Forum posts

This post was made on a thread that has been deleted.
Posted 17 years ago2007-04-25 13:08:29 UTC
in Upon decompiling HL Post #220120
I was only really checking out the entities. The textures were 99% fine, except one which didn't exist. (the origin)
Posted 17 years ago2007-04-25 12:21:05 UTC
in Upon decompiling HL Post #220118
Upon decompiling t0a0, I got a lot of invalid brushes etc, but that's probably just the decompiler.

?The holographic assistant monster in the first room (Gina) is referred to as "Intromona". I originally thought it was a character called Mona, but "Intromona" could mean "Intro Monster A". Revealing there was perhaps another intro monster?

?Missing textures: The origin brush on a rotating door read as... e1u1origin - perhaps the hazard course was made when they were using older wads, like in the beta... Could e1u1 be the name of the old training room? I saw a pic of it somewhere... But it's a generic origin brush, so I dunno.

That's all i've tried so far. I don't plan on uploading the decompiled files since I forsee copyright issues. Instead, use

http://www.slackiller.com/hlprograms.htm

P.S. I'm not gonna even try and compile it...
Posted 17 years ago2007-04-24 16:31:15 UTC
in HL PS2 Health/HEV charger ref. pics? Post #220004
Nothing... in particular : . Jeez I suck at suspense...
Posted 17 years ago2007-04-24 11:35:22 UTC
in HL PS2 Health/HEV charger ref. pics? Post #219968
I am in need of some reference pics (preferably hi-quality) for a little idea I had...

You know the ones, the models.

Thanks :D
Posted 17 years ago2007-04-19 11:24:20 UTC
in Half-Life: Day One/Initial Encounter Post #219503
Agreed. The HIT crowd do seem pretty interested in beta stuff from what i've seen (forums)
Posted 17 years ago2007-04-18 15:02:54 UTC
in Half-Life: Day One/Initial Encounter Post #219449
Really? WOW! Registering!
EDIT: My registration e-mail is taking it's time to come :|
Posted 17 years ago2007-04-18 14:32:48 UTC
in Half-Life: Day One/Initial Encounter Post #219447
Theres some interesting beta stuff there. Search Half-life beta
Posted 17 years ago2007-04-18 11:35:44 UTC
in Random Mini-Compo #00001a - Hallways Post #219430
Might try it. Does it have to involve walking down it, or could it be a camera flythrough or something?
Posted 17 years ago2007-04-18 11:24:50 UTC
in Half-Life: Day One/Initial Encounter Post #219428
Maybe it's the package they sent to games magazines to review?

EDIT: I presume this is it? http://www.amazon.com/Sierra-70977-Half-Life-Initial-Encounter/dp/B000042OKY
Posted 17 years ago2007-04-14 20:14:32 UTC
in Half-Life: Day One Post #219097
I'm sure they'd release it if people were prepared to pay. It would be extra profit at no expense to them :)
Posted 17 years ago2007-04-14 16:21:18 UTC
in Serious forum problems: Post #219080
Whats XHTML again?
Posted 17 years ago2007-04-14 16:17:25 UTC
in hl coding Post #219078
Why couldn't valve make it in BASIC! ;)
EDIT: Muzzle, the one you're hosting is the source-only one, right?
Posted 17 years ago2007-04-14 15:15:29 UTC
in Created Mod: No HUD? Post #219066
Did you modify the code at all?
Or perhaps its just a console problem? I'm not so familiar with the source console, is there a draw_hud command or anything?
Posted 17 years ago2007-04-14 14:53:32 UTC
in Half-Life: Day One Post #219060
The second screenshot does look pretty amazing. But it could be a scan of a box or some sorta photo shop job to make it look like that.

Hey, I know!

We should start a petition to get VALVe to release the beta on steam!
I'm sure many Half-life enthusiasts would love to see the previous version of the fanstastic game we know well and love today.

Though perhaps they hated it so much they destroyed every last copy.

Which would be a real shame.
Posted 17 years ago2007-04-14 14:28:22 UTC
in Half-Life: Day One Post #219053
Isn't it illegal to distribute now or something?
Posted 17 years ago2007-04-13 16:13:55 UTC
in Half-Life: Day One Post #218943
The console doesn't work :x Anyone got it to work?
Posted 17 years ago2007-04-13 14:57:41 UTC
in Half-Life: Day One Post #218940
Anyone hear the different holo speach in the hazard course?

She goes on about how you won't really be using the long-jump, since it uses a lot of power. : Is is supposed to have it's own power icon or something? It didn't take any suit power away for me :|
Posted 17 years ago2007-04-13 12:24:23 UTC
in Half-Life: Day One Post #218921
Just before barney lets you in to c1a0, the little balcony things at the sidesare different. The textures were pretty dodgy in c0a0 for me...

