Forum posts

Posted 17 years ago2006-08-16 03:35:00 UTC
in Ban Everyone Post #193588
Oh no... then it's time to place phidophilic gay porn. No place is too bad for that!
Posted 17 years ago2006-08-16 03:25:15 UTC
in Map won't run Post #193587
You have some sort of error. Please compile with ZHLT instead so I can identify it. ZHLT give some errors diffrent names.
Posted 17 years ago2006-08-16 01:44:30 UTC
in Map won't run Post #193581
Post hammer's game configurations, build program and compiling log.
Posted 17 years ago2006-08-15 22:47:32 UTC
in Custom Blend material/bump map error Post #193572
Looks like water flow above it... if thats animated in game it'll look nice.
Posted 17 years ago2006-08-15 21:04:49 UTC
in Xyos projects! Post #193567
I know what you mean, I modeled once too. I shall return to it soon though.
Posted 17 years ago2006-08-15 20:32:05 UTC
in I start up, but it's only background Post #193565
For me it's both. First it loads the game's screen for a second then it resizes the size of the screen, you can see desktop in that time for two minutes or so. Then it loads the game's screen again and it takes a minute till the text shows up.

No wonder I hate testing maps... even my own!
Posted 17 years ago2006-08-15 20:25:08 UTC
in Xyos projects! Post #193563
You should skin it, just for practice.
Posted 17 years ago2006-08-15 20:20:07 UTC
in Advanced Brushwork Mini-Compos Post #193562
Thanks. :) I'll finish it soon as I'm finished with the tracktrain tutorial. I nearly finished it all now, only two more sections, the example map and I'm done.

My only problem with my elevator is that I'm not quite sure how it will look like, I thought on making it invisible but I'm not sure.
Posted 17 years ago2006-08-14 23:11:57 UTC
in Advanced Brushwork Mini-Compos Post #193482
I'll skip this one. Got enough things to do without it.
Posted 17 years ago2006-08-14 21:54:47 UTC
in custom lights.rad Post #193474
Whoops... I ment- Not sure if you can't use other compiling parameters, but checking wont hurt, it just wont affect anything.
Posted 17 years ago2006-08-14 21:51:59 UTC
in custom lights.rad Post #193472
Nope it's for the compiler.

Maybe thats the problem, normal doesn't recodnice the mapname rad files, only the expert does, it's just a guess.
Ask unbreakable, he uses normal compiling mode.
Posted 17 years ago2006-08-14 21:49:18 UTC
in custom lights.rad Post #193470
You don't need to screw with the expert mode, normal has additional parameters box.
Posted 17 years ago2006-08-14 21:47:09 UTC
in custom lights.rad Post #193467
Read it carefully, it says in addition to those. Besides it's from ZHLT.info, not mine.
Posted 17 years ago2006-08-14 21:41:59 UTC
in custom lights.rad Post #193463
ZHLT.info

Edit:
-lights file Manually specify a lights.rad file to use.

A single .rad file can be added to the compile manually, in addition to the defaults of lights.rad and mapname.rad
Posted 17 years ago2006-08-14 21:38:31 UTC
in custom lights.rad Post #193461
Rowleybob, I wasn't turning it into a batch compiling is better thread, I was just advicing it to use it, for it has an option to include another lights.rad that isn't the regular one, nor the one with the map name.

As for Captain P, he might be a better mapper then both of us but what does that got to do with compiling. He is wrong in that matter, although you think he can't, he can, he isn't a god.

Edit:

