Forum posts

Posted 13 years ago2008-02-25 12:52:51 UTC
in Mapping - How can I use materials direct Post #246587
It's worth knowing that extracting files from the GCF's of games other than the one you are modding for is not legal.

http://developer.valvesoftware.com/wiki/Talk:Mod_Content_Usage
This post was made on a thread that has been deleted.
Posted 13 years ago2008-01-07 15:40:29 UTC
in According to teh Interwebs... Post #242875
You will know the wisdom of TIMECUBE!

www.timecube.com

Genius.
Posted 13 years ago2007-12-13 16:19:35 UTC
in Map of the Year || Best of 2003-2006 Post #240845
Well, Despite Kasperg recently leaving TWHL
:-o

I really didn't know this until just now.

On topic -

I'm going to try to vote, but there is so much to look at. I couldn't vote without seeing it all. What if I found a map I liked better after voting?

I'll try and look at everything, but I don't know if I'll have time.
Posted 13 years ago2007-12-09 20:53:40 UTC
in MotM: November Post #240424
I'm afraid whatever logic Blitzkreig is using here, is beyond me.

Did you miss the bit I put in bold?
Posted 13 years ago2007-12-09 20:14:03 UTC
in MotM: November Post #240419
From the TWHL map vault:

Citizen - 115 downloads
dm_particle - 50 downloads
dm_Armazenamento - 24 downloads
dm_biological - 30 downloads
pls_fy_deak_square - 38 downloads

total number of votes in this poll - 20

The point of this post:

I wonder why more people don't vote.
Posted 13 years ago2007-12-09 16:27:22 UTC
in Empires Beta 2.0 Post #240402
I've downloaded this but not tried it yet. It's sitting on my memory stick. I think I'll give it a go soon.

Anyone who's played before got any handy tips for my first game?
Posted 13 years ago2007-12-09 08:23:25 UTC
in MotM: November Post #240356
I know it's not much of an excuse, but I was wasted when I wrote that post.

Yeah it sounds arrogant. Sorry. I didn't really mean it the way it came out.

So I apologise to anyone I've offended, and I'm going to stop talking about it...................now.
Posted 13 years ago2007-12-09 06:24:06 UTC
in MotM: November Post #240340
Haha, wow, things got busy in here while I slept.

I have no intention of arguing with anyone on the internet at 9.30am on Sunday.

So, thanks to everyone who has / does vote(d) for us.

I'm off for coffee and bacon.
Posted 13 years ago2007-12-08 19:36:46 UTC
in MotM: November Post #240281
Well I really don't care too much what happens here. I know that many people, including many whom I don't know personally, have spent many hours enjoying Citizen. And that's all the reward I need.

But, I think that if Citizen doesn't win this .... well Jesus. You'll have to take a long hard look at the reputation of TWHL. Because any mapper with any skill can see that Citizen is not even in the same league as it's competitors here. It's far more accomplished than all of the other contenders put together - in every way - and whether you like Citizen or not, you can't justify denying that.
Posted 13 years ago2007-12-07 15:34:15 UTC
in MotM: November Post #240140
Hmm, I suppose I could vote for all the bits of Citizen that Kasperg made :D
Posted 13 years ago2007-12-07 11:02:24 UTC
in MotM: November Post #240125
Haha, I only just noticed this thread.

The whole contest seems a little odd this time around to me. After all, Citizen is 16 maps. All the other entries are a single map. Doesn't that skew things any?

Just wondering.

I'm assuming that I can't vote this time. :D
Posted 13 years ago2007-12-07 10:57:00 UTC
in The Citizen: HL2 sp Post #240124
Yeah thanks Muzz, that'll be cool.
Posted 13 years ago2007-12-07 10:42:59 UTC
in The Citizen: HL2 sp Post #240122
I've got a temporary sendspace link which can be used for the old version in the meantime, if necessary. I'll put that one in the map vault.

I should be able to have the updated version up and ready by Monday. Maybe Sunday.

Shouldn't be too bad.
Posted 13 years ago2007-12-07 10:06:49 UTC
in The Citizen: HL2 sp Post #240117
The current download links will stop working pretty soon, and the updated version will be released sometime next week. :D
Posted 13 years ago2007-12-06 17:23:15 UTC
in Vis Stuck? Post #240063
Yes, displacements are not seen by VIS and so using them to make the sloping bits is a good idea. But they can't seal your map so you must have solid walls behind them.

You can get the fps counter working by typing

cl_showfps 1

in the console.
Posted 13 years ago2007-11-22 07:08:00 UTC
in Silent Fear Post #238990
Yeah it seems that those militia bunkbeds have been copied by Valve into the ep2 stuff!
Posted 13 years ago2007-11-20 18:20:50 UTC
in Vis Stuck? Post #238896
I had a look.

