Forum posts

Posted 18 years ago2006-04-27 16:35:34 UTC
in Airsoft vs Paintball Post #177051
Which of these two shooting sports is better?

I myself think Airsoft is a better choice because it's far cheaper, there's little cleanup, and the guns actually look like their real counterparts. I also think that Paintball, unless you're sponsored is a waste of money. 2000 rounds of paintballs would cost you about $40 - $50 while 4000 rounds of 0.12 bbs will sell for around $7.

Another thing is that in paintball, you have to buy canisters of CO2. These may not be expensive but it can be a pain if you run out. All you gotta do in Airsoft is charge your INCLUDED battery with your INCLUDED charger for a few hours.

The only thing that I don't like about airsoft is how the game is played. You must call yourself out if you are hit without any real proof. In paintball, this is always clear. So, which is a better sport to play?
Posted 18 years ago2006-04-27 16:25:47 UTC
in Chevy Blazer Available!!! Post #177046
Okay bud, wasn't trying to piss you off none the less say wrongful thigns about a Blazer and an S-10. I was merely saying that (in the REAL world) the Chevy Blazer is basically the same thing as an S-10 pickup truck... Anyway, I think ur models are good and I have a few ideas for vehicles. I see now that you are just aiming randomly so here goes:

Gordon - Honda Civic Hatchback / VW Golf / Jetta
Barney - Dodge Ram / Ford F-150 / Explorer
Scientist - Mercedes Benz / BMW M3 / Audi A4

Just some ideas...
Posted 18 years ago2006-04-27 12:00:27 UTC
in Chevy Blazer Available!!! Post #177016
Good work! I guess a BMW would make an alright car for a Black Mesa theme. Or, to make things a little more fitting, have an Explorer and like a Taurus or something. Nobody likes to mix n match lol.
Posted 18 years ago2006-04-27 08:58:26 UTC
in Looking For Coder (HL1) Post #176991
Yeah, I know it's not a difficult task but all of my programs seem to be a little screwed up. Changing the code is EASY. However, I will need to reconfigure my C++ before I try to build the dll...again. I just can't seem to figure out how to compile the new code from the Single-Player Source code from the SDK.
Posted 18 years ago2006-04-26 19:58:07 UTC
in Looking For Coder (HL1) Post #176938
Aww really, all i gotta do is modify the pictures? I though that would have been code. I can do that myself I guess. As for the white HUD, you know anyone who can do that? All my stuff is a little screwed up so I can't try again. That's great if it will only take a few minutes.

Crap, I can't remember the program that allows you to edit sprites. Does anyone have a link?

[Update] I successfully modified the sprites the way I wanted and tested them in-game. They came out pretty good. But, I am still looking for someone to code the white HUD.
Posted 18 years ago2006-04-26 18:42:34 UTC
in Looking For Coder (HL1) Post #176920
I am currently looking for someone to code up some minor things for my mod. I would do it myself but my programs are not set up and I have no time to configure them. If anyone would like to help out, here's the "to do" list:

Build a Single-Player HL client.dll from SDK 2.3 with...

1) a white colored HUD
2) weapon names displayed in menu (see names below)
  • Crowbar
  • 9mm Handgun
  • SPAS-12 CS (shotgun)
  • M4 Carbine (assault rifle)
  • Crossbow
  • .357 Magnum
  • Hand Grenade
  • Satchel C4
  • Trip Mine
  • LG RPG
  • Gauss Rifle
  • Hornet Gun
  • Egon
  • Snarks
(All weapons in mod are forced High-Def versions)

