Forum posts

Posted 20 years ago2004-03-05 13:17:04 UTC
in Level Changing Issues. Post #18341
I had this problem the first time I did a "successful" level transition. I don't know what causes it, but it might be the placement of the info_landmark. When I made the map, the landmark came after the transition brush, but I think it's supposed to be before it. Also, having an info_player_start in the new map is a good idea when testing the maps if you're making a mod or something, because you may want to test it from that map, and it's annoying to play the entire mod first. That's a mistake I made with my OpFor map pack.

BTW, another thing that can cause the problem is the naming of the landmarks and level transitions. Make sure it is lowercase, make sure it isn't a long name, and make sure it doesn't have any punctuation in it.
Posted 20 years ago2004-03-05 11:42:33 UTC
in Timefall Post #18324
Excellent mod! Well done!
Posted 20 years ago2004-03-02 14:44:24 UTC
in The end Post #18084
COOL! Thanks.
Posted 20 years ago2004-03-02 14:43:22 UTC
in Op-Force questions Post #18083
Making maps...I know no sites, but I can help you, 'cos I'm an OpFor mapper. And I doubt Gearbox are going to release the source code.
Posted 20 years ago2004-03-02 14:42:26 UTC
in All sorts of help here Post #18081
Is "Oink" a scientist? The animations in the tutorial are only for scientists. If it's not a scientist, a lot of those animations won't work. You'll need HL model viewer to see the models and their animations, and you must unpack your models with Wally......
Posted 20 years ago2004-02-29 18:18:55 UTC
in The end Post #17952
How do I cause the game to quit at the end of a single player map (EG: End of hazard course, end of HL)? I know it's not game_end, 'cos I've tried that, and it doesn't work. Game_end is for multiplayer I think. How do I do it? SlayerA should know, he did it at the end of minimicus. Do I just target too many game_texts or something and crash the map?
Posted 20 years ago2004-02-29 18:15:32 UTC
in disable buyzone Post #17951
Ah...ok...see, I'm not a CS mapper, like I said.
Posted 20 years ago2004-02-29 18:00:24 UTC
in MONSTER NOT IN DEATHMATCH? Post #17945
Probably inaccessible cyclers...could you go up to the barney, did he do anything?
Posted 20 years ago2004-02-29 17:59:07 UTC
in Texture Lights Post #17944
Spirit of Half-Life has switchable texlights.

