Forum posts

Posted 17 years ago2006-10-01 16:39:09 UTC
in Opposing Focre Multiplayer Coop mode? Post #198213
Hallo Thar!

Is it possible using info_playerstart_coops or whatever they are right called in Op4?

Could somebody give me a miniature tutorial on how to make a multiplayer coop level

Thankyou...
Posted 17 years ago2006-10-01 16:29:57 UTC
in Osprey Speed : Action Guide... Post #198210
I know...
Posted 17 years ago2006-10-01 16:20:32 UTC
in Help, Creating mods with OP4 Stuff. Post #198205
What i done when i started moddding for OP4, i simply told hammer to compile into my mods folder, which a copy + pasted from the OP4 folder...

I also use the FGD files from both op4 and from HL, and i can actively use units from both of them
Posted 17 years ago2006-10-01 16:11:53 UTC
in Osprey Speed : Action Guide... Post #198203
What the hell are you on about Luke?

Answer my post please, in a sensible mannor.
Posted 17 years ago2006-10-01 12:40:37 UTC
in Apache Crash Destination Post #198184
Out of curiosity - when i tell the apache to "trigger" something on its death, does it trigger it the minute it dies, or the minute it hits teh ground and explodes?
Posted 17 years ago2006-10-01 12:38:45 UTC
in Osprey Speed : Action Guide... Post #198182
B?

What do you mean by 'B'?
Posted 17 years ago2006-09-30 18:39:35 UTC
in Osprey Speed : Action Guide... Post #198123
I would jsut like to ask a few questions that were not really toucehd upon to any great extent - if at all in the tutorial...

If i have a circuit of path_corners all with a speed of 400, and i have three, one with a speed of 0, and the others with a speed of 200, will it go onto this "approach vector" when it lands, or will it completely ignore the two with the speed of 200?

Also, i noticed that when it flies, the engines pivot forward at certain speeds, at what speeds are the engines at "45 degrees" from the vertical, and at what speed are they parallel to th aircraft wing eg. 90 degress from the vertical?

Thankyou yet again.
Posted 17 years ago2006-09-28 03:22:07 UTC
in mail_depot.bsp Version 0 should be 30 Post #197776
Ok, ive done that, but i still have a problem (which i have now sorted)

When it goes to run the game itself, my PC restarts, so ive disabled the part where it runs the game, and voila, it now compiles flawlessly and i open the maps using the console once im in the game - simple...

Thanks for all your help guys, ill post the map once ive finished it, its called "Snowbase" - no prize for whoever guesses whats in it...

and its a multiplayer map - i think you will like it...
Posted 17 years ago2006-09-23 20:25:10 UTC
in mail_depot.bsp Version 0 should be 30 Post #197338
Ive tried for the past week with no success - will deleting everything save my maps then rienstalling hammer, HL, OP4 and my mod fix the problem regarding the initial error?
Posted 17 years ago2006-09-13 11:10:46 UTC
in mail_depot.bsp Version 0 should be 30 Post #196428
I jsut tried all of i stated above

I looked through the compile log of the map that started the error above, it has a "Max Map Miptex" error, what causes that?

Also, i think i should delete everything then reinstall it, might that fix teh version error?
Posted 17 years ago2006-09-12 03:21:39 UTC
in mail_depot.bsp Version 0 should be 30 Post #196340
If i was to reinstall both half life, opposing force and valve hammer, which of these points could be fixed.

Also, how would i go about finding out if i had abad sprite or model?

Is there a quick way as opposed to going around an opening up each and every individual model and sprite?

I reskinned a large number of models for my mod (which I run on opposing force at the moment, then transfer the files across to my mod's folder - might any of these cause problems

Ill post the compile log for one of my maps, it happens with all of them, even ones that used to compile without problems

Thancks for the help so far.
Posted 17 years ago2006-09-09 22:36:47 UTC
in mail_depot.bsp Version 0 should be 30 Post #196127
I was making a multiplayer map called Mail_depot aabout a week ago, when i made created a "portal clipped away from brush" error, which i fixed by deleting the offending brushes.

Now, when i compile the map, i get a "mail_depot.bsp Version 0 should be 30" occuring, and the map doesnt load.

