Forum posts

Posted 18 years ago2005-10-13 11:15:23 UTC
in TFC_dustbowl Post #141275
there are 3 "holes" in the map (look at slopes on the ground near buildings and you will see half unit gaps sometime)
also the blue team are more likely to win than red.
Posted 18 years ago2005-10-13 02:41:31 UTC
in Problem running map Post #141195
i have mine at. HAMMERtools
replaceing HAMMER with where ever you put hammer
you probley won`t use it in your 1st few maps
Posted 18 years ago2005-10-13 02:36:37 UTC
in Problem running map Post #141192
that doen`t look right.

** Executing...
** Command: Change Directory
** Parameters: E:HL2SteamAppskiller487554half-life

** Executing...
** Command: Copy File
** Parameters: "D:Valve Hammer Editormapsalien_teleport.map" "E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport.map"

** Executing...
** Command: D:VALVEH~1toolshlcsg.exe
** Parameters: "E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport"

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: D:VALVEH~1toolshlcsg.exe E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport
Entering E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport.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]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.01 seconds)

Using Wadfile: hl2steamappskiller487554half-lifevalvehalflife.wad
  • Contains 4 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: hl2steamappskiller487554half-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: hl2steamappskiller487554half-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: hl2steamappskiller487554half-lifevalvezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: hl2steamappskiller487554half-lifevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: hl2steamappskiller487554half-lifevalveterrorist.wad
  • Contains 0 used textures, 0.00 percent of map (5 textures in wad)
Texture usage is at 0.04 mb (of 4.00 mb MAX)
0.08 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:VALVEH~1toolshlbsp.exe
** Parameters: "E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport"

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: D:VALVEH~1toolshlbsp.exe E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport

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 'E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport.prt'
0.03 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: D:VALVEH~1toolshlvis.exe
** Parameters: "E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport"

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: D:VALVEH~1toolshlvis.exe E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport
1 portalleafs
0 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:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 1
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: D:VALVEH~1toolshlrad.exe
** Parameters: "E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport"

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: D:VALVEH~1toolshlrad.exe E:HL2SteamAppskiller487554half-lifevalvemapsalien_teleport

= 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 'D:VALVEH~1toolslights.rad']
[1 texlights parsed from 'D:VALVEH~1toolslights.rad']

36 faces
Create Patches : 380 base patches
0 opaque faces
5916 square feet [851968.00 square inches]
1 direct lights

BuildFacelights:
30%...50%...80%... (0.02 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
Transfer Lists : 113600 : 113.60k transfers
Indices :        2400 :    2.34k bytes
   Data :      454400 :  443.75k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.01 seconds)
FinalLightFace:
30%...50%...80%... (0.05 seconds)
0.19 seconds elapsed

--- END hlrad ---

should look more like that.
looks to me like you haven`t set hammer up right
as you can see mine is alot longer. I surrgest you see read the tut for ecspert mode or just use normal for now
Posted 18 years ago2005-10-13 02:31:15 UTC
in Problem running map Post #141187
there might be an error in the compile that prevents it from working.

post your compile log.
Posted 18 years ago2005-10-13 01:59:00 UTC
in TFC_dustbowl Post #141181
yay!I found a hole in an offical map!
wish i had the source for it fix that hole and blue nearly always win(eg. 5 wins for blue with one loss). less time mayby?
Posted 18 years ago2005-10-12 17:38:35 UTC
in TFC_dustbowl Post #141151
anyone know who made this map?
Posted 18 years ago2005-10-12 17:38:06 UTC
in Getting fast zombies to patrol an area Post #141150
they never work for me.
i use a looping series of scripted_sequences
Posted 18 years ago2005-10-12 15:02:12 UTC
in Getting fast zombies to patrol an area Post #141098
make them follow paths
Posted 18 years ago2005-10-11 15:47:03 UTC
in setting up my mod Post #140925
it`s not an offical site which is why it needs a password.
it`s for people to upload the work they have done to.
Posted 18 years ago2005-10-11 13:49:09 UTC
in setting up my mod Post #140894
i have started on the mapping
Posted 18 years ago2005-10-11 13:24:38 UTC
in setting up my mod Post #140891
<!-- BEGIN MYSHOUTBOX.COM CODE -->
<iframe src="http://354091.myshoutbox.com/" width="152" height="500" frameborder="0" allowTransparency="true"></iframe>
<!-- END MYSHOUTBOX.COM CODE-->

