Forum posts

Posted 18 years ago2005-09-21 18:19:19 UTC
in Well this is certainly original... Post #136325
..downloading strange .exes
I quite agree! :glad:
Posted 18 years ago2005-09-21 16:33:34 UTC
in Truth? Post #136302
Since that particular nebula is 1500 light-years away, even if it were moving towards us (which it isn't) at the speed of light, you'd have approximately one-and-a-half millenia to get your affairs in order.
Posted 18 years ago2005-09-20 16:37:46 UTC
in Now thats..waah! Post #136032
Not sure what you mean by "maps from base" but this

http://twhl.co.za/tutorial.php?id=61

may be what you're looking for.
Posted 18 years ago2005-09-20 13:31:54 UTC
in ASCII ART Post #135962
it's the chick from Drawn Together
Similar, but it's Betty Boop. That's even before my time.. whew.. long time ago.
Posted 18 years ago2005-09-19 19:04:59 UTC
in your favorite text editor Post #135848
Wordpad loads large files more quickly than Notepad but it insists on adding an extension to the filename with File->Save As..

Notepad will at least let you select "All Types *.*" to avoid the .txt extension.

However, notepad++ beats'em both, for loading and saving. :)
Posted 18 years ago2005-09-18 17:21:31 UTC
in Character Modeling Tut Available Post #135593
Good suggestions, CP. I appreciate the constructive criticism.

I put it together with the primary intent of porting it here to twhl, which constains the separate pages with links. That's why it's sort of long. Perhaps it's better to break it up into two or three shorter tuts (?).

However, it can be formatted with more obvious steps. I'll work on that.

BTW, I added some more pictures. Still need people (ZombieLoffe? habboi? madcow?) to let me know where more may be needed, particularly to help with the language barrier.

EDIT: I added more pictures and made shorter sections to break up the length.
Posted 18 years ago2005-09-18 15:37:50 UTC
in Character Modeling Tut Available Post #135556
Can we have that here at some point?
Absolutely, SM. I've already started to work it up. I'd rather have tuts here at a central location than anywhere! :D
Needs pictures
I agree some more pictures of the guide itself would be nicer!
Not sure what you mean by "guide," habboi, but would be glad to add more pictures. Let me know what portions need to be beefed with pix.
Posted 18 years ago2005-09-18 10:04:13 UTC
in Character Modeling Tut Available Post #135479
For any that may be interested, I've posted a tutorial on my site for creating a very basic HL2 character model using XSI.

http://veazie.org/Tutorials/hl2%20tutorials.html
Posted 18 years ago2005-09-16 11:35:44 UTC
in Blue Shift on Steam - problem? Post #135131
You got it with the CD version? Interesting. Definitely something going on with that sequence.
Posted 18 years ago2005-09-16 11:27:37 UTC
in vvis error Post #135127
Actually, habboi, Hammer had nothing to do with the error.

It's a system message generated due to a fault while vvis was running.
Posted 18 years ago2005-09-16 11:23:47 UTC
in Full vis Post #135126
http://www.zhlt.info/command-reference.html

Found this after a couple of seconds on google.
Posted 18 years ago2005-09-16 09:26:20 UTC
in Full vis Post #135077
Posted 18 years ago2005-09-15 18:07:16 UTC
in Blue Shift on Steam - problem? Post #134990
load the next map through the console
Duh. :nuts:

That was too obvious, CP. Thanks.

As I remember from non-Steam Blue Shift, the next map is at the bottom of the elevator shaft in any case, so nothing lost by skipping the transition.
Posted 18 years ago2005-09-15 17:59:13 UTC
in Minerva: Metastasis Post #134989
Wow. You don't have to dare to say the play is better than HL2, satch.

It is!

Impressive. If new HL2 mappers are looking for some design guidelines, they should look at this map. Not necessarily the terrain, but the overall design of the map. Reusing parts of the map several times is very good design.

The consistency of the Combine atmosphere is really good.

I give it a 9 for play, just to leave myself some room in case the next map in this series is better.
Posted 18 years ago2005-09-15 13:07:59 UTC
in Blue Shift on Steam - problem? Post #134899
Anyone been able to get past the elevator drop near the beginning? If so, what're your game settings (resolution, etc.)?

