Forum posts

Posted 20 years ago2003-09-28 04:09:41 UTC
in Mod problem. Post #1777
Oh. One thing I don't know is how to disable multiplayer, only single player. Typing singleplayer_only in the liblist.gam doesn't seem to do anything other than set it as HL was.
Posted 20 years ago2003-09-28 04:04:23 UTC
in twhl: the mod? Post #1776
Reminds me of the background of the timesplitters 2 mapmakeer when you choose beginner or advanced mode.
Posted 20 years ago2003-09-27 15:40:09 UTC
in Mod problem. Post #1756
Aw, thanks! OK, by the sound of it, you're making a CS mod, but even if you aren't, it doesn't matter. The idea is the same. Got a good graphics program? Look for a btns_main.bmp file in the directory of the game that you are modifying. It's in gfx/shell. Copy it into "The Portal's" gfx/shell folder. Now open up the copy you just pasted in with your graphics program (Even MS paint's fine for this!). Now change whatever you want...oh wait, I've told you the wrong info. Damn it! Sorry 'bout that, but I'm sure you can put what I just told you to good use. If you did what I said correctly in the tut., then when you change the mod's title in the liblist.gam, it should change automatically. If not, see if you can find a strings.lst file anywhere. There isn't one with hl, but I think there is with cs and opfor. Possibly bshift, but I don't think so. I can't find 'em anywhere though. :( Hope this helps.
Posted 20 years ago2003-09-27 09:09:53 UTC
in Screwed up retinal scanners Post #1746
How do I create faulty retinal scanners like the one in unforeseen consequences (and welcome to black mesa in opfor)? I think the scanner targets an mm which targets a load of ambient generics with various pitch shifts. Can anyone help?
Posted 20 years ago2003-09-27 09:07:22 UTC
in Problem With CHANGELEVEL Post #1745
The landmark must be in the EXACT same place in each map. The same unit. And have the changelevel ahead of the landmark, so you walk past the landmark. Trust me, it works. Did it w/ my mod. And I think the centre of the landmark is the where the bottom of the player will go.
O
| ___ I know this drawing sucks, but I hope it explains everything
/ | |
|___|
Posted 20 years ago2003-09-27 08:55:57 UTC
in Atom, just wondering... Post #1744
I like goldeneye, the matrix, and the fellowship of the ring a lot as well.
Posted 20 years ago2003-09-26 13:13:28 UTC
in Game Crashes when I play my map Post #1701
Yeah, but sometimes the fix goes haywire. And with invalid solids, you usually get a max_leaf_faces error or bad surface extents. Maybe even a coplanar plane. So if you don't get these errors, you prob'ly don't have invalid solids. And fixing them with the error report's fix tool can go horribly wrong. I'd recommend just redoing the invalid solids.
Posted 20 years ago2003-09-26 13:08:55 UTC
in Paths and Doors... Post #1699
Yes it does. And making entities walk through doors is a nightmare! But if you have doors and info_nodes, 1 room, and a room on each side of the main room, with doors blocking the way, and have a grunt in each side room, when you fire at one grunt, the other will come rushing through to shoot at you. But this is with nodes. Otherwise, maybe scripted sequences?
Posted 20 years ago2003-09-26 11:19:49 UTC
in Favorite Servers Post #1695
Spam, innit! :P What's w/ all the english and spanish exclamations?
Posted 20 years ago2003-09-26 11:14:11 UTC
in The FAQ - Your help required. Post #1694
Why won't my map run? And what's MAX_LEAF_FACES and Bad surface extents (Of course, I know that they are caused by invalid brushes)?
This is a prob. I've had many times which prevents a map from running.
