Forum posts

Posted 18 years ago2006-09-10 19:55:38 UTC
in Reducing noise in WAV sounds Post #196260
Edit: Nevermind, I figured it out. Turns out that if I convert it to mono 16 bit, then convert it to 8 bit, there's no static. The thing is, if it isn't 8 bit, the lips won't move with the sound. Thanks for the help anyway.
Posted 18 years ago2006-09-10 19:52:49 UTC
in Hammer crashes when map is opened Post #196259
Uh, I am using Hammer 3.4
Posted 18 years ago2006-09-10 19:07:40 UTC
in Gamingparents.org Post #196254
I've re-adjusted its position. Is it better?
Bit of a late response, but yes, it looks much better now.
Posted 18 years ago2006-09-10 18:18:12 UTC
in Reducing noise in WAV sounds Post #196244
Uhhh... It does? That's not what VERC said, but I'll try.
Posted 18 years ago2006-09-10 17:42:42 UTC
in Reducing noise in WAV sounds Post #196239
Recently, I've been playing around with some audio editing software, and decided to try making some voice recordings for Half-Life.

I can record everything fine, and it all sounds crystal clear, but when I go to save it as an 8 bit mono WAV file, it sounds like absolute crap. It's extremely hard to make out any words, and it has a kind of robotic humming to it.

I now have this higher quality 16 bit sound file that sounds pretty good, but I just want some way to get it into an 8 bit mono sound without all that noise. So far, I've tried using Goldwave, Sound Recorder (that cheesy little program that comes with Windows), and Switch. Some work better than others, but they all end up with some amount of undesireable noise in them.

Anybody know how to get this to work?
Posted 18 years ago2006-09-10 17:19:49 UTC
in They Hunger Source (Lost Souls) Post #196238
in terms of repetition, anything is better than halo
Aye.
Posted 18 years ago2006-09-10 16:44:02 UTC
in Hammer crashes when map is opened Post #196225
I don't think using a different version of Hammer will help, as it seems to be some problem with the configuration.

The map isn't that big. I've worked on bigger ones, and it never gave me this problem.

Guess I'll just have to work on it on the other computer...
Posted 18 years ago2006-09-10 03:52:03 UTC
in Hammer crashes when map is opened Post #196165
Well, I had just installed it from some SDK I had, and I hadn't really gotten around to fully setting it up yet (you know, entering all the file paths for the game configs and stuff.) I only entered what was absolutely required to open maps up.

Edit: If nobody can figure this out by tomorrow, I'm probably just going to start working on it with our other (family) computer. Hopefully it won't crash on there.
Posted 18 years ago2006-09-10 00:32:15 UTC
in Hammer crashes when map is opened Post #196156
Yep.

I guess I could try wiping both my installs of Hammer and Worldcraft off my hard drive, but if that doesn't work I don't know what to do.

Edit: Nope, still crashes, but for some reason I don't get the feeling that I completely wiped it from my hard drive. I did the custom uninstall option, and selected everything there was to remove, but when I opened Hammer up after I had reinstalled it, it still remembered some of my settings.
Posted 18 years ago2006-09-10 00:29:55 UTC
in Hammer crashes when map is opened Post #196152
I'll also need to edit the map later, so I can make a destroyed version of it. :
Posted 18 years ago2006-09-10 00:22:16 UTC
in Hammer crashes when map is opened Post #196150
That's the thing, it's almost finished, but I still have a couple changes I want to make before I do the final compile. Also I'd have to send you a 10 MB WAD file.
Posted 18 years ago2006-09-10 00:16:49 UTC
in Hammer crashes when map is opened Post #196148
I've been working on this map for about a week now, and today, I'm having quite some trouble with it.

Whenever I try to open the map in Hammer, it crashes on me before the mod selector box pops up. A little while ago, I tried using Worldcraft 3.3, and it opened fine then, but I went and configured it all correctly, and now it's doing the same thing.

