Forum posts

Posted 20 years ago2003-12-13 08:17:04 UTC
in Bots... Post #7526
POD bot is indeed a very good bot, the only drawback i can think of is their ping in always 5 ... Nooo /me pings at 500 if there's lots on things going on :(
Posted 20 years ago2003-12-13 08:15:04 UTC
in chateau.wad Post #7525
Don't include it,
Most people keep up to date with multiplayer games like CS
Posted 20 years ago2003-12-13 08:14:07 UTC
in Aaa! Frustro! Post #7524
Posted 20 years ago2003-12-13 08:13:37 UTC
in Text doors Post #7523
But, with env message you have more controll with the text and less problems with entities etc,

for example, you can't skip lines in game_text entities ;)
but you can with env_message and titile.txt
Posted 20 years ago2003-12-13 08:08:08 UTC
in how do you cut out blocks Post #7520
I carve with cylinders and never get any problems by the time i'm finished*

The trick is, editing the mesh of every carved solid afterwards, it's a lot faster than creating them, but takes more effort

The carve tool is hugely underestimated
Posted 20 years ago2003-12-13 08:02:15 UTC
in full sdk Post #7517
Um, I'm afraid you've waisted your time downloading it if you've never heard of C++ or any of the tools used to make hl...

There are some sdk suppourt forums arround that i don't know of much...
Posted 20 years ago2003-12-13 07:59:17 UTC
in [PHP & MySQL] Tutorials and Scripts Post #7516
hhehehe,

Jump on the PHP bandwagon :P

^_^
Posted 20 years ago2003-12-13 07:57:38 UTC
in waypoints? Post #7515
Hmm....

How about a Multiplayer section,
And an option, (bit like the mod icons)

"What is it? : Map, Waypoint, Player Model etc.."

that way you can put in whatever multiplayer stuff you want
Posted 20 years ago2003-12-13 07:55:14 UTC
in New Profile Post #7514
Oh t3h suspense! :P

Can you make that our x-mass present? -

-
Not celebrating religious things but rather the iron grip the shopping industry has on all or us ;)
Posted 20 years ago2003-12-13 07:51:58 UTC
in mod vote: VOTE NOW! Post #7513
Thanks ;)

But i really think we should wait some more... we don't want to attempt anything we can't finish.
Posted 20 years ago2003-12-13 07:49:48 UTC
in spirit mod? Post #7512
Heh, tru, most of them are on broadband and still crying about a 2 meg download ;)
Posted 20 years ago2003-12-13 07:47:07 UTC
in HAMMER 3.5 HELP!!! Post #7511
And make sure you entered the correct fgd in the game setup menu
Posted 20 years ago2003-12-12 18:37:23 UTC
in PLEASE HELP ME!!(have a proper crimbo) Post #7454
Well, make sure you checked the right flags, the sound exists, the sound is in the right folder, that you entered the right folder in the ambient_generic, check everything really, ambient_generics are sometimes hard, usually its the flags that cause problems
Posted 20 years ago2003-12-12 18:32:49 UTC
in chateau.wad Post #7453
Oh, carefull now.. that wad is included in a sc update if i recall
Posted 20 years ago2003-12-12 15:33:36 UTC
in Aaa! Frustro! Post #7435
Teach your hand to automattically to press CTRL+S :P
Posted 20 years ago2003-12-12 15:28:57 UTC
in New Profile Post #7433
Does this mean beeng able to edit/delete your forum posts soon? :D
Posted 20 years ago2003-12-11 17:02:58 UTC
in Entities Post #7300
Or, you can use weaponbox ;)
Posted 20 years ago2003-12-11 16:56:30 UTC
in Little question !!! Post #7298
Or the big 'dumsters' made from out_ textures, like in the place where you see garg for the first time in hl
Posted 20 years ago2003-12-11 07:52:45 UTC
in More about doors... This time, locked. Post #7255
but, don't forget to put a solid brush behind the door if you use that to cover a hole in the map ;)
Posted 20 years ago2003-12-11 07:50:41 UTC
in Walls Post #7254
Hmm... I haven't fully tested this but if you do a twin wall:

||

like that, then the bullets are only coded to penetrate 1 wall...

well, if you can prove me wrong by all means go ahead, i'd like to know too
Posted 20 years ago2003-12-11 07:47:55 UTC
in mod vote: VOTE NOW! Post #7253
Crap, i thought this was a general vote for the best mod outhere...

