Forum posts

Posted 18 years ago2005-06-20 12:42:44 UTC
in The old version of HL? (1997) Post #115592
wierd lookin stuff, and habbois right, the scientists do like rather deranged
38_98 38_98Lord
Posted 18 years ago2005-06-19 17:10:09 UTC
in New Tutorial: Basic Softimage Modeling Post #115432
me want tutorial
38_98 38_98Lord
Posted 18 years ago2005-06-19 17:06:00 UTC
in Another problem arises... Post #115431
good point
38_98 38_98Lord
Posted 18 years ago2005-06-19 16:55:32 UTC
in W00tness! Post #115427
Too bad VAC is like the shittiest cheat detection ever
ahhhh well
38_98 38_98Lord
Posted 18 years ago2005-06-19 16:46:54 UTC
in Another problem arises... Post #115424
Notice that is says LEAK LEAK LEAK LEAK LEAK...etc. Thats why, check you map for any gaps that lead to the black void :zonked:
38_98 38_98Lord
Posted 18 years ago2005-06-19 16:40:09 UTC
in I'm baaaaaack! Post #115417
I'm pregnant
oops :P
i use too many quotes
38_98 38_98Lord
Posted 18 years ago2005-06-19 16:38:49 UTC
in Problems with the sound! Post #115415
or you can find it in HL model viewer
38_98 38_98Lord
Posted 18 years ago2005-06-19 16:36:45 UTC
in Half-Life : Crek Post #115414
Quote:
Sooo, I won't be helping in this but YOU team up and try and make this THE BEST MOD EVER!! Who's with me??
Why wont you make a mod on YOUR idea?
38_98 38_98Lord
Posted 18 years ago2005-06-19 15:07:05 UTC
in cokes secret plan Post #115384
vanilla cock tastes wierd...
38_98 38_98Lord
Posted 18 years ago2005-06-19 15:06:15 UTC
in Problems with the sound! Post #115383
there ya go, i just sent the email with sentences and ambiences :D
38_98 38_98Lord
Posted 18 years ago2005-06-19 14:39:14 UTC
in Problems with the sound! Post #115379
right, ill send you my sentences.txt and ambience noises. But you should be able to find, dont just look in sounds
38_98 38_98Lord
Posted 18 years ago2005-06-19 14:24:17 UTC
in cokes secret plan Post #115378
coke is only carbonated water, 50 grams (ior should i say tons?) of sugar. Not to forget the all important chemicals and perservatives in which could supply the whole world of the stuff for many many many years to come...
38_98 38_98Lord
Posted 18 years ago2005-06-19 14:20:51 UTC
in W00tness! Post #115377
ive nevered used cheats online, then again, ive rarely played online, and steam was probably the shittiest idea valve has come up with yet
38_98 38_98Lord
Posted 18 years ago2005-06-19 14:03:57 UTC
in Half-Life : Crek Post #115373
I LIKE IT AND THAT HAS NOTHING TO DO WITH XEN
5.Return To XEN
You were saying?
38_98 38_98Lord
Posted 18 years ago2005-06-19 13:15:20 UTC
in mapping adventure thingy Post #115356
ah forget it
38_98 38_98Lord
Posted 18 years ago2005-06-19 12:45:36 UTC
in Half-Life : Crek Post #115351
its just the beginning chapter, gordon wakes up and just decides to go to some random teleportation labs. And the chapters returning to Xen arent needed seeing he blew up their soceity anyway. Why would there be a mechanical xen city and emporer. Its doesnt make all that sense really
38_98 38_98Lord
Posted 18 years ago2005-06-19 12:30:47 UTC
in Half-Life : Crek Post #115349
im guessing this is right after Black mesa? Right after HL1, i dont really like it very much :(
38_98 38_98Lord
Posted 18 years ago2005-06-19 12:21:57 UTC
in mapping adventure thingy Post #115345
wasnt that a mod though? And i dont think too many people did that either
38_98 38_98Lord
Posted 18 years ago2005-06-19 12:12:34 UTC
in W00tness! Post #115340
:P
38_98 38_98Lord
Posted 18 years ago2005-06-19 11:58:03 UTC
in mapping adventure thingy Post #115335
okay, lemme straighten it out a little...