Download the map here and see if it opens for you.

I didn't put this in Problem Maps because I don't think it's actually a fault in the map, I'm pretty sure it's just Hammer acting up. Also, who ever checks those maps?
Posted 18 years ago2006-09-09 23:01:56 UTC
in Help Keeping AOL at Bay Post #196134
Those companies must be making a bundle from all the poor saps who don't know better than to pay for their virus protection. If only more people knew that they could get just as good (if not better) protection for free.
Posted 18 years ago2006-09-09 23:00:09 UTC
in Avatar's Not Displaying Post #196132
Strange. What browser are you using? Does it happen in all of them?
Posted 18 years ago2006-09-09 17:18:07 UTC
in Gamingparents.org Post #196103
I think that orange bar where it says "a playground for grownups" looks a little odd. It's a little too seperated from the main title, so you don't immediately see it as being associated with it. It looks more like it's part of the menu.

Also, although I'm pretty sure you've decided on this already, I don't think the background for the title is all that great. It doesn't convey that it's a site for gamers in any way, unless you recognize that little part from Half-Life 2, something not many people (other than obsessive HL freaks like us) would get.
Posted 18 years ago2006-09-09 17:07:50 UTC
in Help Keeping AOL at Bay Post #196102
Fortunutly, the problem seems to have corrected itself. AOL hasn't popped up in a while.
The evil will always exist. Shielding your eyes from the truth will not aid you in FINDING THE PAAATTTHHH!!! :)
Posted 18 years ago2006-09-09 16:42:00 UTC
in HL2 Wads/Fog Post #196097
Posted 18 years ago2006-09-09 16:39:21 UTC
in HL2 Wads/Fog Post #196094
In Afraid of Monsters, they used a bunch of fog sprites placed around an area, which I thought looked much more realistic than that stuff that covers the whole map, but it really depends on the kind of fog you're trying to make.
Posted 18 years ago2006-09-09 16:25:10 UTC
in Help Keeping AOL at Bay Post #196091
Abandom hope, all ye who enter AOL, as returning to the world of better ISP's is a near impossibility. Few have fought their way past the noobish parents and stubborn customer service people that stand like massive barriers in the middle of your path to freedom.
Posted 18 years ago2006-09-09 15:53:42 UTC
in Help Plz Post #196087
You might want to try using this version of the tools, as the others always gave me problems, and I couldn't ever get them to work.
Posted 18 years ago2006-09-09 04:12:51 UTC
in Zipping Programs Post #196034
I guess I wasn't really thinking about the speed of it, I just don't like having a new program for every task. WinRAR works with ZIP files, RAR files, and a ton of others, so I see little need to have both programs.
Posted 18 years ago2006-09-08 23:44:28 UTC
in Retarded mic Post #196026
Steam does seem to have some problems with mics. I hear a lot of players with these really crappy sounding mics that are grating on the ears, although it doesn't normally happen constantly.

Maybe try tweaking your microphone preferences? Although I can't believe you wouldn't have already tried that...
Posted 18 years ago2006-09-08 18:56:56 UTC
in Zipping Programs Post #195999
WinRAR is waiiiiiii better, in my opinion.
Posted 18 years ago2006-09-08 18:53:24 UTC
in Where are my files???!! Post #195998
Are you saying you're trying to find the original WADs that came with CS? You'll need to extract from the GCF with GCFScape, as you always do with Steam.

As for your custom maps, and all the WADs that came with them, it looks like they got deleted. You have to be sure to back all those files up before reinstalling Steam, because it clears out everything from the folders.
Posted 18 years ago2006-09-07 22:38:19 UTC
in Black Mesa Complete-comming late 2007 Post #195933
If HL and Op4 are going on at relatively the same time, why would someone, in all the confusion of freaking aliens killing everyone, bother to board it up? Seems kind of strange.
The welding (not boarding :) ) of the radioactive waste vat was done after you see it leaking when you pass it in the tram, but before you trigger the resonance cascade, and a long time before you see it in Opposing Force. There's a huge amount of time in between those events where it could have been repaired (although only about 15 or 20 minutes in actual time, it's much longer in "game time".)