This occurs whenever i compile a map, not just mail_depot, how do i fix it - as i cannot compile maps at all due to it... :cry:

Also - what causes it exactly?
Posted 17 years ago2006-09-08 18:42:22 UTC
in Zipping Programs Post #195996
Does anybody know where i can download a free compressing program taht zips files? preferably a link with no virii, worms, trojans or other computer ailments
Posted 17 years ago2006-09-06 10:57:23 UTC
in Landmines - but not in tutorial... Post #195774
I would like to create a landmine that explodes when an explosion goes off near it, but not when it is shot. How was this accomplished in the Surface Tension levels? (you might be able to detonate them with bullets - i have never tried - but i would prefer it if it was not possible)

I could set a func_breakable to "pressure" or "touch" flags to active, and have them go off that way, but then they can be detonated by shooting them with anything.

any advice? :glad:
Posted 17 years ago2006-09-06 10:49:06 UTC
in Teleporters Post #195773
I know how to make it run through a number of different locations, but it would go in a cycle. My buddy alexei might know, ill enquire...

Its definately possible to make one telporter go to different loactions in sequence using trigger_changetargets, but to random possible locations - hmmm, not sure...

better asking one of the more experienced mappers on that one, but ill look into it as well...
Posted 17 years ago2006-09-06 10:46:53 UTC
in No VIS information... Post #195772
OK, i jsut fixed the problem, thankyou all for you help...

Does anybody know a any programs that i can download/buy cheaply that can zip files so that i can post this MP map once its complete? :biggrin:
Posted 17 years ago2006-09-02 15:26:47 UTC
in No VIS information... Post #195426
3 of those wads are for 1 multiplayer map im making, so they can be deleted when i finish it... Also, i could probably merge "camos" and "Camo Ospreys" - as camos has only 5 textures or so...

Im going to transfer the map onto my laptop, so ill fix it on that on the return to zebrynsk' tonight (im on a business trip right now) and ill tell you if it works.

Thanks for the help ^^
Posted 17 years ago2006-09-02 06:31:35 UTC
in No VIS information... Post #195374
There are no leaks that i can spot, and the compile log (see below) has no evidence of a leak that i can see (eg. no "LEAK LEAK LEAK" sign)

The reason i do not use Zoners Compile Tool is that they interfere with a program on my comptuer called SCADNET (mentioned before in a post several months ago) however, the ones taht come with hammer seem not to interfere with SCADNET hence i use them instead.

Also - see under "Qrad" - how do i fix that wierd problem with the texture lights?

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering c:program filesvalve hammer editormapsmail_depot.map
Entity 0, Brush 87: mixed face contentsCreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: sierrahalf-lifecprihlbarney.wad
Using WAD File: sierrahalf-lifecprihlbob.wad
Using WAD File: sierrahalf-lifecprihlcamo.wad
Using WAD File: sierrahalf-lifecprihlcamos and ospreys.wad
Using WAD File: sierrahalf-lifecprihlcs_747.wad
Using WAD File: sierrahalf-lifecprihldecals2.wad
Using WAD File: sierrahalf-lifecprihldecals.wad
Using WAD File: sierrahalf-lifecprihlhalflife.wad
Using WAD File: sierrahalf-lifecprihlliquids.wad
Using WAD File: sierrahalf-lifecprihlopfor.wad
Using WAD File: sierrahalf-lifecprihlxeno.wad
Using WAD File: sierrahalf-lifegearboxcs_assault.wad
added 17 additional animating textures.
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
1 seconds elapsed
** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

vis.exe v1.3 (Dec 30 1998)
-- vis --
1 thread(s)
LoadPortals: couldn't read c:program filesvalve hammer editormapsmail_depot.prt
No vising performed.

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "c:program filesvalve hammer editormapsmail_depot"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
1 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
ignoring bad texlight '//lights.rad
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//Add any custom "Texture light" Values into the end of this file
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//Example -
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//This would make the texture "mycustomcomputerscreen" have a yellow light, and emit 1000 brightness
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//Texture light bright values also tend to be less powerful then there point light sisters, so keep this in mind
' in C:PROGRA~1VALVEH~1toolslights.radignoring bad texlight '//when you are complieing your map
' in C:PROGRA~1VALVEH~1toolslights.rad[60 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

