Forum posts

Posted 19 years ago2005-04-02 12:06:55 UTC
in Fade texture problem... Post #100882
Truth: Volumetric Light doesn't really mean Volumetric Light. More like Volumetric Water. Don't ask me why it's labeled like that. They probably worked on code for volumetric light, hence the name, and probably used water as a base for the code (well, you know, it does give you fog when you're in the water...) and stopped working on it, but still left the code in there to act like water.
Posted 19 years ago2005-04-02 01:10:24 UTC
in Avatars! Post #100759
I have no avatar since I just don't want one.

And I don't want to copy Anthony.
Posted 19 years ago2005-04-02 01:08:01 UTC
in compilling errors... Post #100757
I just checked. It's www.zhlt.info which is ZHLT 3.2, the most current ZHLT. Might be buggy though. And why do I see a > near my quote? I thought I didn't type that there...must be the keyboard...I'm on my dad's laptop and the input is all screwed.. :
Posted 19 years ago2005-04-02 01:05:27 UTC
in compilling errors... Post #100754
1. Check the compiler's log!
nummapbrushes == MAX_MAP_BRUSHES
Obviously, that means you have too many brushes in your map.
2. Get new compilers!
qrad.exe v 1.5 (Apr 6 2000)
I don't think I want 5 year old compilers that are designed for Quake. I think the website for the newest compilers is www.zhlt.tk or www.zhlt.info can't remember.
3. Mandatory, but replace your lights.rad with your valve.rad. The lights.rad isn't correct, but the valve.rad is correct.
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']
See? It only reads 1 of them when there are about over 25!
Posted 19 years ago2005-03-31 19:33:26 UTC
in Solid model? Post #100438
Yes, you can use 3.5B to map for CS, but don't delete your old 3.4. The 3.5B version only has a modified executable. There was a FGD for CS model support at the VERC forums here.
Posted 19 years ago2005-03-31 10:39:18 UTC
in Sound won't turn on Post #100351
"Not Silent" flag? I don't think there was a not SILENT flag. Maybe you mean "Not Toggled" flag?
Posted 19 years ago2005-03-30 19:39:37 UTC
in light_environment? help plz :( Post #100258
NetVIS is for getting the visibility info onto your map (just like plain ol' VIS) except that it's done on a network. If I were you, I'd just use VIS.
Posted 19 years ago2005-03-30 10:59:23 UTC
in R_speeds (viewing in Steam) Post #100115
I think it's possible in a different way. I think you could load the map with "deathmatch 0", then "gl_wireframe 2", then set up your game for multiplayer, and there, but your way would be easier, but this way is how you would have to do it for HL since there is no "Spectate" in HL. That's how I got "chase_active 1" to work in HL multiplayer with bots (even though you can't see where you're shooting since your body is covering your aiming spot).
Posted 19 years ago2005-03-30 10:48:41 UTC
in Wads Post #100114
It was simplistic, not a maze. That made it easier for players to learn the layout, unlike something like de_torn, where it goes in all different directions (think they mention that about your layout in DaveJ's "Common Sense vs. Level Design").
Posted 19 years ago2005-03-29 19:22:40 UTC
in Avatars! Post #99974
Wasn't "J'en ai marre" MuzzleFlash's? (way back before I joined)
Posted 19 years ago2005-03-29 10:57:51 UTC
in help please Post #99853
habboi: They're already correctly sized.
VOX: I seem to be getting this problem, too..
Posted 19 years ago2005-03-28 20:34:58 UTC
in New mod... New models... New problems... Post #99779
Since it's a houndeye, try this:

Try finding the custom houndeye and then get it to chase you (might need info_nodes for this?).

And does it have yellow dots swarming around it or stuck in a brush? (You know, just checking the obvious...)
Posted 19 years ago2005-03-25 23:54:54 UTC
in Story 4 [closed] Post #99124
Seventh-Monkey :)
Posted 19 years ago2005-03-25 23:53:39 UTC
in Story 5/Multiple Choice Story Post #99123
(wait, okay this is the only exception...I wasn't thinking too well while writing the choices :nuts: )

Choice D is supposed to be "D. Jump out of the window into the snow."
Posted 19 years ago2005-03-25 23:52:09 UTC
in Story 5/Multiple Choice Story Post #99122
Like all of the other story threads except with a twist: you have choices.
How it goes:
1. Put in the choice you follow.
2. Continue the story from your choice.
3. Include AT LEAST 4 choices. You can have 5, you can have 8, you can have 25 (actually, don't), but you can't have 3. And at least 4 includes 4.

