Forum posts

Posted 20 years ago2003-10-11 06:30:37 UTC
in func_tank Post #2488
then its probably ''is not looped'' or something....
Posted 20 years ago2003-10-11 04:54:11 UTC
in func_tank Post #2486
get the latest hl fgd pepper
Posted 20 years ago2003-10-11 04:50:28 UTC
in a REALLY thorough guide on cameras Post #2485
The HD models were not designed for low end machines (low end meaning less than a pIII or the equivalent) - it says so in the manual

so i don't think moaning about their speed is justified - gordon was never ment to walk so i don't know...

You should really be testing your maps with the default models and software mode anyway
Posted 20 years ago2003-10-11 04:43:20 UTC
in Replace function Post #2483
BTW? did you say the ENTIRE LEVEL is button_target?

AAAAaaaagh.. BAaaad idea... first of all it won't compile... if there are no normal brushes in a map.

or am i just ignorant and totally missing the point - again :
Posted 20 years ago2003-10-11 04:36:08 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2482
its only 1 to 1.5 meg increse MAX - if you do it right
Posted 20 years ago2003-10-11 04:33:58 UTC
in func_tank Post #2481
i suppose you set the ambient_generic's name in the tank's target field?
oh, wait.. thats not the qn.. :D
silly me...
check the ''not toggled'' and ''start silent'' flags in the flags part of the properties.
Posted 20 years ago2003-10-10 17:04:58 UTC
in What mods do you like and why? Post #2460
Posted 20 years ago2003-10-10 16:56:50 UTC
in Trains that Turn? Post #2458
i'm thinking of really complicated angular velocity setups... like making wheels on trucks etc..
btw, isn't there a bank on turns property? - or something (in degrees) :P
Posted 20 years ago2003-10-10 16:51:41 UTC
in Replace function Post #2457
It can be done, but i'll need to actually make it to explain fully, but i don't have time so i'll just give you the consept to ponder over...

Func_wall_toggles...mu... hang on.. just one func_wall toggle....

make it "visible" by triggering it... this will stop the player from beeng able to shoot at the button_target... and trigger it again to 'enable' the button

make the func_wall toggle invisible in the game by doing the same as for a ladder (rendermode > solid ; renderfx > 255 etc..)

BTW, could this be a ploy to boycot the use of a multisource? > i'm not sure (unless i compile) but i think button_tergets can use masters...
hmmm...
Posted 20 years ago2003-10-10 16:42:36 UTC
in Web Hosting Post #2456
i'm on solgamers - probably the nicest bunch of people out there : one misarable button some where on your site : you get every thing you want, lots of scripts > subdomain > and if you want s script they don't have - just ask and it'll get installed - one thing though = 20meg space
:(

http://www.solgamers.com
Posted 20 years ago2003-10-10 16:37:46 UTC
in Zhlt comment... Post #2455
Hmmm.. i thought ZHLT were pretty well, crap compared to these beauties
Posted 20 years ago2003-10-10 16:27:51 UTC
in Tutorial suggestion... Post #2453
Hmm... A coding sec. in the tutorials will be very good.. seeng as how some people are already advancing to more complex acpects of mapping

/me thinks of a coding tut about the head tilting like in bs when strafing... hmmm

did that make sence?

i thought so
Posted 20 years ago2003-10-10 16:23:43 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2452
who the f* cares.. are we allowed to use spirit or not?
This topic is going out of control
Posted 20 years ago2003-10-09 13:55:02 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2410
i thought that thing was extinct... i shot the last one :badass:

and i don't really care any more.. if i'm not able to submit it i'll just do something else with it.. its too late go go back for me
Posted 20 years ago2003-10-09 13:47:45 UTC
in a REALLY thorough guide on cameras Post #2409
i thought the verc's article was easy to follow...