It's impossible to be sure without seeing the VMF, however it seems to me that you have made pretty much everything out of world brushes.

This map performs worse for me than all of the official maps, but looks no better than an original TFC map. I was in the red on the FPS counter much of the time. And that was when I was the only player. This is not good performance at all.

I'd say your long VIS time is simply caused by this being a poorly made map.

Sorry.

I suggest you load your map in Hammer, and then use the auto visgroups to turn off props, func_details, and all other entities. Then look around your map. This is how VIS sees your map (more or less). Remember - slopes are bad. Ideally, you want VIS to only see 90 degree angles.
Posted 13 years ago2007-11-20 16:57:02 UTC
in Vis Stuck? Post #238891
In basic terms, VIS calculates which areas of the map can be seen from which other areas. VISibility :D

If you don't run VIS, then every single part of your map will be rendered by the engine at all times.

Obviously, this is very bad for large maps.

I'll have a look at the map shortly.
Posted 13 years ago2007-11-20 15:27:06 UTC
in Vis Stuck? Post #238879
I've never seen vis crash totally (I'm not saying it can't possibly, just that I've never actually seen it happen) but I have seen it take ridiculous amounts of time on maps which have many small visleafs. This is even more true if you're building a large outdoor map.

Recently I had a map which got to 8...9... on VIS pretty quick, but then sat at that point for almost 3 hours before finishing. I got pretty worried around the 2 hour mark, but I left it alone and eventually it finished.

I'd say that it's probable that eventually the VIS pass would finish -- but I realise you're not going to sit and wait for 10,20,30 hours for it to do so.

Vis pays no attention to textures as such, and so I doubt it's a texture problem.

How much have you optimized the map for VIS? Is it a large map? What are your 'canyons' made out of exactly, and how complex are they?
Posted 13 years ago2007-11-19 15:24:12 UTC
in Broadband dilemma Post #238815
If you've got an internet connection on one PC, then you can share that connection with another PC (or Xbox) which is connected to the primary PC via a local network.

I've never seen an internet connection that this cannot be done with.
Posted 13 years ago2007-11-18 18:15:02 UTC
in How can i make a HL2 map using sourceSDK Post #238762
But the VGUI model viewer still won't work.
Posted 13 years ago2007-11-17 08:51:48 UTC
in FinnalY! Post #238688
Yeah. Must be something like that.

I un-installed the SDK and re-downloaded it. It's still not working :(
Posted 13 years ago2007-11-16 19:34:28 UTC
in City Map!!!! Post #238645
There's nothing wrong with the name -- only with what you think about, when you read it.
Posted 13 years ago2007-11-16 18:50:10 UTC
in FinnalY! Post #238638
No, it doesn't. It really doesn't.
Posted 13 years ago2007-11-16 18:46:07 UTC
in The Citizen: HL2 sp Post #238637
then the voice acting fit the role well
I meant the actual guy who did the voice :D hehe
Posted 13 years ago2007-11-16 18:38:47 UTC
in The Citizen: HL2 sp Post #238634
Thanks HLMapper. I'm glad you had fun, that makes it all worthwhile for me!
Another guy, in the grocery store that gets attacked, that guy just sounded weird
He is a pretty wierd guy! :D
Posted 13 years ago2007-11-16 17:10:14 UTC
in FinnalY! Post #238626
The vgui model viewer still doesn't work at all.

And almost nothing works when the ep1 fix is not applied.

:(
Posted 13 years ago2007-11-16 14:55:54 UTC
in FinnalY! Post #238622
My SDK did update, but it's all the same. Everything that was broken before is still broken for me.

:(

/edit
Does anyone know phys items collide with displacements yet?
They do if you compile with -novirtualmesh
Posted 13 years ago2007-11-14 15:00:25 UTC
in FinnalY! Post #238466
The current state of the SDK is very irritating. :(
Posted 13 years ago2007-11-14 05:18:41 UTC
in The Citizen: HL2 sp Post #238444
I finally realized you have to smash the door open with your crowbar
No .... although that does work to an extent, it's not the easiest solution to that area.
Posted 13 years ago2007-11-13 21:23:47 UTC
in The Citizen: HL2 sp Post #238404
Thanks Habboi. :) I'm too tired to type much right now but I'll talk more about bugs and stuff tomorrow.
Posted 13 years ago2007-11-13 15:39:00 UTC
in FinnalY! Post #238359
I'll forgive you. :)
Posted 13 years ago2007-11-13 15:33:46 UTC
in FinnalY! Post #238357
But Ghetto . -game ep1 does nothing.

The fix is -engine ep1
Posted 13 years ago2007-11-13 15:01:28 UTC
in FinnalY! Post #238351
Well, I loaded it, and it updated.