Posted 20 years ago2003-09-26 11:12:39 UTC
in Atom, just wondering... Post #1693
Uh, my fave film is...the 2 towers! :)
Posted 20 years ago2003-09-26 02:29:26 UTC
in Favorite Servers Post #1679
I only do SP stuff. Having probs setting up games, and joining. Patch takes so long to d/load on a 56k. I've tried it on gamespy arcade as well. Program stops responding at some point. :(
Posted 20 years ago2003-09-26 02:11:56 UTC
in model making? Post #1676
Yeah. Great that it still works, eh? :P
Posted 20 years ago2003-09-25 02:30:58 UTC
in Minimicus Post #1648
Maybe d/load probs...maybe they just love d/loading. Also, you don't need to be a member to d/load.
Posted 20 years ago2003-09-25 02:25:35 UTC
in Outdoor Maps Post #1646
And I'm only 13, bit young for kids! I hate skyboxes too. Secret agent HQ....AAAARGHH!
Posted 20 years ago2003-09-24 02:13:27 UTC
in TWHL: A Milli-Centennary of Mapping Post #1592
The lion/tiger/vassy is andy's avatar, not atom's. And he's had it for a LONG time....I think.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-09-23 11:43:58 UTC
in milkshape replacement Post #1571
That's not very nice... :P
Posted 20 years ago2003-09-23 11:39:00 UTC
in model making? Post #1570
There's a few OK tuts. at milkshape's home, chumbalum soft or whatever, but only a few are really any good.
Posted 20 years ago2003-09-22 02:18:21 UTC
in High Definition Problem Post #1530
np? pld? Vassy?
Posted 20 years ago2003-09-21 12:33:38 UTC
in High Definition Problem Post #1520
NO! DON'T USE BSHIFT MODELS! Just open up wally, use it to extract the HL models from pak1.pak, set it to overwrite 'em, and extract the models to the valve/models directory.
Posted 20 years ago2003-09-21 08:15:56 UTC
in New Skins Post #1511
LOL! :P
Posted 20 years ago2003-09-21 07:45:55 UTC
in Retexturing Tutorial Post #1506
Double lol, eh? Send me those grunts!
Posted 20 years ago2003-09-21 07:44:39 UTC
in model making? Post #1505
I dunno. I just downloaded it, when I had only one day left I thought "oh s***", causeI hadn't made anything from it. The next day, I had a look at it to see if it had registering details, and it just loaded quite happily and works still.
Posted 20 years ago2003-09-21 07:42:58 UTC
in milkshape replacement Post #1504
But milkshape's amazing! And my 30 day trial for it ran out, but it still works! Can't say the same for PSP. Sniff! :( And it takes hours to download on a 56k.
Posted 20 years ago2003-09-21 04:21:35 UTC
in High Definition Problem Post #1496
Unpack models from ALL of the paks, and any new ones (Not all models are included in pak1, some don't upgrade) should overwrite the old ones.
Posted 20 years ago2003-09-21 04:16:38 UTC
in model making? Post #1495
Hey, guess what? I downloaded a 30 day trial, and after the 30 days were up, it just stopped bugging me about the limit. It's like you can get the full version for free but for the first 30 days it bugs you about the limit. :P
Posted 20 years ago2003-09-21 04:14:48 UTC
in Retexturing Tutorial Post #1494
THANKS! First time someone other than andy has said anything about my tuts.! :D
Posted 20 years ago2003-09-19 17:55:47 UTC
in Custom textures Post #1433
Eh, I think I'll stick with MS paint. Good enough for me. Just. 24 bit, eh? Thanks. And as for PSP, black cat doesn't have a CD burner. Or so he says. When my dad burns CDs, he just put 'em in the normal drive.
Posted 20 years ago2003-09-19 02:05:51 UTC
in Hammer 3.5 Public Beta Post #1392
I managed to get a scientist to sit down PERFECTLY, all thanks to VHE 3.5 beta! WOOHOO! Long live valve! ;)
Posted 20 years ago2003-09-19 02:01:39 UTC
in Custom textures Post #1391
Hi everybody! Just wondering: for my mod I use some really bad textures I ceated on MS paint. But when I copy 'em into wally, it says the canvas is the wrong size. I change it, and end up with the texture starting in the top left corner, and the texture USUALLY looks fine (Sometimes it doesn't, why?) but I end up with a black border on the bottom and right lines. ????????? Any help? :( I could just use the old textures but, y'know.