which aspect is giving you the most problems?
Posted 20 years ago2003-10-09 13:45:55 UTC
in mesha needin helpedin Post #2408
fire on pass in the path_corner or path_track ?
Posted 20 years ago2003-10-09 13:42:53 UTC
in TEXT TEXT TEXT... Post #2407
it is a sprite.. check the sprites folder for 640hud4.spr and 640hud5.spr
its at the bottom - care full when editing it so as not to ph3Ck up the weapon huds
Posted 20 years ago2003-10-09 13:23:43 UTC
in sequence Post #2406
oh, i was going to write a big long reply....
Posted 20 years ago2003-10-08 16:33:52 UTC
in Autumn textures Post #2375
wadfather maybe?
Posted 20 years ago2003-10-08 15:02:15 UTC
in mesha needin helpedin Post #2374
yes it does
if you want to make the fade semitransparent check the modulate flag
Posted 20 years ago2003-10-08 13:30:19 UTC
in TEXT TEXT TEXT... Post #2372
yes, and i'll be damned if i have to type that again > the topic started was http://www.cariad.co.za/twhl/forums.php?pgt=1&action=viewthread&id=486&pg=1
Posted 20 years ago2003-10-07 15:40:53 UTC
in mp help. Post #2338
i prefer the italics

but what the hell (i know this should be in stuff but aa..)
"hey, u ever tasted sunflower seeds? they taste so much like cashew nuts!" -ministeve
yes, i have, i like them its a delicassy in some country i don't know the name of
Posted 20 years ago2003-10-07 15:36:21 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2337
i'm using spirit in my entry... I only realised 2 mins ago ..
Posted 20 years ago2003-10-07 15:15:43 UTC
in HELP! NEED PERSON WHO RATES COMP ENTRYS! Post #2327
I think you can do spirit.. can you?
its not in the rules ? so i think you can
Posted 20 years ago2003-10-07 15:05:40 UTC
in OH S***! Post #2320
thats my spamming done for the month....
i get lots of those from my m8s at school - i have to vent my (insert prefered word here) somewhere... ;)
Posted 20 years ago2003-10-07 14:45:58 UTC
in mp help. Post #2316
queer. like me.

In what context ministeve? :

lol
Posted 20 years ago2003-10-07 14:11:10 UTC
in What mods do you like and why? Post #2313
USS Darkstar is good very very good - Niel Manke is just as good as Valve...

Another great mod : BUMPERCARS!! :P :P :P
Posted 20 years ago2003-10-07 14:07:20 UTC
in OH S***! Post #2312
Nice avatar m8 !
User posted image
!
Posted 20 years ago2003-10-07 14:02:37 UTC
in Two questions Post #2310
Right... good teleporting sounds:
sounddebrisbeamstart1.wav
sounddebrisbeamstart2.wav
sounddebrisbeamstart8.wav

and the most standart one : sounddebrisbeamstart7.wav

The game title is a sprite, its actually 2 sprites so you'll need to read up on decompiling sprites etc..
try sprite explorer by Hoaxer : http://www.wrenchsoftware.com/
its a little offline right now, try again later
Posted 20 years ago2003-10-07 13:37:54 UTC
in erm map in progress forum with.......... Post #2306
Oo adminy... mmmmm

does that mean you'll be able to edit your posts? if you get your facts wrong... or is that the next step?
Posted 20 years ago2003-10-06 15:48:31 UTC
in What mods do you like and why? Post #2257
Rissian barney's name is Boris - how very not obvious don't you think?

ETC2 : scared the hell out of me at one piont - its by Dave Jonson, the man behind Dust and Dust2
Posted 20 years ago2003-10-05 09:23:43 UTC
in The first word: Post #2208
hmmmm, a psychiatrist would find that fascinating pepper...

Sometimes ideas or rather architecture comes to me in dreams : strange... an example would be the sewers in Subzone > worked out very well I must say
Posted 20 years ago2003-10-05 08:11:22 UTC
in erm map in progress forum with.......... Post #2204
lets hope the new board about mods and maps doesen't turn into this.. hmm.. maybe an off-topic posts will be deleted might do the trick
Posted 20 years ago2003-10-05 08:07:27 UTC
in Time for TFC crashing round 2!! Post #2203
uh.. versions are sometimes the cause of some errors, never encounterd this one before... try to keep all of your mods/hl etc up to date
Posted 20 years ago2003-10-05 08:03:05 UTC
in Sitting models Post #2202
ooo, thanks andy ;)
Posted 20 years ago2003-10-05 07:53:59 UTC
in REALLY WIERD HL THING! Post #2201
they were on the blueshift cover as well (retail) but alas they wern't in the game ..
Posted 20 years ago2003-10-05 07:53:22 UTC
in mp help. Post #2200
and i don't think you need to set up hammer any differently > exept some game parameters when running or testing your maps
Posted 20 years ago2003-10-05 07:50:48 UTC
in Web Hosting Post #2199
hmm.. still no replies eh, my best guess is that they died a loooong time ago - look for something different is cheap = free or cheap = ch?ap ?
Posted 20 years ago2003-10-05 07:45:56 UTC
in Want to make a CS map? Post #2197
Dave J also has an article writen on the subject of game design > a must read wheather youre a n00b or 1337 ;)

Also, have a go at ETC II - one hell of a map pack - i learned a lot from it and so should you.