Looks like that about covers it. If anyone would like the job, please send the finished DLL in a ZIP or RAR to headcrab_killa@hotmail.com and your name will be added to the credits. If multiple DLLs are submitted, your name still may appear in the credits regardless of the code that is used in the mod. Make sure you include a .txt file with your DLL stating your name and email so I have the correct information. ANY support would be GREATLY appreciated!
Posted 18 years ago2006-04-26 13:01:51 UTC
in Kasperg Projects! Post #176847
Agreed, that FallingWater house is quite a remarkable feat of enginnering and design. Hopefully you can finish it up in the future. It would make for a great CS:S map! Terrorists starting from within the house and CT's starting from across the little bridge. (You could also put a couple APCs near there too.)
Posted 18 years ago2006-04-26 11:59:55 UTC
in Chevy Blazer Available!!! Post #176827
The Black Mesa SUV was modeled after a 90s Ford Explorer. The Blazer is just an S-10 with a cap basically. Why the hell is the logo there? It should be on the front doors!
Posted 18 years ago2006-04-26 11:06:15 UTC
in Lots of Mod Related Questions Post #176815
I don't know where to get the command line compiler. : All this stuff with .NET Framework, updates, and SDKs are giving me a headache. I think i already have all of those updates and the Framework to boot but I don't know where to find the compiler.

Wow, after reading all the stuff on Wavelength I'm thinking that theres an easier way to do this. Forget this blasted command line crap all i want to do is change the damn HUD color for my mod! How do I build the DLL from the studio?
Posted 18 years ago2006-04-25 11:31:08 UTC
in Lots of Mod Related Questions Post #176651
Errrrm, I can't seem to find that "cl_dll.dsw" file that you were referring to earlier. I have the HLSDK 2.3 but which folder is it in and what do I do with it once I open it in the visual studio?
Posted 18 years ago2006-04-24 12:13:13 UTC
in Lots of Mod Related Questions Post #176426
Alright, it looks like i will be ok for awhile. Thanks for your support.
Posted 18 years ago2006-04-24 11:56:33 UTC
in Lots of Mod Related Questions Post #176416
1. Okay
2. Sorry to confuse you...I changed the color of the console splash screen but it defaults to the dark grey. How do I get it to change?
3. There is no logo.avi in my mod's media directory.
4. I can't, its not even there!
5. Yep, got 2.3, i'll try that, thanks.
6. Let's just hope so.
Posted 18 years ago2006-04-24 11:12:40 UTC
in Lots of Mod Related Questions Post #176409
Errr, Im still having tons of issues with stuff that im trying to add to my mod. I would like to get this stuff done with now so that i can just wrap it all up with the mapping. The coding and file modifying arent going all that smoothly and i have a whole bunch of questions. I will refer back to this thread frequently if i get any responses. Please note that I have read countless tutorials here and on other sites but i am still left with many unanswered questions...

1) How do I make a PAK file?
2) Why wont the console splash screen accept modification?
3) Where do I find that logo banner reading HALF-LIFE on the main menu?
4) How do I remove the HALF-LIFE banner from the main splash?
5) How do I build the cl_dll? - Refer me to a good link...
6) When modding the HUD color, is the cl_dll the only thing that needs to be recompiled from the single-player source code?

I know these arent mapping questions but the mapping is the easy part for me. If you are to respond, please list the question number with your response. Thanks!
Posted 18 years ago2006-04-23 17:56:40 UTC
in More HL Single Player Mods Post #176304
Hmmm, Point of View looks very interesting. I'll also try those two that you listed Muzzle. Thanks guys!

Whats with the anime?
Posted 18 years ago2006-04-23 17:52:11 UTC
in More HL Single Player Mods Post #176301
Oops, I forgot about ETC and ETC 2. I've played them both and I thought they were VERY good. Sorry about not listing them. I'll check out that site now!
Posted 18 years ago2006-04-23 16:53:56 UTC
in More HL Single Player Mods Post #176295
I am looking for some new HL single player mods to play but i am having some trouble in finding the best ones. I have already played a whole bunch of them:

Azure Sheep
Absolute Redemption
Case Closed
Deliverance
Poke 646
They Hunger Series
Darkstar

Anyone have any suggestions?
Posted 18 years ago2006-03-22 23:20:41 UTC
in Recreating HL1 maps Post #170354
Yeah, usually when I map for Source, I typically use my HL1 err... techniques to construct them. In other words, most of my Source maps look a lot like my HL1 maps except they are more detailed. Oh yeah and some of your BM:S maps look really nice Rabid. I think I checked them out awhile ago. Keep up the good work!
Posted 18 years ago2006-03-22 23:11:33 UTC
in Sub Zero Mod Media Post #170353
Yeah, cuz you know modeling new guns is just the easiest thing to do and barely takes any time at all...ill get right on that. I'd like to complete the mod while im still young.

