Forum posts

Posted 20 years ago2003-11-26 15:36:21 UTC
in Mod Storyline Post #5704
:|

Pql type games, like the original idea for all of this allowes people to make any environment, any gameplay type etc...
It makes no difference,

but.. if we decide to stick to a perticular story, and assign people chapters or maps to make then i think that freedom will go out the window, we'll need a poll then.
Posted 20 years ago2003-11-25 18:13:17 UTC
in How to use point file ??? Post #5640
also, you might want to start hl.exe with -particles parameter set to something high, like 66666

eg:

hl.exe -particles 66666 -console
Posted 20 years ago2003-11-24 16:44:41 UTC
in Mod Storyline Post #5553
Andy

Umm, thanks Kol.. Thanks a heap
Posted 20 years ago2003-11-24 16:41:39 UTC
in Project Raven: Chronicles Post #5552
There are a few people here who have mapped for a long time ;)

The mod looks pretty good btw,

I don't think i have the time or the resources to map for the project, but i can contribute a few fun prefab objects and such

you can reach me here: kol@hlcore.tk
or go to my website : www.hlcore.tk
Posted 20 years ago2003-11-23 10:39:00 UTC
in PQL, Issues... TWHL? Post #5450
BTW,

Don?t mean to kill the enthusiasm, just keep in mind the fact that this is all for the sake of ideas ;) ;) ;)

So lets have some more concerning the mod, but not the story line, it has its own topic now
:)
Posted 20 years ago2003-11-23 10:32:15 UTC
in PQL, Issues... TWHL? Post #5449
Rush rush rush,

it seems everyone wants to be 'the leader' or be incharge of converting all the maps to spirit...
WHY?

what's the rush?

why can't we wait and practice some mapping skilz eh? Make your maps better?

why can't we organise and make up out minds about more important things...

Wait untill andy gets back with his ideas, Afterall, no one made any decisions about the mod engine, or story, This was just started to see what ideas, not decisions or pet hates other people have, Don't assume the worst, wait untill this gets on its feat first.

Then, we will make up out minds on what this should be like
Posted 20 years ago2003-11-23 10:12:34 UTC
in What mods do you like and why? Post #5447
it depends on the server, some of them are very enjoyable,

its unfair to dismiss such a great mod because of a few people who play it 24-7 on 100mb/s fiber optic lines...

(do those exist? ;) i'm too sick to think... can't even see my toes from where i sit :( )
Posted 20 years ago2003-11-20 16:07:45 UTC
in ultimate leak Post #5190
make sure that no entities are outside the level, - brush and point based,
also make sure that no origin brushes are outside
Posted 20 years ago2003-11-20 16:06:00 UTC
in Sky texture Post #5189
its a good idea to make the tga and bmp - for campatibility
Posted 20 years ago2003-11-20 16:00:57 UTC
in Completely OFF TOPIC!!! (Music). Post #5188
i like jazz,
btw,
these guys are cool: http://www.leeway.tk
and not because they have a .tk domain ;)
Posted 20 years ago2003-11-20 15:58:03 UTC
in Mod=game Post #5187
Yep, youre bordering on the illegal here,
to distribute your mod as a standalone game you need to get a licence from valve, otherwise its illegal...
Posted 20 years ago2003-11-20 15:52:24 UTC
in PQL, Issues... TWHL? Post #5186
Vassy, that's exactly what i said,
and quit flaming spirit because you don't like it - NO ONE CARES

Please post relevent ideas, concepts etc..
Posted 20 years ago2003-11-20 07:44:27 UTC
in PQL, Issues... TWHL? Post #5149
Look, the spirit code will be included in the final release if we use it,
therefore people will activate the mod from their custom game mnu and it will work, no seperate downloads etc, any map made for spirit will work on spirit but not hl, maps made for hl will work with spirit code : end.
Posted 20 years ago2003-11-19 15:56:03 UTC
in Faster HLRAD? Post #5116
bounce 0 turns off half of the lightmap - direct lighting only...

use this instead

-incremental

compile as usual with the incremental switch in hlrad.exe,
then if you need to change some lights, edit the map, btw, edit only point entities then recompile your map with -onlyents in hlcsg.exe,
and turn off hlbsp and hlvis
and viola!
when hlrad runs it skips the build vis leafs and swap transfers etc...

read up more on this command line switch in the tools doc.
Posted 20 years ago2003-11-19 15:40:37 UTC
in PQL, Issues... TWHL? Post #5114
ok, i think people are beeng misslead here, once any gets back we can all compile a list of suggestions and hard facts for all of you to ponder over
Posted 20 years ago2003-11-18 18:03:23 UTC
in PQL, Issues... TWHL? Post #5054
Vassy: the scientist role playing was the exact thing i was trying to get away from btw,

and just for the record there's an unintentional pun in the core team and http://www.hlcore.tk ;)

