Forum posts

Posted 17 years ago2007-01-05 19:44:06 UTC
in Half-Life 1 Still Popular? Post #208717
I like both... every time one of the two games pisses me off... I say to my self: "I'm never gonna map for this game again".... and then there I am a few days later;D
Posted 17 years ago2007-01-05 19:16:11 UTC
in Iron Grip Map Contest! Post #208714
I hope it is made into a single player or eaven cooperative multiplayer as well. I think it has a realy cool story line which seams perfekt for a sp game... could imagine both the rts and fps being incorporated in it :D
Posted 17 years ago2007-01-02 17:19:17 UTC
in Iron Grip Map Contest! Post #208317
sweeeeet..... :D Downloading.... looks like a realy cool mod
Posted 17 years ago2006-12-30 19:32:12 UTC
in problem with prop_vehicle_jeep :P Post #207972
yes that did so?ve it ;D

thanks everyone... I can now go back to making the map...
Posted 17 years ago2006-12-30 08:52:01 UTC
in problem with prop_vehicle_jeep :P Post #207915
okay.... now IU tried deleting all inputs/outputs there are no errors with alt+p
...but anyway the error stoped showing up after I deleted the inputs/outputs.. however the game still crashes when I try to get in a vehicle :P

but then I found out that whenever I spawn a vehicle on a displaced surface it'll go right through as if there was no surface at all... what could that be about? I also tried playing the map in gmod and whatever prop I spawned there it went right through the surface.... could this also have somthing to do with the vehicle poroblem?... I might just try and redo all the displacement in the map.....

or do you guys have any ideas?
Posted 17 years ago2006-12-29 18:23:03 UTC
in problem with prop_vehicle_jeep :P Post #207882
My system is not at the bare minimum... yuo see this only happens in this one map. normally the buggy works fine. so I think it might have something to do with inputs/outputs (that being exactly what I was experimenting with.)

I'll have another look at it tomorow, maybe I should try deleting all inputs/outputs and doing them again.

just another quick question (I'll keep it in the same thread since it relates to the same map): is there a way to make a buggy activate a trigger like an explotion... that is a buggy, but without the player in it. say a player has to jump out of the buggy before it hits a generater or somthing which causes a great explotion.

but anyway thanks for the help :)
Posted 17 years ago2006-12-27 09:52:45 UTC
in problem with prop_vehicle_jeep :P Post #207685
I am making a map where the player has to perform lost of highspeed stunts in a buggy (prop_vehicle_jeep)

So placed the entity in the map, and trust me I used the right keyvalues, I copied the setup from valves examplemap (sdk_vehicles) just to be sure. Then I compiled my map.... and there it was.... the problem is when I try to enter the vehicle Hl2 crashes.... I also got this error sometimes times:

The instruction at "0x241f94f7" referenced memory at "0x0d93f41c". The memory could not be "read".

So if anyone knows what the problem might be... please help me :D

thanks for your time
Posted 17 years ago2006-10-13 16:42:23 UTC
in my hammer 2d view is f_u_c_l<_e_d up Post #199590
In my experience hammer dosn't like stuff going right to the edge of the grid, always wants a margin.
Posted 17 years ago2006-10-13 14:45:17 UTC
in Now Playing: ... Post #199581
Pure Pwnage - n00b Song
Posted 17 years ago2006-10-13 07:54:04 UTC
in The corrupt wish Post #199515
Gordon frohman is a guy from a realy funny gmod comic

www.hlcomic.com
Posted 17 years ago2006-10-12 16:16:36 UTC
in Now Playing: ... Post #199431
Guns 'n Roses - Nightrain
"Loaded like a freight train
Flyin' like an aeroplane
Feelin' like a space brain
One more tonight

I'm on the nightrain
An I'm lookin' for some
I'm on the nightrain
So's I can leave this slum
I'm on the nightrain
And I'm ready to crash an' burn
nightrain
Bottoms up
I'm on the nightrain
Fill my cup
I'm on the nightrain"
Posted 17 years ago2006-10-12 16:10:32 UTC
in The corrupt wish Post #199430
granted - but you burn your mouth and randomly your head blows up ;)

I wish conserned (the halflife and death of gordon frohman) wasnt allmost finnished
Posted 17 years ago2006-10-12 16:06:52 UTC
in Now Playing: ... Post #199429
Guns n' Roses - Welcome to teh Jungle
Posted 17 years ago2006-10-12 16:03:28 UTC
in The corrupt wish Post #199427
granted but you got banned from it

I wish I won the mapping competition
Posted 17 years ago2006-10-11 17:46:43 UTC
in The corrupt wish Post #199327
I know... he was on a space mission to pluto and then it exploded ;D
Posted 17 years ago2006-10-11 17:44:47 UTC
in The corrupt wish Post #199325
granted, it got the respect cuz you were on it whilst it exploded!!!