For me, the elevator shakes a bit, the scientists die and I get a restart because the game says I shot them! After a google, I find I'm not alone.

Or, if you have the same problem and have gotten past it, how?
Posted 18 years ago2005-09-15 12:09:37 UTC
in What I do in my spare time! Post #134885
Posted 18 years ago2005-09-14 20:13:07 UTC
in I need some help with an error Post #134767
You can do some testing yourself to narrow down the problem.

Do you get it consistently with the same map and not others?
Posted 18 years ago2005-09-14 09:24:23 UTC
in what is best Direct 3D or Open GL? Post #134613
software .. has tons of bugs!
If you have problems running in software mode it's more likely that "bugs" arise because it's so slow (doesn't take advantage of hardware acceleration), rather than bugs in the OpenGL software itself. It's been around for a long time. Or, perhaps, you need to download the latest.

If you write your own software, OpenGL is certainly the choice unless you want to target Windows exclusively. OpenGL can be ported to lots of platforms.
Posted 18 years ago2005-09-12 14:43:12 UTC
in A little help with coding... Post #134269
Compiling a dll project is usually a little more complicated than can be provided in a forum response.

Borland normally provides very good documentation, tutorials and samples with their products. If you've never built a DLL before, I'd suggest you try out the samples and tutorials provided with bcppbuilder before you tackle Half-Life.

However, I found the following in less than a minute on the Borland site.
The Object Repository contains forms, dialog boxes, data modules, wizards, DLLs, sample applications, and other items that can simplify development. Choose File|New|Other to display the New Items dialog box when you begin a project.The New Items dialog box is the same as the Object Repository. Check the Repository to see if it contains an object that resembles one you want to create.
You knew this was coming, right? RTFM. ;)
Posted 18 years ago2005-09-12 12:25:12 UTC
in vvis error Post #134236
Actually, SM is correct, habboi. That's not an error message that was built into Hammer. That's a stock error message that's part of Microsoft's dlls to handle processor faults.

I get it once in a while in MVC++ for weird stuff, like putting bracketed code in a header file and not following it with a semi-colon.
Posted 18 years ago2005-09-11 17:18:31 UTC
in vvis error Post #134079
No info on your specific error. Sorry.

But the compile with the leak was quicker because vvis didn't run at all because of the leak error. I.e., this error wasn't encountered until you fixed your leak.
Posted 18 years ago2005-09-10 09:22:10 UTC
in HL Inspired art Post #133740
Excellent! :P
Posted 18 years ago2005-09-10 01:35:58 UTC
in having a bit of a problem Post #133604
Can you compile and run the In the Beginning 2 example map okay?

You've apparently got several problems. Break your work up into small steps, checking that everything you've so far is okay. If you run into a problem, don't add anything further until what you have compiles and runs, including lights, textures, etc.

For instance:

Create a room with an info_player_start and a light. Compile without running and look for errors. Only when you have no compile errors should you run the game. When you have the errors fixed, compile and run.

Create a second separate room without the hallway in between. Compile, check for errors and run.

Add the hallway between the rooms without making the doorway cutouts. Compile, check for errors and run.

Do the doorway cutouts. Compile, check for errors and run.
Posted 18 years ago2005-09-08 18:38:42 UTC
in info_tfgoal Post #133346
There are some very complete tutorials, as Seventh said, at TFMapped

There are tutorials for each of the TFC types (flagrun, CTF, etc.) and the properties for each of the required entities is discussed in details.

There are even some prefab downloads for each of the types, also, from which you should be able to glean some info.
Posted 18 years ago2005-09-08 13:17:00 UTC
in Camera Entity Question Post #133230
Take advantage of the information on this site. There's a tutorial on using trigger_camera and quite a few maps in the map vault which use trigger_cameras.

To get a camera started out in the correct orientation, use the direction settings in the properties box for the trigger_camera.
Posted 18 years ago2005-09-07 20:30:06 UTC
in Func_Physbox properties Post #133081
Interesting! Some textures make it immovable, some textures make it shootable but not liftable, and other textures seem to behave as advertised.

A brush box with a "liftable" texture can have an "immovable" texture applied to a side and it's still okay. Texture the entire box with it and it's immovable.