I was going to do a white one but that seemed kind a lame and boring when I tested it out. I think the blue fits nicely too.
Posted 18 years ago2006-03-22 23:08:58 UTC
in Level Change Problem Post #170351
Yeah, I figured that the Fire on close was not working. I didn't get any errors in hammer when i targeted something in the field that didn't exist. I finally ditched the whole double-door deal and modified a bunch of my maps for smoother level changes. I pretty much just made the halls longer and stuff. It took a while to fix but my maps are much better now. Heh, I nearly made one of my maps double the size and combined another two together! Some significant changes but Im sure it will all be worth it.
Posted 18 years ago2006-03-21 00:53:30 UTC
in Level Change Problem Post #169879
I always run my maps in Half-Life so I can see exactly how they will work. Anyway, I have basically recreated my scenario in this pathetic little drawing:

http://i26.photobucket.com/albums/c102/HondaKid95/LevelChange.jpg

Hopefully this will give you an idea on what I am trying to pull here. When the levelchange is supposed to occur, Half-Life does not crash and I get no errors. The map just sits where it is as if nothing has been triggered at all. No loading or anything. I have everything set up correctly but it just wont work for some reason.

Level Change Sequence:

Player opens door (no trigger)
Player enters area of trigger_transition
Moments later the door closes again (triggering levelchange)
Level change fails...

*I have the name of the transition to the name of the landmark
*All names and targets are correct
*trigger_changelevel is USE only
Posted 18 years ago2006-03-20 21:14:57 UTC
in Another Mod Idea... Post #169856
Thats a MULTIPLAYER mod habboi. Were talkin SP here! Or...at least I was. Yeah not actually sure if that is still in the works though. I was thinking about HL1 as well. It would be cool to see in HL2 though. The idea of HL2 would ONLY work in multiplayer though because you could choose diff types of crabs. (lol) Like reg, fast, or poison. This wouldn't really work in SP.

OMFG - at the end of it the boss could be Gregori, how sick would that friggan be.
Posted 18 years ago2006-03-20 21:12:56 UTC
in Level Change Problem Post #169855
Exactly, I don't want the door to suddenly appear closed in the next map. I really cant make all of the halls longer, that would take a shitload of remapping certain areas with the same design. There must be a way to make this work! I am still trying to figure it out! I'll get it sooner or later.
Posted 18 years ago2006-03-20 19:27:45 UTC
in Level Change Problem Post #169842
Here's the deal. I have two doors connected by a small corridor in which I will use for the change area. When the player walks through the first door, he enters the area where a trigger_transition is. Great, now when the closes behind him, the door's set "Fire on close" targets a trigger_changelevel under the area where the corridor is. The only problem is that it doesn't f-ing work!!! The trigger_changelevel is set to "USE only" and the trigger_transition is set to the name of the landmark. WTF? The landmark has been set up properly as well. Everything seems like it is in place. Does the door need a name or something? Does this method only work in one-way level changes? (I have the same kind of setup in the next map too.) I need a fix so that I can continue to map!
Posted 18 years ago2006-03-20 17:22:12 UTC
in Another Mod Idea... Post #169809
Yes, as a headcrab you would be very vulnerable but this is why you would have to find a host body to travel around with.
Posted 18 years ago2006-03-20 00:14:59 UTC
in Another Mod Idea... Post #169622
I had this idea a while back but I never even considered trying to put it together because it would require a shitload of coding and whatnot. My idea was to play as a headcrab...yeah that's right, the lowest level of Xen evil. The strategy of being a headcrab would be to find a host body and use it to fight the humans. For example, you arrive at Black Mesa and roam around in the ducts until you find a lowly security guard. You jump on his head and use his body for combat purposes. Having to play as a "zombie" would be cool i thought. You could zombify specific humans for specific needs. If you want to pack a little more punch, try a soldier, if you need to gain access to a door or computer, zombify a scientist and hack things up. When the host body dies, seek cover in ducts and other places where you could feed on dead stuff to regain health. It would be cool to see how it worked out. Just an idea!
Posted 18 years ago2006-03-20 00:03:14 UTC
in model issue Post #169620
Well, there is one solution to this I know of except it's more of a shortcut than an actual fix. It will make the yellow blobs go away. The only thing I ask is does the model function properly? Do all the animations work properly? If so, here is the "fix." If you are willing to use Spirit of Half-Life, there is a Monster Flag that makes the yellow blobs go away. That's pretty much all I can give you, sorry. I myself do not use Spirit.
Posted 18 years ago2006-03-19 10:49:13 UTC
in Coding Problems Post #169517
Believe me Seventh, the tutorial here at TWHL was the first one I checked out!
Posted 18 years ago2006-03-19 01:27:20 UTC
in Coding Problems Post #169432
Hmmm, its well worth the try. (I guess) Thanks!
(I've already read the tutorial at VERC)

