Forum posts

Posted 10 years ago2013-08-30 20:49:28 UTC
in Redneck Rampage players? Post #315379
Redneck Rampage was the shit.
Posted 12 years ago2012-01-25 16:28:01 UTC
in How did you start mapping? Post #302948
~What made you start mapping in the first place?

I was looking for a copy of "Mysteries of the Sith", instead I got qED II, a commercial level editor (from Wizard Works) for Quake engine based games in early 1998. I thought it was an expansion pack for Quake at the time. It took me ages to figure out the program's real purpose, and the basics of the three dimensional editing. I didn't do much mapping until I got my hands on Worldcraft on Half-Life's disc in late 1998. It was much more user friendly compared to other editors on the market.

~What was your first map?

It was bunch of poorly connected blocks without lights. I could swim inside the brushes. I think I had an exterior map with floating Strogg ships, which was used for the scripted scenes. My first real map was an office level for Half-Life. I didn't have any device to backup my work. I lost all of my stuff in formats every time.

~Where did you get inspiration for your first map?

I was inspired by early shooter games like Dark Forces, Duke Nukem, Blood, Hexen, so I wanted to create my own levels.

~To who did you show it & how did they react?

My family. I don't remember them showing any interest. My friends, well, they wouldn't understand the basics. I was just a little kid. I didn't have an internet connection until late 1999.

~Your advice to future mappers/current mappers?

Spend your time to create a good, and fun gameplay, find people to playtest your maps. Accept the flaws of your map.
Posted 12 years ago2012-01-01 04:36:53 UTC
in Driving tank & rotating turret? Post #302322
Posted 12 years ago2011-09-11 20:34:04 UTC
in GoldSrc is powerful Post #298855
@The Mighty Atom

It's a very old map hack from Quake days, and it's not worth your time. All you have to do is make a simple brush in Worldcraft, save it as a .MAP file, and edit the output with Notepad. Here's the map file format from Valve Developer Community:

(x1 y1 z1) (x2 y2 z2) (x3 y3 z3) TEXTURE_NAME [ tx1 ty1 tz1 (shift x)] [tx2 ty2 tz2 (shift y)] rotation scalex scaley

Here's my five second attempt. It's a simple, flat face (this is before the edit):

( 0 0 -32 ) ( -64 0 0 ) ( -64 0 64 ) CRATE25 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1

Bam!

( 0 0 -32 ) ( -64 0 0 ) ( -64 0 64 ) CRATE25 [ 0.8 -0.75 0 0 ] [ 0.4 0.5 0.75 -32 ] 0 0.80 0.80
User posted image
Posted 12 years ago2011-08-09 19:24:18 UTC
in [SPIRIT] Two entity master system Post #297612
Try this (made it in five minutes using game_counter and game_counter_set, there might be errors):

http://www.mediafire.com/?c4s5ibzabs0azs4
Posted 12 years ago2011-08-02 10:58:58 UTC
in What? Post #297274
"Do I have them? I'm the only one in this fucking world who got them."

Nope. I have them for ages.
Posted 12 years ago2011-07-30 17:21:24 UTC
in Smooth curved pipes Post #297178
Nice ninja edit, you jerk.
Posted 12 years ago2011-07-29 16:01:36 UTC
in Realistic water caustics in GoldSource Post #297129
Firearms did this 9-10 years ago.
Posted 14 years ago2009-12-16 19:19:28 UTC
in Hiring a coder Post #276681
@the_mighty_bee
Anything, except some stuff you mentioned in your optional list - in case you're wondering, I don't ask for a payment.
Posted 14 years ago2009-12-16 18:34:55 UTC
in Hiring a coder Post #276674
I can help you if you want.
Posted 14 years ago2009-09-19 17:07:07 UTC
in Varied Science [modeling] Post #273503
Whatever, I'm up for modelling anything you need (as long as you provide me with your source files). Keep in mind, you can create countless variations (using low memory) with system I mentioned in my previous post.
Posted 14 years ago2009-09-19 13:50:33 UTC
in Varied Science [modeling] Post #273497
You can actually create a simple variation system with a little work. There was a tutorial to on VERC, explaining a variation system for models by using bone scaling. What you need to have is some coding/modelling knowledge, and some extra bones/polygons (on head) on mesh you want to edit.

http://www.twhl.co.za/articulator.php?art=145
http://www.twhl.co.za/articulator.php?art=100 (probably not related)
Posted 15 years ago2009-03-22 16:39:08 UTC
in Monster Glow Effect... Post #264435
SOHL supports it. It's listed under name Glowing Aura, in rendermode options.
Posted 15 years ago2008-09-24 20:23:58 UTC
in Half-Life: Decay for PC Post #256059
There'll be patches. We'll probably release one, along with international pak files.
Posted 15 years ago2008-09-24 20:13:32 UTC
in Half-Life: Decay for PC Post #256057
I haven't worked on that map ("no interruptions" flag is probably not on), but I know it'll be fixed in next patch.
Posted 15 years ago2008-08-27 04:41:51 UTC
in Spirit Monster_Generics!? Post #254587
Why don't you use env_model?
Posted 15 years ago2008-06-16 17:54:50 UTC
in Edit Map Code... Post #251345
RipEnt. It comes with the Zoner's Half-Life Tools, which can be found here: http://zhlt.info/download-zhlt.html
Posted 16 years ago2008-01-11 18:02:12 UTC
in No Model Compiling Makes Me a Dull Boy Post #243220
You should include "-nop4" command (e.g. studiomdl -barney.qc -nop4), while compiling models for the Orange Box version of engine.

You can also try “refreshing your SDK content, and “resetting your game configurations”.

There is another popular (rare) bug, causing studiomdl to crash. To prevent this from happening, you have to create folder(s) for your model, instead of letting studiomdl to create them for you (automatically).
Posted 16 years ago2007-12-01 09:24:56 UTC
in Somebody convert this into a looper? Post #239542
Posted 17 years ago2007-01-08 14:06:47 UTC
in Behavior Post #209010
Thanks for pointing that out Sajo! The NPC's behaviour/reaction to player can be changed from propertiers.
Posted 17 years ago2007-01-08 12:34:57 UTC
in Behavior Post #209002
You can use env_customize to do it. Here is an example script.

-

trigger_auto

target: customize_01

-

monster_human_grunt

targetname: soldier_01

-

env_customize (first)

targetname: customize_01

target: soldier_01

mi_iPlayerReact (reaction to player): friendly unless provoked

This is for default behaviour.

-

trigger_once (for the specific zone you want)

target: customize_02

-

env_customize (second)

targetname: customize_02

target: soldier_01

mi_iPlayerReact (reaction to player): enemy

When you get through the trigger_once, soldier_01 (monster_human_grunt) will start attacking you. See SOHL's entity guide (especially trigger conditions for NPCs part) to learn more about variations.
Posted 17 years ago2007-01-04 15:55:21 UTC
in Another spirit thread. Post #208571
You don't need to get SOHL for this. Vanilla HL (new versions) does supporting *.mp3 files.