Forum posts

Posted 17 years ago2007-03-22 16:40:29 UTC
in Help! anyone have this sound? Post #216719
Woah creepy. Its amazing how such simple sounds can make folk scared. Do that in a mod, an alternate half-life c1a0 recreation. Gordon goes to the lav, 20 mins later, comes out into the warzone that is Black mesa, not a person in sight, lights are dimmed, and all that can be heard (except agonizing screams coming from the floor above) is
that wooooaaaaaaaeeeeeeeeeeeeeeeeeeeeeeeee sound
I can picture it now:

Half-life : Snappy
"for people who lack patience and/or hate storylines"

Run. Shoot. Repeat.
Posted 17 years ago2007-03-19 14:15:59 UTC
in Book Post #216382
Fantastic work :P You must be an expert on the subject then, I presume?
Posted 17 years ago2007-03-13 13:50:19 UTC
in Making your own announcements? Post #215732
Sorry The hunter - didn't mean to offend you or anything ;) . I meant adding to the list on my first post, but you can't do that on these forums.
Posted 17 years ago2007-03-13 13:45:54 UTC
in HL1 compile errors (CODING) Post #215731
Anyone know where I can buy it legally? :). I don't want to have to resort to pirate copies or anything like that.

Or if I can't get version six, does anyone have any info on getting it to work on my copy of C++ 2005?
Posted 17 years ago2007-03-12 18:17:44 UTC
in Making your own announcements? Post #215653
Muzzleflash - Bloob isn't one, that isn't what I wrote. I wrote "Bloop". Didn't know about doop though, Adding to list...

EDIT: :o you can't edit posts other than your most recent one? Odd, seems like an obvious feature to me.
Posted 17 years ago2007-03-12 16:40:49 UTC
in Making your own announcements? Post #215642
Does anyone have a list of the announcement sound effects? The ones I have so far are: (in no particular order)

-Deeoo
-Dadeda
-Woop
-Bizwarn
-Buzwarn
-Bloop

And also

-Vox_login (I don't remember it being used in half-life though)

Browsing through sentences.txt, I notice vox Hazard Course entries, as follows:

// training room

TR_A three, two, one, deeoo(p110)
TR_B deeoo(p110) (p102 t20) target system deactivated

I imagine it's from the beta/alpha version of the Hazard Course. I found a picture of it
User posted image
Notice its all in one room, prehaps thats why in the liblist.gam the hazard course map is referred to as "training room"

:)

EDIT:
User posted image
Ancient on-a-rail, perhaps?
Posted 17 years ago2007-03-12 13:24:00 UTC
in Limit - no. of wave files in sentence? Post #215613
Ah, will edit it in goldwave then add it to my mod. :D
Posted 17 years ago2007-03-12 13:21:13 UTC
in HL1 compile errors (CODING) Post #215612
Where can I get msvc++ 6?
Posted 17 years ago2007-03-11 16:53:17 UTC
in Limit - no. of wave files in sentence? Post #215556
Sorry - found the problem. For some reason "Hundred" isn't a word valve thought to add to the fvox. Ah well. Thanks to anyone who was going to help :D

EDIT: Oh - well, that wasn't the problem. The game doesnt crash now but instead there is just silence when the sentence is triggered :|
Posted 17 years ago2007-03-11 16:45:48 UTC
in Limit - no. of wave files in sentence? Post #215553
I was doing a map, in which the HEV speaks a particulary long string of wave files. (Ones built into the game, of course). Each time I pressed the button on the wall (don't ask) to trigger the message, the game simply quits.

The Hunter said to me that there was a limit on Game_texts (or was it env_messages?), so I thought maybe the same applied to sentences.

Thanks :nervous:
Posted 17 years ago2007-03-10 16:25:40 UTC
in HL1 compile errors (CODING) Post #215482
Hi

When compiling my edited version of some hl dll, I get an error saying that it cannot find the specified file. It includes a link to the file in the error, which works fine.

Heres an example of one of the errors (every entry in the compile log has the same one, almost)
d:half-life sdksdksource codecl_dllsaytext.cpp(22) : fatal error C1083: Cannot open include file: 'cl_util.h': No such file or directory
status_icons.cpp
Of course, I am able to load the offending files fine without errors. I tried setting everything in the sdk to not-read only, but still get the same error.

Im using Microsoft Visual C++ Express Edition 2005 (v8)
Posted 17 years ago2007-03-09 17:05:41 UTC
in Making your own announcements? Post #215428
I do remember a hldm server which had a countdown in use, which used the vox voice.