(feel free to delete the previous one)
[Seventh: it's okay, I have done]
I though that we should brake away from original hl and the standard disaster at black mesa plot - lets face it - an hl mod will not get as much hype as one created from scratch. But, lets not brake away entirely, rather, offer some kind of prequel or continuation or a parallel, or explanation of the events etc, a bit like op4 - very original and yet ties in with the game perfectly. This I think will appeal to many of the members as they are already mapping Half-Life/BM environments. Here's a rough storyline with random words and some suggestions
  • Set somewhere far away from black mesa...
  • Still the same black messa-ish-ness; maybe the company who '' went to some lengths to get it'' - the subject of the experiment in original hl
  • We can (legally) use everything and or anything from all of the retail hl mods - HL, OP4, Blue Shift, which should be enough leeway for creative storylines
  • The mod might follow the life of an average worker from the company and who gets tied up in the secrecy of the matter, some mishaps with the ''sample'' etc.
Now, how does this all tie in with the original concept? And how does this allow for total freedom in mapping?

Well basically - the ''specimen is so unstable, that during transport or drilling, it goes off, destroying most of itself and ripping the fabric of time/dimensions/ whatever you want... so you can see how this can be made into an incoherently coherent mod

At this point though, another possible story can be adopted: The search and recovery party member sent in to salvage what they can from the '' drilling/ transport/etc incident'' and the rest writes itself - big disaster that already ruptured space/time or something of the sort.
Posted 20 years ago2003-12-11 07:38:16 UTC
in shoutbox Post #7252
No, i think this opens up a lot of abuse to the avatars.. some of them are scary enough as they are :zonked:
Posted 20 years ago2003-12-10 16:32:11 UTC
in rotating glass doors Post #7177
You can fake it you know, with func_wall toggles etc.. but i don't think you'd want to bother ...
Posted 20 years ago2003-12-10 16:31:02 UTC
in Bots... Post #7175
Yep, you can get bots for nearly all the mods, try realbot and/or do a search on www.planethalflife.com
Posted 20 years ago2003-12-10 16:23:14 UTC
in Did you know? Post #7172
did you know?

You are not reading my post :P
Posted 20 years ago2003-12-10 16:19:58 UTC
in shoutbox Post #7171
just, click on the shout box live link and make it as big as you want...
Posted 20 years ago2003-12-09 18:09:45 UTC
in Weird running error-HELP!!! Post #7080
Hmm, means you went over some map limits >>> Clicky <<<
Posted 20 years ago2003-12-09 18:08:10 UTC
in 3D view of entities Post #7079
Um, whatever.. ;) all i know is the are releasing the updated in the near future..
They damn well better
Posted 20 years ago2003-12-09 18:07:03 UTC
in Questions on Radiant Post #7078
You can get 'packets' as you described for hl to use with radiant, but be aware that if you try to load a map made i r. into hammer, it can cause a lot of geometry errors
Posted 20 years ago2003-12-09 18:04:07 UTC
in Upside down ents. Post #7077
I gave you links before vassy... Spirit does this, and so does hl, with the aid of PYR (Pich Yaw Roll) set it to 0 180 180 to turn the sci upside down...
Posted 20 years ago2003-12-09 18:00:57 UTC
in I?m starting my C++ travel. Post #7073
Buy C++ for dummies - those books usually start you off nicely
Posted 20 years ago2003-12-09 17:58:54 UTC
in Opera Post #7072
Still, i'm weary of change, unless you can convince me otherwise by saying that opera uninstalls completely not like ie ...
Posted 20 years ago2003-12-09 17:58:01 UTC
in Our web Pages Post #7070
zl, your server does not suppourt romote linking (or remote hosting) which means that you cannot have images hosted there and show up here...
Posted 20 years ago2003-12-09 09:43:58 UTC
in CS maps. Where's the entities? Post #7023
Hmm, and CS :P
Posted 20 years ago2003-12-09 09:43:44 UTC
in Func_train problem Post #7022
Hmm, read the tutorials on trains on the verc, sorry, that's the bes i can do, there's too much info on trains on the verc ;)
Posted 20 years ago2003-12-09 09:41:12 UTC
in Light_Spot Post #7021
Actually, its info_null ;)

