Forum posts

Posted 17 years ago2006-09-23 10:37:10 UTC
in Can't open deep6.wad Post #197302
I already linked him to those tools, hes still having the same problem.
Posted 17 years ago2006-09-23 09:56:18 UTC
in Can't open deep6.wad Post #197298
I don't know. I've never had this problem with a map.
Posted 17 years ago2006-09-23 09:51:44 UTC
in Can't open deep6.wad Post #197296
Sounds like your computers fucked up.
Posted 17 years ago2006-09-23 09:37:23 UTC
in Invasion Post #197293
I searched ModDB and all the projects doing this were either just plain shit and/or abandoned.
Posted 17 years ago2006-09-22 21:49:58 UTC
in Can't open deep6.wad Post #197265
hlbsp instead of qbsp2.
Posted 17 years ago2006-09-22 21:37:09 UTC
in Can't open deep6.wad Post #197263
Well, your still using qbsp2 for some reason.
Posted 17 years ago2006-09-22 21:29:07 UTC
in Can't open deep6.wad Post #197261
Well, I don't know. Sorry. :
Posted 17 years ago2006-09-22 21:23:15 UTC
in Can't open deep6.wad Post #197259
Did you get the tools?
Posted 17 years ago2006-09-22 21:11:46 UTC
in Can't open deep6.wad Post #197257
I just realized why the -wadinclude isn't working. Your using the old q compile tools; they suck. Download Zoner's tools from here and replace the qrad.exe, qbsp.exe, etc. programs with those. Remember to reconfigure your Hammer setting too, so that the tools work.
Posted 17 years ago2006-09-22 21:05:43 UTC
in Invasion Post #197255
Thanks...this would be for Source, but Steam won't accept my serial number for HL2 (thats what I get for buying retail).
Posted 17 years ago2006-09-22 21:03:50 UTC
in Can't open deep6.wad Post #197254
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK
LEAK LEAK LEAK

LoadPortals: couldn't read C:Program FilesSteamSteamAppsbrightbro11counter
-strikecstrikemapska_raz0r.prt
No vising performed.

No vis information, direct lighting only.
You have a leak. This means that there is a gap in your architecture, leaking out into the void. These can be a bitch to find, because they can be as small as 1 unit on the grid. You can try loading the pointfile, but thats usually not very helpful. Because of the LEAK no vising is taking place, which means that your map will be fullbright (bad). Try to find it and seal it up, because LEAKS can also lower your fps tremendously. If you want to, send me the RMF and I'll try to fix it.

Also, your lights.rad file only has one light in it, which means that you won't be able to use texlights (point lights are icky). I can send you the lights.rad that includes most of the light-emitting textures in the HL wad.

As for the dll problem...I give up. :
Posted 17 years ago2006-09-22 20:47:42 UTC
in Can't open deep6.wad Post #197250
Don't use .wad, just put:

-wadinclude deep6

Also, I still can't figure out the dll thing...post your whole compile log.
Posted 17 years ago2006-09-22 20:27:15 UTC
in Can't open deep6.wad Post #197246
I'm pretty sure the dll problem only affects your computer. I've never seen that error before though, and theres nothing about it on TOE...a screenshot, perhaps?
Posted 17 years ago2006-09-22 20:08:48 UTC
in Can't open deep6.wad Post #197241
What do you mean "go without"?
Posted 17 years ago2006-09-22 20:04:06 UTC
in Can't open deep6.wad Post #197239
You need to put the wad in the bsp. Compile it again, and put -wadinclude wadname in the "Additional Parameters" box.

About the dll, either its corrupted or you moved it somewhere other than the valve/dlls folder.
Posted 17 years ago2006-09-22 19:51:36 UTC
in FUCK YA! Post #197237
Jeez, it's not even like shes real anyways.
Posted 17 years ago2006-09-22 19:30:14 UTC
in Invasion Post #197233
Invasion will be a single-player mod for HL1 that puts you in the role of Sam Novak, a college student living in the suburbs outside of an un-named city. It will be a part of the Half-Life storyline, taking place between HL1 & 2. It will consist of three parts: The Portal Storms, The 7 Hour War, and Rise of The Overwatch.

Basically, it will show the player everything Gordon missed: how the Xen creatures got to Earth, the arrival of the Combine, and the eventual enslavement of humanity.

Some features planned for the mod:

-Custom textures throughout.
-Completely new monsters and AI, in addition to select HL and Op4 aliens.
-Brand-new soundtrack, and all new game sounds.
-Completely new HUD.
-All new weapons.

While still being very action-orientated, it won't be a simple gruntfest. Puzzles and storyline will also play a very large part of the game.

I've been working on this idea for close to a month now, and I think it's finally at the point where I can begin to create the custom materials. I've got so many great gameplay moments in my head, I can't wait to get started on the level design. But, I'd like to have everything else in place before I start in on that. So...

When all the storyline details are completed, I'll be in need of voice actors. But that won't be for some time.

Also, I need (at least) two more people: a coder, and someone who can help create the weapon models. And if anyone else would like to contribute anything at all, please feel free to contact me.

So, what do you guys think?
Posted 17 years ago2006-09-22 18:19:39 UTC
in FUCK YA! Post #197229
Girls kick like...girls.
Posted 17 years ago2006-09-22 17:58:24 UTC
in wait... again, who the fuck are you? Post #197225
Full Name : Dennis Robert McCormick
Age: 16
Hometown : Brooklyn
Born in: New York

Education: High School

(Interests)
Favourite Films (1st 2nd and 3rd):
1st) Pulp Fiction
2nd) Seven
3rd) Garden State

Favourite Meal: FRIDAYS FTW

Favourite Game to Date: Half-Life

Game your looking forward to: God of War II, HL2 Ep2

Favourite Bands:
1) Opeth
2) RATM
3) Pink Floyd

Favourite Drink (hot and/or cold): Snapple (Orangeade)

Favourite Alcohol: Grey Goose

Hobbies: Level Design, Photoshopping Stuff, Playing Guitar, Recording my own music, Collecting every DVD on Earth (well, about 200 right now :) ), Photography

(Other)

Girlfriend/Boyfriend Yes/No?: yes

Past Girlfriends/Boyfriends: 5

Things that make you smile: Brian Reagan

Things that make you really laugh out loud: The Daily Show, The Office

Things that annoy you:
MYSPACE.

Things that well and truely piss you off:
Wanna-be emo kids ON MYSPACE.

Sorry...no pics of me on my PC.
Posted 17 years ago2006-09-20 19:40:13 UTC
in questions? Post #197083
Nevermind. :)
Posted 17 years ago2006-09-20 19:22:12 UTC
in Gamingparents.org Post #197079
"Okay"? Nah, it looks much better. :D
Posted 17 years ago2006-09-20 19:20:13 UTC
in Which one???? Post #197077
Not for free. Unless XSI works with HL1, which I don't think it does.
Posted 17 years ago2006-09-20 19:08:33 UTC
in Which one???? Post #197073
Do you think MilkShape sucks because you don't know how to use it? Because if thats the case, then good luck with 3DS Max.

And why would you want to use an 8 to 10 year old program to model anyway?
Posted 17 years ago2006-09-20 18:58:02 UTC
in Which one???? Post #197067
Not sure, but it's most likely real expensive. Just use MilkShape.
Posted 17 years ago2006-09-20 16:38:42 UTC
in Help, Creating mods with OP4 Stuff. Post #197054
Damn, that sucks. I would've liked to get my hands on the physics code for the ropes. :
Posted 17 years ago2006-09-20 16:34:10 UTC
in Brushopolis, coming to a server near you Post #197052
You're breaking the engine. :P

Seriously though, with all the stuff you plan on adding, it gonna be a bitch to get the fps up.
Posted 17 years ago2006-09-20 12:58:49 UTC
in Help, Creating mods with OP4 Stuff. Post #197038
Was the Op4 Source Code ever released?
Posted 17 years ago2006-09-20 12:51:35 UTC
in Coding Weapons Post #197036
Muzz, yeah, I've done some basic coding, but nothing too spectacular.

Thanks alot Vortigaunt. :D
Posted 17 years ago2006-09-19 19:14:27 UTC
in Coding Weapons Post #196973
Can someone either explain or point me towards a decent tutorial on how to code new weapons in your MOD?

