Forum posts

Posted 19 years ago2004-06-09 05:04:12 UTC
in Just a little teaser... Post #31705
A model has the exact same restrictions here. fps doesn't drop because of the high amount of polygons, but due to this redrawing. This is the same for models. Gouraud shading won't smoothe the effect as the shape of the lightbeams totally depends on the texture used. But indeed, models are faster to render and so a better choice in this case. Yet they do not take away the limitations of the technique.

Thumb rule number one: prevent too much layers to overlap each other, e.g. only let the player view the effect from the side, never let him look into the beams.

About the 32bit colordepth, I didn't knew that. Thanks!
Posted 19 years ago2004-06-08 17:25:29 UTC
in pawned by the crow....hammer Post #31597
It's not just you, muppet... :)
Posted 19 years ago2004-06-08 16:21:33 UTC
in Light porblem even thou enti are correct Post #31571
Post your map in the problems section, I think we can find it for you then.
Posted 19 years ago2004-06-08 16:03:42 UTC
in Light porblem even thou enti are correct Post #31567
The line doesn't always lead to the leak. If it's a small map, you could take a close look at it in Hammer, maybe you can find your leak then.

There are some other technique's to find them, for example isolating the leak. E.g. you cover half of the map with a brush, so you only end up with the other half. If you still have a leak, it must be in that half. Isolate it more and more untill you've found it. Not that I actually use that technique but maybe it's helpfull.
Posted 19 years ago2004-06-08 15:39:06 UTC
in Light porblem even thou enti are correct Post #31563
Yes, that's what I mean.
Posted 19 years ago2004-06-08 15:35:40 UTC
in 2nd Error Post #31561
Nah, that's not the problem. I have such messages too.
Posted 19 years ago2004-06-08 15:32:57 UTC
in Light porblem even thou enti are correct Post #31560
Sealing = closing.

Look at it as a ship. The void is water, and it leaks into the ship trough a hole, the leak. Sealing the leak means doing something so the water can't come in anymore. Yeah, putting a brush over it for example. Just seal the inside off from the outside.
Posted 19 years ago2004-06-08 15:28:08 UTC
in About Info_nodes. Post #31558
Posted 19 years ago2004-06-08 14:16:05 UTC
in Light porblem even thou enti are correct Post #31530
Mhh... you didn't make that wall an entitie, didn't you? Because they don't seal off a level.

Otherwise, did you use vertex manipulation or carving on that wall?
Posted 19 years ago2004-06-08 14:14:30 UTC
in can't get monsters to appear in-game Post #31528
That's not the problem, since I was able to compile the map perfectly well without modifying it. Everything is setup right. He's starting the map in multiplayer mode, wich causes the monsters to dissapear.

Heh, I just played crossfire in singleplayer mode, and there's a barney in the bunker. In multiplayer mode, you don't have this barney. Very similar situation.
Posted 19 years ago2004-06-08 14:07:47 UTC
in this should be possible!!! Post #31515
Sounds boring, plays good... :)
Posted 19 years ago2004-06-08 14:07:21 UTC
in MyModIdeaInTheMaking Post #31512
You don't have to be familiar with Spirit. You have to be familiar with how mod folders work. Just grab the Spirit dlls and put them in your mod folder. Look at other mods at where they put their dlls and how they referred to them in the liblist.gam. It's not that difficult to find ou.
Posted 19 years ago2004-06-08 14:05:38 UTC
in Two crowbars Post #31510
Mhh, a while ago I made L00T MP5, a 'mod' with only 3 lines of extra code. So my mp5 fired a steady stream of AR grenades on primary fire...

We had quite a lot of fun trying it out. Although it's not really good for laggy servers... but that's obvious...
Posted 19 years ago2004-06-08 13:33:40 UTC
in Light porblem even thou enti are correct Post #31485
When you play your map, type 'pointfile' in the console. You'll see a line of dots appear. Follow it, in most cases it'll lead you to the leak.

Best is, to avoid leaks. Keep in mind that a level has to be sealed when you create it, preventing leaks isn't so hard. Easier as to find a leak...
Posted 19 years ago2004-06-08 13:30:42 UTC
in can't get monsters to appear in-game Post #31484
Just click it as normal. You'll be able to download it then.

And starting up a server for a singleplayer map is NOT a good idea... since you start a multiplayer game then. I don't know how Steam exactly works but I'm sure there still is a console. From the console, type 'map mapname' and there you go.
Posted 19 years ago2004-06-08 13:06:13 UTC
in MyModIdeaInTheMaking Post #31465
You were to create a mod, right? Then you can just include the Spirit dlls within your mod folder hierarchy...