No vis information, direct lighting only.
1553 faces
102729 square feet [14793025.00 square inches]
6710 patches after subdivision
33 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (6)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 24/400 1536/25600 ( 6.0%)
planes 2708/32767 54160/655340 ( 8.3%)
vertexes 2177/65535 26124/786420 ( 3.3%)
nodes 808/32767 19392/786408 ( 2.5%)
texinfos 428/8192 17120/327680 ( 5.2%)
faces 1553/65535 31060/1310700 ( 2.4%)
clipnodes 2311/32767 18488/262136 ( 7.1%)
leaves 581/8192 16268/229376 ( 7.1%)
marksurfaces 1819/65535 3638/131070 ( 2.8%)
surfedges 7279/512000 29116/2048000 ( 1.4%)
edges 3766/256000 15064/1024000 ( 1.5%)
texdata [variable] 4140/2097152 ( 0.2%)
lightdata [variable] 252510/2097152 (12.0%)
visdata [variable] 0/2097152 ( 0.0%)
entdata [variable] 4830/131072 ( 3.7%)

Total BSP file data space used: 493446 bytes

6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsmail_depot.bsp" "C:SierraHalf-Lifegearboxmapsmail_depot.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsmail_depot.pts" "C:SierraHalf-Lifegearboxmapsmail_depot.pts"

** Executing...
** Command: C:SierraHALF-L~1hl.exe
** Parameters: +map "mail_depot" -game gearbox -dev -console

:biggrin:
Posted 17 years ago2006-09-01 19:18:30 UTC
in No VIS information... Post #195351
I just made a relatively small, simple map, but when i complie it i get a message in the log saying "No VIS Data - direct lighting only" and as a result, placing a sky-light is not possible as it doesnt light the level.

What causes the error, and how do i fix it?

Thankyou for reading this... :glad:
Posted 17 years ago2006-08-26 15:31:23 UTC
in Xen Healing Pool Post #194657
I thought it might have something to do with how closely it sticks to the pitch/yaw ranges... i dunno
Posted 17 years ago2006-08-26 08:12:43 UTC
in Xen Healing Pool Post #194609
NOT THE PITCH/YAW ranges
THe Pitch Tolerance, and the Yaw tolerance.
Posted 17 years ago2006-08-25 13:47:49 UTC
in Xen Healing Pool Post #194526
Please answer...

I am seriouly upset that i do not know what this is

::quietly sobs in corner::

Any help is appreciated

::Sobbing continues in a prolonged mannor::
:cry:
Posted 17 years ago2006-08-20 06:35:13 UTC
in Xen Healing Pool Post #193961
K

OK, now onto a new problem, or more presicely a question: See on a func_tank, Tankmortar or tanklaser, what does the "Pitch/Yaw tolerance" actually do? Is it to do with how closely it stick to the range of motion?
Posted 17 years ago2006-08-19 10:51:00 UTC
in Xen Healing Pool Post #193893
but then they cant turn on in sequence... :cry:
Posted 17 years ago2006-08-18 17:11:50 UTC
in Xen Healing Pool Post #193833
The scenario: a nissen hut with three fixed standard lights, and 1 flickering light. When you hit the switch, the flickering light turns on, then the other three turn on in sequence thanks to a multi_manager that also triggers a "clunk" sound each time a light turns on and then deactivates the flickering light once the others have turned on - to make it look like a set of anbarometric or "strip-lights" as they call them elsewhere that flicker when you turn them on.

The outcome: "Too many direct light styles on a face"

My solution: Remove the flickering light so that there is only 1 light style hitting the faces in question...

This however brings me back to the problem of "How do i get the flickering light to turn on and off?"... I jsut gave up and left it out

PS - Need to send in screenshots of my mod, especially the fully interactable APCs and "Tesla Tanks" from Red Alert 2... :biggrin:
Posted 17 years ago2006-08-14 07:40:12 UTC
in Xen Healing Pool Post #193371
Ive fixed the problem with the lighting, i jsut deleted the flickering light.

I have a new problem... I jsut moved all my stuff across to my new computer (which finally arrived - worth the wait though) and im running of Open Gl rendering mode now... However, all the textures are rather blurry, how do i fix this - it is most annoying as it ruisn teh effect of the documents i have lying around with semi-readable writing on them, now they jsut show up as blurry lines...

how do i fix this - is it even possible, i tried running it on Direct3D or whaterver its called as well, no luck...
Posted 17 years ago2006-08-14 07:27:02 UTC
in Xen Healing Pool Post #193366
I tried it, it doesnt seem to work... I have however, fixed the problem by removing a flickering light that the lightswitch was supposed to turn on... It seems to have fixed it...