Search ZHLT.info(links page) for a parameter that will let you include another lights.rad. If there is then good, if not...
Posted 17 years ago2006-08-14 21:30:33 UTC
in custom lights.rad Post #193458
Batch compiler compiles with no connction to hammer. It uses ZHLT also but it usally have most of the options listed so it's easier to oporate. Plus it compiles faster.
Posted 17 years ago2006-08-14 21:15:46 UTC
in custom lights.rad Post #193454
Use batch compiler to compile your maps, it works in it. HLCC is good for beginners and nem's batch compiler is for advanced users. Both of them can be found in slackillers programs.(check TWHL's links page)
Posted 17 years ago2006-08-14 08:55:15 UTC
in Xen Healing Pool Post #193382
512x512 is still quite unadvicible. Although it usally works, I've seen some 512x512 textures that cause errors. Plus, it'll make an awfully large wad.
Posted 17 years ago2006-08-14 06:55:58 UTC
in I start up, but it's only background Post #193361
Same case with me, only that instead of a couple of seconds it takes a minute or so. Just wait, if you didn't...
Posted 17 years ago2006-08-14 06:52:48 UTC
in Xen Healing Pool Post #193360
Use texlights instead of spot lights.
Posted 17 years ago2006-08-14 06:48:44 UTC
in Xen Healing Pool Post #193358
Too many diffrent point lights with diffrent styles have a direct line of view on a certain face. The maximum number for diffrent styles is 7 and the max for switchable ones is 3.
Posted 17 years ago2006-08-13 14:27:58 UTC
in Na_Snipe Post #193289
Posted 17 years ago2006-08-13 01:58:09 UTC
in Na_Snipe Post #193252
Awsome tanks, unbreakable!

As for vertical fights, not all of the desert have to be dunes, it can have rocky parts in it. If you will add a ruined city it will help too.
Posted 17 years ago2006-08-12 01:16:56 UTC
in BUMP! Post #193178
This type of threads should be banned by the geneva convension.
Posted 17 years ago2006-08-12 01:16:04 UTC
in Etape2 -> Timeline/journal! Post #193177
It's nice, the blue shadows gives this place a cold feeling. This map is very diffrent from the other version. The first one was more... green.
Posted 17 years ago2006-08-11 21:42:14 UTC
in BUMP! Post #193162
Posted 17 years ago2006-08-11 21:38:26 UTC
in Headcrab Navigation Post #193161
If you mean in your crablab map then I noticed the convoyer had problems with the headcrabs. Maybe if you'll place them on a func_firiction it will work better.

Another problem was that they only apeared one for me.
You should place a trigger teleport on one side that will move the headcrabs to the other. If a headcrab dies another one will be created using a monster maker.

In the room with the acid at the buttom the headcrabs never fell into that little hole, they always passed it. Place clip brushes on the other side to prevent this.
Posted 17 years ago2006-08-11 14:35:44 UTC
in Jesus Christ Supercop Post #193140
i wont even bother to watch, I can already tell how it will be.
Posted 17 years ago2006-08-11 13:43:14 UTC
in New Mod: "Turnstile" Post #193137
I guess there isn't any progress because rimrook doesn't have Hl1 for now. I still have the disk so I might be able to help you rimrook.
Posted 17 years ago2006-08-11 09:49:32 UTC
in Adventure Games Post #193120
Indeed, in action games all you need to think is how to avoid shots and how to hit the hardest, which is very little to think of.

What I ment by half action half adventure games is something like 'the lost vikings', which is an adventure game with many puzzles with an aspect of action.
Posted 17 years ago2006-08-10 23:13:22 UTC
in Advanced Brushwork Mini-Compos Post #193086
No wonder it died away! It started out nicely, with the mini city, that it's deadline was a week long. Afterward it just turned into redicules compos that has a very short deadline. So short that you can't do anything bigger then one room.

I did work hard on the elevator compo, unbreakable can tell you that, but I couldn't finish it in time. I wouldn't find any excuse not to finish it in time if the deadline was a week long. I loved that map and worked hard on it.
Posted 17 years ago2006-08-10 21:40:58 UTC
in Religion. Post #193079
The wierd thing is, I was calm! :biggrin:
Posted 17 years ago2006-08-10 14:37:21 UTC
in Religion. Post #193054
Have I ever said I wanted it today, nickel plate?
You just can't comper it to today's govorments, there is a diffrence of 1400 years between it and today. The roman govorment was better too but in those days it was nearly all forgotten. Comper stuff with their own time next time you judge things. :x
Posted 17 years ago2006-08-10 13:47:46 UTC
in Religion. Post #193044
5. Islam is bad for the economy
Thats just one of the stupidest things I ever heard in all my life! Islam isn't bad for the economy. Just because some nations today has a better economy then the islamic ones doesn't say a thing. The islamic world once had a time of great prosperity. It after mohmet, while Europe was inhabitted by the many tribes that ruined the roman empire, in the time when Europe was in it's darker days.
In those dark days the Islamic rule was the biggest and ruled over most of the world. It ruled the middle east, turkey, north africa and even big parts from spain.