http://spirit.valve-erc.com
Posted 20 years ago2004-02-29 17:58:00 UTC
in disable buyzone Post #17943
1: If you have a func_buyzone in the map, there won't be a buyzone around player starts.
2: Use player_weaponstrip, then use game_player_equip or something to give the player a knife. If game_player_equip doesn't work, try armoury_entity. I'm not a CS mapper, so I don't know.
Posted 20 years ago2004-02-29 17:56:20 UTC
in turret array Post #17941
Not at the same time. No. Sorry. Looks like another case of "doing more than the engine can handle".
Posted 20 years ago2004-02-29 17:54:59 UTC
in stripping the weapons away Post #17940
Let me guess...this is counterstrike?
Posted 20 years ago2004-02-29 15:00:07 UTC
in Compo Post #17908
Hmmm....that gives me an idea.....everyone get REALLY panicky, then Andy and atom might resurrect the compos.
This post was made on a thread that has been deleted.
Posted 20 years ago2004-02-29 14:52:38 UTC
in BOOOOOORED! (of mapping?!) Post #17905
I'm lucky. I have one idea right now, and I intend to stick with it for a long time.
Posted 20 years ago2004-02-29 14:50:17 UTC
in I want to join a mod Post #17904
Well, if you're a coder, you can do a tiny bit of coding for my mod...but I don't really need mappers...
Posted 20 years ago2004-02-29 12:15:01 UTC
in Compo Post #17875
Oh my god....no more compos......atom, Andy, you have let me down!
Posted 20 years ago2004-02-28 17:16:53 UTC
in TWHL's famous! Post #17758
Posted 20 years ago2004-02-28 17:14:28 UTC
in BOOOOOORED! (of mapping?!) Post #17757
It isn't. One idea is a very healthy thing. My problem is I have too many ideas.
Posted 20 years ago2004-02-28 17:13:21 UTC
in Compo Post #17756
Quaver's running one. There are 3. Mine closed a few days ago. A compo is a competition, Imbecile dude.
Posted 20 years ago2004-02-26 15:33:16 UTC
in ICE Post #17476
Actually, it's func_friction.
Posted 20 years ago2004-02-26 15:31:46 UTC
in TFC BOTS? Post #17475
For CS, BTW, get PODbot.
Posted 20 years ago2004-02-25 16:49:34 UTC
in default wads Post #17323
So basically, wadinclude anything which isn't halflife.wad, liquids.wad, xeno.wad and decals.wad. I got op4ctf.wad with my copy of opfor, but not all opfor owners have it.
Posted 20 years ago2004-02-24 18:30:48 UTC
in Anime/Movies/TV Shows Post #17245
Blackadder.
Posted 20 years ago2004-02-14 19:00:24 UTC
in I guess it's goodbye...for a week Post #16201
Hotel Des Neiges? Tell me if it has a comp. It's in Les Deux Alpes.
Posted 20 years ago2004-02-14 18:12:05 UTC
in I guess it's goodbye...for a week Post #16196
Yep, tomorrow morning, I'm going to go skiing in France. I very much doubt I'll have any access or even VIEW of a computer, so you're not gonna see me around...until next Sunday in the evening if I get back in time. I expect plenty of competition entries in my inbox when I return, since that day is the closing date. Good luck, and goodbye.
Posted 20 years ago2004-02-14 14:38:58 UTC
in SP vs. MP: Let's clear this up Post #16176
Yes...unfinished one and completed one. It didn't come out quite right...I was thinking of dividing those two into sp and mp...and having an "other" vault for misc. stuff like prefabs.
Posted 20 years ago2004-02-14 10:13:06 UTC
in SP vs. MP: Let's clear this up Post #16162
I think we should split up the vault like this:
Completed maps
Sp
Mp
Example maps
Problem maps
Unfinished maps
Sp
Mp
Other stuff (models, prefabs etc.)
Posted 20 years ago2004-02-14 06:32:23 UTC
in SP vs. MP: Let's clear this up Post #16153
The only reason I bitch about constantly seeing multiplayer maps is that there are too many of them, and some of them look like they were made in less than half an hour...there were a few I liked though, like fy_obvious, which was amusing, and all of the opfor maps, 'cos it's nice to see people branching away from cs...although I do actually like cs...but again, there's too much of it. I've always thought TFC is a little odd, but quite funny to play, and since TFC maps are rare, I don't mind 'em. Ricochet: Never played it, but again, it's nice to see people branching out.
Posted 20 years ago2004-02-11 15:39:56 UTC
in SP vs. MP: Let's clear this up Post #16008
I think there is, zombie.
Posted 20 years ago2004-02-11 15:34:33 UTC
in Xen as the good guys Post #16006
Yep...spirit of hl or sven. I'd use sven, it's much better than spirit if you don't need movewith or whatever...plus, it has new weapons and lots of opfor stuff.
Posted 20 years ago2004-02-10 15:58:54 UTC
in SP vs. MP: Let's clear this up Post #15923
Yes, ZombieLoffe. Sven co-op. The one multiplayer mod I REALLY enjoy. CS is alright, I don't mind most multiplayer...althought TFC is a bit weird....heheh.

I've decided to start mapping for Sven because it's just like SP, but it's multiplayer, if you know what I mean, and I love the extra code in it (Uzis, opfor stuff...aaaaah). Plus, you can edit monster health and play it as if it were SP! So IMO, SP is better than all multiplayer except Sven.
Posted 20 years ago2004-02-10 13:13:21 UTC
in Pointers on Deathmatch Maps Post #15909
Jax: Sod off...I do have friends. Leave this place and never return again :x
Posted 20 years ago2004-02-09 16:40:27 UTC
in Shooting moving object to stop'em Post #15828
No, it is func_guntarget. I'm sure.
Posted 20 years ago2004-02-08 16:16:43 UTC
in I AM A RUBBISH MAPPER Post #15682
He says it because of some of our criticism about nuclear 2, but we've apologised to him, and he's calmed down. Shame other people don't do that to me hint hint kol hint hint...
Posted 20 years ago2004-02-08 14:54:35 UTC
in Weird HUD sprite problem Post #15664
Nope. Haven't touched 'em.
Posted 20 years ago2004-02-08 14:36:35 UTC
in Weird HUD sprite problem Post #15660
NOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!