About the overlapping areas, has anybody noticed that when you go from that cliffside with the Apache, then into the pipe where it takes you to the surface, it actually turns you back around towards the cliff? In other words, everything on top of the mesa (Black Mesa, I would assume) is actually floating in the air off the side of that cliff! :nuts:
Posted 18 years ago2006-09-05 06:01:22 UTC
in Steve Irwin Dies Post #195677
threads like this are terminally retarded.
That's probably true. It doesn't serve much function other than acknowledging that he's dead, telling horrific jokes about it, and spreading the word, which is what the news is for.
Posted 18 years ago2006-09-05 02:47:18 UTC
in Steve Irwin Dies Post #195669
You're a dickwad too.
I can't tell if that's directed at me, or pepper, who originally said it. I don't think it was intended to be interpreted that way, that's just the first thing I thought of when I read it. I don't actually think that he has sex with those animals. That's just digusting.

So either way, you're wrong, and I still have respect for dead people.
Posted 18 years ago2006-09-04 22:00:22 UTC
in Spawning Valve map entities Post #195658
First of all, is this for Source or Half-Life? You should have put it in the corresponding section.

Anyway, assuming it's for HL, what is it exactly that's a problem? Are you working with brush based entities, and they won't appear, or are they point based? Most point based entities don't actually show up when you play the map. For example, a light entity would emit light from where you placed it, but you won't actually see the lightbulb sprite.)

EDIT: Meh, way too slow...
Posted 18 years ago2006-09-04 16:27:39 UTC
in Steve Irwin Dies Post #195636
All he wanted to do was poke every animal he encountered.
Must have had some pretty nasty infections... :P Okay, that was in sort of bad taste.
Posted 18 years ago2006-09-03 23:03:49 UTC
in Black Mesa Complete-comming late 2007 Post #195522
Planning for ten years? How is that possible, if Half-Life has only been out since late '98?
Posted 18 years ago2006-09-03 22:59:50 UTC
in Hard Drive Space Post #195521
223.5 gigs total (a 74.5 GB and a 149 GB drive).
Posted 18 years ago2006-09-03 01:16:02 UTC
in how to make the .bsp? Post #195450
You have to compile a map to get a BSP, you can't just save it as one or export it to one. And why did you create two topics about this? You also put it in the wrong section, it should be in Half-Life Engine Discussion
Posted 18 years ago2006-09-02 21:58:35 UTC
in Black Mesa Complete-comming late 2007 Post #195439
You had to remap all that stuff? Sounds like you're pretty dedicated, unless it's poorly remade, which I hope it isn't.

The only thing is that it seems kind of pointless. After all, couldn't you just load up any of those games and start whatever map you wanted to be in, then disable things like the AI if you wanted?
Posted 18 years ago2006-08-31 15:32:05 UTC
in the server Post #195225
Yeah, remove all those avatars. While you're at it, you might as well remove all the other graphics, too. Who needs a nice looking site, anyway? I say just go with a black and white text only layout! :nuts:
Posted 18 years ago2006-08-30 19:04:50 UTC
in Has Steam Gone Crazy? Post #195135
Nooooooooez!!! Now I have all that demo crap mixed in with all the great, and REAL Valve games?!?! I can't stand this shit any longer!

On second thought, somebody may find a way to get rid of them in the near future.
Posted 18 years ago2006-08-30 05:15:59 UTC
in Episode Two - Insert Coin to Continue Post #195097
That same thought came to me recently. Steam is fine, and maybe I'd be fine with one other download service, but if every game company starts picking up on this trend, it's just going to be painful (especially if they all hog as many resources and are as intrusive as Steam). Worried I am of the future. :(
Posted 18 years ago2006-08-27 07:04:29 UTC
in Eve Online Post #194728
My dad's credit card started getting charged by them one time, as if I had an account... And that's the first I'd ever heard about it! :nuts:
Posted 18 years ago2006-08-26 16:29:07 UTC
in My current project: bar shootout Post #194662
Ha! I figured that out on my own a long time ago, Rowley! You lose! Now if only I had answered it first...

