Forum posts

Posted 17 years ago2007-04-09 11:14:10 UTC
in The Illusion of Free Will Post #218494
Oh well, I don't know how to explain this to you, but nothing is random, everything happens because of something that happend before, it's a long chain of reactions, just like history.
Posted 17 years ago2007-04-09 10:55:47 UTC
in The Illusion of Free Will Post #218490
WCD, thats quite, err... original. Some philosopers said human has no free will because he is just like a rock that was thrown a moment ago and believes it decieded to move. All his actions are created because a chain of the forces of nature forced him to do so.
But I disagree with those guys, and I also disagree with you!

First of all, nothing, absolutly nothing is random, everything has reason and everything can be foreseen, if you are wise enough.
Rain doesn't fall randomly in one place and not in another, it's because the wind draged it the clouds to that paticular spot, and in that spot the rain drops became too heavy and started to fall. It's not a coincidence that the deserts are located in one place and not another. A volcano doesn't errupt randomly. The big bang didn't create the galexies randomly neather, a chain of reactions caused it. The only thing that is a bit random is evolution, but it's not entirly.

And even if it were random how does it prove that our actions are random? If our hand hurts and then we reach for it, is it random or that it had some reason? We didn't randomly do that.
Posted 17 years ago2007-04-08 18:20:14 UTC
in Unknow error Mapping Post #218420
[quote]
C:DOCUME~1Philip'sMINADO~1Csbanor
ZH
LThlrad.exe
Get rid of any special characters, including apostrophes in file paths.

This is purely a guess, but hammer tends not to like special characters.[quote]

The '~1' in the path means there is a continuation to the folder name and that there is a space somewhere in it.
DOCUME~1= Documents and settings
Muzzle, if the map was emepty I think a map emepty error will show up, leak or no entities in Hull #1. :)
Posted 17 years ago2007-04-08 18:10:49 UTC
in Monster_generic stuck in ground Post #218418
He is using opposing forces osprey wreck model I persume, otherwise he couldn't make one... :

The cycler didn't work? Weird it can be stuck in walls and be suspended in the air, don't understand why it didn't work. Try cycler_sprite it will work. You can't choose models in the open window do I don't know how you are sepposed to use it, but it is possible.
Posted 17 years ago2007-04-08 18:02:41 UTC
in Souptoys! Post #218417
Ok... :o *slowly walks away from BL
Posted 17 years ago2007-04-08 09:33:32 UTC
in Souptoys! Post #218388
Reminds me of the classic puzzle game, The Incredible Machine. Only that it had a more obvious goal, not just building stuff. You could still build your own levels from sketch, still it isn't exectly like this program.

Nice program anyway, and even nicer pshsics. :)
Posted 17 years ago2007-04-08 09:16:02 UTC
in What is going on with my map!!! Post #218385
The main problem is that many newcomers don't know what the term 'mapping' means. It's not such a commonly used term around the world. 'Level editing' is a better term to use, then everybody would understand. :)

Another problem is that some just don't read or illiterate. :P
Posted 17 years ago2007-04-08 09:11:23 UTC
in Uplink burning vortigaunt sequence Post #218384
Oh I thought you wanted them to walk into the flames then die...
Posted 17 years ago2007-04-07 18:20:57 UTC
in Uplink burning vortigaunt sequence Post #218364
Try to shoot them while they die and you'll see why, the difrence is that regular scripts can be interupted by the player.
Posted 17 years ago2007-04-07 18:09:15 UTC
in Uplink burning vortigaunt sequence Post #218362
I did that but the monsters did the animation and the went back to standing in the middle of flames
Thats why there is the 'leave corpse' flag. After the animation is done the corpse is left lying. Remember, use aiscript, not the the regular one. :)
Posted 17 years ago2007-04-07 18:03:42 UTC
in Monster_generic stuck in ground Post #218361
Use a monster_furniture or a cycler instead, works better, just remember to put clip brushes around it.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-06 16:15:06 UTC
in Uplink burning vortigaunt sequence Post #218249
Use an aiscripted_sequance and make them play the die animation with the lieve corpse ticked. Maybe add that idle animation just before, the one when the slaves grabs his collar, might look cool like he is suffering!