Of course, what it can say is limited since it only plays a bunch of wave files in a folder somewhere. A real tts system would have been a nice touch, but unnecessary.

Do you think valve had anticipated the amount of homebrew (Is that the right word?) mappers making their own maps for their game? :
Posted 17 years ago2007-03-06 15:13:18 UTC
in Drivable cars on Spirit of Half-Life??? Post #215176
Checked it out, sounds interesting. Shame about the broken link. I searched the wayback machine, but it didn't archive "http://www.yticodes.net"

Ah well...

May as well search for a mirror, doubt there is one though :(
Posted 17 years ago2007-03-05 19:12:25 UTC
in Good Half-life Coding Site? Post #215094
Hello - I was browsing the links section, and thought I had found the perfect site I was looking for (http://hosted.planethalflife.gamespy.com/hlprogramming/)

But alas, when I visited it, there was a php/mysql error :furious:

Anyone know of a different good coding site?

Searched google with poor results.

Gonna take another look on planet half-life :
Posted 17 years ago2007-03-01 18:52:48 UTC
in iPod stuff is overpriced Post #214499
I don't have an mp3 player/walkman etc, so I just hum. Saying that, I do have an mp3 player and a walkman, but I prefer to hum.

Humming is good for the lungs methinks :D
Posted 17 years ago2007-02-15 16:32:01 UTC
in Pneumatic tube transport system Post #212575
hmm... is there any way to get around it?

EDIT: I'm using a func_water instead of a cushion of air at the bottom of the shaft, since I cannot get it to stop the player without springing him back up.

EDIT: Also, sorry for the many double posts, I'm used to working with forums that automatically merge posts together.

MAP UPLOADED! How do you link in this forum? http://twhl.co.za/mapvault_map.php?id=4432
Posted 17 years ago2007-02-15 16:28:47 UTC
in Pneumatic tube transport system Post #212573
Oh... the help button crashes the game -deleted.

EDIT: lol ok sorry...
Posted 17 years ago2007-02-15 16:24:01 UTC
in Pneumatic tube transport system Post #212571
Doing the finishing touches, adding a help message. It has 4 buttons to control the pneumatic system, for testing reasons. If I release this properly, it will have only 2, one at each floor.

Basic rundown:

RED BUTTON (G) You don't need to press it to go up - it disables the field of push

BLUE BUTTON (1) Displays help

"Down" BUTTON (1) Controls door

BLANK BUTTON (1) Controls force field.

To go up, simply enter and jump.

To go down, press "Down" to open the gate, then BLANK to control field of push.

Buttons are toggleable, to make it easier to use.
Posted 17 years ago2007-02-15 16:12:45 UTC
in Pneumatic tube transport system Post #212570
With another trigger at the top, which closes the door, stopping you from falling back down. You can then press the button at the top, and the door slides away again, and the trigger_push disables, allowing you to fall down, before landing safely on a soft cushion of air
Posted 17 years ago2007-02-15 16:04:17 UTC
in Pneumatic tube transport system Post #212568
Success! It works, now just to add a down button...
Posted 17 years ago2007-02-15 15:47:48 UTC
in Pneumatic tube transport system Post #212564
I should also note, this is only a straight up/down test, with 2 stops. Might try horizontal later.
Posted 17 years ago2007-02-15 15:45:12 UTC
in Pneumatic tube transport system Post #212562
Yeah, but you could push the player along sideways, on a slightly larger vertical tunnel.

Almost completed test map - Will upload. Should I put it in the unfinished maps? Since it is fullbright, but bear in mind this is only a TEST :P
Posted 17 years ago2007-02-15 15:22:35 UTC
in Pneumatic tube transport system Post #212560
Oh - I'm working on a quick map to illustrate what I mean, will post soon. It works like an elevator (the controls)
Posted 17 years ago2007-02-15 15:19:49 UTC
in Pneumatic tube transport system Post #212559
How do you do quotes in this forum?
func_push might work better.
That was Ant, if it shows up. I've highlighted what he said about func_push.
Posted 17 years ago2007-02-15 15:03:43 UTC
in Pneumatic tube transport system Post #212555
Yeah, It's basically the capsule things you see at super market but in a larger scale.

EDIT: func_push and trigger_push? Whats the difference?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-02-14 20:19:12 UTC
in Pneumatic tube transport system Post #212500
Has it been done? Is it possible?

