Forum posts

Posted 17 years ago2006-09-25 14:52:01 UTC
in Muzz's HLDM Server Post #197577
If I had adsl, I would
Posted 17 years ago2006-09-24 17:06:22 UTC
in Kasperg Projects! Post #197463
It looks really good but messy.Cant say much but it would make a good commandos 3 map :P
Posted 17 years ago2006-09-21 10:01:22 UTC
in Richard Hammond Post #197122
I dont know who is he but seriously, dont feel sorry for him that much.He knew the risks, he accept to risk his own life while doing it.
Posted 17 years ago2006-09-20 05:44:52 UTC
in Half-Life: Hostage Situation Post #197001
uhh...Isnt that garg from Gearbox?
Posted 17 years ago2006-09-15 15:21:04 UTC
in Portal Website Post #196585
Portal, really seems to be a completely new different game.But I would buy Team Fortress 2 instead of Portal.
Posted 17 years ago2006-09-15 11:40:41 UTC
in [WIP][HL1] Xen Assault Post #196576
I think he's implying your pictures are hiding perhaps 'low' detail with darkness.
wtf?I have no purpose of trying to do that!?
Posted 17 years ago2006-09-15 10:46:12 UTC
in [WIP][HL1] Xen Assault Post #196572
thanks for the comments.
bright areas next to very dark areas are alot more creepy and fun
Thats what I did in my maps.
but im not saying the lighting is bad in it, just that its kinda just a dark area right now, without anything really interesting
I didnt get it.Without anything really interesting in Lighting? or without anything really interesting in screenshots?
If its the lighting...well, I dont think that it does seem uninteresting.
Posted 17 years ago2006-09-09 10:17:47 UTC
in [WIP][HL1] Xen Assault Post #196053
yes, I asked before I started the mod.
Also he said that I didnt need to ask him since.He already wrote
You can however use the Poke646 artwork for any uncommercial project, regardless for which mod it is. But even in this case, please credit me in the readme file with a link to this site.
Important:I said that there was a possiblity of Xen Assault being released in 2007 but I think I'm going on the tracks with haste.
So expect it to be released in 3-2 months.
Note:Instead of 10 chapters and 5 maps for all chapters.
I reduced the map and chapter number to something like 4-3.I still didnt really decide yet but because of real life stuff.I will have to. :)

Screenshot:
http://img.photobucket.com/albums/v702/Sacit/xascre6.jpg
comment?
Posted 17 years ago2006-09-08 07:43:04 UTC
in [WIP][HL1] Xen Assault Post #195963
Thanks for the comments.
Yea Muzz, that building near the Xen tree looks a bit undetailed..Working mostly on the xen tree and the effects..I though player wouldnt notice.But hey, I'll add those support stuts when I have the time.

Strider:I dont think it can get shadowed by poke646 since Xen Assault has Squad type of gameplay(thanks to op4.dll).People who like that type of games probably like the mod.I did everything to make the (artificial intelligence) A.I to look realistic and satisfying.(note:I placed info_nodes in every corner but still npc s get stuck or lost while following you in hl1, really annoying..)
Posted 17 years ago2006-09-08 07:31:17 UTC
in Mods are B A D Post #195962
Well, when i start my pc up sometimes in the first few mins it may do a system dump, lock up or restart, even if its idle, i dont know whats up with it but everyone says it the mods.
How could everyone possibly say that the cause of the lock ups are mods?What mod did you download and make everybody think that way?