Just make the 'Tatget' of light_spot the name of the info null and that's it

I can't wait till someone makes this for the light_environment...
sigh
Posted 20 years ago2003-12-09 09:38:32 UTC
in 3D view of entities Post #7020
All of the updates for steam will be available as non steam, once steam gets out of the beta stage
Posted 20 years ago2003-12-09 09:37:43 UTC
in Opera Post #7019
Hmm..
Nah, i'd still conform to globalisation and microsoft
Posted 20 years ago2003-12-09 09:37:07 UTC
in Our web Pages Post #7018
Hmm, maybe 'Preview Post' popup or something?
Posted 20 years ago2003-12-08 16:08:52 UTC
in Opera Post #6985
but how would you know of 'news' then ?
Posted 20 years ago2003-12-08 16:02:25 UTC
in Fuzzy screens, reflective floors Post #6982
Posted 20 years ago2003-12-08 15:59:55 UTC
in Big_city Post #6981
THese kinds of posts should really be in the maps/mods forum...

Anyway, try using game_text entities or a texture somewhere in the map as a meand of giving your self credits ;)
Posted 20 years ago2003-12-08 15:58:46 UTC
in No Blocks when Compiled. Post #6980
Or you may have missing textures
-post the map up
Posted 20 years ago2003-12-08 15:57:59 UTC
in Fuzzy screens, reflective floors Post #6979
Quote myself:

Shiny floors:Tut on the verc
http://collective.valve-erc.com/index.php?doc=1057998335-32647500

And fuzzy cameras:env_sprite in front of the camera. Or as malboro said, the func wall could work
Posted 20 years ago2003-12-08 15:50:21 UTC
in VIEWING DISTANCES Post #6978
well, i have :(
Posted 20 years ago2003-12-08 15:49:59 UTC
in 3D view of entities Post #6977
trigger_auto and game_text are buggy - it will be fixed in the next hl update i suppose
Posted 20 years ago2003-12-07 11:36:48 UTC
in 3D view of entities Post #6926
Well, the new v. of Hammer is a start, then the newest update of the fgd, then unpaking your pak(explained in the hammer help file) then you have your sprites and models(Hammer 3.5 only btw)

Clicky:::>
Hammer Beta 3.5

The new fgd is on the same page

But if you're talking about spirit, then you'll need to download the latest version of that too (its 1.2 currently) and has the latest fgd for hammer 3.5 to download >>> http://spirit.valve-erc.com/
Posted 20 years ago2003-12-07 11:20:04 UTC
in Mod Storyline Post #6922
How about a dictator? (Andy) :P

(Editited) Why me???
Posted 20 years ago2003-12-07 11:19:31 UTC
in Good Old Games ... Post #6921
Hey, anyone ever hear of 'Night Stalker' its an ancient dos game, but as far as tension and gameplay goes, it rivals some doom maps...
Posted 20 years ago2003-12-07 07:32:20 UTC
in Assistance with map requested Post #6893
The only 'valid' keys in entities are the ones defined in the .fgd file
download the latest one to get some of the new ones, like the zhlt properties to brush entities etc,

but there are exeptions, like multi managers (naturally) , and weaponboxes - where you need to manually add keys