Forum posts

Posted 20 years ago2004-08-14 12:21:57 UTC
in night map Post #50938
@ G_KID: Err, I don't know why you're asking. I looked for errors messages and found a leak message. That's all there is. I posted a link where to find help. What else should I do?
Posted 20 years ago2004-08-14 12:15:05 UTC
in I got an idea(remade) Post #50937
My part starts after the big storage room with the gargantua.
That thing with the cristal confused me too, in the beginning. There also is some kind of room with a sphere that attacks the player with a laser beam, in the indiana map. The twhlmix map seems to be supposed to become part of a mappack or so.
Posted 20 years ago2004-08-14 08:17:17 UTC
in night map Post #50900
Your map has a leak. That's why no lighting calculation is performed.
http://www.slackiller.com/tommy14/errors.htm#leak
Posted 20 years ago2004-08-14 07:51:32 UTC
in Looping Sound Post #50895
If you want real freeware, have a look at audacity.
Posted 20 years ago2004-08-13 16:22:01 UTC
in Jokes. Post #50740
Two ints and a Float are in a bar. They spot an attractive Double on her own. The first int walks up to her. "Hey, baby", he says, "my VM or yours". She slaps him and he walks back dejected.

The second int walks over. "Hey, cute-stuff, can I cook your Beans for breakfast". After a quick slapping, he too walks back.

The Float then ambles over casually. "Were those two primitive types bothering you?", he remarks.

"Yes. I'm so glad you're here", she says. "They just had no Class!"
Posted 20 years ago2004-08-13 09:40:16 UTC
in Flat Sprites Post #50634
Posted 20 years ago2004-08-12 16:11:33 UTC
in See through sky. Post #50456
That's a common problem.
The two rooms are probably connected directly.
If you want the things behind the sky to be hidden, you must hide them from the renderer.
You should be familiar with the visibility calculation of HL, there are many articles on it.
You could either change your map, or, if possible, use HINT brushes to hide the second room.
Posted 20 years ago2004-08-12 08:14:50 UTC
in Compo 11 Post #50369
The compo deadline is a bit close.
In europe the summer holidays start to end, or ended already, so many people have to master their school and their internet life at the same time.
I think it would be fair to add 7 more days.
The idea itself is really cool.
Posted 20 years ago2004-08-12 08:11:03 UTC
in I got an idea(remade) Post #50368
I just shifted ZeG on place back now.
If he doesn't show up until seventh has finished, we will have to delete him.
+1:Ministeve
+2:BrattyLord
+3:JB + Anthony
+4:es major
+5:rabid monkey
+6:M_gargantua
+7:hazardous!
*8:Seventh Monkey
-9:Zeg
-10:trapt
-11:RileyMo
-12:Captain P
-13:ZombieLoffe
-14:Peace and love
-15:Jaardsi
-16:async
-17:red
-18:stusaysyo
-19:Davideo59
Posted 20 years ago2004-08-10 06:31:12 UTC
in Make an FAQ? Post #49575
Then write one and ask Andy. If he likes it too, then it might get a link on TWHL.
Posted 20 years ago2004-08-10 06:11:58 UTC
in Make an FAQ? Post #49569
About 95% of the questions asked in there are already answered in the tutorials section.
I doubt that people who don't read tutorialy will look at a faq before posting a new thread.
Posted 20 years ago2004-08-09 13:51:47 UTC
in Woops, heh, sorry 'The Wastes Forums Post #49384
Hehe this is really brilliant.
Jahzel, I've always admired you for your great language ability.
I don't think the Jahzel takes this serious. I bet he is as amused as me about this.
So where is this War of Words waged?
Posted 20 years ago2004-08-09 08:14:45 UTC
in I got an idea(remade) Post #49327
Well, did ZeG or seventh get the map now?
Just want to make sure that I did everything right.
I also think we should lock the list now.
Posted 20 years ago2004-08-08 07:50:00 UTC
in The twhl project Post #48984
Splitting the mapping up into lighting, mapping, scripting etc. is stupid.
A mapper must do everything in the map, building it, lighting it, placing models, setting up scripts, add monsters. Everything else would result in totaly chaos.
Posted 20 years ago2004-08-07 18:46:20 UTC
in Playing online. Post #48831
You must use steam.
Or you google for the steamless CS project.
Posted 20 years ago2004-08-07 17:58:54 UTC
in Error when compiling! Post #48826
Tommy14's is always helpful.
Posted 20 years ago2004-08-07 14:56:16 UTC
in Reflective glass Post #48776
...paste it and rotate it 180 degrees,...
I'd suggest to flip it, since you want a mirror.
Most of the reflections you see in HL are fakes. But Half-Life can use al the modern techniques that you see in current games, all it takes is coding.
Posted 20 years ago2004-08-07 14:40:10 UTC
in Fullbright problems Post #48769
Three errors so far.
Go here and look them up.
********** ERROR **********
parsing brush