[Update] Some useful information in there but I am still confused as to how to get the final product with all the files. Idk, I am just going to have to get tought how to do it or find someone who can. Thanks for the links though.
Posted 18 years ago2006-03-19 00:59:28 UTC
in Coding Problems Post #169429
I took another whack at trying to modify the HUD color for my mod. To save you the trouble of finding out how it went, lets just say that I was equally annoyed by the experience this time around. It seems like such a simple task but it wont work no matter what I try. I changed the code successfully but the project will not build. It just fails every time and I usually quit by like the 3rd try. I know I should be patient but its in my personality to get angry (unfortunately.) I know i dont make a good coder but i dont really care. I just want to change the HUD color. Does anyone know why the project wont build? How do I build the file so that it will run with Half-Life. If it's really complicated, could someone build the project for me? That would be greatly appreciated!!! I want to make the HUD white. I know it seems pretty bland but it fits my mod perfectly. If anyone is up for the task notify me and I will gladly add you to the mod's credits.
Posted 18 years ago2006-03-18 17:52:39 UTC
in Sub Zero Mod Media Post #169363
Heh, that zombie skin is goofy lol! Great stuff! As far as the 9mm goes, I should have changed the background color for the screenshot. It's too dark so the gun seems a bit out of wack. If you could see the gun more clearly, you would notice that its the 9mm beretta handgun.
Posted 18 years ago2006-03-18 13:45:36 UTC
in Sub Zero Mod Media Post #169327
Wow, I guess nobody likes them! lol :D That's weird that no one has replied to the thread in like 10 hours. Oh well.
Posted 18 years ago2006-03-17 22:19:50 UTC
in Sub Zero Mod Media Post #169209
Here are some of my latest re-skinned models for my mod. I know that they are not that impressive but I just wanted to show that I am trying my best to change a lot of things for my game. I hope you like what I have done.

Gordon's BLUE HEV Suit - http://i26.photobucket.com/albums/c102/HondaKid95/sz_suit.jpg

The "Zero Tolerance" Crowbar - http://i26.photobucket.com/albums/c102/HondaKid95/sz_crowbar.jpg

White Plateau SGuard (Nametag modified) - http://i26.photobucket.com/albums/c102/HondaKid95/sz_barney.jpg

9mm - http://i26.photobucket.com/albums/c102/HondaKid95/sz_9mm.jpg

NOTE: Almost every weapon model (v_whatever.mdl) has been modified to match the HEV suit so don't worry about a color-changing suit! :D
Posted 18 years ago2006-03-16 00:42:58 UTC
in PlanetPhillip - Lost Mods Post #168563
Just to let everyone know, www.planetphillip.com is looking for people to join some kind of "Half-Life Lost Mod" project team. I guess Phillip wants to bring back some of the lost mods that were never finished or released. They are looking for people with a variety of skills from coding to mapping to restore some lost mods. It sounds cool but i cant join because Im already working on something.