Use aiscript because it cannot be inturapted if the monster is shot. :)
Posted 17 years ago2007-04-05 19:35:09 UTC
in Svchost.exe keeps crashing! Post #218154
I've got five too.
Posted 17 years ago2007-04-05 19:30:52 UTC
in 14 year old to be tried as terrorist Post #218153
He has got to die!

No I'm not being serious! Americans are dumb, so many accidents and murders happen because every imbacile can go to the store and order some guns, and not only a tiny pistol but also sinper rifles and mechine guns. For christ sake I even found a site while searching for images that sells mags and other kinds of heavy weapon, like rpgs and grenades. This is madness, who needs those stuff?

Once a kid plays with it and kills hid father or brother, once a woman shoots her husbands by mistake and sometimes some wacko goes into a rampage and start shooting people. Come one, I know it doesn't happen every day or every year, but still it happens more then in most westren countries. :
Posted 17 years ago2007-04-04 22:50:45 UTC
in Compiling Error Post #218059
Use only one fgd file! The only one the game needs, you probebly used entities that aren't even in the game. And in the build program you must place the maps in the counter strike/<mod folder>/maps in your case the mod is condition zero.
Posted 17 years ago2007-04-04 22:19:29 UTC
in Conveyor belts with moving objects Post #218057
They push players, monsters and maybe pushables, but not items.
Posted 17 years ago2007-04-04 21:27:47 UTC
in I'm in Italy! Post #218052
They apear randomly and if you write after the url ?&leet=1
Remove the '?' if there is already one.
Posted 17 years ago2007-04-04 21:24:38 UTC
in model chooser b0rked Post #218051
lag obviously, do you still use vista?
Posted 17 years ago2007-04-04 21:23:23 UTC
in Conveyor belts with moving objects Post #218050
:roll: Could you use... err... panctuation, things like commas and piriods. I can't understand that sentence you just wrote. But I managed to dechiper that you thanked me, your map is for CS 1.6.
Posted 17 years ago2007-04-04 21:19:09 UTC
in Creating or Cutting Walls Post #218049
Cylinders have the tendency to place a vertex off of the grid, being off of the 1 by 1 grid.
Bullshit! If you use cylinders in sizes of 8 and 16, everything will be on grid. 12 sided are problematic, but their verticels can always be snaped manually. Just to prove it, try to create a cylinder in the size of 4 units? Looks more like a square doesn't it? Well thats because hammer can't find the on grid points to place the a few vertex on them.

It is not like using a soda prefab, it is still unique since it's not something very difficult to create yourself, and that anybody will notice if it was done by you or by hammer, besides hammer places the vertex so it will create a perfectly round arch while it is likely that you will misplace some verticels. Besides it's a waste of time to create manually each arch, also it has the same mechanisem that prevents off grid verticels, try to creat a 3 sided arch in the size of 4 units. Again it is rather squarish. Don't say things unless you have an absolute proof, I have one.

I have all respect for you and captain P, he gives me many good advices, but this time this is utter nonsense. Saving time is also very important, if I were to make each arch or cylinder in my map ocean temple I would have never finished it!
Posted 17 years ago2007-04-04 19:55:29 UTC
in I'm in Italy! Post #218039
Sacrilege, like saying italian ice cream tastes like mcDonlands! :x

No, of course they don't taste like that! Gelato doesn't taste like that at all! It's much tastier, the italians are well known to be the best at ice creams. They are actually quite mad about them, they have dosen kinds(not tastes) of ice creams, and a lot more kinds of ice cream cakes.
Posted 17 years ago2007-04-04 19:41:13 UTC
in Conveyor belts with moving objects Post #218038
AS I remember those items were solid object not model. If they are solid items they can be tied(turned to) to func_trains that move at the same speed of the convoyer, when they are out of sight they teleport to the starting point. The convoyer's push only affect the player and monster it doesn't affect solid objects or items.