Beside of that=It could be a worm or a trojan.They are a bit hard to destroy.There is a possiblty that you have to destroy it manually or format the pc.Formatting the pc could take a while(sending the pc etc)But if you are using a laptop.They give format cd s with the laptop sometimes.So, if you have it-get your important files and format it.Thats the way what I mostly do.But not everyone would recommend.
Posted 17 years ago2006-09-07 13:31:15 UTC
in [WIP][HL1] Xen Assault Post #195883
No offence but what's new?
only 2 screenshots.Sorry about that
Looks far too much like Poke 646.
To be honest, no...I never want it to be like pok646 but the place you see in that screenshot is not a subway..Just a some sort of underground tunnel.But since I've got poke646 textures , I used them.Gameplay will mostly be different from poke646 but other than that its just a city.Poke646 and other mods got cities as well.What made you think that its like poke646 is probably the textures.Is that the only comment you can think of?
edit:Did you mean like as good as poke646?I may got you wrong.
Posted 17 years ago2006-09-07 10:49:33 UTC
in [WIP][HL1] Xen Assault Post #195865
Posted 17 years ago2006-09-07 09:50:06 UTC
in Bad surface extent-Face Light-Leaf Post #195859
I know that but thanks muzz.Maximum 3?I'll keep that in mind but the problem was bad surface extents(which made the map fullbright).
After I fixed the mod_metal texture it worked(why the fuck I didnt do that for 2 weeks!).
Well its fixed now. :glad:
Posted 17 years ago2006-09-07 09:08:45 UTC
in Bad surface extent-Face Light-Leaf Post #195857
Hello again every1 :) (behold!my masterpiece of errors)
This map of my annoyed me for 2 weeks.I tried nearly everything but no use the map compiles in fullbright.First of all, as you can see it has the Bad surface extent-Face light and Leaf portal errors.As far as I know too many direct light on face error do not make the map fullbright.And I learnt that leaf portals dont make it fullbright as well.But bad surface extents which I encountered for the first time.Its an texture error as I read in the site.(or is it?).Does the mod_metal give the bad surface extent error or some other object? (8x12175)what does this mean?is it the cordinates?12175?A little help, thx from now.

For people which do not bother to read above the situation is shortly like this=What could be the error which makes the map compile in fullbright?
[quote]hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe C:SIERRAHalf-Lifegearboxmapsp3v1
Entering C:SIERRAHalf-Lifegearboxmapsp3v1.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

15 brushes (totalling 104 sides) discarded from clipping hulls
CreateBrush:
(2.38 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(1.81 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 52 used textures, 42.62 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultxen_assault.wad
  • Warning: Larger than expected texture (348972 bytes): '+0TANK1'
  • Warning: Larger than expected texture (348972 bytes): '+ATANK1'
  • Contains 26 used textures, 21.31 percent of map (66 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultblazurban 2.wad
  • Contains 2 used textures, 1.64 percent of map (236 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultpoke646.wad
  • Contains 40 used textures, 32.79 percent of map (748 textures in wad)
Using Wadfile: sierrahalf-lifexen_assaultsubmerged.wad
  • Contains 2 used textures, 1.64 percent of map (185 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
added 28 additional animating textures.
Texture usage is at 2.86 mb (of 4.00 mb MAX)
4.95 seconds elapsed

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe C:SIERRAHalf-Lifegearboxmapsp3v1

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2240 (0.38 seconds)
BSP generation successful, writing portal file 'C:SIERRAHalf-Lifegearboxmapsp3v1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2130 (0.27 seconds)
SolidBSP [hull 2] 500...1000...1500...1942 (0.23 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2259 (0.30 seconds)
4.27 seconds elapsed

--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe C:SIERRAHalf-Lifegearboxmapsp3v1
1243 portalleafs
4381 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(6.69 seconds)
LeafThread:
(1549.38 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 999 and 1000:
   (-948.160 1060.455 288.000)
(-944.000 1056.145 288.000)
(-943.977 1056.000 287.954)
(-1152.000 1056.000 205.322)
(-1152.000 1080.764 214.815)
average leafs visible: 391
g_visdatasize:100576 compressed from 193908
1556.17 seconds elapsed [25m 56s]

--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe -extra C:SIERRAHalf-Lifegearboxmapsp3v1

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

5135 faces
Create Patches : 15266 base patches
136 opaque faces
90425 square feet [13021252.00 square inches]
63 direct lights

BuildFacelights:
Warning: Too many direct light styles on a face(-857.148621,516.015320,80.000000)
Warning: Too many direct light styles on a face(-862.291199,518.586609,80.000000)
Warning: Too many direct light styles on a face(-857.148621,516.015320,74.666664)
Warning: Too many direct light styles on a face(-862.291199,518.586609,74.666664)
Warning: Too many direct light styles on a face(-867.433777,521.157898,80.000000)
Warning: Too many direct light styles on a face(-872.576355,523.729126,80.000000)
Warning: Too many direct light styles on a face(-867.433777,521.157898,74.666664)
Warning: Too many direct light styles on a face(-872.576355,523.729126,74.666664)
Warning: Too many direct light styles on a face(-857.148621,516.015320,69.333336)
Warning: Too many direct light styles on a face(-862.291199,518.586609,69.333336)
Warning: Too many direct light styles on a face(-862.291199,518.586609,64.000000)
Warning: Too many direct light styles on a face(-862.291199,518.586609,58.666668)
Warning: Too many direct light styles on a face(-867.433777,521.157898,69.333336)
Warning: Too many direct light styles on a face(-872.576355,523.729126,69.333336)
Warning: Too many direct light styles on a face(-867.433777,521.157898,64.000000)
Warning: Too many direct light styles on a face(-872.576355,523.729126,64.000000)
Warning: Too many direct light styles on a face(-867.433777,521.157898,58.666668)
Warning: Too many direct light styles on a face(-872.576355,523.729126,58.666668)
Warning: Too many direct light styles on a face(-862.291199,518.586609,53.333332)
Warning: Too many direct light styles on a face(-862.291199,518.586609,48.000000)
Warning: Too many direct light styles on a face(-867.433777,521.157898,53.333332)
Warning: Too many direct light styles on a face(-872.576355,523.729126,53.333332)
Warning: Too many direct light styles on a face(-867.433777,521.157898,48.000000)
Warning: Too many direct light styles on a face(-872.576355,523.729126,48.000000)
Warning: Too many direct light styles on a face(-807.877991,432.762665,1.500000)
Warning: Too many direct light styles on a face(-811.411926,436.757080,1.500000)
Warning: Too many direct light styles on a face(-814.945984,440.751495,1.500000)
Warning: Too many direct light styles on a face(-818.479980,444.745941,1.500000)
Warning: Too many direct light styles on a face(-792.821106,431.841766,1.500000)
Warning: Too many direct light styles on a face(-800.349609,432.302216,1.500000)
Warning: Too many direct light styles on a face(-803.883606,436.296631,1.500000)
Warning: Too many direct light styles on a face(-807.417542,440.291046,1.500000)
Warning: Too many direct light styles on a face(-796.355164,435.836182,1.500000)
Warning: Too many direct light styles on a face(-799.889160,439.830597,1.500000)
Warning: Too many direct light styles on a face(-803.423157,443.825043,1.500000)
Warning: Too many direct light styles on a face(-810.951477,444.285492,1.500000)
Warning: Too many direct light styles on a face(-814.485535,448.279907,1.500000)
Warning: Too many direct light styles on a face(-806.957092,447.819458,1.500000)
Warning: Too many direct light styles on a face(-810.491028,451.813873,1.500000)
Warning: Too many direct light styles on a face(-831.141907,428.874481,12.000000)
Warning: Too many direct light styles on a face(-838.885742,429.578461,12.000000)
Warning: Too many direct light styles on a face(-831.141907,428.874481,6.666667)
Warning: Too many direct light styles on a face(-838.885742,429.578461,6.666667)
Warning: Too many direct light styles on a face(-831.141907,428.874481,1.333333)
Warning: Too many direct light styles on a face(-838.885742,429.578461,1.333333)
Warning: Too many direct light styles on a face(-831.141907,428.874481,-4.000000)
Warning: Too many direct light styles on a face(-838.885742,429.578461,-4.000000)
Warning: Too many direct light styles on a face(-831.141907,428.874481,12.000000)
Warning: Too many direct light styles on a face(-838.885742,429.578461,12.000000)
Warning: Too many direct light styles on a face(-831.141907,428.874481,6.666667)
Warning: Too many direct light styles on a face(-838.885742,429.578461,6.666667)
Warning: Too many direct light styles on a face(-831.141907,428.874481,1.333333)
Warning: Too many direct light styles on a face(-838.885742,429.578461,1.333333)
Warning: Too many direct light styles on a face(-831.141907,428.874481,-4.000000)
Warning: Too many direct light styles on a face(-838.885742,429.578461,-4.000000)
Warning: Too many direct light styles on a face(-753.214905,494.476898,1.333333)
Warning: Too many direct light styles on a face(-753.214905,494.476898,-4.000000)
Warning: Too many direct light styles on a face(-756.630676,498.575836,-4.000000)
Warning: Too many direct light styles on a face(-760.046570,502.674805,-4.000000)
Warning: Too many direct light styles on a face(-763.583008,495.380219,12.000000)
Warning: Too many direct light styles on a face(-763.583008,495.380219,6.666667)
Warning: Too many direct light styles on a face(-763.583008,495.380219,1.333333)
Warning: Too many direct light styles on a face(-755.895203,494.739532,-4.000000)
Warning: Too many direct light styles on a face(-763.583008,495.380219,-4.000000)
Warning: Too many direct light styles on a face(-755.895203,494.739532,12.000000)
Warning: Too many direct light styles on a face(-763.583008,495.380219,12.000000)
Warning: Too many direct light styles on a face(-763.583008,495.380219,6.666667)
Warning: Too many direct light styles on a face(-763.583008,495.380219,1.333333)
Warning: Too many direct light styles on a face(-763.583008,495.380219,-4.000000)
Warning: Too many direct light styles on a face(-760.046570,502.674805,1.333333)
Warning: Too many direct light styles on a face(-763.462341,506.773773,1.333333)
Warning: Too many direct light styles on a face(-760.046570,502.674805,-4.000000)
Warning: Too many direct light styles on a face(-763.462341,506.773773,-4.000000)
Error:
for Face 5006 (texture mod_metal1a) at
(-246.000 2304.000 -232.000) (-248.000 2304.000 -232.000) (-248.000 2303.000 -232.000) (-246.000 2303.000 -232.000) (-208.000 2303.000 -232.000) (-208.000 2304.000 -232.000)
Error: Bad surface extents (8 x 12175)
Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlrad ---[/quote]
Posted 17 years ago2006-07-06 08:13:46 UTC
in [WIP][HL1] Xen Assault Post #188845
Screenshot
http://img.photobucket.com/albums/v702/Sacit/xenassautltscrenew2.jpg
Old scre with new models.

Updates-
*When player is low on health, he will start to hear he is own heartbeats
Player will mostly see visions which will give clues throughout the game(check my*Locked In map for visions I'm talking about)
*When player gets in physical contact with radiation, toxin or biohazardous stuff.He will start to breathe like he is sick.
Comments would be good..
Posted 17 years ago2006-07-05 04:54:47 UTC
in New Mod: "Turnstile" Post #188572
will you be changing the vortigaunt's beams to icy type of thing?that would be great.
Posted 17 years ago2006-07-05 04:44:24 UTC
in Cybernations. Post #188569
Mind you, i dont see you on the map.
yea, because I get pass you in the rankings :P
Posted 17 years ago2006-07-05 04:37:17 UTC
in July Mini Contests Post #188568
Kasperg those lemmings arent they from "Lomax"
Posted 17 years ago2006-07-05 04:31:40 UTC
in Pawned Life Post #188566
Support infantry was hilarious and planes/jets also :D
"The first one who reaches the plane gets TK'd"
"If I cant get the plane...its like no one gets the plane"
so true, they keep teamkilling when you get the plane before than anyone.
Posted 17 years ago2006-07-04 14:16:57 UTC
in New Mod: "Turnstile" Post #188440
cool example kasperg
Posted 17 years ago2006-07-04 14:11:02 UTC
in Cybernations. Post #188439
Anybody who have sugar and iron?
im the south of russia Magnets feeds you!
http://img.photobucket.com/albums/v702/Sacit/enemylol.jpg
Could this be you, near me :P
Posted 17 years ago2006-07-04 14:09:32 UTC
in 2006 Mapping competition. Post #188438
looks at floor and bites tongue to keep from saying something hateful
Thats weird? Thats a sign of *looks at the keyboard but..* Nevermind its something hateful
Posted 17 years ago2006-07-04 13:57:40 UTC
in 2006 Mapping competition. Post #188435
What makes you think you're any more privileged than they are?
uhh...they worked hard on their maps, they are the one who enters the compo?And I/we are the ones who will vote (which is important for those who worked hard)
Besides, you don't think for a second that I'd transfer votes from the other sites for you, do you?
No I didnt think about that, because you didnt say anything about it.
My Vote:
HL1-Garg
cant vote for hl2 since I dont have hl2 atm.
Posted 17 years ago2006-07-04 13:45:52 UTC
in 2006 Mapping competition. Post #188431
Well, it is the Snarkpit competition...
oh, I though it was done like worldwide(all mapping communities)
Then why it isnt called Snarkpit 2006 mapping competition? :
Posted 17 years ago2006-07-04 13:20:57 UTC
in 2006 Mapping competition. Post #188423
Yea but people will need to register to vote there... :|
And your vote is seen by everyone thats another bad thing.
Cant you just make a poll in the web somewhere?This is a 2006 mapping compo after all.Every website member will have to annoyingly register Snarkpit go to reply and post his choices. (I have nothing against Snarkpit here btw, registering a site just to reply 1 is annoying)
Make a good poll somewhere.Sorry but this is very crappy and basic voting IMO
Posted 17 years ago2006-07-04 09:35:51 UTC
in Jobabob job now bob a job Post #188397
Go Jobabob! :)
Posted 17 years ago2006-07-03 16:44:03 UTC
in New Mod: "Turnstile" Post #188269
even if he did, it will be cooler in turnstile
Just asking.I'm sure of that it will be cooler in the hl1 engine :glad:
Posted 17 years ago2006-07-03 16:37:42 UTC
in New Mod: "Turnstile" Post #188267
You didnt get the sunbeam idea from Prey? Right?
Posted 17 years ago2006-07-03 06:55:59 UTC
in Muzz's HLDM Server Post #188180
He sure is with his ego
Posted 17 years ago2006-07-03 05:31:06 UTC
in Muzz's HLDM Server Post #188168
No one cares about your lousy history here, Orph.You are always looking for attention or trying to be number one.
I dont want to crash on your party of trying to be number one but people here most likely to see not haughty people.
So stop showing off and suck it up.
Posted 17 years ago2006-07-02 16:40:25 UTC
in Muzz's HLDM Server Post #188049
Today I begin my adventure on this freakishly backward website.
Taken from Orphues's journal, posted in the day he joined twhl.

edit:the last thing I said
Posted 17 years ago2006-07-02 12:46:23 UTC
in Muzz's HLDM Server Post #187994
I know that, I meant the dynamic stuff like player count, current map, stats etc.
Posted 17 years ago2006-07-02 12:26:07 UTC
in Muzz's HLDM Server Post #187986
I have 2 HL2DM servers, 3 CSS servers, and a Gmod server. I would let you guys use them, but unless you act nicer towards me NO!
We could just join them with a different name...
Posted 17 years ago2006-07-02 12:05:58 UTC
in Muzz's HLDM Server Post #187979
Muzz, if you keep it up, I can promise you a page on the nav. bar within a week, and, over the summer, cool dynamic stuff with player counts, current map, stuff like that. If you had organised test times, you could post 'em as news.
Of course, I can't promise that everyone who sees it will join...
Will that be on twhl3?
Posted 17 years ago2006-07-02 12:02:57 UTC
in 2006 Mapping competition. Post #187976
Isnt that from hl:hs? Good work garg
Posted 17 years ago2006-07-02 10:42:21 UTC
in Top 10 Video Game Weapons! Post #187960
AvP Grenade Launcher should be there.
EMP, Spider(runs after a player and explodes), Detect(explodes when player gets near it), explosive.
Posted 17 years ago2006-07-01 17:12:35 UTC
in Cybernations. Post #187834
@Gunter: No but doesnt that nation name seems familiar?
Posted 17 years ago2006-07-01 16:29:47 UTC
in Cybernations. Post #187822
omg enemy!
User posted image
Posted 17 years ago2006-07-01 10:40:43 UTC
in Multisource Post #187803
I though, I missed something while writing what I did.Thats why I said that.Well, its fixed.This thread can die now :quizzical:
Posted 17 years ago2006-07-01 09:56:55 UTC
in Multisource Post #187799
I fixed it!( :P it was working fine in spirit, vox)I just changed the names of entities which shared the same name as the multisource and tied them to a multimanager.(A more tidy entity work)
:glad:

There were 6 more entities sharing the same name( a squence).So I tied them all to a multimanager.After I activate the 1st button's master(multisource) and use the button, the button triggers a mm which plays the squence.And also the mm triggers the 2nd button's master(multisource).Too complicated :P Just decompile p2v5 when I relaease Xen Assault.
Posted 17 years ago2006-07-01 09:20:00 UTC
in Multisource Post #187796
What about remaking the entities their master is the multisource?
I'm not even gonna try that :P
Ok, there are 2 buttons which has their master as other 2 mutlisources
yea some entities share the same as multisource's could that be the problem you say?
I'm trying this for now.If anybody have any other suggestions?

edit:thats just swell...now when I push the button without activating its master the game crashes..
Posted 17 years ago2006-07-01 07:48:57 UTC
in Multisource Post #187785
Remake didnt work.

yea some entities share the same as multisource's could that be the problem you say?
Posted 17 years ago2006-07-01 05:47:12 UTC
in Multisource Post #187763
Ok, there are 2 buttons which has their master as other 2 mutlisources both of them were working perfectly in spirit after I activate their masters, I was using the buttons.
But in opforce, I just pressed the buttons and the buttons got activated before I activate their master!?
This error appeared in the console" Master null or not a master"
Any ideas? :
Posted 17 years ago2006-07-01 05:01:12 UTC
in mapping sounds help Post #187757
shouldnt this be in the "hl engine discussion"
Posted 17 years ago2006-06-30 05:35:40 UTC
in New Mod: "Turnstile" Post #187557
cool weapons
Posted 17 years ago2006-06-30 05:27:21 UTC
in Subtitle movies Post #187555
yea, just bored
Posted 17 years ago2006-06-29 18:03:39 UTC
in Subtitle movies Post #187504
Here is some which other people made :)

Random1

Random2

Random3

Random4
Posted 17 years ago2006-06-29 14:56:12 UTC
in Subtitle movies Post #187491
Sheeh!What is it with you and your sentences?Like this, look at me, i write like saco.Cool eh?W00t!
:P I think, I'm just use to it, somehow.
Posted 17 years ago2006-06-29 14:45:39 UTC
in Subtitle movies Post #187489
Here is some subtitle movies I made.I know that they dont have the best humour around but I know we really got some guys which can make some funny movies.
PS:plz dont get offended by these.Just j/k s.But if you are.Well, the topic most likely be locked.
:nuts:
twhl-jimmi
madcow-orpheus
zombieloffe
mop
zl-hugh-sasha
hunter
spag
hugh
habboi-strider
hugh-dorian
Posted 17 years ago2006-06-27 17:32:46 UTC
in [WIP][HL1] Xen Assault Post #187164
those searchlights are moving actually adding a glow would be weird.
well, I just want to make a last call for those who dont know.

I'm looking for some people to voice act:soldiers, citizens and a citizen which is armed.If you would like to volunteer and try.PM me.