I wish I knew how to moddle
Posted 17 years ago2006-10-11 17:14:52 UTC
in The corrupt wish Post #199308
granted, you are ;)

I wish I could get early copy's of team fortress 2, hl2 ep2 and portal
Posted 17 years ago2006-10-11 16:50:34 UTC
in Now Playing: ... Post #199295
Iron Maiden - No More Lies
Posted 17 years ago2006-10-05 17:38:20 UTC
in Targets Post #198633
transform it perhaps (ctrl+m)???

or am I misunderstanding the question?
Posted 17 years ago2006-10-04 05:46:42 UTC
in c4 Post #198450
no you only put the weapons you want the player to start with.... ex. weapon_knife, value: 1.... the rest is stripped automaticly....
Posted 17 years ago2006-10-03 15:36:35 UTC
in New prices in CS? Post #198400
yea kol, exactly my point ;)
Posted 17 years ago2006-10-03 15:29:07 UTC
in c4 Post #198398
game_player_equip is the entity: "turn off SmartEdit mode and click Add. The item's name is the key, and the value is the number of items to be given to the player." taken directly from the CS entity guide on this site ;)

as for the conveyer belt.... use a brush based entity (func_conveyer)
Posted 17 years ago2006-09-25 16:55:20 UTC
in New prices in CS? Post #197591
hehe your right ;)

A lot of people here seems to think new weapons.... well in my oppinion cs has got all the weapons it needs if not too manny...
Posted 17 years ago2006-09-25 07:57:42 UTC
in New prices in CS? Post #197516
actually all the cs fans hate the idea..... if you look on forums and stuff theres like 19 billion posts of people just saying how bad they think it'
ll be.... some of them even saying they'll go back to playing 1.6 because they hate the idea so much... ;)
Posted 17 years ago2006-07-11 09:47:34 UTC
in Env_shake Post #189690
well there you have it.... isn't there a logic_timer entity in hl???
Posted 17 years ago2006-07-11 09:45:18 UTC
in Questions Post #189689
I think it is... I'll test it later and tell you if succesful...
Posted 17 years ago2006-07-11 07:29:43 UTC
in Env_shake Post #189679
use a logic_timer entity and make it trigger the env_shake... the logic_timer has a ssetting called tandom intevals or somthing like that which has to be turned on...
Posted 17 years ago2006-07-11 07:23:34 UTC
in Questions Post #189678
Dosn't the weapon_c4 have an output called "on pick up" or something like that.. then use that to trigger the trigger_hurt.

useful???

well here it is anyway ;)
Posted 17 years ago2006-07-10 19:24:36 UTC
in xbox 360 model :) Post #189567
when i look at that screenie I wish I knew how to moddle.... how do you do it??
Posted 17 years ago2006-07-05 04:49:30 UTC
in Spawn Triggers? Post #188571
it's most likely for source... this is the source engine dicussion ;)
Posted 17 years ago2006-06-25 14:17:11 UTC
in How to:No CT passage, T's can pass Post #186837
I think it could be accomplished in ?cs:s but since this is for 1.6 I'm not sure.... I gues there is somthing you could do...... make all the entrances to the bombsite have locked doors and then equip all the t's with keys but not the ct's.. and you might be able to do somthing so the dor locks itselfe again after the player has entered...... only problem there is that while the t's enter the door will be open for a little while allowing a fast ct to rush in....

don't no if this stuff is any use.... any way there you go ;)
Posted 17 years ago2006-06-04 03:52:34 UTC
in block tool Post #183656
Same old argument: clip, carve or vm...... never stops does it ;D
Posted 17 years ago2006-06-01 16:59:10 UTC
in overrun by errors!!!! Post #183179
I'm quite sure my tools are properly configured..... cause normaly my maps run fine only recently has this started happening and I havn't changed any settings...

not sure of my PC's statistics but I don't think that's the problem couse as I said before it's only recently this thing has started happening.
Posted 17 years ago2006-06-01 16:07:21 UTC
in overrun by errors!!!! Post #183170
well it's when the compile is just done and the game is about to be lauched.....