I'll tell you what you can do, it's quite more complicated to do so with weapons or items but possible. Does the armory entity have a 'children's name' value, or 'name of the spawned item' value? I don't mean the actuall name of the gun, I mean names you give entities. If it has then what I have in mind can be done, otherwise it can't.

The armory entity should be above a small, invisible but a solid func_train, but it must not touch it the train. At the begining of the round it should be activated by a trigger, is the trigger_auto activated at the start of each round? If not use a trigger_relay instead and the auto and give it the name of game_playerspawn, use it to target the armory. The trigger_relay will activate the armory each time the players spawn, or in other words each round. I don't know if fy maps have rounds but if they don't just use a trigger_auto to trigger the aromry, it will trigger it when the map loads.

The trains first path corner(right below the armory) will have the teleport flag checked and in the fire on pass write the name of the armory entity. The train will move toward the other end with the gun on it, the gun will follow it. In the last pass_corner's fire on pass value write the name of a diffrent trigger_relay. In the trigger_relay write the name of the gun entity, thats why it's important that you'll be able to give it a name, like in a monstermaker, the trigger_relay will delete the gun. If it wont delete it then the guns will pile up at the last path_corner!

By the way, you cannot have the armory spawning weapons for more then one train unless you want some to disapear before they reached the train. On armory entity for each train, all of the trains and armories need this setup, and with diffrent names for each entity.

This will work for sure, unless the armory has no children's name value. :|

Edit:

Rotorsplint, this is obviously for CS 1.6, trigger_push wont work in this case, nither will the convoyer's push.

Edit #2:

If you do want them to pile up at the end of the line, you don't need the second trigger relay and giving the weapons names. Although I must warn you that it'll look like there is only one weapon when there can be thousand of them, weapons aren't solid you can't place other weapons above them.
Posted 17 years ago2007-04-04 19:02:26 UTC
in Creating or Cutting Walls Post #218034
There is nothing wrong with those tools if you use only blocks with them.
And clip can be sometime ever better then vertex manuplation, just type 'o' when your mouse pointer is the on the 2d screen to make sure there are no subgrid verticals.
In fact clipping might save you sometimes and errors, like melformed face normal, face with no normal or the pesky coplanar plane error. You might get confused with VM and forget to merge a verticel, or just miss a vertical, while in clipping all the merging is done for you already.

Just prove to you these tools are used by skilled mappers I'll give you two examples- rimrook and myself!(I know it's a bit snug of myself but I've mapped for 2 years and I believe that by now I've learned quite a bit about hammer)
Rimrook uses hollow and carve all the time because it saves time, and I can bet he uses clip too. Those tools can save alot of time, which is important to a mapper.
I use clip, even though I hate those off grid verticals and check all the time if there are non, I'm just very careful.

About the hollow and carve, it's not they are not good I have my own reasons why I don't use them. It's harder to control the carve tool, if you have a bit complicated archtitecture it could carve stuff the block didn't even touch, you just don't need to carve more complicated stuff then a block, a wedge, or any other simple primitive, so it doesn't meet my requirements. The hollow doesn't meet them too, since I hardly have cubic rooms, and starting a room from a cube might strain on my imagination. Might be that I could think of better ideas if I didn't start from a cube.

Those are the reasons I don't use either the tools, but both are fine! Also I'm not regular to use them, I've used clip, tranletion, tranformation and vertex manupilation up till now and it will take me some time to use other tools.
Posted 17 years ago2007-04-04 12:42:11 UTC
in Compiling Error Post #217984
Oh dear, the access denied error. I hate it, I never could narrow down all the reasons to it. It only happens when there is something wrong in the compile setting, or the build program setting. Rearly sometime wrong with the map, but then it would give another kind of error message. All I can say is check very carefully the compiling tutorial, reconfigure the compiling, configuration and build program, if you've done it right it will work, if not post screenies of bothe your configuration window and build program. :)
Posted 17 years ago2007-04-04 09:08:50 UTC
in New mod I am working on - WIP - Post #217964
Indeed, there is failure, in fact the sad truth is that in the end most mods fail. :cry:
Posted 17 years ago2007-04-03 21:04:14 UTC
in Compiling Error Post #217933
First of all get Zoner HL compiling tools. Use them instead of quake's tools.(Hlcsg instead of qcsg...ect)
They are much better and people in here only know the names Zoner tools give all the errors.