I'd like to see/create a pneumatic tube-like transport system in a HL map. I'm sure it's possible with trigger pushes. You could select your destination from a row of func_buttons, each would trigger a different door to slide down somewhere in the tube, so you can choose where you stop.

Im pretty sure I saw something like this in a Garry's Mod RP map once.

(If you've seen Futurama you'll know what I mean)
Posted 17 years ago2007-02-14 16:06:26 UTC
in Black mesa transit system type map Post #212479
Thanks for sending me the BSP Srry!

Does anyone remember who created a demo of a mod on here, which went by the name of Half-life 1.5 or something like that. It was good, shame it wasn't continued. It had a train sequence like im talking about in it.
Posted 17 years ago2007-02-14 15:27:03 UTC
in Half life 2 textures in half life 1 Post #212474
Just out of interest, has anyone made HL1 texes into HL2? Cos HL1 has better textures in my opinion, more variety.
Posted 17 years ago2007-02-12 14:49:05 UTC
in Black mesa transit system type map Post #212275
Great! Would you mind sending me the BSP of the full version? I'd really appreciate that. :)
Posted 17 years ago2007-02-11 15:03:23 UTC
in Black mesa transit system type map Post #212168
Has anyone ever made a map similar to the start of hl1, with the train sequence? I'm making one myself, and am looking for interesting ideas for trains/lifts track switching etc.

Thanks!

(I posted this in the shoutbox, but didn't get any response other than "Decompile it" Thats helpful and all, but I'm really interested in what others have made.)

Splat

:)
Posted 17 years ago2006-12-26 17:44:31 UTC
in Mini compos? Post #207587
So - tell me (sorry to nag!) where exactly are the competitions listed? I'm eager to know.
Posted 17 years ago2006-12-26 17:15:04 UTC
in Mini compos? Post #207582
Ah, I see. Where are the competitions listed? On the forums?
Posted 17 years ago2006-12-26 17:06:47 UTC
in Mini compos? Post #207578
I should know this by now, but what exactly are they? :D
Posted 17 years ago2006-09-25 14:54:41 UTC
in Half-life model viewer problems - SDK Post #197579
Thanks! I'll try that now...
Posted 17 years ago2006-09-25 11:42:48 UTC
in Half-life model viewer problems - SDK Post #197557
Well... Can I just copy and paste the models across? Or is it in the source equivalent of the pak file? If I remember correctly it was GCF. I hope that is not the case - Don't think I ever had GCF scape on this pc. Besides it never worked for me anyway... :
Posted 17 years ago2006-09-23 17:48:20 UTC
in Half-life model viewer problems - SDK Post #197328
Hi,

Let me cut to the chase: I'm trying to view models from a hl2 mod, but am unable to because the model viewer restricts me to the hl2 directory. Is there any other 3rd party model viewer I can use? Or am I gonna have to copy and paste all my files into the folders used?

Thanks is advance,
-----Splat
Posted 17 years ago2006-09-03 10:38:01 UTC
in Keypads in HL2 Post #195474
Hi, me again. I was wondering how it is possible to make keypads in half-life 2. Not the prop type, but the type that you can enter a certain code and open a door. I know in hl1 it used a multisource, but I have a feeling it is with the input/output system now. Please help!
----Splatzone ;)
Posted 17 years ago2006-09-03 10:35:31 UTC
in Mapping Setup for GMOD Post #195472
I didn't even think there was a GMOD fgd. I thought it just played hl2 maps. Where can I get the fgd?
Posted 17 years ago2006-08-28 15:15:17 UTC
in Multimedia Projector in Cs_office Post #194943
Hey thanks :). I'm using one of those monitor textures to make it move, so it'll be like a multimedia projector :).
Posted 17 years ago2006-08-27 15:20:34 UTC
in Multimedia Projector in Cs_office Post #194817
Hi. I am developing a HL2 map in which there is a multimedia projector, similar to that seen in CS Office. I am a novice mapper, but I presume the actual projection was a func_wall? Not sure though. I can make the projection O.K., but I really want to have those specs of dust seen floating near the lens of the projector. I cant give a picture, but hopefully you'll understand what I'm trying to say.

---Splatzone
Posted 17 years ago2006-08-17 09:28:49 UTC
in Big List of Mapping Crimes Post #193733
How about fullbright maps? Bleaurrghh! (As barney would say.)
Posted 17 years ago2006-08-16 14:54:50 UTC
in The TWHL map game! Post #193656
Maybe it just goes on forever. Like most other forum games.
EDIT: It looks like half-life 1 to me.