Rules:
-Make sure you are actually posting a response to the MOST CURRENT POST. That means make sure nobody posted while you were typing.
-Keep it on topic. Don't make the story be whacking a headcrab and then suddenly operating a toaster.
-Please, use the choices given, not a choice K or something. Use the ones provided. If you don't like the choices, then wait for someone to post the new choices and go after that.
-Don't end it. Make it never-ending so it can be cool :P
-Please, try to post content that is only appropriate for most audiences.
-Make things make sense. Make things have a reason.
-Don't make your section too short or too long. Just make it about 5-10 lines when you are typing your story, I guess.

Here it goes.

You wake up out of nowhere. You don't remember anything before becoming unconscience since you were knocked out cold for a long time. Well, forget about that, all you're thinking about is remembering what actually happened and how to get out. You start by walking down a hall. When you reach the end, you enter a room with an open window and a table. On the table, you see two manuals and a computer. Outside, you see a ton of snow and some nearby houses.

Your choices:
A. Read the first manual.
B. Read the second manual.
C. Turn on the computer.
D. Jump out of the snow.
Posted 19 years ago2005-03-25 23:32:07 UTC
in Story 4 [closed] Post #99120
However, the laser beam malfunctioned, obliterating the moon 2 weeks later and...
Posted 19 years ago2005-03-24 19:42:40 UTC
in ARGH! OMG! Post #98890
Just in case the site is down, here it is:
"Mod_LoadBrushModel:maps/mapname.bsp has wrong version number [571084155 should be 30]" or Mod_LoadBrushModel: Sprites(lgtning.spr has wrong version number (0 should be 30)
Here are a few of the problems that popped up under this situation:

1. You may have errors in your compile, if not then,
2. Your pak0pak.pak file may be corrupted?
3. Maybe the wrong game version?
4. Wrong WC/Hammer version? Earlier versions of WC were particularly prone to this. Use WC 3.3 or Hammer!
5. Maybe another compile will make it go away, or not? And make sure you have the most up-to-date version of zoner's compiling tools....
6. You may have a bad model - like one from another mod or game, or you once installed a custom one? Or you may have a corrupted sprite or model?
7. Have you installed a patch recently? It might be bad....
Seventh-Monkey also has a mirror to that page.
Posted 19 years ago2005-03-24 10:37:17 UTC
in Compo 13 - [closed] Post #98824
4. For entries over 1Mb, just add a link to where you have hosted it on the web, in a .txt file and upload the txt file in a zip.
2. You can add your own textures, sound or skies, but they have to be included in a Custom Game Format (MiniMod).
However, the judges might be using Steam, so if that is true, the avi is useless and the splash will only work if made a different way from WON.
Posted 19 years ago2005-03-24 00:28:31 UTC
in strange water issue Post #98781
What are all of those blue lines on the left and across the screen? Looks like a leak pointfile.
Posted 19 years ago2005-03-24 00:25:26 UTC
in CS Mapping Newbie Post #98780
1. No, you cannot add monsters into CS. The only monster I know that is allowed in CS is monster_scientist, and that's not even an actual monster, that's a hostage. However, if you are willing to download some Metamod plugin named Monster by botman (I think that exists), then it is possible.

2. If you mean you didn't go up to them and press your "USE" key and they don't follow you, then why dont you try that next time? :) If not, then blame the hostage following code, I guess. :) But the hostages do not have to have a path defined to follow you.