And here is an explanation:
This can refer to several different errors:

1. The "too many wads" as mentioned above. 8 wads in WC/Hammer is a good limit, more may cause this error among others. If you are using more than 8 wads you can use Wally to combine the extra wads into one custom wad.

2. Too long a path/name for the map or compiling tools. Only a limited amount of memory is set aside for the path/names. Solution is to move the compiling tools or map into a shallow folder.

3. Having a space in a path/name. Examples: frequently Program Files is part of the path name. Compiling tools do not like the space between "program" and "files". Solutions are to either use the MSDOS pathname, or to move the offending files from under the spaced folder, or put quotes " " around the whole path name in WC/Hammer so that windows uses it right. If your map has the space in its name (eg. Bob map), remove the space and change it to (Bobmap).
I happend to find it on tommy's site, an error that accures only in the q-tools. :lol:

I say, why don't you try using a shorter name, long names are the second reason for this error, as mentioned above.
Try names with only one or two words. Maybe only with the initials, example- mwb.rmf
Posted 17 years ago2007-04-03 20:07:57 UTC
in I'm in Italy! Post #217930
Oh well, back to watching the soccer.
You are in italy... and you still watch TV and use the PC. Those things can be done everywhere. The whole fun about trips to other nations is doing thing you wasn't able to do before. : That way it's more fun and special.

I'm still angry at myself that 6 years ago, the last trip I had to other countries, I played in a stupid gameboy instead of really enjoying myself. I don't say you need to start taking drugs or something... but still there are some non crazy/stupid things you can do that you would never do at home.
Well, have fun anyway.
Posted 17 years ago2007-04-03 20:01:25 UTC
in Competition 23 Post #217929
It is true, both what rotatorsplint and... err...the other guy. It's less time consuming to map from base and sometimes easier. It is also creative but less then making the whole map including layout, since you are creative about the layout too. It is however a challenge.
Posted 17 years ago2007-04-03 19:57:21 UTC
in Repeated error Post #217926
Actually usally the "texture perpendicular to face" error is usally discribed in the compile log as "melformed face normal". If you choose that melformed face with the texture application you'll find that it axis follows you...
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-03 12:40:02 UTC
in I can't get env_smoker to work Post #217863
Did you try setting the trigger state to 0 or 2 and health to -1
Posted 17 years ago2007-04-03 09:41:39 UTC
in New Case... what to buy? Post #217845
The second one looks like a refrigirator. Where are the sockets for the CD-roms? Probebly in some place inconvinient and pretty difficult to find... like the top.

The first one looks like an avrage computer, and you understand it is when you look at it for the first time. So it's tackky and disgusting but it also has a nice handle on top that makes it easier to carry. Could do with a bit organization with all those buttons and holes at the buttom. Why can't they be in a single file... :tired:
Posted 17 years ago2007-04-03 07:00:50 UTC
in DRM free downloads on iTunes Post #217829
I like Apple Pie! :)
Posted 17 years ago2007-04-03 06:57:38 UTC
in New Member and Question Post #217828
Strangly enoungh I too remember something like that, only that I can't remember where.

Welcome, and if you need any help don't hessitate to consolt me.
Posted 17 years ago2007-04-02 17:57:35 UTC
in Odd version of MAX_LEAF_FACES. Post #217800
Are you sure you haven't scaled down some too? What kind of vis did you use in the compile before the last one, fast, normal or full. The more accurate vis the more leaves created.

A fine trick to reduce leafs is turning things into func_walls. I don't mean small details, but also complex archtitecture, try to make your room as square as possible if those entities are removed.