1)Mr. Tim makes a small beggining part of a map (something like 2-3 rooms)
2)Mr. Tim then puts the map vault in the unfinished section, he sets it so people can upload it
3)People then comment and/or download the map when selected by Mr. Tim to do so
4)The selected person (who i shall name Mr. Tom) then downloads it and puts a few bits of his own
5)He then uploads the map in the Maps comments bit.
6)Mr. Tom then chooses another person and they download it

And it goes in loop until the map is done, people can add any entitys they want to their bit as long as it doesnt affects other peoples work on the map. But there room should never be tooo big, each person who works on it must test it to make sure it works and make any changes needed until it does. Then uploads it.

Anymore questions and ill be happy to awnser them
38_98 38_98Lord
Posted 18 years ago2005-06-19 11:46:52 UTC
in mapping adventure thingy Post #115332
or maybe the map can be one huge deathmatch with little parts done by different members
38_98 38_98Lord
Posted 18 years ago2005-06-19 11:44:11 UTC
in mapping adventure thingy Post #115331
im not talking about mapping some story, im talking about a single short story map made by everyone :P
38_98 38_98Lord
Posted 18 years ago2005-06-19 09:54:56 UTC
in cokes secret plan Post #115322
ALL GOVERNMENTS ARE STUPID i believe i said my bit...
38_98 38_98Lord
Posted 18 years ago2005-06-19 09:53:53 UTC
in mapping adventure thingy Post #115321
well, after seeing, reading and doing a chapter at hunters thread, i came up with a new idea which im gonna consult with you guys before i actually do it (And its not mapping the rpg adventure)

Its simple, someone begins a small bit of a map, then submits it and posts the link, then calls the next guy who then downloads the map, uploads it and then calls on the next guy, and it goes in a loop till the map has finished. Theyll be storyline to it so it actually finishes. When the maps done itll go to the completed maps vault for all to stare and awe at or whatever :P

Whaddya think?
38_98 38_98Lord
Posted 18 years ago2005-06-19 07:57:52 UTC
in compile problem Post #115310
actually i just found out that the sky wasnt working and seeing that the sky is one of the first things you see it just got mucked up, so it wasnt the compiling, also there is a info_plarer_start, its in one of the corners

Ill just put a roof over it instead and take off the problem map :P
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:59:58 UTC
in compile problem Post #115303
does anyone actually know the awnser?
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:25:37 UTC
in compile problem Post #115296
okay here it is

** Executing...
** Command: Change Directory
** Parameters: D:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:SierraHalf-LifeValvemapsmaze.map" "D:SierraHalf-Lifevalvemapsmaze.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLCSG.EXE D:SierraHalf-Lifevalvemapsmaze
Entering D:SierraHalf-Lifevalvemapsmaze.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

4 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
20%...40%...60%...80%... (0.06 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
80%...90%... (0.16 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 6 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Texture usage is at 0.08 mb (of 4.00 mb MAX)
0.22 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLBSP.EXE D:SierraHalf-Lifevalvemapsmaze

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'D:SierraHalf-Lifevalvemapsmaze.prt'
0.16 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLVIS.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLVIS.EXE D:SierraHalf-Lifevalvemapsmaze
76 portalleafs
203 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
average leafs visible: 29
g_visdatasize:925 compressed from 760
0.17 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1TOOLSHLRAD.EXE
** Parameters: "D:SierraHalf-Lifevalvemapsmaze"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1TOOLSHLRAD.EXE D:SierraHalf-Lifevalvemapsmaze

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']
[1 texlights parsed from 'C:PROGRAM FILESVALVE HAMMER EDITORTOOLSlights.rad']

428 faces
Create Patches : 2782 base patches
0 opaque faces
33361 square feet [4804064.00 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.34 seconds)
visibility matrix : 0.5 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.72 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.93 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
Transfer Lists : 753992 : 753.99k transfers
Indices :      100904 :   98.54k bytes
   Data :     3015968 :    2.88M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.99 seconds)
7.53 seconds elapsed

--- END hlrad ---

** Executing...
** Command: D:SIERRAHALF-L~1HL.EXE
** Parameters: -dev -console +map "maze"

:P
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:23:48 UTC
in compile problem Post #115295
okay, lemme just get it...
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:07:25 UTC
in MOD's. What's your best? Post #115293
wow, thats pretty dam old, mine too is a pentium 3 :)
Glad im not alone :P
38_98 38_98Lord
Posted 18 years ago2005-06-19 06:05:16 UTC
in compile problem Post #115291
my map (http://twhl.co.za/mapvault_map.php?id=3142) has a nasty problem, it seems that whenever i compile my map it automatically at the end of compiling goes back to hammer, quiting the program immediately :(

