Forum posts

Posted 17 years ago2006-07-08 11:25:55 UTC
in Advanced Brushwork Mini-Compos Post #189310
Calm yourself. If a game includes a seperate DLL from normal half-life that needs THAT dll to run it is separate from HALF-LIFE! Where does CS get it's differences from half-life? the code in the DLL! That's it.

what does the page mean when it says 32 units per floor? what's a floor? 32 units is nothing I hope he doesn't mean the whole city...
Posted 17 years ago2006-07-08 11:08:57 UTC
in Advanced Brushwork Mini-Compos Post #189308
No spirit! The map will be tested with normal half-life. It's just a mini compo about brushwork, don't turn it into something more than it is.
Posted 17 years ago2006-07-07 22:53:06 UTC
in Advanced Brushwork Mini-Compos Post #189233
grr stupid job! I would love to work on this compo, but working 10 hours a day is hindering it. IF I have time, expect an entry, but I don't know if I can.
Posted 17 years ago2006-07-07 09:52:13 UTC
in Advanced Brushwork Mini-Compos Post #189100
My vote is for no spirit. Having custom textures or models is one thing, but spirit is another freaking game.

I only suggested the 512x512 thing if we were connecting them together, if not, there shouldn't be a limit.
Posted 17 years ago2006-07-07 09:49:17 UTC
in Good HL Singleplayer maps Post #189098
SP MAPS are hard to find, mods are much easier.
Posted 17 years ago2006-07-06 23:11:00 UTC
in Advanced Brushwork Mini-Compos Post #189010
Yeah me too. I have an excellent idea too :D
Posted 17 years ago2006-07-06 21:43:53 UTC
in Advanced Brushwork Mini-Compos Post #189003
great! type up the rules and we;ll get right on it :D
Posted 17 years ago2006-07-06 19:00:26 UTC
in Advanced Brushwork Mini-Compos Post #188989
SO we have

Make a bland room beautiful:
Take a room (or more) and make them reaaaaaaly cool looking, like hl2 ish.

or

Model a mini-town/village:
You have a 512x512 limit to make a mini city or town. The squares are so you can join them together easy. Or if not you can just make a really large scale (but little buildings) map of a city.

I like both of them.
Posted 17 years ago2006-07-06 17:15:25 UTC
in Advanced Brushwork Mini-Compos Post #188950
I like the idea of having a little (one room) basic, boring room and turning it into a 10000 wpoly brush-topia.
Posted 17 years ago2006-07-06 10:02:28 UTC
in Competition 21 Post #188850
@rowleybob
Maybe like an advanced prefab contest? That twisted pillar was kind of like a prefab :D Make something insanely cool looking that can be implemented into other maps. Judging based on appearance and complexity
Posted 17 years ago2006-07-05 21:42:20 UTC
in Competition 21 Post #188755
The next compo had better be hl1
Posted 17 years ago2006-07-05 21:39:22 UTC
in When wierd turns to wonderful Post #188754
I would think you're funny but I know that you don't do those things.
Posted 17 years ago2006-07-05 15:57:29 UTC
in When wierd turns to wonderful Post #188703
I have a whole setup on the toilet. I place a little table for my book or magazine(s), open the little medicine door for privacy, make sure the shower curtain is closed, and turn on a portable heater. Then I relax for an hour. :cool:

Wierd huh?
Posted 17 years ago2006-07-05 09:40:04 UTC
in 4th of July Post #188610
Jimmi other countries have independance days too...we're not forcing you to celebrate another country's independance day, we are just saying have a good one to the americans here. Geez
Posted 17 years ago2006-07-05 09:36:26 UTC
in July Mini Contests Post #188609
Jimmi that logo is too how you say..immature for a website.
Posted 17 years ago2006-07-05 00:06:25 UTC
in Odd title pic Post #188539
All I noticed is someone screwed over the title when they erased the snowflakes from christmas time. They didn't have backup of the image and now it has little ugly spots all over it.
Posted 17 years ago2006-07-04 18:02:20 UTC
in Pawned Life Post #188492
it's still pronounced like powned, but it's like "lol" you don't say it you just read it.
Posted 17 years ago2006-07-04 15:12:52 UTC
in Butt-ugly lighting Post #188458
Good idea jimmi, I was looking for ways to improve my skylights. Where did you put the entity in the map?
Posted 17 years ago2006-07-04 15:03:25 UTC
in Jobabob job now bob a job Post #188452
yes!
Posted 17 years ago2006-07-04 01:02:58 UTC
in Jobabob job now bob a job Post #188357
whats the pay?
Posted 17 years ago2006-07-03 09:50:12 UTC
in TWHL3 Post #188205
Haha aren't you lucky seventh? You get all the positive responsibilities of webmaster. You can change what yu want, but you don't have to pay for anything! Ha!
Posted 17 years ago2006-07-02 22:29:15 UTC
in Top 10 Video Game Weapons! Post #188136
awp should be way up there.
Posted 17 years ago2006-07-01 09:46:32 UTC
in Multisource Post #187798
Sounds like fun. Imagine how happy you will be when you get it fixed!
Posted 17 years ago2006-07-01 01:07:16 UTC
in favorite computer/gaming food? Post #187731
slobber, driping and squirting...ohh baby light my fire
Posted 17 years ago2006-06-30 20:10:01 UTC
in Multi-manager? Post #187690
Or you could edit the sound with a program like Goldwave (google it) and delete the cue points that make it loop.
Posted 17 years ago2006-06-29 08:58:54 UTC
in compile-error(says theres no .bsp) Post #187456
If anything hl1 is better, because you actually have to know what you're doing. You get more satisfaction from making a great hl1 map because it requires a ton of skill, while hl2 maps are easy to make impressive.
Posted 17 years ago2006-06-29 08:46:42 UTC
in Sweet mother of God... Post #187452
Although it probably does twist 180 degrees, it doesn't look like it. Intead of a twisted arch it look like it was carved from stone or something. But it might just be the wireframe that makes me think that.
Posted 17 years ago2006-06-29 08:34:38 UTC
in Sweet mother of God... Post #187448
Actually, I won. I just didn't split the wedges correctly :D
Posted 17 years ago2006-06-28 19:45:55 UTC
in Pirate jokes Post #187383
Yeah lol the crappiness it what makes them funny. You say in your mind "OMFG that was so STUPID" as you chuckle about how clever the wording is.
Posted 17 years ago2006-06-28 19:42:51 UTC
in Any Help Appreciated Post #187381
It might be a simple problem of you don't have the name of the onster correctly spelled. Make sure the name of the monster equals the name in the entity box. monster_slave or whatever.
Posted 17 years ago2006-06-28 19:40:14 UTC
in Sweet mother of God... Post #187379
Show us the map srry, I want to see how you did it. Please? lol
Posted 17 years ago2006-06-28 14:14:04 UTC
in Sweet mother of God... Post #187343
Ugh that would take HOURS upon HOURS to do by hand. I guess this guy is patient enough. I'm not :D
Posted 17 years ago2006-06-28 13:29:09 UTC
in Pirate jokes Post #187340
Here's one.

A mother and baby get on a bus. The driver says "man that baby looks like a dog!" the mother is deeply hurt and takes a seat near the back. A man next to her asked why she was upset. She told him about the driver. He became engraged. "You should go yell at him!" The lady says "You're right I should!" The man goes "I'll wait here while you do that. Want me to hold your monkey for you?"
Posted 17 years ago2006-06-28 13:25:09 UTC
in Sweet mother of God... Post #187339
What I don't get is why they became full of errors. My method of twisting a level of brushes by 10 degrees and lining up the bottom verteces obviously isn't what the guy used. I must know how he did that. This proves that it's possible, but he did it some other way. Grr
Posted 17 years ago2006-06-28 12:28:04 UTC
in Sweet mother of God... Post #187334
I MADE IT!!!!!!! and there were no invalid brushes! But as I tried to move it hammer crashed. There must have been 2000 brushes in the single pillar. I'll try to make it again, but I don't think hammer can handle it.