I've done it in my map Ocean Temple, and by that I saved my map from the same error, it has 11000 leafs now, Hl1 couldn't take all the leafs it would create if some of the archtitectue was solid. Those arches above the golden fish heads, they are entirely out of func_walls and so are the pilasters that hold them. To vis that hallway is just a bland cubic room, if I hadn't tied those arches to an entity my map would never run. ;)

Don't tie each brush to a func_wall, tie a group of them, just make sure they don't spread over too much space. The problem with entities is when a simgle part of them is rendered all of them is rendered, even if it's invisible to the player thus raising the R_speeds consideribly.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-02 11:37:18 UTC
in Copying a CD Post #217766
Where the hell do you live Elon?
I know everything is much more expensive around here. I bet the
40x DVD burner I bought could cost half the price anywhere else in the world, I live in a crooked country. :nervous:
This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-02 11:26:54 UTC
in Ocean Temple Post #217763
Nay no alien weapons! I want it to look like paranormal and deamonic creatures. Think of this like Hl1 never happend. These creatures aren't aliens. So I'll drop all creatures that can only look like aliens. By that I mean alien slave, alien grunt, alien controller, shocktrooper, shockroach, baby shocktrooper, nilihitha...ect I only want creatures that look deamonic. Like the ones in the comic book- hellboy. There are some that'll give that same feeling as in hellboy.

I'm a bit skeptic about the crabs though... I might include them since they are crab like creatures, though no zombies or genomes. Don't fit the theme.
Posted 17 years ago2007-04-02 08:54:39 UTC
in Ocean Temple Post #217752
Would be really boring and repeatitive. A fight against one tentacle is the same as against another, you throw a few grenades emepty a few buckshots at the tentacles. You can't make so many diffrences,I don't want to repeat it twice. Having once a tentacle and once a worm will be nicer.
Posted 17 years ago2007-04-02 07:55:31 UTC
in Ocean Temple Post #217750
I believe that many already checked the map but if you didn't:
http://twhl.co.za/mapvault_map.php?id=4480

I already fixed all the problems and added a few more details. But now I feel that such a map shouldnt be left like that. It should be extended to a mod, this map will be the ending of the mod, I'll place an artifact on that small plate next to the statue. Getting it is the goal of the whole mod.

The mod will have puzzles, traps and fights. It will be mostly connected to the water element. Though I can't garanty there wont be enemies connected to other elements, it is very hard to pick monsters from the Hl1 that fit the theme.

The layout of the mod is simple. There is the main area where you start in the middle. From it you can either go to two diffrent areas.
Those areas will be built around a monster, like the blast pit or the pit of the worm's nest. The idea is quite similar to the one in both of those chapters, you run around the monster avoiding it's attacks and there are many side puzzles in the rooms connected to the monster's room.
You need to collect some keys and that will open doors to diffrent rooms connected to the monster till you get two ruins.
The two ruins open the path to the temple of water!

Thats the main idea. My problem is where can I find two monsters that'll fit in those rooms and still fit with the theme. Monsters that doesn't have to be aliens, that can be deamonic creatures. The tenticle is fine but there aren't any other creatures that are as big. The big baby boss(the Hl1 boss) doesn't fit the theme at all and he is too big. The gronach can be killed even without explosives, and the grag... I'll use it in another part of the level.

The only solution to my problem is to make this a opfor mod. This way I'll have the worm to place in the second room, and lots of cool weapons. I will also have a few new enemies that'll fit the theme. Like the pit drone... and maybe the voltigore, but I'm not sure.
What game should I use Hl1 or Opfor? After all opfor is just an improvment of Hl1, it got everything Hl1 has.
Posted 17 years ago2007-04-02 05:45:50 UTC
in Competition 23 Post #217739
Of course kasperg, but what I ment is you can't make huge changes to the layout and archtitecture like you can in a map based on nothing. Thats what I ment by mapping freely. You can't make something that'll truely be diffrent because you are confined to a round layout, every map made will have something similar, the layout.
Posted 17 years ago2007-04-02 05:39:30 UTC
in CoH: Assault Post #217737
Now people can't even express their opinion without all the assholes flaming them. Thats just an opinion you don't have to agree with it but nither do you have to flame.