Oh yeah - did anyone elses view models turn into holograms?
Posted 17 years ago2007-04-13 12:12:25 UTC
in Half-life Beta Recreation Post #218918
I wasn't saying I was definately gonna do it, just wondered what everyone thought. You're right though, but Splatmod is just something I've working on over time, adding stuff to it when I get a chance. The time machine was part of that, btw. :D
Posted 17 years ago2007-04-13 12:09:55 UTC
in Half-Life: Day One Post #218916
It lacked the menu sound for me :
Posted 17 years ago2007-04-13 11:40:22 UTC
in Half-Life: Day One Post #218911
Something else: Quiver reference!
// Valve Game .dll Listing File
// Load order is determined by file order.
// The first line is the descriptive title of the game
// and is used to display modified games in the server create
// dialog of the front end. The "game" token is ignored and
// the double quotes are removed.
game "Half-Life"
d:quivervalvedllshl.dll
Loads more interesting stuff here: look in the media folder.

Gina.avi
Gordon.avi

Basically animations of them standing there, rotating.

EVEN MORE INTERSTING STUFF!

Does the present half-life have "Profiles?" Im not really sure.
// These settings are saved for each player profile used
// in the engine. I.e., when the name is changed, or the
// engine shuts down, these settings are saved under the .cfg that
// is unique to the player.
//
// Created: 7/15/98 YWB
//
// Sound
//
hisound
bgmvolume
volume
//
// Video
//
viewsize
gamma
brightness
vid_mode
//
// Game Settings
//
cl_forwardspeed
sv_aim
crosshair
//
// Mouse
//
sensitivity
m_pitch
lookspring
lookstrafe
Posted 17 years ago2007-04-13 11:28:46 UTC
in Half-Life: Day One Post #218910
Woah! Check out the retro batterys! And the longjump module!

Also, look at this from the titles.txt - inside pak file.
Odd level names!
C0A0TITLE
{
BLACK MESA INBOUND
}

C0A1TITLE
{
ANOMALOUS MATERIALS
}

C1A1TITLE
{
UNFORESEEN CONSEQUENCES
}

C1A2TITLE
{
OFFICE COMPLEX
}

C1A3TITLE
{
"WE'VE GOT HOSTILES"
}

C1A4TITLE
{
SCREAMS AND WHISPERS
}

C2A1TITLE
{
FOOTFALL
}

C2A2TITLE
{
ON A RAIL
}

C2A3TITLE
{
ABANDONED SILO
}

C2A4TITLE1
{
CHUTES AND LADDERS
}

C2A4TITLE2
{
QUESTIONABLE ETHICS
}

C2A5TITLE
{
SURFACE TENSION
}

C3A1TITLE
{
"YOU'RE ON YOUR OWN"
}

C3A2TITLE
{
DOWN AND OUT
}

C4A1TITLE
{
XEN
}

C4A2TITLE
{
GONARCH'S LAIR
}

C4A3TITLE
{
NIHILANTH
}

C4A4TITLE
{
ENDGAME
}
Posted 17 years ago2007-04-13 10:33:01 UTC
in Half-life Beta Recreation Post #218898
Yeah, theres loads of threads about it here.
Posted 17 years ago2007-04-13 10:32:22 UTC
in Half-Life: Day One Post #218897
Babelfished it
http://babelfish.altavista.com
It doesnt let you copy translated pages links :(

EDIT: Theres a language bar at the top of the site lol :)
Posted 17 years ago2007-04-13 09:59:01 UTC
in Half-life Beta Recreation Post #218892
Half-life Beta Recreation

This is the 3rd time I've re-written this, due to the forum not registering my thread :|

I've cut it down in size:

How about a mod team recreates the half-life 1 beta. I am already working on scientist skins, and there are plenty reference pics.
It would be interesting, and since valve doesnt seem to have any plans to release it, this is probably gonna be the closest we'll ever get to playing it.
I took a load of comparison screenshots about purple lighting, but they were all lost.

Whaddya think?
Posted 17 years ago2007-04-13 09:49:05 UTC
in Half-Life: Day One Post #218891
Apparently it was an old demo version of Half-life, does anyone have any info on it,
I mean - was it beta models etc? if so then can I please get a download?! :D
Posted 17 years ago2007-04-12 08:40:13 UTC
in My new map - Time Machine! Post #218782
:o cough cough err... All hail Muzzle!
Posted 17 years ago2007-04-12 08:24:30 UTC
in My new map - Time Machine! Post #218780
Thought I'd do another post so it'll bump to the top, hence letting everyone know that it is now in minimod format! :D
Posted 17 years ago2007-04-12 06:40:23 UTC
in My new map - Time Machine! Post #218774
I tried a spirit map on normal half-life once, it didnt crash or anything, just didnt work right in some places. Thanks for the comments!
Posted 17 years ago2007-04-11 21:01:51 UTC
in My new map - Time Machine! Post #218747
Elon - it's not a puzzle it's a bug :)

Will upload minimod version tomorrow. It should work in vanilla half-life anyway, but it's just cos future versions of this will use spirit.
Posted 17 years ago2007-04-11 19:41:44 UTC
in My new map - Time Machine! Post #218738
I made this today, it's a map where you can go into a time machine (unsurprisingly) and choose a time period. There is then an interesting sequence with flashing lights and lasers before the door opens and you are dumped at prehistoric times or the future.