Here's some reading that'll keep you occupied - during a map compile maybe? - if your computer is fast - P III+ and compile tool settings on -low

and some more...

and more!!

and you'll win nothing for guessing whats here :)
Posted 20 years ago2003-10-05 07:27:57 UTC
in The first word: Post #2196
:P Ah, a nice clean Spam free board, (we'll soon fix that :badass: )

First topic:
What motivates you to make a map???

Do you look at textures and imagine possible scenarios?
Look at old photographs...
Or walk around the town/city looking at architecture...
Or maybe listen to some music?

Post your opinion and share the creativity...
Posted 20 years ago2003-10-04 17:44:35 UTC
in twhl: the mod? Post #2178
oh, there's where my post went.. i thought it was gone to netfirms heaven.. or hell.. or limbo :badass:
Posted 20 years ago2003-10-04 17:38:17 UTC
in compiling problems Post #2176
what i do is turn the complex brushes into func_walls and place solid brushes right behind the detailed func_wall.. this reduses the vis compile time, also make sure to streach the textures on hight poly brushes - this helps r_speeds - not too mush about 1.25 is enough..
another advantage of using func_walls for this is that if youre really L33t, you can use func_wall_toggles and some nifty triggering to create a really advanced "dynamic" vis engine :D

i really should be explaining all of that and giving example maps but i'm just too darn lazy! :
Posted 20 years ago2003-10-04 13:02:16 UTC
in Sitting models Post #2167
one small qn and a huge tutorial :nuts: its more complicated than you might think
:zonked:

http://collective.valve-erc.com/index.php?doc=1017297149-68271500

;)
Posted 20 years ago2003-10-04 12:55:42 UTC
in Speech Post #2166
you need to edit the sentences.txt - its in the valve/sound folder

find the line with the name of the wav that the scientist is supposed to say, it will look some thing like:

// SCIENTIST

SC_OK0 scientist/excellentteam
SC_OK1 scientist/fellowscientist

now, find this line :
SC_ROCKET scientist/c1a4_sci_rocket

you can change c1a4_sci_rocket to iwounded2 or iwoundedbad*

*that name is the wav name with out the .wav

alternatively, you can add a new line to sentences.txt, like so:

SC_WOUNDEDBAD scientist/iwoundedbad

make sure its in somewhere with the other SC_whatever entries
and also be sure to distribute the modified sentences.txt

have i mentioned everything? oh, in the scripted sequence properties make sure you have a ! before the sentence name
Posted 20 years ago2003-10-04 09:23:31 UTC
in See-through grates. Post #2162
if you want to be able to shoot through the grate turn it into a func_illusionary > with the same properties >
then surround the func_illusionary in a clip brush*

*its an ordinary brush which is completely covered in the clip texture (clip) its invisible in the game but blocks players
Posted 20 years ago2003-10-04 06:23:11 UTC
in REALLY WIERD HL THING! Post #2145
lol - i knew that one ages ago - probably some extra level they decided to cut

there are lots of things like that in hl - like the shadows for example - if you have a really old v if hl you can look at them.. they were removed in a patch

same goes for some models, sounds etc..
Posted 20 years ago2003-10-04 04:22:43 UTC
in erm map in progress forum with.......... Post #2136
you don't say
Posted 20 years ago2003-10-04 04:16:37 UTC
in twhl: the mod? Post #2135
its amazing how some posts go way off topic.. its great !
Posted 20 years ago2003-10-04 04:12:19 UTC
in Level transitions. Post #2134
um, you can try the trigger_player_weaponstrip if you want the 'jailers' to take the players weapons and all.. the suit stays and so does the long jump module
Posted 20 years ago2003-10-04 04:04:50 UTC
in New Forum Board ? Post #2132
Yea..