and yes I have searched the forums..... however i didn't find that my question had been answered before..... but if you say that there are dozens please "link" me to them
Posted 17 years ago2006-06-01 12:39:40 UTC
in overrun by errors!!!! Post #183151
I can't compile any map at the moment..... I've done lots of stuff before... but now suddenly nothing works!!!

error 1:

when i try to compile any map: hl.exe has encountered an error sorry for the inconvenience

error2: I some how managed to compile a map... don't ask me how.... so the game starts up.... error: egine error could not load: gameui

someone know what thats all about?
plz any help would be realy great as I cant map before these problems are solved
Posted 17 years ago2006-05-25 18:16:08 UTC
in mod icon dods Post #182061
there is no mod icon for day of defeat: source maps in the mapvault.... would just be nice so you know if you can play the map.... (one may not have the right mod)
Posted 17 years ago2006-05-20 18:20:39 UTC
in Nuke-Style Arches Post #181234
always wondered what the difference between func_walls and func_details was.... now i know... thx guys :D
Posted 17 years ago2006-05-20 14:26:26 UTC
in Nuke-Style Arches Post #181191
and do remeber to tie the arch to func_wall I once forgot when I was making a simular thing and it took about 9 hous to cmpile :P ;D
Posted 17 years ago2006-05-20 13:03:48 UTC
in Nuke-Style Arches Post #181173
Hmmm... you could try decopiling nuke and see how they've done it ;)
Posted 17 years ago2006-05-19 06:46:31 UTC
in Func brakabole move with func vehicle? Post #180929
This could possibly be done in source
Posted 17 years ago2006-05-17 17:07:35 UTC
in dod_town movie clip! Post #180646
so when is this map gonna come out... it looked pretty finished on the sceens/moovie

looks cool...
Posted 17 years ago2006-05-17 17:00:36 UTC
in HL2SP mapping question Post #180644
I gues you'll have to just buy the game like every body else ;D
Posted 18 years ago2006-04-25 08:35:43 UTC
in 2 avatars??? Post #176629
weeee your right!!!

I knew there was a simple explanation thanks :biggrin:
Posted 18 years ago2006-04-25 08:30:33 UTC
in 2 avatars??? Post #176627
I can't change my avatar...Why?

When I first came to twhl I got my self a crappy Gordon Freeman avatar, but now I want to cange it. SO I go to "modify profile" and then the uploadlink next to my current avatar, then I find my avatar using the brows button, and then it just still shows my old one, even when I press submit changes.

And now this is where I realy get confused: I see my webpage appears on the front page, but the avatar next to it is not the old one, but the new one, but when I enter my profile its still the old one.

???

I just wanna change that god damn avatar...
Posted 18 years ago2006-04-22 05:05:54 UTC
in NPC and Hint Brushes Post #176001
Bots always know if your there, even if your walking and making no sound, as if they can here your breath
Posted 18 years ago2006-04-20 17:26:44 UTC
in func_tracktrain Post #175674
check the speed value of your func_tracktrain. if this is set to 0, your train won't move.
Posted 18 years ago2006-04-12 16:25:33 UTC
in 1337 H4xX0r Post #173813
There probably is one in Source.
Source has a 'bulletblock' texture that'll do the job, but since it's 1.6 your mapping for, that isn't realy a possibility.
Posted 18 years ago2006-03-30 17:56:41 UTC
in player_weaponstrip source Post #171653
um.... sry, must have overseen it :
Posted 18 years ago2006-03-29 17:04:46 UTC
in cubemap error in a map with no cubemaps? Post #171493
I get this wierd error, not compiling, but in the console when the map loads:

env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/citadel_metalwall076a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalceiling005a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalceiling005a
env_cubemap used on world geometry without rebuilding map. . ignoring: buildings/gen07
env_cubemap used on world geometry without rebuilding map. . ignoring: buildings/gen07
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/combineglass001a

now I don't understand coz I havn't got any cubemaps in my map :quizzical:

so... please.... a bit of help
Posted 18 years ago2006-03-29 16:43:17 UTC
in player_weaponstrip source Post #171488
ok I found out how to do it: they must have dismissed the player_weaponstrip entity in source. All you need is the game_player_equip entity and then just leave it not to equip the players with anything at all. so thats why they have removed the player_weaponstrip.

anyways thx guyz for your replies :biggrin: