Forum posts

Posted 17 years ago2006-10-14 16:02:28 UTC
in Half-Life: Uplink Extended Post #199668
Half-Life: Uplink Extended will be released sometime this week!
User posted image
Posted 17 years ago2006-10-14 08:27:47 UTC
in Game Quotes Post #199636
Im over here, you stupid headless freaks!
Posted 17 years ago2006-10-13 16:36:29 UTC
in my hammer 2d view is f_u_c_l<_e_d up Post #199589
Uhm, what exactly is your problem? You're just making a huge brush, as large as the entire grid. Why would you want to do that anyway?
Posted 17 years ago2006-10-13 03:52:44 UTC
in Game Quotes Post #199501
Mirage Tank, Red Alert 2.
Posted 17 years ago2006-10-12 04:31:29 UTC
in Ha, awesomeness Post #199357
I have. Sun. :/

Edit: Oh! Ninja's! Thats random...

Im using Firefox btw, and i copied the java code into the addressbar, replacing the current url. Or do i have to add that code to the url or...? It seems none of those work.

Edit 2: LOL! Now it works. God knows why, i didn't changed anything. Looks neat. :)
Posted 17 years ago2006-10-12 04:15:29 UTC
in Ha, awesomeness Post #199355
Argh, i wanna see it! &gt;_&lt;
Posted 17 years ago2006-10-12 03:27:15 UTC
in Ha, awesomeness Post #199353
Nothing happends on this crappy school computer. :/
Posted 17 years ago2006-10-11 05:11:58 UTC
in Best hl1 maps here Post #199226
Who's the guy on your pic?
Posted 17 years ago2006-10-11 04:13:29 UTC
in Best hl1 maps here Post #199222
Check out:

http://tenfourmaps.telefragged.com/php/revidx.php?gameid=hl&sortby=date&reversesort=1&page=1

Lotsa singleplayer mods for HL.

I recommend:

Edge of Darkness
Gut Reaction
The Long Night
Deliverance
ETC
ETC2
Big Lolly
Todesangst
Todesangst: Der Echt Feind
Sweet Half-Life
Affliction
Case Closed
Azure Sheep
Peaces like Us
The Xeno Project
The Xeno Project 2

:nuts:
Posted 17 years ago2006-10-11 04:08:49 UTC
in Competition 22 Post #199221
Yes, the compo is now for HL1 and HL2, but they'll be judged seperately.
So we have a HL1 winner and a HL2 winner?

This should be done with any future compo's as well... HL1 compo's for HL1 mappers, and a Source counterpart for Source mappers. Right?
Posted 17 years ago2006-10-10 17:49:14 UTC
in Game Quotes Post #199191
Age of Empires III
Posted 17 years ago2006-10-10 14:01:19 UTC
in MSVC ++ 6 Post #199159
Email me.
Posted 17 years ago2006-10-10 04:30:04 UTC
in Hammer In Graffiti Post #199139
Rofl, nice! :D
Posted 17 years ago2006-10-09 09:33:27 UTC
in Half-Life: Hostage Situation Post #199081
HL:HS is filled with incompetent noobs and will never be finished.
I put a lot of freakin work in the coding part and you're calling us n00bs? There's no need to call us fags, n00bs, fucking retards and what not.

Goddamn...
Posted 17 years ago2006-10-09 07:54:13 UTC
in The voice of TWHL Post #199070
M3u? Mp3 or wav plsktnx.
Posted 17 years ago2006-10-08 17:08:07 UTC
in The voice of TWHL Post #198982
Oh please! That was horrible voice acting...
Posted 17 years ago2006-10-08 14:05:27 UTC
in The voice of TWHL Post #198949
Lol.

Voice is definitely not my thing. :/
Posted 17 years ago2006-10-08 11:47:51 UTC
in The voice of TWHL Post #198940
C'mon, be original, people. :P

Hearing your own voice is so weird. :/
Posted 17 years ago2006-10-07 16:55:18 UTC
in Coding proposal Post #198825
Ansith: I use Microsoft Visual C++ 6.0 Enterprise Edition.
Posted 17 years ago2006-10-07 15:25:29 UTC
in Half-Life: Uplink Extended Post #198816
Sorry. :(

*Pushes a button labled "delete Habboi's thoughts regarding HL:UE."
Posted 17 years ago2006-10-07 15:22:01 UTC
in Half-Life: Uplink Extended Post #198813
HL:UE will have an extended garg scene (it will not end when the garg approaches the player). The player will actually travel a little bit further (he needs to take out the garg and move on). Eventually the game will fade to black and the message "Will be continued in version 1.2" appears on screen.