3. You posted in the wrong forum. This is the Map and Mods section, where people show off their maps and their Mods. I think you're looking for the HL1 Mapping Questions forum. That one is the first when you enter the list of forums.
Posted 19 years ago2005-03-24 00:18:15 UTC
in Why Half-Life??? Post #98779
I would call it "Aliens Everywhere"...
But that's not necessarily the whole game...there's beating the military, even though there are aliens everywhere :nuts: .
Posted 19 years ago2005-03-24 00:12:59 UTC
in TWHL OWNZ! [closed] Post #98778
habboi, isn't this an just-a-little-over-a-week revival?
Posted 19 years ago2005-03-24 00:09:03 UTC
in Custom Gibs Post #98777
You could probably try to put a trigger_gravity where the env_shooter is going to shoot out, as long as the trigger_gravity is out of reach of the player.
Posted 19 years ago2005-03-24 00:06:13 UTC
in Texture probs Post #98776
** Executing...
** Command: E:Program FilesWorldcraftqcsg.exe
** Parameters: "F:Program FilesHalf-Lifevalvemapsmansion_1st_ma
in"
I thought you weren't supposed to compile on different drives...maybe that's what's causing the
WARNING: couldn't open program fileshalf-lifevalvere_sof_1.wad
since it's trying to access E:Program FilesHalf-Lifevalvere_sof_1.wad.
Posted 19 years ago2005-03-23 20:37:59 UTC
in Another spec thread Post #98739
I'm amazed that there're 1.5v 16MB AGP cards, and I'm guessing you must have a 1.5v socket on a motherboard that supports a 2300+?
NO idea what you're talking about. :zonked:

For curiosity purposes, here's my (crappy) 3DMark2001 benchmark results (note: all "games" run on low quality):

Car Chase: 11.6 fps
Dragothic: 18.6 fps
Lobby: 33.3 fps
Nature was unable to run...
Most other feature tests (like DOT3 bump-mapping) were unable to run...

It still runs HL/CS at great for mid-poly/decent for high-poly though, so I'm happy. :)
Posted 19 years ago2005-03-23 20:19:39 UTC
in Why Half-Life??? Post #98736
Combine is in HL2. Note that 2 is after 1, so that isn't really a valid reason since HL1 didn't have any Combine.
Posted 19 years ago2005-03-22 10:31:37 UTC
in Compo 13 - [closed] Post #98557
Probably not since you just posted your idea...

But I think I'll wait for the next compo or something...in other words, I'm not joining this one even though I had a great idea. Good luck, fellow mappers.
Posted 19 years ago2005-03-21 19:39:23 UTC
in No models visible Post #98499
GCFSCAPE!

Open half-life.GCF and extract all of the models. Easy!
And to get rid of any confusion, I will post this three times!
Runtimes: (Required)

.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the .NET runtime to run.
Runtimes: (Required)

.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the .NET runtime to run.
Runtimes: (Required)

.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the .NET runtime to run.
To be more specific, extract the models to <Steam directory/where Steam.exe lives>SteamApps<your email>half-lifevalve. Just extract the whole models folder.
Posted 19 years ago2005-03-21 19:32:23 UTC
in Story 4 [closed] Post #98496
definately a crowbar :P and maybe a shotgun, a 9mm handgun, and a 9mmAR weapon. Might be likely to have a grenade or two. (like HL's arsenal except no futuristic/alien-like weapons :) )
Posted 19 years ago2005-03-21 10:40:08 UTC
in Weapons in your map Post #98368
Note that some weapons are missing (like pistols, UMP, sg550, and others).
Posted 19 years ago2005-03-21 00:21:26 UTC
in question on sewers... Post #98313
Some people still haven't learned the real name yet :zonked: ...

It's dandyli0n`, not dandylion or dandyliOn or dandyliOn'.