Right now, its kinda buggy, since if you press both destination buttons at the same time it all goes haywire.

To prevent the bug, make sure you press the last pressed button again before pressing the next.

Check it out, you'll get the hang of it :D

Here's the link:
http://www.twhl.co.za/mapvault_map.php?id=4534

P.S - it requires Spirit. Check the link above for more info.

EDIT: Oops, posted in wrong section, sorry :) Could it be moved? Thanks No prob. - Ant
Posted 17 years ago2007-04-11 19:20:32 UTC
in music from one level to another Post #218734
Prehaps with some coding...
Posted 17 years ago2007-04-11 10:03:04 UTC
in func_rotate Post #218698
Increase the speed perhaps?
Posted 17 years ago2007-04-11 10:00:07 UTC
in Map as background? Post #218697
I haven't seen any of those pop-up menus, is it like on multiplayer when it shows the motd? Or on counterstrike, with that speech menu thingy?
Posted 17 years ago2007-04-10 16:14:40 UTC
in Map as background? Post #218630
Yeah, but doesnt the video play before the menu appears? You'd never get to the menu if it was looping infinitely
Posted 17 years ago2007-04-10 15:25:07 UTC
in Map as background? Post #218623
hmm... there must be something somewhere within the source code that makes it do that. No idea where to look though :(
Posted 17 years ago2007-04-10 15:23:19 UTC
in music from one level to another Post #218621
I played half-life earlier (steam) and the music went across two levels fine.

One thing I noticed that was strange was that if I played Steam Half-life with a music CD it played the cd instead of the mp3's

I guess it just has more priority somehow, but also maybe its the same as mods, since you don't have to include all the half-life wads in your mod, since its in the valve folder. But if you did, it would read those over the valve ones.
Posted 17 years ago2007-04-10 13:50:55 UTC
in Map as background? Post #218613
I just had an idea, would it be possible to use spirit to fire a command to bring up the menu, while somehow disabling the resume game button?

Is there a specific command to bring up the console then hide it? or does only the tilde key hide the console?

It might require some coding, but there could be a way so that when the game starts, it immediately loads the map which fires the command to show the console then hide it. But you'd also need a way to not let the game pause when the menu comes up, otherwise you'd just be presented with the console and not the menu.

Wow biggest sentence ive ever written on a forum :)
Posted 17 years ago2007-04-10 13:04:13 UTC
in Map as background? Post #218606
In half-life 2 the main menu was actually a map, so it was animated.

Is it possible to do the same in half-life 1?

Also, is it possible to play music in the menu? I do remember something about that somewhere.

Splat :)
Posted 17 years ago2007-04-10 09:37:00 UTC
in Strike-throughs on users online list? Post #218592
I noticed some people have strike-throughs on their names in the users-online list.

Does that mean they are banned?
Posted 17 years ago2007-04-10 09:11:36 UTC
in Firing entities via console? Post #218589
The one I posted was for source

(ent_fire <entity name> <parameters>

It fills it in as you go along, gives you the possible options)
Posted 17 years ago2007-04-09 11:52:45 UTC
in Half-life (steam) res files Post #218501
Im modifying my mod's menu's res files, and would like to know if anyone has a list of the controls which you can use.

The ones I already know of are:

Button
Radiobutton
Frame
Buildmodedialog
Label.

I know there are others such as textfields, tick boxes etc and really am in need of a slider. I'm currently looking about the multiplayer settings menu etc since it had some interesting controls.

Thanks :D
Posted 17 years ago2007-04-06 07:04:36 UTC
in Self made. Post #218211
Wow! Nice!

My FLStudio efforts are dire compared to this, all I can do is mediocre trance tunes : . Great job!
Posted 17 years ago2007-04-05 11:19:50 UTC
in Firing entities via console? Post #218092
ent_fire <entity name> <parameters>

It fills it in as you go along, gives you the possible options
Posted 17 years ago2007-04-05 10:50:53 UTC
in Serious forum problems: Post #218086
:cry: I just rewrote my very large thread for the second time, and when I posted it, I got a "You are not logged in!" message. I was.

The first time I tried to post it, I got an error too.

Something has to be done. Prehaps username/password verification when your posting it, incase you dont want to be logged out, or prehaps instead of a new page with the message, it appears under the edit window.

Please do something! :(
Posted 17 years ago2007-04-05 09:44:12 UTC
in Making your own announcements? Post #218082
Prehaps that evil barney is from the days when Barney was an evil character (see Wikipedia entry)
Posted 17 years ago2007-03-27 12:56:40 UTC
in ModNumForName Post #217215
Posted 17 years ago2007-03-27 12:54:09 UTC
in Firing entities via console? Post #217214
So if I include the spirit dlls etc in a minimod, I'd be able to do it?

Great! thanks for the fast reply.
Posted 17 years ago2007-03-27 12:48:49 UTC
in Firing entities via console? Post #217212
In Source, you could fire entities using the console.

Is there a similar command for GoldSrc? Or does anyone know of a way to implement it?