In verion 1.2, the story continues with 2/3 additional maps.

Hope you're ok with my plan. :)
Posted 17 years ago2006-10-06 14:33:29 UTC
in Half-Life: Uplink Extended Post #198728
Thanks.
  • Removed the crappy cracks. :)
Posted 17 years ago2006-10-06 14:32:26 UTC
in Code. Help! Post #198727
I don't think you'll get much help from here. There arn't many coding dudes on TWHL. Try the VERC or the Spirit forums, even though their responses may be crap.
Posted 17 years ago2006-10-06 04:36:21 UTC
in Coding proposal Post #198687
@ CP and Unb: Lets not make things too complicated, shall we? Ktnx. :D

First tutorial in this series will be about how to code a zombie barney, a zombie soldier, and a cleansuit scientist for use in your maps/mods.
Posted 17 years ago2006-10-06 04:04:42 UTC
in Making Clay shooting MAP Post #198686
I believe Rowleybob has an example map on that subject. Check his maps to find it.
Posted 17 years ago2006-10-06 04:00:09 UTC
in Half-Life: Uplink Extended Post #198685
@ Ansith and Strider:
You're right. I overused those cracks. Ill add a little more variation.

@ M_Garg:
All the monsters you see in that pic have a script. See that monster_zombie_barney (:D)? He is supposed to knock over that computer mainframe thing. So don't worry, there are many neat scripts here and there. :)
Posted 17 years ago2006-10-05 11:05:29 UTC
in additive Post #198594
I believe you can apply additivity (word?) to a set of polygons with Half-Life Model Viewer. Its the only way that i know of...
Posted 17 years ago2006-10-05 08:17:53 UTC
in Goldwave Download Link Post #198575
Geez man, how hard is that?
  • Google for Goldwave.
  • First result.
  • Click download anywhere on the page
  • Download the app.
Its so obvious im not even going to give you the link straight away, so hate me if you want. :nuts: :P
Posted 17 years ago2006-10-05 07:34:19 UTC
in Best hl1 maps here Post #198572
Wait for Half-Life: Uplink Extended to be released... :nuts:
Posted 17 years ago2006-10-04 17:41:55 UTC
in couldnt open V.wad?! Post #198534
Wads you don't need. Like f.wad...
Posted 17 years ago2006-10-04 17:34:27 UTC
in Half-Life: Uplink Extended Post #198530
He's kinda... "hot". Or so...%)
Posted 17 years ago2006-10-04 17:22:35 UTC
in Half-Life: Uplink Extended Post #198526
Bump.

Updated screenshots in my previous post.

(Editted posts should appear as new)
Posted 17 years ago2006-10-04 17:21:44 UTC
in couldnt open V.wad?! Post #198524
You should NEVER use the Q tools. Use ZHLT 3.4.

This is so weird, i think you just overlooked something.

Check the following:
  • No unwanted wad files in Hammer's texture list.
  • Before compile, delete all the temp files.
  • Save your rmf and export to Map to a different directory.
  • Search your whole computer for v/f.wad.
Posted 17 years ago2006-10-04 09:20:57 UTC
in Half-Life: Uplink Extended Post #198479
Posted 17 years ago2006-10-04 08:54:47 UTC
in Half-Life: Uplink Extended Post #198477
What the hell! slaps :nuts:

I actually kinda like that lab floor texture. What if i was to take that same texture, and make a darker version of it, and use that as a marking path.
Posted 17 years ago2006-10-04 08:08:35 UTC
in Best hl1 maps here Post #198463
Dm_stranded is not a HL2 map. Look at the screenshot.
Posted 17 years ago2006-10-04 08:05:56 UTC
in Half-Life: Uplink Extended Post #198461
More usefull tips. :) Thanks guys. :)
Posted 17 years ago2006-10-04 04:21:48 UTC
in Half-Life: Uplink Extended Post #198446
Good tips from you guys. :) Ill consider it.

Any ideas on the trims? What texture should i use which also fits the theme? I don't want to add to much to the floors, its still just a hallway, no lab.
Posted 17 years ago2006-10-04 04:06:59 UTC
in Half-Life: Hostage Situation Post #198445
Ok. Im going to finish my part.
And im going to say fuck those custom weapons! Sorry pepper. :)
Posted 17 years ago2006-10-03 17:18:46 UTC
in Half-Life: Uplink Extended Post #198410
Posted 17 years ago2006-10-03 15:20:28 UTC
in Coding proposal Post #198396
Thats the whole point of this tutorial. :)
Posted 17 years ago2006-10-03 13:43:46 UTC
in Coding proposal Post #198391
I just tested something in my Uplink Ext mod:

PWN!

This won't make it in the mod though. Its just a test. But w00t!
Posted 17 years ago2006-10-03 13:35:46 UTC
in Coding proposal Post #198386
Ya, coding zombie barney, zombie soldier and cleansuit sci are very easy compared to Otis, black ops and what not.

Ok so, first tutorial is gonna be:

How to code monster_zombie_barney, monster_zombie_soldier and monster_cleansuit_scientist for use in your mod?
Posted 17 years ago2006-10-03 12:37:08 UTC
in Coding proposal Post #198380
Allright. :)

Just one more thing:

Should i make one big tutorial covering most of OppFor's monsters or should i do it in parts? Like:

First ill cover the zombie barney, zombie soldier and cleansuit scientist

Then the second tutorial will cover Otis and BlackOps.

Hows that?
Posted 17 years ago2006-10-03 11:06:09 UTC
in Coding proposal Post #198369
SDK is live.

Get it now! :D
Posted 17 years ago2006-10-03 10:43:49 UTC
in Coding proposal Post #198367
Well, i only have some experience with Microsoft Visual C++ 6.0 which is the recommended tool for compiling the SDK. Setting it up for HL is very easy and ill cover it in the tutorial.

Im uploading the SDK now... Check my site very soon.
Posted 17 years ago2006-10-03 09:20:28 UTC
in Coding proposal Post #198363
Sounds good, but I don't have those two things you need. I should get them.
The HL SDK will available at my site very shortly. I can help you get a C++ developer environment, but i don't want to talk illegal stuff here... Email me. The same goes for anyone else.

penguinboy:

Sorry, this tutorial will be for HL1 only.
There aren't much changes, only additions. But ya, its good idea, i can put together a list of all the additions and possible changes of the code at the of the tutorial.
Posted 17 years ago2006-10-03 08:53:36 UTC
in Coding proposal Post #198360
Since i can do some very basic HL SDK coding, and since i managed to get the monster_otis, monster_cleansuit_scientist, monster_zombie_barney and monster_zombie_soldier working in my test project mod, i would like to write a tutorial on achieving this. Because having these monsters from Oppsing Force in your mod/map adds to the gameplay. I mean, why are there only scientist zombies? Thats why i would like to write a tutorial on this subject: How to code some of the monsters from Opposing Force for use in your own project?

The problem is: Its coding. Coding = C++. C++ = hard. So im not really sure people will find it usefull... I will of course provide a detailed tutorial, and give you example code. All you got to do, is copy/paste the code, and put in the right spot which im gonna tell you. You must own a working C++ compiler and developer environment which is compatible with the latest release of the HL SDK (version 2.3 i think) The HL SDK will be downloadable from my site shortly (:thefinger: fileplanet!).

If there are enough people interested in this, and if i get the permission to write this tutorial, ill be happy to do it. :)
Posted 17 years ago2006-10-03 03:50:48 UTC
in Half-Life: Hostage Situation Post #198340
Bit boxy screenshots, but the tower looks kinds neat.
Posted 17 years ago2006-10-03 03:44:03 UTC
in couldnt open V.wad?! Post #198339
The directory where you save your rmf files.

(default is C:ValveValve Hammer EditorMaps or something like that.)