Here is a screenshot, I tried to compile and every brush got an error. (but they are all simple triangles?)
User posted image
Posted 17 years ago2006-06-28 12:02:13 UTC
in Sweet mother of God... Post #187329
haha nothing is as easy as the clip tool.

It looks like a model in the screenshots, because there are like NO angles at all in the curves. I'm still trying to do the z-rotated thing.
Posted 17 years ago2006-06-28 10:50:09 UTC
in Sweet mother of God... Post #187316
You can't just rotate them on the z-axis, the transition while twisting isn't smooth. And if you try to smooth it it out by lining up all the bottom verteces you get invalid brushes. I tried it, it doesn't work. He must have some special method for doing it.
Posted 17 years ago2006-06-27 22:06:08 UTC
in Sweet mother of God... Post #187209
omfg...how did he do the pillars I must know I MUST KNOW I will kill to know.
Posted 17 years ago2006-06-27 18:31:44 UTC
in 101 Uses for the Salad Spinner Post #187172
Lift it for strength
Stand on it for balance
Kick it for whatever martial art you do :D
Posted 17 years ago2006-06-27 14:35:54 UTC
in Any Help Appreciated Post #187155
It really is a fun little....trigger setup isn't it? Thanks for asking the question in the first place Clueless, never would have thought of this.
Posted 17 years ago2006-06-27 12:05:52 UTC
in Yet more problems Post #187138
Umm that would do nothing :D. It's not floppy drives here.
Posted 17 years ago2006-06-27 10:57:20 UTC
in Decent Router? Post #187124
I gave up on routers. I can't find ONE ISDN router that can be used the the US. So I have to stick to this old one from like 95 and hope it never breaks.
Posted 17 years ago2006-06-27 10:55:23 UTC
in Yet another mapping query... Post #187122
If it's so impossible how did they do it in half-life eh?
Posted 17 years ago2006-06-27 10:53:30 UTC
in Yet more problems Post #187121
Is hammer the only thing that doesn't work?
Posted 17 years ago2006-06-27 10:48:11 UTC
in Any Help Appreciated Post #187119
I havn't tried the killtarget way of getting rid of them, dunno if it will work or not.

--Later

Oh em gee it worked! Elon your way is much more practical than my way haha. Here are your steps Clueless

Name each of your monsters that the player actually sees before he gets the item, have them all be the same name
Set a trigger_once under your item
Have it's "killtarget" be the name. Now all the monsters disappear, and you can spawn in evil ones with monstermakers.
Posted 17 years ago2006-06-26 21:49:39 UTC
in blue texture Post #187052
I only use steam to play online, and WON to map, so I don't pay any attention to it really. if it works with won it works with steam.
Posted 17 years ago2006-06-26 17:41:25 UTC
in blue texture Post #187031
I found it. First you have to have the latest HL update, then you have to get the transparency hw and sw dlls. I got it to work :D The dlls came with firearms.
Posted 17 years ago2006-06-26 12:10:05 UTC
in blue texture Post #187003
So I have models with the blue transparency in them, but when I load them into a map they just stay blue. How do I get models to be see through?
Posted 17 years ago2006-06-26 10:17:59 UTC
in Any Help Appreciated Post #186993
IDIOTS!!! As soon as he picks up the item (trigger_once anyone) he HAS THE ITEM!! This is so simple. Just have the trigger_once target a multi_manager which targets for teleporting. This is NOT hard, you just have to trick the player.

You don't need the freaking item to do anything, just put a trigger right under it.
Posted 17 years ago2006-06-25 22:57:43 UTC
in Any Help Appreciated Post #186910
Dang man multi_managers are the easiest entities. If you can't use those you can't map for anything but..like..deathmatch.