I've got that f**king problem again!!!!!!!
How do I fix it without reinstalling? What causes it? AAAAAAAARGH!
Posted 20 years ago2004-02-08 14:28:03 UTC
in SP vs. MP: Let's clear this up Post #15657
As in, leave the paragraphs.
Posted 20 years ago2004-02-08 14:27:52 UTC
in SP vs. MP: Let's clear this up Post #15656
Seventh: leave it as it is, I prefer it like that.
Posted 20 years ago2004-02-08 13:55:35 UTC
in SP vs. MP: Let's clear this up Post #15651
Which do you think is better? And why? Here's my opinion:

I feel that SP is a lot better than MP. For a start, I find multiplayer pretty boring a lot of the time, and SP is more exciting. SP allows you to get immersed in a story line, and have something more interesting to do than blow people's heads off. MP gets incredibly repetitive.

Second, just a point I feel I ought to make: Saying SP is too difficult to map is not really a suitable excuse. SP is the basis of everything, and like Andy said, most MP maps fail because people haven't tried to understand the SP basics, and gone straight to multiplayer. It's all down to practice, and a lot of the tutorials on this site are for single player maps. It's not difficult, and once you have a good grasp of the basics, it's easier to experiment with new entities.

I started with SP and I now find it very hard to map for MP because there is so little you can do with it. SP has so many more things you can do, and look at all those mods and map packs on Ten Four (http://tenfourmaps.telefragged/com). A lot of them are outstanding, and show a lot of very hard work. Just play one, and it'll probably take your mind right off multiplayer.

I feel that good SP mods encourage people to map for SP because you'll probably think "I wish I could do that", and you'll persist until you can. And as soon as you can make ends meet, they move the ends, and you have an even higher standard to work towards.

OK, that's my opinion. What is yours?

Seventh: I was a busybody and stuck paragraphs in here because otherwise most people wouldn't bother reading it. I'll take them out if you want :)
Posted 20 years ago2004-02-07 07:29:02 UTC
in Multiplayer Basics Post #15562
No, you HAVE to have an info_player_start.
Posted 20 years ago2004-02-06 18:14:49 UTC
in My force powers... Post #15510
/me lobs mud at zombieloffe :D

Watch blackadder, the simpsons, futurama, or fawlty towers.
Posted 20 years ago2004-02-06 18:08:00 UTC
in School and Hammer Post #15507
I tend to muck around undercover. Well not exactly undercover...but I'm very rarely found out. Yesterday I wanted to get revenge on the IT technicians for being such rude bastards, so I opened up word, typed in "all work and no play makes jack a dull boy", copied it to every line and printed out 20 copies. Then I printed another 20. It's a shame that other people were collecting them as they came out though...I wanted to leave them there to annoy anyone who had printed something out.
Posted 20 years ago2004-02-06 17:54:39 UTC
in Model support .FGD Post #15503
No, VERC tells you how to rewrite it but I tried rewriting it and ended up with a custom model option that doesn't work.
Posted 20 years ago2004-02-06 16:35:38 UTC
in Ratio for a circle Post #15482
Use a model.
Posted 20 years ago2004-02-06 16:30:40 UTC
in School and Hammer Post #15480
My Spanish teacher is nice as long as you don't mess around...she gets pissed off easily. I'm glad my French teacher isn't my dad though..(He's head of French :confused: )...
Posted 20 years ago2004-02-06 15:06:39 UTC
in School and Hammer Post #15444
No, just Spanish and French.
Posted 20 years ago2004-02-06 13:49:14 UTC
in Model support .FGD Post #15440
That reminds me...anyone got an opfor one for me?
Posted 20 years ago2004-02-06 13:44:04 UTC
in applying a texture to the floor Post #15439
Read the "in the beginning" tuts.
Posted 20 years ago2004-02-06 13:25:12 UTC
in COMPETITION!!!!!!!!!! Post #15438
Hey! This is my spot!

Kol: the details are all over my site. Most of it is on the rules page, closing date (22nd Feb) is in the chatbox. Multiple entries are allowed.