********** ERROR **********
ReadSurfs: 70 > numplanes

********** ERROR **********
ERROR: Couldn't open texlight file C:PROGRA~1VALVEH~1Zonerslights.rad
That's the cause. Your lights.rad cannot be found.
Posted 20 years ago2004-08-07 14:29:05 UTC
in I got an idea(remade) Post #48764
+1:Ministeve
+2:BrattyLord
+3:JB + Anthony
+4:es major
+5:rabid monkey
+6:M_gargantua
+7:hazardous!
*8:Zeg
-9:Seventh Monkey
-10:trapt
-11:RileyMo
-12:Captain P
-13:ZombieLoffe
-14:Peace and love
-15:Tycell
-16:Jaardsi
-17:async
-18:red
-19:stusaysyo
-20:empty (if I'm not mistaken)

We could put you on the 20th place, if this is the correct list. BL, please confirm.
Posted 20 years ago2004-08-07 12:41:05 UTC
in I got an idea(remade) Post #48738
Well, I think we might extend the list. But only once, so don't ask for more.
Btw: The map models are 80.3%, so the people near the 10th place might have to start a new map.
Posted 20 years ago2004-08-07 12:11:48 UTC
in I got an idea(remade) Post #48734
IT'S DONE!
I will not shower you with excuses again.
It took a long time, but I have finished my part now.
I also sent ZeG the password, so he can get the map.
If ZeG doesn't show up, seventh might want to make his part first.
More information can be found in the readme of the TWHLmix .zip file.
Posted 20 years ago2004-08-07 10:56:38 UTC
in i am sick of fake floaters... Post #48724
Your Internet provider keeps a non dynamic IP for every customer.
That's how the music industry finds people that offer illegal music downloads.
Just one example.
But some universities offer anonymous surfing services, by pretending that their own server does all the actions you do.
Posted 20 years ago2004-08-05 11:39:55 UTC
in Worst way to die Post #48107
All that make you die very slowly are extremely uncomfortable ways of dying.
Posted 20 years ago2004-08-05 11:34:42 UTC
in Can't do 'noclip' anymore. A Post #48102
I think that man others would come here with the same problem then.
I remember in the old days you to reload the map when you changed sv_cheats ingame. That's why I put it into the command line for running hl.
Do other cheats work? God, notarget or impulse ###?
Posted 20 years ago2004-08-05 09:58:35 UTC
in A Horror Idea, Some Screens Post #48092
Why are you talking about spirit, I thought the majority wanted to put this on HL?.
Posted 20 years ago2004-08-05 09:28:06 UTC
in Can't do 'noclip' anymore. A Post #48087
What about running hl with +sv_cheats 1?
Posted 20 years ago2004-08-05 05:49:54 UTC
in leaf thread....=lag? Post #48068
Just create a shrotcut to your batch file or batch compile program and put it into the taskbar.
Posted 20 years ago2004-08-05 05:47:58 UTC
in Fullbright problems Post #48067
Something must be wrong with your compilers.
Get these.
You should look for an .err file. This file is created when an error occured during the compile and contains all error warnings.
Posted 20 years ago2004-08-04 17:47:55 UTC
in favorite hl hero or villian Post #47936
Friendly: Chumtoad
Enemy: Houndeye
Posted on 01 Aug 04 21:00
by jaardsi
Though it's not really friendly. In azure sheep, you've had them instead of snarks.
Posted 20 years ago2004-08-04 15:17:43 UTC
in leaf thread....=lag? Post #47917
You can't!
I assume you want to batch compile.
The easiest way is using a batch compiler.
http://countermap.counter-strike.net/Nemesis/index.php?p=2
http://www.vlatitude.com/files.php
Posted 20 years ago2004-08-04 14:25:06 UTC
in bright { brush Post #47900
@cyanide: If You use additive rendermode, it should be obviuos why it's glowing ing the dark. Also rendermode: texture faces don't seem to be affected by darkness, just use a darker texture.
Posted 20 years ago2004-08-03 18:53:48 UTC
in How do I make a move for title? Post #47780
Nah! Either make it for both, steam and won, or won only.
There are more people playing HLSP mods with the normal HL.
Posted 20 years ago2004-08-03 18:14:39 UTC
in i am sick of fake floaters... Post #47773
Just ignore them.
They will stop soon if no one pays attention.
Your behaviour in the forums has inproved btw.
You stopped flaming, that's good.
Still your submitted maps don't seem to be very popular.
You should heed the advises and just try around alot without submitting everything.
Maybe ask your friends to look at it and let them tell you how they like it.
When you have produced something really good, then submit it.
Posted 20 years ago2004-08-03 10:02:15 UTC
in leaf thread....=lag? Post #47702
Which zoner's version do you use.
Just saying 'zoner's' isn't helpfull.
Some versions do have bugs.
Get the newest ones.
For bigger maps it is better to do a batch compile with -estimate for all tools.
Gives more information and you can follow the compile process more easy as the DOS console updates all the time. Also VHE slows compiles down.
Posted 20 years ago2004-08-03 09:53:03 UTC
in fading sprites Post #47700