:nuts:

Who'da thunk.
Posted 18 years ago2005-09-07 18:37:24 UTC
in Help From Around the World Post #133072
I'm not defending the US' foreign policy!

Hope you don't lump all us Yanks into one stereotype. :aggrieved:

You might be surprised to find out there're one or two of us (actually, per the last election and recent polls, about half of us) that don't particularly care for everything that goes on in Washington, D.C.
Posted 18 years ago2005-09-07 18:23:47 UTC
in Help From Around the World Post #133070
Hmm. I see it much like a neighbor's house has just burned down. Husband, wife and kids are sitting on the lawn. He's wealthy with another house on the shore somewhere and a garage full of cars.

I'd still walk over and ask him if I could do something to help.
Posted 18 years ago2005-09-07 17:28:23 UTC
in Help From Around the World Post #133063
I was listening to NPR (National Public Radio) on the way home tonight and they listed many of the countries which are sending aid to the USA to help with the disaster caused by the hurricane along the Gulf of Mexico.

I found the generosity almost overwhelming emotionally.

Even the smallest countries are sending what they can.

Canada is amazing. Their Minister of Relief(?) was being interviewed and he basically said, "I told Mr. Bush, tell us what you need and we'll send it, for as long as it's needed." They're sending aircraft (Air Canada is ferrying victims from New Orleans to relief centers), ships (for ferrying workers and supplies along the Gulf coast), oil (they're one of the largest oil producers in the world), rescue workers, etc., etc.

Also of note: the Netherlands is sending four huge pumps. Who knows better how to pump water from behind levees back into the sea? :biggrin:

International as these forums are on twhl, I wanted people from outside the USA to know that we hear about and recognize the help you're sending.

From the list of countries that was recited, every country represented here on twhl is helping. Everyone should be proud.
Posted 18 years ago2005-09-07 16:35:13 UTC
in HL1 map but useing HL2 Post #133042
It's illegal to use CS:S models in HL2 maps
Illegal?? Where's that specified, habboi?
Posted 18 years ago2005-09-06 09:31:32 UTC
in help:basic compiling problem Post #132703
That's the texture! :P

BTW, thetroyv, you still have some sort of problem. Although it's possible, having an "error in a wad" doesn't sound right at all.

It sounds, again, like you're avoiding a problem rather than correcting it.

Good luck.
Posted 18 years ago2005-09-06 09:20:14 UTC
in Func_Physbox properties Post #132701
Sure. I'll PM you.
Posted 18 years ago2005-09-05 18:35:23 UTC
in help:basic compiling problem Post #132609
deletes the brush
I don't think that's correct. I've compiled maps without the wad I originally used for textures and brushes were never deleted. A default texture was substituted (the pretty purple and black check texture).
Posted 18 years ago2005-09-05 16:40:46 UTC
in Func_Physbox properties Post #132594
Is the sphere strictly brushes (before you tied to func_physbox)?

Is it embedded in the floor?

I just changed my box-size to 64x64x64 and it drags, lifts, shoots and gets shot okay.

I tried bigger and there is a limit to size, it appears. I would suspect that anything whose center is higher than the cannon level can't be lifted or its brushes would overlap the floor brushes.

EDIT: just tried a box 128 high and it's not the height that matters.

Oh, do the cannon's "fingers" open up when you get near it? (I'm guessing they don't or you'd be able to grab it, huh?)
Posted 18 years ago2005-09-05 16:22:29 UTC
in Func_Physbox properties Post #132592
Did you set both the prop_data and material type for the func_physbox?

Is the Mass scale 0?

I just tried a small box, prop_data=metal.small and material= metal. The physcannon works with it.
Posted 18 years ago2005-09-05 15:58:15 UTC
in help:basic compiling problem Post #132587
Good trouble-shooting technique is to change only one thing at a time.

The beginning map (use the .rmf, not the .map) is fine. I just downloaded it and compiled with no problems.

Something else must be the problem.

Go into C:SIERRAHalf-Lifevalvemaps and delete everything named "beginning.*"

Get a fresh copy of "beginning.rmf" (in case you changed something inadvertently), open it in Hammer, hit F9, turn off vis and rad, tick "Don't run the game" and compile without changing anything.