Posted 20 years ago2003-09-19 01:57:39 UTC
in WOOHOO! NEW FORUMS! Post #1390
How do I do the extra smilies that seventh found?
Posted 20 years ago2003-09-19 01:57:08 UTC
in WOOHOO! NEW FORUMS! Post #1389
THESE ARE BRILLIANT! They remind me of spirit.valve-erc.com's forums, but people actually help instead of insult each other >:>
Posted 20 years ago2003-09-18 02:20:21 UTC
in Geez Post #1015
I suggested teams! Vassy-Black cat! That's all that will fit. Try: 7th-John_C.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 20 years ago2003-09-17 02:18:38 UTC
in SDK again Post #25
Yeah. Actually, my dad knows, and there's a high chance black cat does know, so I guess I'm OK! Should I get rid of the source code I downloaded, then?
Posted 20 years ago2003-09-17 02:08:52 UTC
in SDK again Post #23
Great idea! I hope Black cat actually knows HOW to burn stuff onto a CD. As long as he doesn't set me on fire...
Posted 20 years ago2003-09-16 14:55:04 UTC
in Compiling the DLL Post #9
OK, i've done a bit of coding for my mod...how do I compile the DLL so the changes actually happen? I have the SDK source code only. Not the full thing. Help?
Posted 20 years ago2003-09-16 02:14:18 UTC
in SDK again Post #20
So can I actually do any coding with the source code, or do I need the full installation?
Posted 20 years ago2003-09-15 13:15:38 UTC
in SDK Post #29
What's the difference between the HL SDK full installation and source only?
Posted 20 years ago2003-09-15 13:09:36 UTC
in Decompiling the DLL for coding. Post #46
Whaddya mean, ONLY? Anyway, have you got a 56k modem and a comp. which only takes 46.6k? Then you know how it feels!
Posted 20 years ago2003-09-15 02:18:11 UTC
in Decompiling the DLL for coding. Post #44
WAIT! Black cat has broadband, so he'll be able to get it quicker! WOOHOO!
Posted 20 years ago2003-09-15 02:17:10 UTC
in Decompiling the DLL for coding. Post #43
Uhhh....16 or so megs...my poor 56k.....and I have to subscribe to fileplanet for the smaller one, dunno about the bigger one, I don't want to think about it...and the valve-erc one is INSTANT download with no waiting time, but it's 111 megs! Where can I get a very, very small one wihtout needing dollars, which don't tend to be found in england, and without needing to subscibe to anything. WHERE?
Posted 20 years ago2003-09-14 15:04:26 UTC
in Decompiling the DLL for coding. Post #40
Anyone know how to decompile the DLL? I need to do a bit o' coding for my mod. And although I know very little about C++ programming, I'm a quick learner, and if it's anything like VB, that'll help, since I know a bit of that.
Posted 20 years ago2003-09-14 07:59:06 UTC
in OpFor compile problem Post #58
Try compiling it from advanced mode, instead of -game gearbox on normal mode. That's what I always so. Only use -game ... if the mod isn't listed in the advanced one.
Posted 20 years ago2003-09-13 14:49:26 UTC
in WOOHOO! Post #70
I can't believe my luck! I actually managed a PERFECT seamless tranisition for my mod! And it doesn't embed me in the wall on the return journey! WOOHOO!
Posted 20 years ago2003-09-13 13:02:05 UTC
in sprites Post #72
Are they sprites from the valve folder? Think back to when we tried gearbox folder sounds. You need to extract the sprites from the pak file.
Posted 20 years ago2003-09-13 12:33:43 UTC
in Minimicus Post #1078
Wait, for the shrinking machine, did you just teleport the player into a MUCH bigger room?
Posted 20 years ago2003-09-13 12:32:29 UTC
in Tutorial rating Post #1060
At least have the ratings. I'd like ratings for my tuts. What did you think of importing models and textures? (And sounds)