You see, islam isn't bad, you just have too much prejudice against it.
Posted 17 years ago2006-08-10 11:06:00 UTC
in Religion. Post #193020
Yeah, I know what you mean jobabob, I also agree with vox's latest post! :P
Posted 17 years ago2006-08-10 07:20:22 UTC
in Adventure Games Post #192993
They are sometime hard and need alot of thinking but usally you just try all availible possilities and then find out you need to do something so stupid and so improbeble you didn't even think of doing it. Those kind of adventure game really annoy me and keep me away from the whole genre for some time.

I prefer games that you need to think yet act quickly. Sometime they are half adventure half action games(not Hl1 or any other fps, I hate adventure fps games) and sometime pure action, then all I think is what is my next move and how will I defeat my enemy as few as possible damage which is very important in many strategy games.(not ones from the c&c genre) In some, like star control 1, I also need to choose the unit that will fight the enemy, this is very important because if I choose the wrong one the enemy will shread me to dust, he have a very good AI, although that the game is really old.
Posted 17 years ago2006-08-10 01:09:25 UTC
in Religion. Post #192979
I have no problem with religion, it might help many people, and I don't mean the corrupted ones who use religion to use people and get power.(example: the inquisitors)

I my self don't believe cause I just hate the monotoistic god and what the bible stands for. It seems that the most important law in it is to be loyal and obidient to god, nothing else is more important. If a god punishes a king for showing mercy and not slaughtering an entire tribe with indiffrence to sex and age, just wiping it from the face of the earth, then I cannot follow such a cruel god. A revenge on a child's blood is something even the devil didn't think of.

Thats the main reason I do not follow such a god. Before anybody even tries to object and say that the deed that I mentioned never happened, stop and if he'll check the jewish bible, he'll find that the king I talk about is the first jewish king, and that this genocide did happan and the punishment was that that king was the first and last one from his line, and in his place the 'good' king david rose. David did even more notorious deeds then his predicesor, and he didn't show such mercy as the other, he cold blooded murdured somebody because he wanted to marry his wife. His line continued onward and when it was broken it wasn't because of him, his name passed on as a name of a saint with no sins and when he was mentioned it was usally as 'god's loyal subject'.

That kind of a religion I cannot follow. And since the other two are based on the first, I shall never believe in them too, although that the islamic religion has many laws I like. One of their five most important laws in charaty.
Posted 17 years ago2006-08-09 22:30:41 UTC
in reset complex lift and globals problem!! Post #192970
You don't really need them to reset. All you have to do is make the elevator's fake button target a multisource that is the master of both himself and the outside button that is in the same level. Do this in all the levels. Make the path_corners in all the levels target the multisource of the button in their level.

This way the multisources are first triggered by the buttons and when it reaches the path_corner again the buttons are reactivated. Just make sure the buttons in the levels the elevator don't start in start disabled. (multisource with the same global master value as a global with the intal state of off and the set intal state flag)

If any problem accures there are two possible reason that I can think of why it happened:
1) If you want to make sure that the buttons will set the multisource off and the path_corners on just make them both target trigger_relays that will target the multisources. The trigger state means if it will trigger the entity only off/on or toggle between the two modes.
2) The path_corners trigger the multisources when the train leaves them too, not only when it reaches them.
Posted 17 years ago2006-08-09 01:33:50 UTC
in reset complex lift and globals problem!! Post #192899
I don't have CS so I can't explain you anything about the reseting entities. But CS is quite simmilar to Hl1 so I can still help you with entity work and the elevator setting.

What do you mean controlled by globals? And by the train reseting do you mean returning to it's first location at the end of the round?
As for the bots, even though I never mapper for CS I can confedently tell you it has nothing to do with that.