I was thinking of more like 3/5 people working on 'main' maps - driving the story etc, while the rest are free to make their own maps concepts etc,

this is the whole point of pql-esque mods
Posted 20 years ago2003-11-18 16:00:09 UTC
in PQL, Issues... TWHL? Post #5031
I thought this might be a bit big but i'll give it a shot:

IF this happens and IF we get enough interest to start it, here's some concept I had in mind ever since this was mentioned somewhere in the forums:

You don't have to take everything out of this of course; this is just my idea of what it should be like:



Technicalities:

We should decide what we will do regarding the engine (spirit / original hl /op4 / other? / our own?), where the thing will be hosted*, what kind of communication the mod team will have (forums or mailing lists etc), what are we aiming at? - Quality, size, and time wise. And basically all of the practical things involved (aside from mapping)



*If the TWHL servers cannot handle forums and large files - I'm volunteering the space I have on my servers - you can do absolutely anything on them :)





Core development Team:

This is important, I learned a lot form issues - Without this, the mod will never survive, people will loose interest and drift away, change their mind half way through etc. what's required here is a small to medium sized group of mappers who will stick by this no matter what - so even if most of the contributors pull out (which is unlikely but possible) we will have something to work with and maybe get some new contributors in - which should not happen.





Story / Plot:

PQL was fine, and now Issues is taking the basic concept, 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.





Mapping!

Yes, the mapping - the point of all this: Here's what I think should not happen: Members banging out a map or two in a month or so and then that's it - fun for about 5 mins... And it will be even less fun to play a thing that's been made like that...



We should strive for quality rather than quantity - We should set a standard of mapping and stick to it - if anyone fails to meat this standard, they will be dragged around the place behind a jeep and made to learn all of the things that they lack, and we will do our damnest to make sure that everyone is giving it 500% I disagree with some of the views on the forums that we should use the original hl code - I?d be inclined to go for spirit - but: do what issues did, make it optional, since spirit can run levels made for original hl without problems.



I suppose there are numerous limitations to take into account such as textures - well, not so much textures as they can be wadincluded, its more along the lines of number of maps per submission etc. those can be agreed on by the members, but personally i think we should restrict the texture and wpoly limits - to make the maps playable in software, also if we allow the use of custom models etc, we run the danger of some mappers going overboard with it - including hi-def models because the look nice etc..



Then there are issues with assembly distribution, publicity press releases that I don't think we need to worry about

Phew! I need to rest my poor fingertips after all that!



Well anyway, if you didn't fall asleep while reading all that, I?d like to hear what you have to say on all of this.
:)
Posted 20 years ago2003-11-18 09:19:58 UTC
in Credits Post #5008
titles.txt is referenced through env_message
Posted 20 years ago2003-11-18 09:12:23 UTC
in PQL, Issues... TWHL? Post #5007
Well i had a lot of ideas for this thing - One of them was not to follow the hl trend - to break away from Black mesa themes etc.. but not entirely, and use Spirit 1.1

I'll write up a full consept in the comming days and post it up
Posted 20 years ago2003-11-17 16:32:35 UTC
in PQL, Issues... TWHL? Post #4987
To any doubters: ISSUES! > I?ve played the beta and its brilliant -
And I?m not being biased in the fact that one of my levels is in it ;)

This is a great idea, and I?d love to be a part of it - maybe we should do what the issues team did: Sort out some team leaders, etc. a loose plot of some sort - to stop it from beeng just another mess of maps.
Work out a system of levels > i.e.: a hub, or teleports, or something else,
I wont go into what I think should and should not be allowed - it?s only a rough idea right now.

But, of course, I?m in! :P
After issues I?ll have nothing to do - apart form this

What I suggest you do now, if you want to contribute - is start thinking of your entry, what's in going to be? Etc.

I really hope this works out
Posted 20 years ago2003-11-15 12:38:29 UTC
in NULL Texture? Post #4820
no
yes

>

no as in you can't see the null texture in the game
and yes you do need custom build.. why are you not using them now?
Posted 20 years ago2003-11-15 12:33:23 UTC
in Deleting of Forum Posts Post #4817
ah crap look what i've started....
Posted 20 years ago2003-11-15 08:43:57 UTC
in texturing one side of a brush Post #4793
This is a problem, Sometimes, if you mix texture 'material types' - specified in materials.txt in the pak file,

you might walk on concrete and it will sound like metal :zonked:
try as much as you can to have texture material types as one brush, otherwise you will get some wierd maps...
Posted 20 years ago2003-11-15 08:36:41 UTC
in NULL Texture? Post #4792
Yes, i seem to have ignored the problems that are created when using the null texture: Do not over do it
Posted 20 years ago2003-11-15 08:35:03 UTC
in {ladder1 Post #4791
It might seem odd, And you might be inclined to leave out the func_walling if ladders for multiplayer, but trust me, do it anyway: don't be lazy in mapping, as a cautionary note, i found out the hard way
Posted 20 years ago2003-11-15 08:30:17 UTC
in Deleting of Forum Posts Post #4790
I just experienced a black hole in the gen. mapping forum ... strange,
the post just vanished! :zonked:

must be some new bacteria living in the wires feeding off electrical impulses :
Posted 20 years ago2003-11-15 08:27:42 UTC
in Func_pushable Question Post #4789
Yes, make them func_breakables instead, unbrakable wooden crates give people headaches
Posted 20 years ago2003-11-14 15:46:48 UTC
in saw leaf Post #4732
move your mouse about in the 2d view (top for example)

the first two numbers correspond with the first two in the compile log - the third one is the 'depth if you will,

btw,
hammer also has a go to brush number feature... but you can't use it to find visleaf problems, just problem brushes
Posted 20 years ago2003-11-14 15:31:37 UTC
in texturing one side of a brush Post #4729
Posted 20 years ago2003-11-13 16:23:34 UTC
in Splash screen for mods Post #4646
uh.. i doubt it,
looks like you're stuck with buttons... no one that i know of makes prefab buttons... - some people do button textures as a part of a texture pack but that's it
Posted 20 years ago2003-11-13 16:18:32 UTC
in Advanced compiling problem. Post #4644
um, and please don't carve your maps out of big boxes... you'l make the compiler tools cry
Posted 20 years ago2003-11-13 16:07:33 UTC
in Splash Screen Post #4642
its no big mystery really, its just the ...
oh, i won't ruin the surprise ;)
you've got 6 weeks to wait ;)
Posted 20 years ago2003-11-12 17:53:06 UTC
in Completely OFF TOPIC!!! (Music). Post #4550
sweedish death metal bands?
Posted 20 years ago2003-11-12 15:59:56 UTC
in {ladder1 Post #4528
make a func illusionary instead,
then cover it in a clip brush, now you can shoot through the blue as well
Posted 20 years ago2003-11-12 15:59:03 UTC
in Xen Heal pool Post #4527
or set the prop. in the trigger hurt to DROWN RECOVER
Posted 20 years ago2003-11-12 15:56:00 UTC
in Submitting Tutorials, Important Post #4526
he's away somewhere judging the compo entries
Posted 20 years ago2003-11-12 15:53:58 UTC
in Deleting of Forum Posts Post #4525
You just went and completely made a mockery of the topic
:(
And now I?m doing it! :zonked:

No, Seriously though, its not so much for your self, or for others, its more for the site, I think everyone has a responsibility to maintain the site's dignity and professionalism - if you ignore this and keep mindlessly spamming in the hope of increasing your post count (which I think is a very bad idea to put near one's name - its crap and demeaning)
Then you are letting the site down.
Posted 20 years ago2003-11-12 15:39:45 UTC
in Is anyone working on a mod? Post #4524
Hmm another single player mod...

ISSUES :P :P :P
Posted 20 years ago2003-11-08 13:17:37 UTC
in Rust wheel Post #4266
make sure to put an origin brush in the axis of spin...
This post was made on a thread that has been deleted.
Posted 20 years ago2003-11-08 10:45:31 UTC
in screenshot Post #4256
amen to that,

i saw a wad3 plugin on the page,
but i don't think it works
Posted 20 years ago2003-11-08 08:18:56 UTC
in Booleans? Post #4237
if you don't have nothing helpfull to add don't say it

multimanagers and env_globals are the easyest to work with,
have a look around the verc collective for a tutorial
Posted 20 years ago2003-11-08 08:05:30 UTC
in screenshot Post #4235
yes, but hl creates bmp files, so don't you dare post bmp files!!!
i hate waiting 15 mins to see one tiny screenshot when i could have been a fraction of the size

do it for the love of 56k!
Posted 20 years ago2003-11-08 07:53:16 UTC
in how do i make weapons? Post #4233
actually, it is - ever tried it? ;)
Posted 20 years ago2003-11-08 07:52:20 UTC
in how do i make enemies? Post #4232
spirit, spirit spirrit...
its all half-bull

spirit won't do everything you asked for, you'll need to know modeling, coding, and did i mention coding (c++) and modeling...

i don't mean to be rude but youre way in over your head
Posted 20 years ago2003-11-08 07:49:17 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #4231
quit spamming
Posted 20 years ago2003-11-06 18:21:47 UTC
in mod construction Post #4137
why did it put the
om/ on a new line....
nevermind
you can find the tut you're looking for in the tutorials sec - ;)
Posted 20 years ago2003-11-06 18:18:17 UTC
in mod construction Post #4136
69'th vlatitude:

here:
http://www.vlatitude.com/
Posted 20 years ago2003-11-06 16:09:38 UTC
in half life quitting Post #4131
could be anything really
Posted 20 years ago2003-11-06 15:39:23 UTC
in IMPORTANT! Post #4127
exelent! :P

then you didn't waste your time ;)