Besdies I never said it sucks! I only like Z better, and in most prespectives I think it is better.
Posted 17 years ago2007-04-01 21:45:02 UTC
in Competition 23 Post #217713
Not so much, I was still left with your layout! I wanted to make such big changes... It doesn't let you map as freely as you would have done without the base. :
Posted 17 years ago2007-04-01 21:42:02 UTC
in CoH: Assault Post #217712
1.No there isn't. There are fuel supplies, ammo suplies and manpower. I don't know a great deal about leading an army in Real Life but I imagine that you need that kind of stuff to stage an assault.

2.This is an attempt to recreate the combat strategies used in WW2. Not some plotless game following plotless combat between red and blue robots.

3.Real wars need fuel, ammo, manpower and whats that real important one...erm...oh yeah, MONEY!!!

4.You do need to build forward bases. Occupying a few houses won't do it. You need to have proper defences, medical stations, etc.
1. Fuel, ammo, manpower, power, reputation, money are all the samething, just names! You could call it anyway you like, it will still be something you need to get or harvest in order to buy things. I think it ruins the concept Z had, and the gameplay was great.

2. Graphics, thats all the diffrence between the games, they are the least of my concern. It doesn't really matter if a game has a solider that looks like a robot or a human, it's not the thing that'll make the game fun. The battles themselfs are far away from the real thing in both games. I agree Z has hardly any plot, the 90th wasn't a time when a plot was considered that important in such games, but CoH's plot isn't that complex either.

3. The commander doesn't need to take care of that usally, it is provided by the govorment. Only in rare crisises those things are important, like when a platoon is cut from the rest of the force.

4. Forward bases and medical stations aren't usally found in the FRONT LINE! They are a bit farther away, you know so a cannon shell wont fall on it, or a few bullets will whiste past it. ;) And a front line isn't the squere meters where the soilders hide in the first few trenchs. I agree though on the fortification part, I said before it is a wise idea. Also the cover, maybe the airstrike too...

Hunter- Is anybody you don't agree with a dick?
Posted 17 years ago2007-04-01 21:17:01 UTC
in CoH: Assault Post #217709
No you are the dick!

If you would have read my post more carefully you would have noticed I was just mocking these games! I hate the C&C for that.
Z is much more complex, any wrong decision might kill you, you can't afford many mistakes like in C&C. Also from where did you think the territories concept in warhammer and company of heroes came from- Z steel soliders. And the territories in Z steel soliders came from the original Z!
Posted 17 years ago2007-04-01 21:11:10 UTC
in Competition 23 Post #217706
Mapping from base? Booo! I hate those, hardly any place for originality. Though I might try to enter one, could be a good practice in editing peoples maps, and making them my own! :)
Posted 17 years ago2007-04-01 21:07:56 UTC
in CoH: Assault Post #217703
Played it, it's nice, but it's not something special. You can build buildings which is silly, and not nessecery in a game with territories. Capturing prebuilt buildings is much nicer.
I like the cover part and that you can build trenches, barbed wire... ect

There is money, I think it's obselete. Nearly all games use it and it starts to bore me. Plus it lessens the value of the territories. You can still win if you don't have more territories then your enemy, the idea is to establish a well defended base and hit the enemy hard, just like in the C&C and most other RTS games, this is getting old and repeatitive.

Why can't they make another game like the first Z where the goal is to capture more territories then your enemy. A carzy and fast race, who that manages to capture and hold the most wins in the end. That was achived by the fact there was no money! The more territories you had the shorter the time it takes your factories to manufacture. This way the territories are very important. If you have less territories your enemy will always have more units, there isn't a way to have lots of units with few territories. A perfect way to deal with 'camping' in RTS games.

A territory RTS game with money isn't really worth a penny, it is the same as a regular RTS. I'm really tired of all the C&Cs around. There was hardly any improvments in all those games since Dune2. The basic concepts are always the same. All that changed is the graphics and controls... maybe sometimes the AI of the enemy, but nothing else.