The EP2 stuff seems to have disappeared, but the VGUI model viewer still crashes Hammer. :(
Posted 13 years ago2007-11-13 13:24:57 UTC
in The Citizen: HL2 sp Post #238349
players should be able to go back to the npcs he/she visited before and get reminders on where to go
Yeah, I do agree with this.

I will definately concentrate on making such reminders in the sequel! :D
Posted 13 years ago2007-11-13 12:36:53 UTC
in Halp! Laptop not booting Post #238346
Yeah if it won't boot in safe mode, your best bet for the most speedy recovery is a clean re-install.

There are other options, but they're much longer and more fiddly.

Good luck.
Posted 13 years ago2007-11-13 11:54:30 UTC
in The Citizen: HL2 sp Post #238343
I do think it's a bit irritating some people have reviewed it with the tone of voice that seems to suggest that they are expecting Valve quality.

We are two people with no budget.

But there have been some really nice reviews too. From people who are more objective :D
Posted 13 years ago2007-11-13 11:44:38 UTC
in The Citizen: HL2 sp Post #238340
I wanted to say that, but I've been typing too much today already :D
Posted 13 years ago2007-11-13 11:38:03 UTC
in The Citizen: HL2 sp Post #238338
Thanks for your opinion Stider.

At least you were calm about giving it, and gave good explanations for what you were saying.

I'm sorry you didn't enjoy it.
Posted 13 years ago2007-11-13 10:59:15 UTC
in It's for a good cause Post #238334
Yeah - some of them are hard!

Does it ever end? I've been going for ages and my lunchbreak is over in a minute! :D
Posted 13 years ago2007-11-13 10:50:10 UTC
in The Citizen: HL2 sp Post #238332
Yay!

:D
Posted 13 years ago2007-11-13 10:12:16 UTC
in The Citizen: HL2 sp Post #238330
Ooh I only just saw that new review on Snark.

Seems that guy liked it :D

And I have no idea who he is either. :D
Posted 13 years ago2007-11-13 10:07:11 UTC
in The Citizen: HL2 sp Post #238328
negative feedback is what you should be listening to.
To be fair, the majority of your feedback was just you basically saying "I can't work out what to do by myself."

Which is fine.

But you seem to be in the minority, out of the people who have played it.
Posted 13 years ago2007-11-13 09:41:31 UTC
in The Citizen: HL2 sp Post #238323
The triangular peg doesn't fit in the square hole !!!! :o omg!!!!
Posted 13 years ago2007-11-13 09:29:05 UTC
in The Citizen: HL2 sp Post #238320
it would have been bloody immense if it had been used as the basketball hoop.
Nice idea! I wonder how confused some people would have gotten about that :D :D

Pssst. Kasperg. Just after you leave Moe's store -- sniper on the fire escape ;)
Posted 13 years ago2007-11-13 07:17:20 UTC
in The Citizen: HL2 sp Post #238315
You can't please everyone all at once. :)

/edit, cos posts have a habit of appearing while I'm typing :D

We did have playtesters. 4 of them. We'd have liked more. But they're not the easiest thing to get reliable ones of.
Posted 13 years ago2007-11-13 06:55:32 UTC
in The Citizen: HL2 sp Post #238311
thats not how a player thinks.
Change that to "that's not how SOME players think" and I'll agree with you. :)

Because some players definately do think that way.

I'd bet it's more than you think, too.
behind glass you had to break with a crowbar
Or you could use a brick?
Posted 13 years ago2007-11-13 06:44:43 UTC
in The Citizen: HL2 sp Post #238309
i dont know what the hell you're supposed to do, but it doesn't seem anyone has figured it out yet. i didn't see where the guard was until it said i has been spotted. it took me about 5 tries to get that because there was seemingly no connection between anything. don't make the player solve a puzzle while they're being shot at and defenseless.
It's been figured out by many people. It's easy. My mind boggles why you can't work that bit out, I'm serious. The cop doesn't shoot you unless you irritate him! By "irritate" I mean "get within 10 feet of" or "damage"
make several things more obvious
No. Part of the point. Sorry if you don't like it. It's already pretty obvious that this mod wasn't made for players like you.
put in a gateway for the crowbar.
There is one. You might have to backtrack for, ooh, 10 seconds if you failed to solve the previous puzzle properly. Sorry about making your feet sore.
get someone to tell you to talk to x person wearing the red shirt or something similar.
I just think that would be insulting.

How obvious do you want it? Oh, I see....... :
Posted 13 years ago2007-11-13 06:39:17 UTC
in The Citizen: HL2 sp Post #238308
It obviously just didn't click with you.

If you go read Phillips review on PP, you'll hear about a different perspective, from someone who appreciated what the game was really about.

And aside from that, we can all just agree to disagree. :)

/edit the post above wasn't there when I posted this