see.
Posted 18 years ago2005-10-11 13:21:59 UTC
in setting up my mod Post #140889
i have hosting (30 mb)
they seem to let me do anything legal.
this is a simple site for uploading work completed by people working on the mod in the future.
i how now got a free working shout box that works :)
all i want is when people enter the sitre they have to enter a password (scrap usernames) and if they enter the wrong pass word it won`t let them visit the site.
there is a user name needed for uploading(hhe same way i build the site)
but not downloading/viewing content.
Posted 18 years ago2005-10-11 12:56:49 UTC
in setting up my mod Post #140883
--sry if this is in wrong place but it is mod related
not yet offical!
me and tosse are getting things ready to start on the mod (e.g web page , full story ect)
i am sorting out web based operations and hit these problems.
how i create a shout box (like the one on this site)
and how i make the entire site need a username and password (set by admin--me) to veiw content so people don`t get all our souce codes?
Posted 18 years ago2005-10-10 14:01:05 UTC
in Free web hosting Post #140746
.rar is more compresed than .zip right?
Posted 18 years ago2005-10-10 11:36:05 UTC
in Free web hosting Post #140692
frag. can you pm me about that free hosting when they have moved everything so i can signup please
Posted 18 years ago2005-10-10 11:27:53 UTC
in A really obscure theoretical question... Post #140690
i want to know how the player gets to the top?
Posted 18 years ago2005-10-10 11:00:58 UTC
in leak! Post #140682
why you think a scientist could block vis?
Posted 18 years ago2005-10-10 03:09:23 UTC
in leak! Post #140601
follow the line. it will lead you to the hole
Posted 18 years ago2005-10-10 02:55:02 UTC
in leak! Post #140598
no.
in VHE (might only be 3.5 beta)
use the load pointfile to find the leak.
it should be <map name>.pts
Posted 18 years ago2005-10-09 12:35:44 UTC
in BrattyLord's: Alise Post #140516
i say wings don`t work on anything other than fighters.
Posted 18 years ago2005-10-08 05:08:52 UTC
in func_tank Post #140240
is there a list somewhere that states how much damege each player weapon causes?...i`ll think i`ll google that 1`st.
thanks for helping me i had forgoton about the kill target thing...
Posted 18 years ago2005-10-08 05:03:38 UTC
in BrattyLord's: Alise Post #140239
leave it how it is now and it could be a ship thats been destroyed and the front part broke off and drifted away. :)
how bigs the mothership going to be(i don`t exspet something as big as the one in homeworld and homewrold2 (the windows are just like a dot at closest zoom)
i think it should be longer(the ship in your pic) and have some kind of ion cannon at the front and some smaller weapons along the side.
make it blast an astoid to bits that was in it`s way :)
Posted 18 years ago2005-10-08 04:58:11 UTC
in BrattyLord's: Alise Post #140237
i wanted to do something like this. your on a massive space station that full under atack from space fighters and frigates.
the section your in get a hole blown into it sso as to stop the entire ship decompresing the ships computers started shuting all the airlocks so you have to run and duck under one just in time.
the only thing is as a good frigate would be 10,000+++ units long hl didn`t like it :(
but anyway i`ll like to see how you get around that :)
Posted 18 years ago2005-10-08 04:43:32 UTC
in Scripting Post #140232
i think the monterjump was used in the trianing couse to get the npc to jump over those pipes and gaps
Posted 18 years ago2005-10-08 04:41:12 UTC
in func_tank Post #140231
is it possible to make this destroyble or do i have to make a modle for that?
Posted 18 years ago2005-10-08 04:36:48 UTC
in A really obscure theoretical question... Post #140228
you can have driverble things in HL2:DM?
i might make a tank...(not by mapping in vhe)
Posted 18 years ago2005-10-07 11:02:56 UTC
in infinite weapon boxes Post #140053
why not just place 20 of that weapon in the same place?
Posted 18 years ago2005-10-07 02:59:20 UTC
in A really obscure theoretical question... Post #139998
you going to use this in some big map to blow combine apc`s and stuff to bits?
Posted 18 years ago2005-10-07 02:52:59 UTC
in Links page Post #139997
free hosting (30mb) with no major form to fill out!
www.XThost.info :)

