Forum posts

Posted 20 years ago2004-08-01 16:41:35 UTC
in ERR....household electrics! Post #47416
Heh, i can still remember building an alarm device with a flip-flop to switch it on/off and a solar cell to activate the alarm whenever someone opened the drawer it was lying in. :P
I did'nt even know how a flip-flop worked that time, I just tried to rebuild what I saw on a technical drawing.
Posted 20 years ago2004-08-01 15:09:22 UTC
in Lambda Dam Post #47380
Usually dams are built to gain electrical power.
Posted 20 years ago2004-08-01 14:50:14 UTC
in favorite hl hero or villian Post #47377
Of course teh gman.
The old model is better than the high-def one. It looks more mean. :badass:
Posted 20 years ago2004-08-01 14:48:11 UTC
in ERR....household electrics! Post #47376
Hm, let me think.
You need:
  • shunt circuit. for the two buttons
  • a flip-flop circuit (google for it)
  • to connect the shunt circuit to the flip-flop
  • then a lamp and a power source
Just the basics.
http://www.tvcc.cc.or.us/staff/fuller/cs160/chap1/chap1.html
Posted 20 years ago2004-08-01 10:53:06 UTC
in another door Post #47329
Of course it can be done.
Just put the origin brush in the right place and go to 'flags' tab.
There you can choose either 'X' or 'Y', if neither is on, it'll use the Z axis.
Posted 20 years ago2004-08-01 10:46:58 UTC
in Trigger something if I pressed button"s Post #47325
Use a func_button, it has a target field.
Put the name of the entity you want to be triggered in there.
Easy as 3.14159265. :P
Posted 20 years ago2004-07-31 19:39:28 UTC
in !Sounds For Scientists! Post #47242
Everyone posting at the same time... cool. Bombard them with answers..(ed:Andy)
That's what TWHL should always be like.
Posted 20 years ago2004-07-31 19:26:22 UTC
in !Sounds For Scientists! Post #47237
http://cariad.co.za/twhl/entityinfo.php?ent=scripted_sentence&game=1
Don't forget to put a '!' infront of the sentence's name.
Want to use a scripted_sentence to let barney greet you, BA_HELLO1 (senteces.txt) -> !BA_HELLO1 ('Sentence Name' name field).
Posted 20 years ago2004-07-31 19:21:14 UTC
in A Horror Idea, Some Screens Post #47231
It's sad that the opinions desperse here, really.
I also want to see this on HL1.
HL? wont make it easier, it is not a silver bullet.
We all are very practiced in making things for HL1.
HL? will almost completely new to us all, it'll be hard to come to the same level in HL?.
Also there are many other groups that started working on their mods years ago.
HL? can make it look nicer and stuff, but this mod idea does not live on high definition textures and fancy shader effects.
This is 'A Horror Idea'.
And it can also be done on HL1.
I think many people would appreciate it to see another decent mod for their good old HL1, which we all went along with for more than five years now.
Posted 20 years ago2004-07-31 18:29:15 UTC
in leaf questions Post #47201
If you want to build decent maps, you should know about leaf, hint'n skip etc.
If you don't understand leafs/visibility you wont be able to use hint brushes efficiently.
All that will help you to keep your r_speeds low.
Posted 20 years ago2004-07-31 18:02:51 UTC
in ToDo Post #47194
I think we should stop talking about personal oppinions about others now.
It obviously doesn't add any value.
The current admins and mods will decide whether we need new mods and who will be asked to do the job.
We don't need another flame war.
Posted 20 years ago2004-07-31 17:43:27 UTC
in leaf questions Post #47188
Actually it is quite easy to a problem leaf when there is one.
The error message always contains the coords of the leaf.
Posted 20 years ago2004-07-31 14:26:21 UTC
in leaf questions Post #47131
A leaf is a thin piece of herbal cells, usually to be found at the end of tree branches or bushes, mostly green.
This might also help.
Posted 20 years ago2004-07-31 14:09:01 UTC
in cycler_sprite = models? Post #47127
Usually this error means that the models file doesn't exist in this directory.
Check that.
You can use cycler_sprite, env_sprite, env_glow etc. for models.
But you must be carefull, VHE tends to get confused when it tries to render a sprite which is actually a model, and crashes.
Posted 20 years ago2004-07-31 10:11:43 UTC
in Choosing different model bodies. Post #47080
Have you ever tried skin=-1 on a model?
It inverts the texture's colors.
Posted 20 years ago2004-07-31 10:03:34 UTC
in Choosing different model bodies. Post #47077
The 'body' and 'skin' keys.
Does not work for all entities though.