I suggest you do a bit of research on the possibilities of mod folders...
Posted 19 years ago2004-06-08 13:00:15 UTC
in pawned by the crow....hammer Post #31461
Nailgun?

Quake, Poke646, Deathmatch Classic... nailguns aren't really new actually.
Posted 19 years ago2004-06-08 12:57:17 UTC
in this should be possible!!! Post #31460
Oh, a fun arcade pilot game. You know, you fly a jet and wave after wave of enemy fighters appear in front of you. Better as most of it's type, graphically relatively good-looking and a good diversity in enemy's. Cool endbosses too... :)
Posted 19 years ago2004-06-08 12:43:07 UTC
in this should be possible!!! Post #31454
Oh surely not! I've been totally addicted to that game! For me, it still is a fun game to play! Do a search for it, you'll find some info on it.
Posted 19 years ago2004-06-08 12:25:10 UTC
in Schools out...When? Post #31451
Heh, I've done my exams a week ago now. So, the mapping season of the year has already started here. :)
Posted 19 years ago2004-06-08 12:21:46 UTC
in this should be possible!!! Post #31449
Oh yes, this mod would definitely require custom textures.

Mmh, somehow this reminds me to the old game Raptor: Call of the Shadows... :)
Posted 19 years ago2004-06-08 12:19:34 UTC
in can't get monsters to appear in-game Post #31447
Posted 19 years ago2004-06-08 11:00:20 UTC
in Light porblem even thou enti are correct Post #31425
sigh

Skybox methods are higly disadviced. Same counts for this. Boxing your level solves the leak but well... it causes so many extra space and faces to be compiled, this gives VIS and RAD unnecessary work to do. Longer compile times, more r_speeds (nope, r_speeds are not reduced in most cases. Well, VIS runs so it's always better as without VIS but at some places you'll see a lot more faces, from the outside of your level and from the box).

Just fix the leak the right way: find it and seal it with a brush.
Posted 19 years ago2004-06-08 06:39:01 UTC
in Light porblem even thou enti are correct Post #31363
A leak means the inside of your level isn't sealed from the void, the outside. Seal off your level properly. Oh, and make sure you have no entities outside your level, otherwise the compilers can't tell what the inside is and you'll get the leak error again.
Posted 19 years ago2004-06-08 02:05:26 UTC
in env_beam & multimanagers Post #31339
You had the same problem a while ago, not? Probably your beam is invisible again. Check the render modes, FX, amounts... :)
Posted 19 years ago2004-06-08 01:40:48 UTC
in env_beam & multimanagers Post #31329
info_targets for stationary start/end points, func_trains for moving start/end points.
Posted 19 years ago2004-06-08 01:32:23 UTC
in env_beam & multimanagers Post #31325
Each beam is an env_beam. You can't copy them so to create multiple beams with one env_beam.
Posted 19 years ago2004-06-08 01:22:16 UTC
in Testing... Post #31316
What HL version you have now? I'd say try updating...
Posted 19 years ago2004-06-07 16:46:15 UTC
in Mod: Good mappers needed desperately! Post #31236
Good mods often take years.

Good games too.

Wich leads me to believe patience is an important thing. :)
Posted 19 years ago2004-06-07 16:45:00 UTC
in can't get monsters to appear in-game Post #31235
A grunt with a shotgun (and I was unarmed... :x ), a dead sci, and a barney walking around.

So yes, I had no problems.
Posted 19 years ago2004-06-07 16:43:48 UTC
in Something aint working! Post #31233
His problem is with the lighting. A fade without a light-spot on the floor is kinda... fake...
Posted 19 years ago2004-06-07 16:06:11 UTC
in Something aint working! Post #31217
light_environment must be set up correctly. I guess you have it cast light in another direction so no sunlight falls into the room. Play around with the little compass in it's properties box, and experiment with different 'pitch' value's (-90 is down, 90 is up).

All skybrushes will cast light as if they were this light_environment. So all sky lighting will go the same direction, has the same color and intensity.
Posted 19 years ago2004-06-07 16:03:21 UTC
in Entities attributes problems Post #31215
Then take a look at the link I posted, the VERC is a very usefull resource for HL mappers.
Posted 19 years ago2004-06-07 15:56:43 UTC
in can't get monsters to appear in-game Post #31213
Nope, has nothing to do with Hammer. In expert mode, you can use all settings you want, it's just less user-friendly. I compiled your map with Hammer and I didn't encounter a single problem. :)

I'm sorry for sounding rude, but I've heard so many n00bs, so why should you be better? You didn't state it. You didn't state you made a HL config. But let's leave it. I get your point. (Besides, sometimes problems occur in very simple things so I thought it was worth mentioning.)