Also, was it normal to have 231 "Warning: Too many direct light styles on a face"s during a single compile of a tiny room? :biggrin:
Posted 17 years ago2006-08-14 06:56:37 UTC
in Xen Healing Pool Post #193362
Im not using spotlights, im jsut using "Lights" as they are reffered to by the fgd...

Forgive me for seeming ametuerish, but what is a "Texlight"?
Posted 17 years ago2006-08-14 06:51:19 UTC
in Xen Healing Pool Post #193359
How do i stop the weird shadows and light patches on the floor and walls though?
Posted 17 years ago2006-08-14 06:25:09 UTC
in Xen Healing Pool Post #193357
ah, that might work, ill try it out...

I also have another problem "Too many direct light styles on a face" occurring int the compiel log, over fifty times for a relativelly small room...

It is causing wierd effects on the floor mainly little patches of shadows or light where nothinging seems to be causing them...

a: what causes the error?
b: how do i fix it?
Posted 17 years ago2006-08-14 04:40:27 UTC
in Xen Healing Pool Post #193342
You on how on various areas of Xen in the original HL, you come across a number of pools of liquid that miraculously heals you when you stand in it?

How is this accomplished? :biggrin:
Posted 17 years ago2006-08-07 20:20:31 UTC
in Trigger_hurt not working... Post #192796
I just did, it still only kills one of the three guys, and myself...

odd

PS - Sorry SOTE, i have no idea
Posted 17 years ago2006-08-06 18:51:46 UTC
in Trigger_hurt not working... Post #192704
I have set up a trigger_hurt in onee of my maps, to be set off by a a multisource. Once it is triggered, it should kill three monster_grunt_allies withing a glass chamber. For some reason, only one of the grunts (and myself) seem to be affected by the trigger_hurt, what am i doing wrong?
Posted 17 years ago2006-07-22 09:36:02 UTC
in Spectres' Textures Post #191258
Ive lost my USB pen, so i appologise for the delay, ill post it when i find them...

::Sobs at thought of missing USB pen::
Posted 17 years ago2006-07-13 13:01:30 UTC
in moonbase Post #189948
Maybe some pulsating red/blue/orage light might spice it up just a little, as well as the odd computer console...

Just a thought... :biggrin:
Posted 17 years ago2006-07-13 12:56:17 UTC
in Spectres' Textures Post #189947
First of all my Computer Gaming name is "Spectre" which is where that name came from - it was good alliteration with "Texture" - so i appolagise if it sounds 'cheesy' as modern people call it.

I have set up this thread to discuss and get feedback on ideas concerning textures and their applications - so feel free to voice your opinions.

Today i decided to make a realistic tree without pushing the r_speeds through the roof. I decided on using a animated texture. The texture is composed of tiled leafmatter that moves as if in a slight breeze. You have no ideat how long it took me to make a tilable animated pattern... but it looks good. It is based on a picture of an Oak tree's leafs (that reside in my back yard) that i have modified using Adobe Photoshop and some other imaging software from my workplace to allow it to be tileable. It looks good on the actual tree as well.

PS - Ill send screenshots in a few days once i sort out all the bugs.
PPS - feel free to voice any and all opinions (hopefully concerning textures not just of mine)

:D
Posted 17 years ago2006-07-13 09:18:22 UTC
in AIScripted_sequnce/Scripted_sequence Post #189928
I just finished experimenting with this, still with no success...

He now dissapears, but his gun remains hovering in mid air shooting at the window infinately, even long after the monster has dieed...

WTF is happening?
Posted 17 years ago2006-07-08 15:53:31 UTC
in AIScripted_sequnce/Scripted_sequence Post #189339
still failing... tried again today and yesterday
Posted 17 years ago2006-07-07 08:47:20 UTC
in AIScripted_sequnce/Scripted_sequence Post #189087
Is it possible to do either of these?

Ive been trying all week, but my attempts have been wrought with failure...
Posted 17 years ago2006-07-05 14:58:48 UTC
in AIScripted_sequnce/Scripted_sequence Post #188697
What i want is either:

a) My grunt to fire a grenade at a said target/aiscripted_sequince
  • or -
b) My grunt to make the action of firing a grenade at the said target, but not actually to fire it - hence i shall create a track_train of the grenade and simulate it being fired
Posted 17 years ago2006-07-05 08:10:00 UTC
in AIScripted_sequnce/Scripted_sequence Post #188583
spent the last week few days trying to get him to stop shooting his feet with no success.