[Update]: I guess the project is called "Half-Life : Resurrection" or something like that. (www.planetphillip.com/resurrection)
Posted 18 years ago2006-03-16 00:26:04 UTC
in Getting Custom Models To Work Post #168561
I totally agree with you Captain. As far as the challenge part goes, I'm already dealing with one in that I'm putting together my first HL mod. I really cant get sidetracked because I'm just breezing right through with the mapping now. I pretty much know most of what it takes to make good maps so it should be smooth sailing.
Posted 18 years ago2006-03-16 00:20:44 UTC
in Some of my renders Post #168560
I tried XSI once...to save you the trouble of explaining the experience, I didn't use it after that :D . I'm still getting used to MilkShape lol
Posted 18 years ago2006-03-15 22:48:57 UTC
in Getting Custom Models To Work Post #168545
Well, that would be cool if someone could do that for me or at least show me how to do it. I have C++ installed and very little coding ability already so maybe that would be a possibility. Idk, I'm a little confused with this whole custom/unused model stuff.
Posted 18 years ago2006-03-15 20:34:50 UTC
in Getting Custom Models To Work Post #168524
The only problem with using the scripted_sequences is that I actually want these monsters to attack the player and other entities. This is impossible to do with my level of skill isnt it : ? I should really try to code more often. Hell, I cant even change my fucking mod's HUD color! WTF.
Posted 18 years ago2006-03-15 20:08:37 UTC
in Quake 4 Mapping Post #168507
OMFG. I do believe that everyone has their opinions and no one is right but i did not say that i loved DOOM 3. I merely stated that it ran great on the Xbox (at least mine and i dont see how it would change from console to console) and that the engine was impressive. I think Quake 4 is much better than DOOM 3 and that it was a better display of what id's D3 engine could do. I can see the faults I just dont pay as much attention to them as i should apparently. Whatever, I really dont even care anymore.
Posted 18 years ago2006-03-15 18:40:22 UTC
in Half-Life Xen Flyer "Manta" Post #168499
Some other things I remember about the PS2 version are that in the singleplayer mode (Half-Life), VALVe completely changed some of the map layouts. This isn't a bad thing though, most of them were dramatically improved. The one map i can remember being changed the most is when you first arrive at the "Office Complex" chapter from the elevator. That first area has a completely different layout that fits is so much better. The other thing I remember is that there is this one really inpressive map in the Decay story. It is some kind of Xen species genetics lab where some of the creatures are being tested on. It was pretty sweet. The Heath and HEV stations were also changed. They look ten-times better than the PC ones. Overall, HL1PS2 is a must-buy if you liked the one on the PC. The only real bad thing is the use of the PS2 controller and not relying on your trusty mouse to aim and such but you will find that if you play it a lot you will get used to it.
Posted 18 years ago2006-03-15 18:29:15 UTC
in Half-Life Xen Flyer "Manta" Post #168498
Yeah the co-op mission Decay was actually pretty sick. Not sure if you could emulate the game. I think i might have tried that once with the USBs. If you cant just pick up the actual game. It goes for around like twenty bucks or something. I got mine off Amazon. You'll like it a lot if you play with a friend. There are parts that feel just like SVEN co-op where one person has to do something and one person another. It's a good addon to the story. You play as these two female HEV people in Decay and you are below the test chamber when gordon fucks everything up. You will also find out WHO called in the military and there is a strange dude in a wheelchair lol. Its got the HL HD pack so it looks better than the PC version and also features small DM maps. You will enjoy seeing different parts of Black Mesa as well.
Posted 18 years ago2006-03-15 18:15:46 UTC
in Quake 4 Mapping Post #168495
Okay, I am going to wrap things up here... First of all, DOOM 3 DOES run perfectly on the Xbox so shut ur face. Secondly, I wont even mention the term Xbox around here anymore to compare games - I've seen where that gets me : . Nextly, Source is great but D3 engine is (I THINK) impressive too. Quake 4 is BETTER than DOOM 3 and who really cares about Far Cry. (God dammit, the Xbox version of Far Cry owns but i said i wouldnt mention the console n e more). And finally, HL1 is still better than anything out there. Damn, and all this time i was just trying to point out that the editors are the same for HL2 and Q4 even if OTHERs (not pointing at Tiger) dont think so. Alright Seventh, you can close this topic now if ya want.