And sewers are kind of like pipes, except there's a hole inside, and it's square instead of round.
Posted 19 years ago2005-03-20 18:00:42 UTC
in Three Wishes! Post #98249
Better comp for a life time (16MB video card = barf)
Complication = poof (aka gone)
Some other filler wish that I would want (money could be one)

But in reality:

Anything. It doesn't matter, because it won't give you it anyway. How is a flash movie going to give you wishes?
You stumble to play HL2
1. Err...HL2? Not everyone has HL2, so that would be false :nuts:
when a pop up appears with a flash movie...
2. Spyware/adware/virus :zonked: plus it would never get there since I am pretty much clean of adware and viruses :D
Posted 19 years ago2005-03-19 14:35:58 UTC
in Story 4 [closed] Post #97951
...so they just left him there and wandered to find someone. They end up finding Barney trying to pull Gordon out of the donkey's blah while it was running maniacily or whatever, and the donkey ends up running over the soldiers. They are now offended, and so they...
Posted 19 years ago2005-03-19 14:30:48 UTC
in Your Nasty Mapping Habits... Post #97949
Same...I have about 20 maps in which I haven't even bothered finishing... :nuts:

And I always map sslloooowwwwwwwww (probably why I never finish) and never plan my maps. I just get ideas when I start on one section.

I also map a tiny little room or brush and exit. Do something else. Return and make another room or brush and exit. Repeat.

My maps always end up taking only a second for VIS...AND it's on full VIS :nuts: ...wonder if that's why it was laggy on my bro's comp...(even though de_sandyheat was really VIS'ed to a good point)

I compile RAD with -novismatrix or whatever, too impatient to run something that looks like it's supposed to be in VIS. Plus, what's the difference?

I compile on -low so I can do something. Hey, the compiles only take a minute anyway, but still, don't think I want a laggy mouse or something. Not really a bad habit, though.
Posted 19 years ago2005-03-19 14:20:45 UTC
in Leaks, leaks , leaks... Post #97944
Close, it's actually LeakMarker. :) Google it and you'll probably find it. Or, you could load the pointfile the compiler makes into VHE 3.5, and it will show you a bunch of lines that you would need to follow to find the leak. Probably want to use LeakMarker, but I don't think it would work for 10 leaks...
Posted 19 years ago2005-03-19 14:14:54 UTC
in SENTENCES MISSING!!! HELP Post #97942
Mapping for Steam?

If you are, it's probably most likely in the GCFs. Get GCFScape and open the half-life.GCF file.

IMPORTANT: Make sure you read the page. It tells you that you need the Microsoft .NET Framework to run GCFScape. If you try to run GCFScape and it gives you an error, DOWNLOAD THE .NET FRAMEWORK!

Just to make sure people don't come back going "OMG it gives an error".
Posted 19 years ago2005-03-18 19:30:46 UTC
in Story 4 [closed] Post #97765
Hey, you're right next to a beehive..." and so, our fellow Freeman ended up...
Posted 19 years ago2005-03-17 20:28:50 UTC
in HL Crosshairs Screwed? Post #97612
Steam shows that they are valid commands, but they don't do anything. Also, the resolution thing didn't work. I probably couldn't use a higher resolution since my video card is sucky anyway... :( (just in case you want to know, I play on 640x480, lowest reso that Steam will let you play on...it's the smoothest I can play on :( )
Posted 19 years ago2005-03-17 10:58:27 UTC
in HL Crosshairs Screwed? Post #97504
There isn't even anyone around there, Seventh. I'm facing a ladder...and plus, auto-aim changes the crosshair a bit (adding a little red around the c-hair?), and plus, auto-aim would never go that far! Neither would I use auto-aim since it looks like a aimbot...

Hunter, I thought that was when you accidentally shrunk the screen and the c-hair didn't go with it, so it would be misplaced...
Posted 19 years ago2005-03-17 10:49:35 UTC
in Compo 13 - [closed] Post #97503
I have a great idea that has rarely (or not at all!?!?) been done, but I probably don't have enough time (school...).
I take that back (sort of)...I'll still work on it when I come home and possibly in the morning (and obviously on the weekends). :)
Posted 19 years ago2005-03-17 10:44:42 UTC
in transparent vertical water? Post #97502
Try a func_illusionary with the Volumetric Light option selected for Contents (without SmartEdit, skin with a value of -7).
Posted 19 years ago2005-03-17 10:41:22 UTC
in HELP! Hammer crashes after few mins.. Post #97501
Or, in other words, it's just working, but you don't see it working. You see it as crashing (it's working too hard to respond), so you decide to exit. And texturing doesn't affect it. If you want, you could get a batch compiler so it will actually show you what's going on. Using a batch compiler using -estimate will actually show exactly how much is done.
Read the tutorials while it's compiling :P .
Nice advice Seventh :P .