Could somebody give me a link to a working example of this please?
Posted 17 years ago2006-07-03 01:15:03 UTC
in AIScripted_sequnce/Scripted_sequence Post #188152
I tried setting the "Target" as the window, but he still fires his second and third rounds into the floor...

Is there something im missing?
Posted 17 years ago2006-07-01 12:14:07 UTC
in AIScripted_sequnce/Scripted_sequence Post #187807
How do i get them to make the action of firing, but not actually fire - as he aims at the ground which doesnt really comply with the theatrical effect i want.

PS - in the Opposing Force training level, a grunt shoots you with a shotgun to demonstrate your suits protective abilitiies, how did they do that?
Posted 17 years ago2006-06-28 16:32:57 UTC
in Mechanisation of brushes... Post #187355
The only problem i experienced was that Hammer, when i had Spirits FGD file loaded, wouldnt display the Opposing Force entities, and vice versa. Mergin them seems to have let me view both of them, and through this is can run them in my mod (with a little bit of editing of the games coding of course - converting everything to ASKII helps as well, but i wouldnt advise doing it if you dont have the correct software eg.

"Spectra Proggraming Pack" or CPR Industries Patented - some russian word that i find difficult to translate into english, as its in russian symbols - so i shall write it down as it sounds "Der's progaf schesk". I tried copying and pasting the Russian symbols at work, but they came out as a series of squares, which wont really work in you translation.

PS, i can translate Russian vocabulary into spoken english and vice versa, but when it come to the Russian symbols, i can write in them, but i cant translate them, as there isnt really an english equivilant - and a Russian/English dictionary is rather difficult to come by here in the middle of Russia...

PSS, i am going on a business trip tonight, so i shant speak agian until monday, please exscuse my abscence - least there isnt any nightshift on business trips, just lots of Vodka and cheap cavviear :biggrin:
Posted 17 years ago2006-06-28 16:19:30 UTC
in Yet another mapping query... Post #187349
No, I was talking about the M4/A1 Abrams Main Battle tank model in the level immediatly after the cliff face (ill get the actual level name when i get back from the my business trip).

PS - Have you seen the pictures i posted of my workplace? if so, what do you think of them, i may have overexposed some of the intenal pictures, but thats what comes of using an analogue camera...
Posted 17 years ago2006-06-28 04:35:28 UTC
in Yet another mapping query... Post #187264
hes got a point, they done it in "surface tension" - however that one was autonoumous, and didnt run off a user-controlls...

This was probably how they managed it...

PS - i am aware how irrelivant what i just said is, i appolagise
Posted 17 years ago2006-06-28 04:32:30 UTC
in Mechanisation of brushes... Post #187263
I have made a prototype of a revesres jointed leg that uns soleley on func_tracktrains and path_track, however, it is extremely awkward to do and is rhater cumbersome in its setup.

PS, i am going to merge two fgd files (how im going to do this will not be disclosed, as my company dont like people knowing what programs it has under its usage) and convert a few opposing force FGDs to spirit programming - i shall post a link to it once i have finished it - it should be very interesting once im finish.

PPS, i am going on a business trip to the Irkutsk and shant be back for two days, so dont be surprised if i take a while replying... Thankyou :biggrin:
Posted 17 years ago2006-06-27 11:08:33 UTC
in Mechanisation of brushes... Post #187128
I was thinking about a unique idea that i was going to try in my mod:

Robots...

Would it be possible to make a series of brushes and link them in such a way (albiet a very awkward thing to do) to a number of path_corners or path_tracks to make them move as if they were a pair of robotic legs?

I am aware this is a generally untouched niche of the entity control and mapping, i thought about using a multitude of func_trains (one for each segment) and linking them to a number of path_tracks to get them to move when i want them to - is this possible?

Any help would be appreciated...
Posted 17 years ago2006-06-27 11:00:20 UTC
in AIScripted_sequnce/Scripted_sequence Post #187126
I cant get him to make the action of fireing a grenade without actually firing it - how do i stop him from physically firing the grenade, and merely making the action of it.

Also, when i switched to the soldiers rifle instead of the Grenade launcher, when he fires, he fires the first shot in the direcion the AIScripted_sequence is in, then he fires the nex few rounds into the ground at his feet - how do i stop him from doing that?
Posted 17 years ago2006-06-26 10:55:14 UTC
in Yet another mapping query... Post #187000
That was a rather stupid thing to do - im sorry i may have wasterd your time... :(