I seriously DO NOT believe that the people that say Quake 4 is "boring" have actually never played it. The story is just okay but i give it a 10 for gameplay being that the AI (marines) is phenominal and unlike DOOM 3 it is squad-based and features some of the best gun battles i've ever played. Oh yeah and that Mech kicks arse too. Sorry but i liked it better than the hoverboat in HL2. (you know...the one with the GTO engine and the rusted-ass roll cage; yeah that one) Naw these mechs are totally badass.
Posted 18 years ago2006-03-15 18:05:09 UTC
in Getting Custom Models To Work Post #168493
Well, that sucks. That kinda ruins my plans to use most of the custom models. You can't just ADD a custom model to an existing one with the halflife.fgd - there is no "custom model" field with a browse button like in the svencoop.fgd. Are you talking about Spirit? I don't use Spirit so that wouldn't work either.

[Update] Doesn't work with Spirit either, i just tried.
Posted 18 years ago2006-03-15 01:00:09 UTC
in Quake 4 Mapping Post #168356
HL2 better than HL1!?! Are you outta ur freaking mind!?! What the hell are you talking about. Sure, Source is all...insanely ahead of its time and it's one of the most impressive game engines of all time but c'mon, HL1 had gibs shooting out of ducts! Also, the first Half-Life is the game that "revolutionized" 1st person shooters not HL2 you...stoopidhead. (Oh snap that time I've gone too far.) Sorry. Anyway, HL2 isn't better than HL1 even IF it's running what you people call the best game engine evar. So it looks good...and has more physics than "pushing" and "falling." (lol) Who cares, HL1 owns!
Posted 18 years ago2006-03-15 00:42:08 UTC
in Getting Custom Models To Work Post #168355
Errr whoops, I lied slightly. I didn't find these monster models in the SDK I found them in the pak0.pak file that came with my original (sierra) version of Half-Life. I just don't kno how to make them work in my maps. This has probably been covered b4 but i cant find n e thing on it.
Posted 18 years ago2006-03-15 00:03:33 UTC
in Getting Custom Models To Work Post #168348
I was just wondering how I would go about getting custom models to work in a Half-Life map. I wanted to put some of the models that VALVe did not use in HL (from the SDK) such as the Diablo and Mr Friendly. Is there any way to do it. Whey I apply the model to the monster_generic, the model is there but it doesn't do anything...productive. Does this require coding, cuz if it does, fuck it. I just want them to attack and such. I've seen it done b4 (obviously) I just dont kno how.

NOTE: I will be putting the models into a Half-Life map for a HL mod.
Posted 18 years ago2006-03-14 19:54:44 UTC
in Mother <%#$@*&^%> Dialup!!! Post #168324
Why would you need that speed?
Posted 18 years ago2006-03-14 19:52:05 UTC
in Quake 4 Mapping Post #168322
I was talking in terms of the XBox. I kno when I had my GeForce MX graphics that came with my PC, everything looked pretty stale but I have a GeForce 6800 now. When it comes to realistic appeal, I do believe that Source is the engine but all that bump-mapping and smoothness in the D3 engine is just better-looking to me. Idk, they are both great.
Posted 18 years ago2006-03-14 19:17:21 UTC
in Quake 4 Mapping Post #168300
Can I ask you this Loffe: Have you ever played DOOM 3 on the Xbox? It is the most incredible looking game and it runs PERFECTLY. Source ran like shit on the Xbox and the framerates were just embarrasing in some spots. I don't care what anybody says, the DOOM 3 engine looks better than Source even if the physics suck. The only impressive things that look outstanding on Source are the models. VALVe did a wonderful job on the model part of HL2 but the maps just looked okay (especially the water and such). They are doing better now that they are using HDR but I still think that DOOM 3 looks better even though Source is "state-of-the art" or whatever. You know what, who cares - the Quake 2/HL1 engine blows them both away lol! Besides if it weren't for id Software, VALVe may not have been as great as they are today.

Don't get me wrong, I love what VALVe has done with their new engine but i believe that there is still some tough competition out there that can match it.
Posted 18 years ago2006-03-14 19:06:57 UTC
in Half-Life Xen Flyer "Manta" Post #168296
Yeah I never played that tho, you had to get like all A ranks on all of the missions or something which is uber hard. Is there some kind of cheat code?
Posted 18 years ago2006-03-14 16:32:20 UTC
in Idea For Next Compo Post #168245
Make the meanest and most badass player controlled turret EVER!