Forum posts

Posted 18 years ago2006-08-19 07:57:22 UTC
in Half-Life: Hostage Situation Post #193888
Well i prefer some kind of front end, actually... The easy way! :) Also, im crap with Photoshop.
Posted 18 years ago2006-08-19 07:52:00 UTC
in Half-Life: Hostage Situation Post #193885
All that shit confuses the heck out of me. Including all the command line crap! Very userfriendly. Not!
Posted 18 years ago2006-08-19 07:46:32 UTC
in Half-Life: Hostage Situation Post #193880
I don't know that, because it is a pain in the butt!
Posted 18 years ago2006-08-19 07:39:24 UTC
in Half-Life: Hostage Situation Post #193876
Dude, don't tell me you didn't know that.

Click this to install the HD model pack for Steam:

steam://installaddon/halflifehd
Posted 18 years ago2006-08-19 07:35:11 UTC
in Half-Life: Hostage Situation Post #193874
Are we using Blue Shifts HD pack or Valve's default models?
Posted 18 years ago2006-08-18 14:25:42 UTC
in Now Playing: ... Post #193819
Sommarpojkarna feat. Fr?jda - Lilla Hj?rtat (Playdio :: Bara Bra Musik :: Your Trance, Dance and Techno station :: http://www.playdio.se :: )
Posted 18 years ago2006-08-17 08:23:07 UTC
in Half-Life: Hostage Situation Post #193723
Gota get mapping eh?
Posted 18 years ago2006-08-17 08:21:40 UTC
in Map won't run Post #193722
Go to the folder where you saved your onslaught.rmf

Delete all the following temporary files:

onslaught.max
onslaught.bsp
onslaught.err
onslaught.lin
onslaught.map
onslaught.p0
onslaught.p1
onslaught.p2
onslaught.p3
onslaught.prt
onslaught.pts
onslaught.rmx
onslaught.log
onslaught.wic

Don't delete your rmf. Now go back to Hammer, open your rmf, Export it to .map, and save. Now recompile. Now that all those temporary files are removed, the compile tools can make new versions of them and hopefully create the correct files for each compile stage. This may sound confusing to you, but trust me, it works for me. :)
Posted 18 years ago2006-08-17 08:12:11 UTC
in ladder problem Post #193720
Yes, version 3.4 is the latest.
Posted 18 years ago2006-08-16 15:29:09 UTC
in The TWHL map game! Post #193662
Im not participating untill:

1. ...the horrible skybox is fixed.
2. ...an ingame screenshot is been posted.
Posted 18 years ago2006-08-16 15:22:16 UTC
in ladder problem Post #193660
@ srry: Don't know. They work fine for me and im using that particular version since it came out.
Posted 18 years ago2006-08-16 14:29:44 UTC
in Non-Controlable Automatic Mortar Post #193646
Health and suit chargers make sound by themselved. It is programmed that way.

And whats with the 10x? 10 times what? :/
Posted 18 years ago2006-08-16 14:24:44 UTC
in ladder problem Post #193644
Posted 18 years ago2006-08-16 13:11:30 UTC
in HL2TV.... Post #193631
Dude, i don't know what you're doing, but http://www.fraps.com is the first result... How can you possibly miss that?
Posted 18 years ago2006-08-16 11:59:48 UTC
in Half-Life: Hostage Situation Post #193619
Posted 18 years ago2006-08-16 07:08:54 UTC
in Map won't run Post #193603
You need this:

http://www.themightyatom.nl/hldownloads/zhlt34x86final.zip

Recompile your map with these new compile tools.
Posted 18 years ago2006-08-14 18:25:33 UTC
in 100+ HP in CS 1.6! Post #193435
Im preaty sure a mortarcanon can be done with a func_tankmortar
Thats what i said. :)

Also, don't double post. Use the Edit button on your last post.
Posted 18 years ago2006-08-14 17:24:13 UTC
in 100+ HP in CS 1.6! Post #193431
Hmm wait. I made a mistake. Trigger_hurt is the way to do it. A func_door or a func_trains is probably the only way to give huge amount of health to a player.

If you want no sound, just choose "no sound" from the move and stop sound options of its properties.
Posted 18 years ago2006-08-14 16:09:48 UTC
in 100+ HP in CS 1.6! Post #193421
@ *Mario: A trigger_hurt with negative dmg does the exact same this: giving huge amounts of HP to the player. But the HUD is unable to show it, since its not programmed to go above 100.

@ sskillz: Read up on func_tankmortars. Im sure we a tutorial on that one. Not sure though.
Posted 18 years ago2006-08-14 10:51:50 UTC
in "In The Beggining"... problems Post #193396
These are all point entities.
Posted 18 years ago2006-08-14 10:47:28 UTC
in "In The Beggining"... problems Post #193394
There are three different entities for putting models in a map:

1. Monster_furniture. It won't be solid, like Solokiller allready mentioned.

2. Monster_generic. This is one is solid, but placing this correctly can be a little hard sometimes, due to the fact that this entity can have yellow flying dots around it when missplaced (partly placed in brushes).

3. Cycler. Probably the best choice for prop models, is solid, and is not sensitive for yellow dots when partly placed in brushes.
Posted 18 years ago2006-08-10 18:11:53 UTC
in Half-Life: Hostage Situation Post #193064
I say we just continue on with its development without the custom weapons but WITH the fancy effects!

I did a lot work on my map, and i would like it to be finished.
Posted 18 years ago2006-08-10 13:43:48 UTC
in Half-Life: Hostage Situation Post #193043
Stupid custom weapons...

Stupid me and my stupid Gordon's appartment part of my map.
Posted 18 years ago2006-08-10 12:00:47 UTC
in Gman Sequence Post #193028
Use a scripted_sequence to guide him to the teleporter.

Place and scripted_sequence at the start postion, and a scripted_sequence in the teleporter. Once he's there, you can "kill target" the gman so that he dissapears.
Posted 18 years ago2006-08-10 11:03:18 UTC
in Remake Post #193017
Doesn't it cut up everything into small brushes of 1 unit thickness?
It does that, but the general shape of a brush is still recognisable. Basically its doing it the way how Hallow works: it takes all brushes and hollows it with 1 unit thick sides. Thats fine by me.

True words, Joba. Decompiling and using it for your own is considered stealing. But of course, decompiling just for reference is ok.
Posted 18 years ago2006-08-10 10:40:34 UTC
in Remake Post #193012
WinBspC is the most accurate decompiler, although it still cuts things up and is quite buggy.
Actually, there is another decompiler on the internet that works a little bit better than WinBspC.

Its called BspTwoMap. It still breaks up the atchitecture, but not as bad as WinBsp. I prefer BspTwoMap over WinBsp.

http://files.thewavelength.net/hl/editing/BSPTwoMAP.zip
Posted 18 years ago2006-08-09 12:30:45 UTC
in Need help finding a program. Post #192924
Sound Forge 6.0
Posted 18 years ago2006-08-06 15:33:21 UTC
in Now Playing: ... Post #192692
Haddaway - What is Love (Playdio :: Bara Bra Musik :: Your Trance, Dance and Techno station :: http://www.playdio.se :: )
Posted 18 years ago2006-08-06 13:33:47 UTC
in Leak Post #192685
If an Origin brush is attached to a brush entity, and the exact middle of that origin brush is outside the map, it'll cause a leak.

I geuss...
Posted 18 years ago2006-08-06 13:15:19 UTC
in Leak Post #192683
does nulling huge faces that close the level causes a leak?
No. Unless the nulles faces are part of a brush based entity, like a func_wall. But im sure thats not the case in your map.

Last week, i had also had a very strange leak. The BSP was succesfully created, but there was a leak in hull 3. Apparently i had some brush stick out the outer walls that encloses my map. Some of them were func_walled. I resized these brushes so that they no longer stick out the wall, and the leak was fixed. Pretty weird. See if you have anything like that.
Posted 18 years ago2006-08-05 08:06:03 UTC
in Valve SDK Update Post #192545
Another reason why i don't map for Source.

Long live HL1!
Posted 18 years ago2006-08-04 13:46:24 UTC
in Advanced Brushwork Mini-Compos Post #192446
That link doesn't seem to work...
Posted 18 years ago2006-08-04 12:36:31 UTC
in Advanced Brushwork Mini-Compos Post #192437
No you're not. Im the judge!

// pushes Hunter into bottemless pit. :P

Anywhoo... all minicompo 6 competitors: send me a PM if you want to have your Elevator map judged by me. You can post your map in the Vault.
Posted 18 years ago2006-08-03 14:22:08 UTC
in Advanced Brushwork Mini-Compos Post #192354
Darn, 23 hours left. Im not going to make it... Im not home atm...
Posted 18 years ago2006-08-01 11:45:21 UTC
in help?! Post #192189
First, wrong forum.

Second:
But I have a problem I want to try the map in the cs 1.5 just to make sure I?m using write sizes
Err... what?
How can I do the I read the forum post but I just don't get it
That doens't make sense at all! Please post any future threads of yours in correct understandable english next time.

My geuss is that you're trying to compile a map and then run it in CS. There might be a problem in your map, so post the compile log so we can have a look at it.
Posted 18 years ago2006-08-01 11:40:02 UTC
in ball models Post #192186
Make sure you don't have Ignore Groups on. Its a button with ig on it.
Posted 18 years ago2006-08-01 08:42:02 UTC
in Advanced Brushwork Mini-Compos Post #192168
Kinda... useless.

Thats neat, Rowley, but you need to reallign some of the textures, like the yellow ones in front of the pic, with the buttons. In real life, thats not possible. I hope you know what im talking about. :)
Posted 18 years ago2006-07-31 18:31:51 UTC
in My train is black. Post #192128
You use it to tie complex shapes together so it makes it easier to compile.
In other words: its func_detail in HL2 is func_wall in HL.

Habboi: Im not into Source mapping (pain in the butt editor with annoying little changes) so i don't know. Maybe CLIP brushes work...
Posted 18 years ago2006-07-31 16:44:51 UTC
in My train is black. Post #192117
There's a similar bug in HL too.

This happends when an object, like a func_train in this case, is hovering above another brush entity, in this case, the track. Im pretty sure that track has been func_detail'ed. If you add another big brush under the track, the black should go away.
Posted 18 years ago2006-07-31 12:45:37 UTC
in Advanced Brushwork Mini-Compos Post #192100
Rowley: Sure, i can judge this. :)
Build-An-Elevator
-Build a unique/detailed, functioning elevator
-extra points for brushing acrobatics and elevator functionality
-custom textures a-ok
-3 days time limit
SFNJDKFRHSEJKHR!
Lets do this one after the lego compo!
Posted 18 years ago2006-07-31 10:30:46 UTC
in Advanced Brushwork Mini-Compos Post #192093
Elon, you have a serious "look at me, im so good, i own every other mapper" attitude sometimes.

Edit: What im saying is that remaking a HL1 level out of lego texture may not be as easy as you might think, demension wise.
Posted 18 years ago2006-07-31 10:07:46 UTC
in Advanced Brushwork Mini-Compos Post #192088
Actually, the floor texture you have there is not an existing lego texture. But oh well, ill make a underside texture for it.
Posted 18 years ago2006-07-31 08:33:32 UTC
in Advanced Brushwork Mini-Compos Post #192079
^___________________________________^
Posted 18 years ago2006-07-30 18:00:39 UTC
in Advanced Brushwork Mini-Compos Post #192045
Look back at a couple of your posts about it. Didn't you say rebuild a HL map using lego blocks?
I did, but the Lego compo was not my idea though.
Well since the Lego compo will most probably be a bust
I hope not! I put a lot of work in those textures.
Posted 18 years ago2006-07-30 16:43:44 UTC
in Help with WorldCraft Post #192041
Hammer only had a couple of fixes and changes, but usage did'nt change. If it did was, they are probably very small.
Posted 18 years ago2006-07-30 15:44:37 UTC
in Advanced Brushwork Mini-Compos Post #192038
I deleted the PM, so im not sure who came up with the idea.
Posted 18 years ago2006-07-30 12:51:50 UTC
in Advanced Brushwork Mini-Compos Post #192030
Uhm, thats the wrong compo. Im not sure who made the original rules for the lego compo, i think it was Vox or M_Garg. Oh well.
Posted 18 years ago2006-07-28 10:17:10 UTC
in Display Rooted Post #191893
I have a Radeon 9800 Pro too, and i had same problem with it as you describe.

The fan on the videocard has collected a lot of dust between de blades. So take out your videocard and get rid of the dust. That should fix it.

The heat generated by your GPU cannot escape because the dust is blocking it, so basically, your GPU overheats, causing strange colors and lines accros the screen.

If that doesn't fix it, then there's another problem.
Posted 18 years ago2006-07-26 17:00:58 UTC
in Can someone please optimize my map? Post #191747
Also I need someone to fix the player starts, everyone keeps spawning at the same info_player_start.
So its a deathmatch map? You need info_player_deathmatch for those. Info_player_start is only used in singleplayer maps.
Posted 18 years ago2006-07-26 13:14:06 UTC
in Error: Line 4 is incomplete.... Post #191733
The map info field is also an entity string... :)