And yes, the models are easier to render. They're loaded into memory instead of being rendered on the fly. I'm not exactly sure about that, but that's what I've come to understand. However it works, they're still easier to render, and that's what matters.
Posted 18 years ago2006-08-25 16:23:04 UTC
in My current project: bar shootout Post #194554
Transparency doesn't affect w_polys. I'd go for the models, personally. You know that CS comes with some, right? Well, you could try reskinning some of those, if you don't like that they look like wine bottles.

And, no, you don't use monster_furniture. There are no monster entities in CS, so you have to use a cycler_sprite.
Posted 18 years ago2006-08-25 06:57:01 UTC
in Compiling problems... Post #194485
Press enter. Is it now sexplained? :)
Posted 18 years ago2006-08-24 02:50:46 UTC
in My current project: bar shootout Post #194346
You probably shouldn't tie every detail into a single func_wall, but should instead choose different objects (Like every table is its own func_wall, every tap is its own func_wall, etc.) There is an entity limit, so you shouldn't turn each brush on an object into its own func_wall.
Posted 18 years ago2006-08-23 21:58:59 UTC
in Team Fortress 2 at Leipzig Games Convent Post #194326
This was already being discussed in another thread.
Posted 18 years ago2006-08-23 21:54:55 UTC
in My current project: bar shootout Post #194325
User posted image
See all the glowing lines? Those show where the geometry is being broken up by normal solids. You should func_wall as much detail as you can. Things like that sign up there, all the supports for the lights, the flourescent lights, the tables, the taps... Every little detail should be turned into a func_wall. Speaking of taps, you should try to limit your use of those and the bottles. Sometimes you have to sacrifice realism for gameplay.

Also, you might want to consider ditching a lot of those smaller things. I noticed these little doorknobs on the cabinets, and they were like 2 units wide! NOBODY will care if you get rid of stuff like that. Hell, they'll be glad!

You should also strongly consider using models in place of much of your detail. There's this website (which I lost the address of) that has tons of Half-Life prop models you can download. If anybody knows the place I'm talking about, please provide the address. I remember it wasn't in English.
Posted 18 years ago2006-08-23 20:56:26 UTC
in "In The Beggining"... problems Post #194320
Okay, well I HEARD you could scale them with it from multiple people here. And in the main window of it when you open a model, it has two options called "Scale Mesh" and "Scale Bones". Would those do anything?
Posted 18 years ago2006-08-23 20:52:46 UTC
in My current project: bar shootout Post #194319
Holy shit! No fucking way! 5600 W_poly's!?!?!?!?! GAAAAAAAAHHHH!!! This thing is going to be a nightmare... Still, it looks damn good.
Posted 18 years ago2006-08-23 19:26:43 UTC
in Xyos projects! Post #194307
Erm... Cool? I can't model, so everything looks good to me!
Posted 18 years ago2006-08-23 19:20:52 UTC
in Tee Eff Two Vid-ee-oh Post #194306
That's flippin' boss, except for the crappy sound. It's almost like they filmed it while it was playing on the computer.
Posted 18 years ago2006-08-23 18:18:25 UTC
in "In The Beggining"... problems Post #194301
You can easily rescale models with Jed's Half-Life Model Viewer without having to decompile.
Posted 18 years ago2006-08-23 17:32:39 UTC
in Compiling problems... Post #194297
And I forgot about the edit button...
Posted 18 years ago2006-08-23 17:30:04 UTC
in Compiling problems... Post #194295
DAMN YOU!!!