Just try it out.
I didn't pay much attention to glowing lights in hl.
Posted 20 years ago2004-08-03 04:59:49 UTC
in question on wall again =[ Post #47677
Hey, he didn't talk of anything visible, did he?
So only one wall, the CLIP brush.
:D
Posted 20 years ago2004-08-02 20:36:56 UTC
in fading sprites Post #47635
Just set it's rendermode to glow and the renderfx to constant glow.
Changing the renderfx is optional, without it the sprite will grow when you get further away.
Posted 20 years ago2004-08-02 14:29:42 UTC
in Matrix minigame included with Life Gear Post #47596
Not without coding.
You could do it in some cut scenes with models though, but not ingame.
Posted 20 years ago2004-08-02 14:23:59 UTC
in How do I make a move for title? Post #47594
Well most good image edting programs provide some basic functions for making simple movies.
GIMP with the GAP package.
Afaik PSP can do this too.
You could also use a 3d modelling program with a renderer.
Blender.
But this requires some training to use these programs.
Maybe you should just leave it out and use a still image.
Posted 20 years ago2004-08-02 14:20:04 UTC
in Matrix minigame included with Life Gear Post #47592
You shouldn't care about a single oppinion too much.
If some others tell you the same maybe then.
It's your mod and you decide what's in it.
How to make bullet time:
There is a console command called 'host_framerate' just run a map and try around with it. Values like 0.001 make it slower.
Then there is an entity in spirit which can change any console variable in Half-Life, use this one.
There was an example map on the VERC sometime afaik, but I can't find it right now.
Posted 20 years ago2004-08-02 14:11:22 UTC
in Compile problem Post #47590
Just select the error, then click 'Go to error' and press [DEL].
Next time visit tommy14's.
Posted 20 years ago2004-08-02 13:48:16 UTC
in Matrix minigame included with Life Gear Post #47581
:
Personally I dislike those massive monster killing sequences in games. It's just boring.
Also it migt be quite hard to do this convincingly, the HL AI is not made for massive monster assaults. You will probably have many monster just standing around or acting strangely.
The bullet time thing is a good idea though.
You're using spirit, right? It's quite easy to do it then and it's very cool for some dramatic fighting scenes.
Only problem: HL doesn't play the sounds slower when you change the 'host_framerate'.
Posted 20 years ago2004-08-02 13:43:17 UTC
in I got an idea(remade) Post #47580
Quite good.
All the brushwork and most of the entity work is done.
I gotta fine-tune things now.
ZeG returns tomorrow, I'll have finished till then.
Posted 20 years ago2004-08-02 13:41:24 UTC
in Face splitting with a func_wall?! Post #47579
This also happens to me sometimes and I hate it. I'm a perfectionist, so I always want optimal face splitting.
Try running hlbsp with -maxnodesize 4096, thst might help.
If not your face is probably longer then 240 texels, did you scale the texture down?
Posted 20 years ago2004-08-02 11:26:27 UTC
in Cam question Post #47573
Nope!
I thought about this too a while ago. You could either code it, or try to use spirit. Maybe 'glueing' the camera to a func_tracktrain might do this.
Never tried it though.
Posted 20 years ago2004-08-02 11:24:14 UTC
in Face splitting with a func_wall?! Post #47570
No entity can split the world.
Maybe it's just the 240unit subdivide.
Also there is a maximum size for leaf nodes, default is 1024.
This causes a new leaf to begin every 1024 units, which results in world splitting too.
Posted 20 years ago2004-08-02 07:57:01 UTC
in Member Websites Post #47532
I also think it has to do with the logins.
When atom was here because of the 'ToDo' thread, he appeared in the list.
Posted 20 years ago2004-08-02 07:06:07 UTC
in ERR....household electrics! Post #47528
Well basically you need:
  • a special type of uran (dunno the exact number now)
  • lots of water
  • a neutron source
  • turbines
  • a cooling circuit
Then you put all the water into a big tank with the uran.
The tank must have pipes that leads the water to the turbines and then to the cooling circuit and then back into the main tank.
Now shoot some neutrons at the uran, this will result in a chain reaction and the uran will start shooting around many neutrons with immense energy.
This energy will heat the water so it will evaporate and abet the turbines.
After cooling down it will return into the main tank.
That's just the basics, been a while since we had this at school so there might be mistakes in it.
Posted 20 years ago2004-08-02 06:57:38 UTC
in ~!Help With Scripts!~ Post #47527
Just put a trigger_once there wich triggers the scripted_sentece.
Posted 20 years ago2004-08-02 06:54:15 UTC
in Cam question Post #47525
The camera only changes the pitch(left-right-axis) and the yaw(top-down-axis).