Does anyone know why?
38_98 38_98Lord
Posted 18 years ago2005-06-19 05:49:37 UTC
in Are you ready for it...? Post #115289
lol
38_98 38_98Lord
Posted 18 years ago2005-06-19 05:17:06 UTC
in MOD's. What's your best? Post #115281
yes i can, just, this computer is soooooooooo shitty im surprised i have window ME on here! And dont make me jealous, just about all my friends have computers less then 2 yrs old and everyone i know has at least the latest computers :(

i think im gonna cry..... :( :( :( :( :(
38_98 38_98Lord
Posted 18 years ago2005-06-19 03:39:31 UTC
in How true... Post #115274
:P
38_98 38_98Lord
Posted 18 years ago2005-06-19 03:38:40 UTC
in MOD's. What's your best? Post #115273
unfortunately, i cant play any of them now because i require steam, which not only do i not have, but wouldnt be able to run, steam requires something like 400mhz ut ive only got 266mhz :( :roll: :(
38_98 38_98Lord
Posted 18 years ago2005-06-19 03:31:26 UTC
in MOD's. What's your best? Post #115272
unfortunately, ive never really tried to many mods, but it would probably be......counter-strike, followed closely by sven co-op :D
38_98 38_98Lord
Posted 18 years ago2005-06-19 02:55:31 UTC
in Song you're listening to now Post #115268
Naruto theme tune :P
38_98 38_98Lord
Posted 18 years ago2005-06-19 02:52:11 UTC
in TWHL got Pwned [closed] Post #115267
Posted 18 years ago2005-06-19 02:48:38 UTC
in RPG ADVENTURE #1 [closed] Post #115266
thanks, im surprised i did well seeing that i sat there for something like an hour trying to think of a prophecy onlt to think of that :P

Has dr.mapper come up yet?
38_98 38_98Lord
Posted 18 years ago2005-06-18 17:04:36 UTC
in save models in .pak file Post #115216
thanks, i was getting a little confused there, thanks again seventh :D
38_98 38_98Lord
Posted 18 years ago2005-06-18 16:51:33 UTC
in cokes secret plan Post #115208
another, this time a completely crappy comic
User posted image
7up is ok, although i think sprite is better ;)
38_98 38_98Lord
Posted 18 years ago2005-06-18 15:50:22 UTC
in save models in .pak file Post #115192
and i know i gotta save htem in the pak0.pak file or whatever, i just dont know how :zonked:
38_98 38_98Lord
Posted 18 years ago2005-06-18 15:48:54 UTC
in save models in .pak file Post #115191
how do i save or where do i save my newly textured models so they show-up in half life? (no mods, just HL)
38_98 38_98Lord
Posted 18 years ago2005-06-18 13:25:35 UTC
in cokes secret plan Post #115170
coca cola arent too popular are they?
38_98 38_98Lord
Posted 18 years ago2005-06-18 13:24:55 UTC
in cokes secret plan Post #115169
found another pic, a little wierd this one, but also funny :P
User posted image
38_98 38_98Lord
Posted 18 years ago2005-06-18 12:50:52 UTC
in Source mapping: Better or worse? Post #115166
I find HL1 better, although ive never really used source mapping :P
38_98 38_98Lord
Posted 18 years ago2005-06-18 12:47:11 UTC
in I need help!!! Post #115165
''map not found on server'' i find is usually because theres some entity error on the map, either that, or the compiling tools dont suit the map
38_98 38_98Lord
Posted 18 years ago2005-06-18 12:45:36 UTC
in Are you ready for it...? Post #115164
I NEVER enter competitions often, if at all, ill probably just see it through :)
38_98 38_98Lord
Posted 18 years ago2005-06-18 12:43:33 UTC
in cokes secret plan Post #115163
Italian Dressing!? :P
38_98 38_98Lord
Posted 18 years ago2005-06-18 12:42:23 UTC
in How true... Post #115162
lol
38_98 38_98Lord
Posted 18 years ago2005-06-18 08:38:50 UTC
in I just... Post #115142
i was having a bowl of rice krispies!! (dont ask) before i came on today
38_98 38_98Lord