The lift, does the doors you talked about move with it or not. Just want to know in order to understand how complicated this lift is.
Posted 17 years ago2006-08-07 23:48:58 UTC
in Mistake of the day. Post #192811
1. Entered this thread
2. Read your post
3. Posted myself

Well somebody had to do it, there is always somebody posting something like this in threads like these. :P

Edit:

4. Edited this post :biggrin: :glad:

Edit #2:

5. Used two smilies
6. Kept posting in this thread ;)

Edit #3:

7. Used too many smileis in one post :nuke: :thebox: :nuke:

Edit #4:

8. Misspelled the word 'smileis'

Edit #5:

9. Misspelled it again
10. Edited this post too much

Edit #6:

11. Whoops I edited it again :nuts: :nuts: :sarcastic: :sarcastic:

Wdit #7:

12. Too many smilies

Edit #8:

13. Misspelled the word 'Edit' and wrote 'Wdir'

Edit #9:

14. Wrote 'Wdir' instead of 'Wdit' :D
Posted 17 years ago2006-08-07 23:43:10 UTC
in Competition 21 Post #192810
I think it depends on what SlayerA decieds.
Posted 17 years ago2006-08-07 23:37:46 UTC
in Xyos projects! Post #192809
I've noticed that you made a very common mistake concerning the eyeball, take a closer look at the mirrior. You'll probebly notice that only the side next to the nose has that flashy bit... how the heck am I sepposed to call that part, I don't even remember it's name in my languge, if there is. Well maybe I can search for the latin name... there is always one.

Whats that small gap right below it's nose. usally the socket thats right above the upper lip ends underneath the nose, there is no gap between it and the nose.

Anyway, why is he smiling? Isn't the basic model seppoesed to show no feeling and be static as possible? Only afterward when the animations are done you are sepposed to add all these things

Neat model, xyos, real life like.
Posted 17 years ago2006-08-07 23:14:49 UTC
in Adding sound -tut no help Post #192807
It apears next to your name if you are the last to post.
Posted 17 years ago2006-08-07 23:08:37 UTC
in Decompile Program Post #192805
Check slackiller's programs site in TWHL's link page.
Posted 17 years ago2006-08-07 08:59:26 UTC
in help?! Post #192749
CS sky list. Type one of the names in the worldspawn's entity's value.
Posted 17 years ago2006-08-06 19:37:22 UTC
in Trigger_hurt not working... Post #192714
Airstrike a la crossfire

Edit:

Make sure you didn't tick the 'TouchClientOnly' flag.
Posted 17 years ago2006-08-06 13:24:03 UTC
in Leak Post #192684
Well... I did add some doors with origins that enter a world brush that encloses the map, but I can't find any other entity thats sticks out into the void.
Posted 17 years ago2006-08-06 13:09:25 UTC
in Leak Post #192682
I have a leak in all 4 hulls. This kind of leak must be really big since the compiler can't finish all the 3 colusion hulls. In small ones it can finish them all. In player sized leaks it can't finish some of them, and so on.

I know where aproximetly the leak is because in the latest compile I didn't have any leaks and now I only added a reflection, a small room and a corridor.
I've searched the reflection for a long time for a hole, a func_entity that closes the level and entities out side the level. I didn't find anything.

The reflected room has two floors in it so in the reflection I nulled the floor of the scond floor because you'll never see it. My question is- does nulling huge faces that close the level causes a leak?

I'd like to check it myself but compiling is rather annoying since I use my brother's computer in order to compile my bigger maps, and this is one of them. :nervous:
Posted 17 years ago2006-08-06 12:59:46 UTC
in Xyos projects! Post #192681
When you cut it into half it looks good(second screen)... but the whole face looks really wide. Why wont you try copying the complete half of the face and mirroring it, maybe it will look better.

I think I know what makes it look too wide. above the chin there is a part thats not finished, the lower part of the chick.(Darn it... I forgot how to call those things) I completed the face in my mind and that extra part makes it too wide. Without it'll look perfect... from that angle. Can you show me a pic from directly in front of the face.
Posted 17 years ago2006-08-06 01:11:51 UTC
in detailing. Post #192645
The GL commands only work in openGL graphics mode, it has no connection to steam/won what so ever.