When you're just starting out, correct any problems before continuing.

If that compiles okay, turn on vis and rad and compile. If that's okay, untick "Don't run the game" and see if everything's okay then.
Posted 18 years ago2005-09-05 14:14:43 UTC
in help:basic compiling problem Post #132560
rad doesn't run if there's a previous error, usually. You don't have to run rad or vis if csg and bsp are producing the correct output.

The biggest thing is there's no output from csg. That accounts for all the later errors, I think.

It looks like csg isn't running at all. Double check that hlcsg.exe is in your zoners folder. Also check that your map file is, indeed, in C:SIERRAHalf-Lifevalvemaps when you save it.

It's immaterial, but there's no need to copy the map file (first command) to where it already is.
Posted 18 years ago2005-09-03 21:34:09 UTC
in New Mod Hosting? Post #132238
It's up.
Posted 18 years ago2005-09-03 13:48:52 UTC
in Trigger_Changetarget Post #132133
From http://collective.valve-erc.com/index.php?ent=env_global
The dead state is for use with monsters.
Not sure what that means.. :

There's an example zip what that article. Didn't look at it, though.
Posted 18 years ago2005-09-03 11:39:51 UTC
in Half-Life vs. Half-Life 2 Post #132068
global-sized puzzles
Good point. HL2 is pretty much linear rather than area-oriented.

Plod: to add to your previous post, click Edit and just add to the previous post rather than create another. Welcome to twhl, by the way.
Posted 18 years ago2005-09-03 11:21:14 UTC
in How you opimize/protect your PC? Post #132064
I create a System Restore (Windows XP) before I install any doubtful programs. If I'm really doubtful, I make a copy of the registry. ;)
Posted 18 years ago2005-09-03 09:34:09 UTC
in How often do you upgrade? Post #132034
I upgrade my computer whenever my wife gets frustrated with hers. I give her mine and get a new one! 'Bout every year and a half, though speeds and capabilities are leveling off so it may be a bit longer now :cry:
Posted 18 years ago2005-09-02 21:42:57 UTC
in Movies Post #131906
Gladiator

Really close is the Lord of the Rings trilogy.
Posted 18 years ago2005-09-02 21:36:36 UTC
in Trigger_Changetarget Post #131904
From what I've read, the intent of a trigger_changetarget is to change the target of a trigger. Although the name of the property for a camera and teleport is, indeed, "target," cameras and teleports aren't really triggering devices and they don't "trigger" their targets. They don't generate a "message" to send to their targets like func_buttons and trigger_multiples.

That may explain the difference.

Also, I don't think you can change the target of a multisource. I tried it a couple different ways and was unsuccessful.
Posted 18 years ago2005-09-02 14:39:39 UTC
in Some kind of camara thingy. Post #131806
Take a look at the entity description at:

http://developer.valvesoftware.com/wiki/Point_viewcontrol
Posted 18 years ago2005-09-02 14:36:07 UTC
in teleport trigger delay not working Post #131804
Take a look at the tutorial for (of all things) teleporters.

http://twhl.co.za/tutorial.php?id=48
Posted 18 years ago2005-09-01 22:19:59 UTC
in Some kind of camara thingy. Post #131630
My english is crap
I'll bet you dollars-to-doughnuts your English is better than my Dutch! :P
Posted 18 years ago2005-09-01 07:42:40 UTC
in sv_startsound problem Post #131462
Do you think i should try a different site
You should continue searching for an answer, certainly! And I wouldn't go to one site at a time. Look for answers whereever you can find them.

And continue changing things in your map, one at a time, until something works differently.

Post your map to the Problem vault and ask for help there, also.
Posted 18 years ago2005-08-31 20:54:59 UTC
in New Mod, New Ideas, New Help? Post #131419
Doesn't this topic suit the Mods.. forum better? Doesn't really sound like you have a design question. :confused:

moved by rabideh
Posted 18 years ago2005-08-31 20:52:08 UTC
in sv_startsound problem Post #131418
the train was created sound
Not sure what you mean here. Can you clarify?

Also, in the func_train property box, make sure you have all sounds NO or blank.