Posted 20 years ago2004-07-31 07:32:25 UTC
in Games and violence Post #47053
Humans are the most stupid(or insane) creatures on Earth sometimes
Not sometimes, always!
Animals just do what their instinct tells them. Humans are intelligent enough to bypass their instict and can do much more stupid things that way.
Posted 20 years ago2004-07-30 17:50:11 UTC
in Games and violence Post #46869
I don't think that eating people, that want to be eaten is not as bad as arbitrary killing people.
Still it's not quite right.
Posted 20 years ago2004-07-30 17:38:22 UTC
in i need mappers Post #46863
I don't like the fact the others got trojnas and auto downloads from that site.
Posted 20 years ago2004-07-30 14:20:55 UTC
in Textures outside map Post #46771
Posted 20 years ago2004-07-30 14:06:44 UTC
in More stealth help please Post #46765
Just killtarget it.
Posted 20 years ago2004-07-30 11:54:37 UTC
in How to make a walk through wall.... Post #46748
You seem to using an old .fdg file.
Get this one: clicky
I don't have a link for a newer one right now, but that one should work too.
Yes, 'trigger together'. Just give the ambient_generic the same name.
Posted 20 years ago2004-07-30 11:47:25 UTC
in black mesa's profile Post #46746
Posted 20 years ago2004-07-30 11:39:41 UTC
in How to make a walk through wall.... Post #46741
Just trigger it when you trigger the monstermaker.
Activate the 'not toggled' flag to make it play only once and the 'start off' flag to make it ... well ... start off.
And choose a distance with the flags. Default is medium.
You can ingore everything below the volume key.
Posted 20 years ago2004-07-30 11:30:06 UTC
in Mod Compiling Post #46737
Firstly, get the newest tools.
I assume that you intended to write 3.4 instead of 2.4, anyway get 3.5!
Here: http://collective.valve-erc.com/index.php?go=hammer_beta
The latest compile tools can be downloaded here: http://geocities.com/sparkybluefang/halflife/files/zhlt_1.7p15_RADp13.zip

Usually you set up a game and a mod directory. You could try to use the mod's folder for the 'game folder' text field, too. I'm not sure if this can cause trouble.
Or you use advanced, or even better: batch compiling.
There you can control in which directories all the actions are done.
Posted 20 years ago2004-07-30 11:05:20 UTC
in Light beams tutorial revamped Post #46731
Good job again.
But I want to make a proposal.
The rays are almost invisible from the side, so you could old-school techniques with this one to achieve a better result.
I've tried this once.
With and without oldschool lightrays:
User posted image
I used HL textures only, with custom textures the quality can be improved.
Posted 20 years ago2004-07-30 11:00:02 UTC
in Games and violence Post #46728
...more than half of my friends think that terrorist cutting someones head IS very cool...
You should seriouly ditch them and find new friends.
This is sick!
Posted 20 years ago2004-07-30 09:56:10 UTC
in Textures outside map Post #46699
NULL or BEVEL.
Posted 20 years ago2004-07-30 09:54:46 UTC
in A Horror Idea, Some Screens Post #46697
Hmm... :/
This had to happen. Everybody deserts Hl now that HL? is out.
I don't like this.
RabidMonkey777
Besides, when HL2 comes out, there will be a flood of mods, probably similar to this one, and it might get overlooked. If it's developed for HL1, then it has a better chance of being played by a wider audience (whoever cant run HL2/doesnt have it/still plays HL1)
I think similar. Maybe you guys should reconsider.
Posted 20 years ago2004-07-30 09:50:54 UTC
in coding. Post #46694
Nothing is impossible!
In the old days they built games with machine code.
Assembler is really powerfull, but extremely hard to master.
Posted 20 years ago2004-07-30 09:43:32 UTC
in Games and violence Post #46689
It is almost 100% certain that they will.
I do, usually condemn voilence too, but there are people who do not deserve to live or be a part of a human community.
Mostly I feel like this about people who abuse their great powers to derogate others.
Posted 20 years ago2004-07-30 09:38:02 UTC
in Stargate!!! Ambitious eh? Post #46685
No! Then you get coplanar faces.
Convex: When you draw a straight line though a convex shape/body, it will cross it exactly twice. Unless you draw it onto an edge or a peak.
Concave: You can draw a straight line through it which intersects more than twice.
Posted 20 years ago2004-07-30 09:32:37 UTC
in Favorite bands: Post #46683
Yeah! Jamaican music, reggae, ragga, dancehall and ska!
About 33% of your favourites are know to me, I just have a bad memory for names.
Btw, I love your new 'Legalize it!' av. Much better than that liberal thing.
Posted 20 years ago2004-07-30 09:26:57 UTC
in Stargate!!! Ambitious eh? Post #46681
I use a mnemonic to remember the correct word.