Anyways, I had no problem with compiling your map as I said. You do run the map with HL instead of CS as you say, so... I guess your best option is to reinstall HL and see what happens.
Posted 19 years ago2004-06-07 14:14:35 UTC
in Entities attributes problems Post #31163
http://collective.valve-erc.com/index.php?area=entity&game=hl

That covers some more flags and settings. Not that you need all settings at once, very often I use only few different entities. But it's good to experiment somewhat... :)
Posted 19 years ago2004-06-07 14:10:49 UTC
in VIS TIME Post #31160
VIS never really takes longer than 5, 10 minutes on my comp. Then again, I use to make entities of complex geometry and small brushes/cilinders/stuff, so the leafs VIS has to create get a lot less and more simple... :)

A bit of technical knowledge can serve you well...
Posted 19 years ago2004-06-07 14:07:32 UTC
in can't get monsters to appear in-game Post #31159
Sight

Hammer doesn't compile, it's the compile programs that do it. So, it has nothing to do with Hammer at all. Including .wads into a map isn't 'not professional', that's just your opinion. My opinion on it is that it's easier for the player as he only gets a map file to place in the right folder, so I'd say it's better to do it. That's my opinion on wad including.

Anyways, just a suggestion: You're sure you run HL and not a mod of it? CS or something?

Hey, post the map in the problem maps section of the Vault. We're willing to help you out.
Posted 19 years ago2004-06-07 09:24:48 UTC
in pawned by the crow....hammer Post #31075
Thanks to me for compiling the model, off course... :P

But nice model indeed!
Posted 19 years ago2004-06-07 09:00:28 UTC
in Lost Toolbar Post #31070
In the menu, go to View -> Screen Elements

Check all of the items there.
Posted 19 years ago2004-06-07 08:50:40 UTC
in Lost Toolbar Post #31065
WorldCraft? Download Hammer as it's an updated version of WorldCraft.

That should fix your toolbar problem too... ;)
Posted 19 years ago2004-06-07 07:21:28 UTC
in Compo entries in profile. Post #31041
Don't get me started! I was in the middle of my exams and still managed to finish my compo entry... :)

Mmh, I'm very anxious to see the other entries...
Posted 19 years ago2004-06-07 06:51:38 UTC
in Compo entries in profile. Post #31036
Nah, when you've entered a compo you can also release the map... Plain simple solution. :)
Posted 19 years ago2004-06-07 03:07:25 UTC
in Need some textures Post #30972
Search on the WadFather or start making your own.
Posted 19 years ago2004-06-07 03:02:03 UTC
in C++ Compiler Post #30971
Heh, I'm glad I don't use it anymore when I hear all this... :)
Posted 19 years ago2004-06-07 02:59:45 UTC
in this should be possible!!! Post #30970
I'm not that worried about lag, since the world could be made very simple. OK, doesn't look too good then but with a few good textures a lot can be faked.

What I am worried about, is, how do you think to code it? It sure will require some experience with the sourcecode...
Posted 19 years ago2004-06-07 02:46:24 UTC
in ARGH stupid problem! Post #30969
It should neither be caused by the size nor the level change. It's probably something else. I've done a test and as long as the trigger_changelevel isn't activated it causes no problems. I've also seen maps of 5.9 MB, no problem in that.

Look at what the error says, check for problems in Hammer...
Posted 19 years ago2004-06-06 17:20:33 UTC
in Missing Entities? Post #30875
The HUD only shows up after you've picked up the HEV suit. Eey, that's basic HL knowledge man! :P
Posted 19 years ago2004-06-06 16:45:44 UTC
in Need help with Scripted-sequence Post #30872
http://collective.valve-erc.com/index.php?ent=scripted_sequence

Might be helpfull. Just experiment with the various settings possible. I'm sure you'll be able to find out how to fix these things now.
Posted 19 years ago2004-06-06 15:47:16 UTC
in Mod: Good mappers needed desperately! Post #30861
We'll see about this. Good luck, Vassy! :)

Oh, just a question... will this mod have a story? Something I've missed in a lot of mods...
Posted 19 years ago2004-06-06 14:44:54 UTC
in A far fall and (YOU DONT GET HURT!??!!) Post #30848
Why not just go with the func_water, and trigger it to go down after you hit the floor? (Little delay would be nice to prevent the player from falling on the floor when the water is already gone off-course...)