all you need is a login name and to remember the password it give you.
Posted 18 years ago2005-10-07 02:47:13 UTC
in scripting question Post #139996
make sure there is a tick by the flag "repeatable"
Posted 18 years ago2005-10-07 01:56:34 UTC
in Change decal color? Post #139987
there might be some sort of text file that lists them all
Posted 18 years ago2005-10-06 17:08:08 UTC
in Func rot mad Post #139928
was the turn angle set to the wrong value
Posted 18 years ago2005-10-06 16:39:04 UTC
in Change decal color? Post #139925
that might just be for the same reason all the xen texturesare in xeno.wad.
Posted 18 years ago2005-10-06 15:13:24 UTC
in Change decal color? Post #139901
how does one "window" type thing do that? mayby a little but not that bad
Posted 18 years ago2005-10-06 15:00:15 UTC
in Change decal color? Post #139894
people whon`t notice a 1 unit clear red brush from the standerd shooting range distance
Posted 18 years ago2005-10-06 14:51:05 UTC
in Change decal color? Post #139892
could do it my way. so it has a red tint(so the bits already red will be darker red)
Posted 18 years ago2005-10-06 14:48:47 UTC
in Change decal color? Post #139890
he said he didn`t won`t custom texture
Posted 18 years ago2005-10-06 14:33:07 UTC
in Splash screen Post #139884
if it does you know you mucked up your one somehow
Posted 18 years ago2005-10-06 14:23:38 UTC
in Change decal color? Post #139882
way without custom textures.
make a brush with texture "red" cover the target.
then make the brush into a func_wall
set render mode to texture
set render amount to something like 175 :)
Posted 18 years ago2005-10-06 14:16:29 UTC
in Splash screen Post #139879
..with out haveing it few of us can help.
the splash screen thing might need to go in a diffrent place to steam or won halflife.
can`t you just put steam halflife on the school netwrok (this remindes me how much i hate my schools restrictions for the computers: sites like this blocked so i can`t veiw them.no uploads. no downloads. no games :( )
Posted 18 years ago2005-10-06 14:05:22 UTC
in Splash screen Post #139869
if this has anytrhing to do with the mod why it matter.
it only needs to work with steam halflife and mayby won halflife.
Posted 18 years ago2005-10-06 13:17:51 UTC
in Splash screen Post #139846
won HL ?
Posted 18 years ago2005-10-06 13:10:52 UTC
in Splash screen Post #139839
????what lan version???
Posted 18 years ago2005-10-06 11:27:23 UTC
in Unamed map for an unamed mod! Post #139791
rockets?
bombs?
Posted 18 years ago2005-10-06 03:09:02 UTC
in - Scripting Problem - Post #139659
NEVER TRIED THIS.
make a brush between you and them.
make the sides you can see textured with "blue"
make it a func_wall
set render mode to texture
render ammount to 255.
If the game alows it should work.
the sides faceing them need to be a texture like "steel" or one with no blue bits
Posted 18 years ago2005-10-05 13:41:16 UTC
in wad_vault.wad Post #139515
most big sites have ads to pay for bandwidth.
couldn`t TWHL do the same?
Posted 18 years ago2005-10-04 17:22:03 UTC
in Half-life:dead labs Post #139374
note to ansith: Me and tosse quit
Posted 18 years ago2005-10-03 11:56:08 UTC
in Half-life:dead labs Post #138967
"EDIT: oh and killer i dont mean to be throwing around requests but could you mabye bet an avatar like somthing that i can i dentify you a little bit better"
!!!I`m the only person around with out one!!!
but i will see if i can find one.
Posted 18 years ago2005-10-03 02:58:54 UTC
in Half-life:dead labs Post #138903
old labs then. one abandond BEFOR the disaster?
Posted 18 years ago2005-10-02 14:21:01 UTC
in this may sound stupid but... Post #138827
i use VM even more :)