Concave reminds me of a curve (same pronunciation) or a cave (obvious) and this is what we don't want.
So convex is the correct word.
Maybe a bit stupid, but it works for me.
BTW: You also have concave brushes without any errors.
But this might give you 'leaf portal saw into leaf' errors when you don't tie it to an entity.
Posted 20 years ago2004-07-30 09:18:40 UTC
in Games and violence Post #46675
This is what the MAVAV is afraid of.
Posted 20 years ago2004-07-30 08:52:54 UTC
in Favorite bands: Post #46664
Erm, some more came to my mind:
Jan Delay
Samy Deluxe
Gentleman
good old HipHop like RunDMC
Posted 20 years ago2004-07-30 08:48:51 UTC
in Favorite bands: Post #46662
Hehe from IRC to TWHL, eh?

Well, mine (no special order):
Seeed
Beatsteaks
Die ?rzte
Madness
Outkast
JBO
Alien Ant Farm
The Bloddhoundgang
more...
Posted 20 years ago2004-07-30 06:30:57 UTC
in Water! Ocean! Only Water! Post #46617
If you want tow poly animated water, you could try using a model for it.
Posted 20 years ago2004-07-30 06:02:03 UTC
in what are YOU? Post #46611
CP, you're right.
But talking about the basics, it's harder to make map the you may call SP than a map that can be played in MP.
Of course building a good or realistic map in general is not easy, no matter whether you do it for DOOM3 or Half-Life.
Posted 20 years ago2004-07-29 20:00:11 UTC
in How much space... Post #46487
HL with all mods I consider worthy of not being deleted: >9gig.
If I install all SP/MP mods I have lying around on my HDD, I could have 15gig or more.
Posted 20 years ago2004-07-29 19:34:39 UTC
in Games and violence Post #46483
Actually there are kids who kill people because of games.
This is not true.
There is no serious scientific proof that.
Some organisations claim that though.
All games with mature content are labeled with parental advisory and must not be played by minors.
Parents have the liability of their children and must ensure that they don't have access to such media. If they don't they are ones that must be blamed.
Also it should be forbidden to own or use a weapon for not absolutely reliable people. It is way to easy to get lethal weapons in many countries, which I condemn.
Sadly there are some software companies who also publish very brutal and immoderate games, in which you often have to torture other humans or animals.
Computer games are made to entertain, those games do not entertain and should be banned.
Posted 20 years ago2004-07-29 14:52:03 UTC
in tfc pistol ingame isn't the same Post #46433
You can change everything when it's decompiled. Even the mesh and the animations.
Use notepad. :) I did that for a very simple model, it works!
Posted 20 years ago2004-07-29 14:47:21 UTC
in Tilting Trains Post #46431
It also rotates without an origin brush.
Because all brushes without an origin brush will have their origin at (0|0|0).
That'll look quite strange though. :)
Posted 20 years ago2004-07-29 14:38:40 UTC
in tfc pistol ingame isn't the same Post #46425
Use Jeds HLMV.
It can compile and decompile models.
All you need to do what I described up.
Posted 20 years ago2004-07-29 14:35:51 UTC
in tfc pistol ingame isn't the same Post #46416
You don't need to model.
Just exchange the names of the bodies in the .qc file.
Try it, decompile and open the .qc file, it's pretty self explanatory.
Posted 20 years ago2004-07-29 14:33:03 UTC
in tfc pistol ingame isn't the same Post #46413
You can decompile the model, modify the .qc file and then compile it again.
But you must provide the model with your map/mod if other shall see it too.
Posted 20 years ago2004-07-29 14:28:19 UTC
in Problems with bombs Sven Coop Post #46409
It should be bmb1#1.
Try triggering a trigger_relay that killtargets the wall.
Posted 20 years ago2004-07-29 14:26:28 UTC
in Tilting Trains Post #46407
Use a func_tracktrain.
Normal train don't rotate.
Posted 20 years ago2004-07-29 14:03:32 UTC
in Problems with bombs Sven Coop Post #46398
It's a bit to get an idea of your entity settings from what you described.
I assume the func_wall_toggle is the bomb.
Usually you have to trigger those to switch them on/off.
You could also use a normal func_wall and killtarget it, since you probably wont need it anymore.
Post some more information if that didn't help.
Posted 20 years ago2004-07-29 13:58:24 UTC
in Custom mp3's Post #46394
Hehe that's supposed to a saying.
I'm not english so I don't know whether you understand it.
It says something like 'Just try it.'.
You've asked a question which already contains the answer. That's why I posted that.
And you found out yourself, so everything if fine.