By the way, you might want to use the -noinfo command line next time you post a compile log. It lessens the amount of useless stuff put in the log and display.
Posted 19 years ago2005-03-16 22:45:07 UTC
in HL Crosshairs Screwed? Post #97425
Title says it.

(Note: This is on Steam!)

Ever since some time, the crosshairs are messed up. Don't tell me to play without them, even though I have. I want it back at the center! As you can see, the crosshair is not lined up to the red lines. Also, don't tell me to aim more to the right and up, as the crosshair actually moves by itself. You can't see it in the screenie, but it does. I've tried to replace the HUD files, tried to replace the chair sprites and hud stuff, and even tried removing them to revert to the original, but they still act the same way...

Just how would I fix this stupid problem?
Posted 19 years ago2005-03-16 21:08:24 UTC
in Texture Lights not working Post #97408
[1 texlights parsed from 'C:PROGRA~1VALVEH~1lights.rad']
*cough*ONE light parsed from it. Hmm, let's see how many texlights there are in the HL WAD and see the difference between the amount of those and the amount parsed...

Either replace lights.rad with valve.rad or use -lights "valve.rad". I use the -light command switch technique.
Posted 19 years ago2005-03-16 19:21:21 UTC
in Compo 13 - [closed] Post #97397
I have a great idea that has rarely (or not at all!?!?) been done, but I probably don't have enough time (school...).
Posted 19 years ago2005-03-16 10:47:53 UTC
in Gman Death HL1 Post #97293
Reasons why I think G-Man won't die:

-Maybe Valve didn't have enough time to make an animation for G-Man dieing and just made him unkillable, but I kind of doubt it...
-Maybe they don't know how he should die, eventually thinking that he should be invincible?

Those are just ideas, but I think this one is much closer to the truth:

(NOTE: Here's a really long explanation!)

-As you should know, there are multiple G-Man entities across Half-Life. Just to point some out, there was one in the window talking to a scientist, one on a ledge where the first houndeyes were, and the ending (obviously). However, there can only be ONE G-Man, so if you kill one, then how would they stop G-Man from showing up again? Well, maybe an env_global or something, but then, how would the ending work then? To recall the ending, (NOTE: Obviously, spoiler for those who haven't played Half-Life 1) G-Man takes away all of your belongings except the HEV suit, claiming they weren't your property (besides the HEV suit). Then, he would offer you a job. So, if you killed the G-Man earlier in the game, who would take away your weapons? Who would offer you the job? See, killing G-Man would ruin the plot since the ending would be messed up, and then G-Man coming back in the beginning of HL2 talking about how you were in statis and blah blah blah wouldn't make sense if you killed him in HL1 because if he was killed, how would he come back? Plus, if you never saw the ending of HL1, then how in the world would you understand the intro of HL2? You wouldn't know what he was referring to as "the job" or "putting you into statis". (NOTE: I didn't actually play HL2, I just played the demo on my bro's comp) So, to prevent that, Valve just made him invincible.

That was really long.
Posted 19 years ago2005-03-16 10:28:33 UTC
in Odin's Problem's Post #97291
I see the difference, but what is style?
Style as in different styles of light, like a light that turns on/off, one that flickers, one that flashes rapidly, and you get the point.
Posted 19 years ago2005-03-15 21:52:33 UTC
in Cant add "env_sprites" Post #97196
1. Find the wanted sprite.
2. Instead of browsing, just type: "sprites<spritename>.spr" in the sprite field.
3. Done.
Posted 19 years ago2005-03-15 10:50:00 UTC
in Anyone know how to use game cam? Post #96990
Posted 19 years ago2005-03-15 10:46:38 UTC
in Odin's Problem's Post #96989
ok, heres a new question to pose.....if a brush has 6 sides with the same texture on each side, and the texlight you are using, is said texture, does that count for the four lights rule? Would that be a reason for the error?
If you're talking about having a texlight on a cube that would emit light, then no, it wouldn't give you an error. The error is not "Warning: Too many lights on a face", it's "Too many light styles on face". See the difference?