becoming real f*#<&sts
Posted 14 years ago2010-01-18 05:29:44 UTC
in pit worm don' attack Post #278080
These entities require path_corner entities to tell them what levels they can attack at. That's all I can tell you though, I don't know how they work
Posted 14 years ago2010-01-16 06:34:25 UTC
in Sourcey Rooms Post #278017
I too vote for the Orange Box
Posted 14 years ago2010-01-15 20:10:35 UTC
in Sourcey Rooms Post #278001
Absolutely, I enjoyed making for the goldsource rooms...
Posted 14 years ago2010-01-15 07:41:04 UTC
in texture problem Post #277967
That's what the - is for, it causes the texture to randomly tile. You have to use a texture without that symbol
Posted 14 years ago2010-01-13 22:09:53 UTC
in Manually place detail sprites Post #277892
Yes, it's only in the L4D SDK but it a very important tool. You need it to stop detail sprites spawning under objects, like roads and buildings
Posted 14 years ago2010-01-13 21:57:16 UTC
in Well, what do you think I should do? Post #277890
OMG! Another one? You see, by doing this and creating multiple threads you confuse the heck out of people. I have no idea what we are talking about anymore......
Posted 14 years ago2010-01-12 19:42:51 UTC
in Half-Life: Ghosthunter [REVISED!] Post #277824
Huntey is correct. Making a mod is a labourious job, and PURPLE! Sorry, I hate purple the most in a game.

And Tuna: Make more sense, you confuse the poor fella...

:^_^:
Posted 14 years ago2010-01-11 19:49:15 UTC
in Ah, the things you do when you are bored Post #277733
Haha, been there, done that :ciggie:

And for goodness sake man! Get out of Software mode!!!
Posted 14 years ago2010-01-10 23:35:02 UTC
in L4D map randomly crashes Post #277657
EDIT: Whoops, sorry for the double post

EDIT2: Figured it out, it was something to do with the water in the creek. So I just deleted it altogether and now it works fine.
Posted 14 years ago2010-01-10 07:56:57 UTC
in L4D map randomly crashes Post #277656
So while you were running around playing the map, did it crash? And thanks for the pointers, because i'm still quite a freshman with the source engine.
Posted 14 years ago2010-01-10 05:51:04 UTC
in L4D map randomly crashes Post #277654
Well, I only have one sequence like that, a car alarm, I removed that and it still happens. It is realyl annoying, I cordoned off a small 1024x1024 area and I got to play for a short while before it crashed out again.