Thanks. :D
Posted 17 years ago2006-09-19 17:36:38 UTC
in School project survey Post #196967
1st: Chicken
2nd: Beef
3rd: Pork
4th: Lamb
5th: Duck

God damn it. Now I'm hungry.
Posted 17 years ago2006-09-19 17:32:35 UTC
in WHAT THE...! Post #196966
I had this problem a couple times. Once it was because my settings in Hammer were messed up, and the other time it was because I re-installed HL, which apparently screws up your configurations.
Posted 17 years ago2006-09-19 12:42:42 UTC
in Half Life Mapping Quiz Post #196954
wow, i thought that was a screenshot from HL2
LOL
Posted 17 years ago2006-09-18 12:55:14 UTC
in Half Life Mapping Quiz Post #196845
Nobody answered the Osprey question yet :
Posted 17 years ago2006-09-17 09:23:11 UTC
in Half Life Mapping Quiz Post #196769
Theres an Osprey tutorial right here on TWHL, by the way.
Posted 17 years ago2006-09-16 22:37:39 UTC
in Can't shut up this fu----.... Post #196745
Why do you need them not to make noise so badly? Whats the scenario?
Posted 17 years ago2006-09-16 22:36:10 UTC
in Half Life Mapping Quiz Post #196744
Thank God...we need other people in this thread. :P
Posted 17 years ago2006-09-16 22:33:19 UTC
in Half Life Mapping Quiz Post #196741
How do you create a fully-functional Osprey that drops troops, stays in the area, and then drops troops again when the others are killed?
Posted 17 years ago2006-09-16 22:27:02 UTC
in Half Life Mapping Quiz Post #196736
Seriously though..we need a new question.
Posted 17 years ago2006-09-16 22:04:34 UTC
in Killing entitys. Post #196734
In short, no. When an entity is killed, its removed from the game for good.
Posted 17 years ago2006-09-16 21:43:14 UTC
in Half Life Mapping Quiz Post #196733
Ahh, I saw those whilst examining the map. Just couldn't figure out what they did :P

And to turn him on, theres a trigger_auto that targets Nihilanth.
Posted 17 years ago2006-09-16 21:39:00 UTC
in problem_reloaded Post #196732
If your using Zoner's tools, in the "Additional Parameters" box in the Compile Options, add -wadinclude wadname for each wad you want to include. If you have more than one, you need to use wadinclude each time.

-wadinclude wadname -wadinclude wadname
Posted 17 years ago2006-09-16 21:09:19 UTC
in Half Life Mapping Quiz Post #196729
how to turn the nihilanth on, or how to set the teleport destinations, or the triggered entity at death etc
I think thats what hes talking about, srry.

Elon, what sounds are you trying to replace?
Posted 17 years ago2006-09-16 19:36:23 UTC
in Half Life Mapping Quiz Post #196712
Oh well, we need another question.
Posted 17 years ago2006-09-16 19:17:19 UTC
in Half Life Mapping Quiz Post #196709
everything you see when you fight it at the end of Half-life, teleportation, attacks, recharges, etc.
I answered that.
Posted 17 years ago2006-09-16 18:46:18 UTC
in Half Life Mapping Quiz Post #196704
Like I said, not everything was included.

Damn, I wanted to write that tut...Oh well.
Posted 17 years ago2006-09-16 18:36:57 UTC
in Half Life Mapping Quiz Post #196701
OK, well, I'm not going to explain it fully, because just the thought of it makes my head hurt (see for yourself).

The beams are all sprites that have their start entitys set to the Nihilanth, and the homing tele beams have their end entitys set on the player. In fact, theres literally over 100 env_beams all over the map that make up all the different effects, so I won't go into that. Here are the main ones:
User posted image
Also on that pic are alot of the env_ entitys such as the fade in/out and the shake when the fight is over, and most of the sounds triggered throughout the map.
User posted image
The crystals are set up with sprites, lights, and some other effects and are func_breakables that trigger a bunch of multi_managers so that once all the crystals are broken, the Nihilanth becomes killable.
User posted image
Those are the trigger_teleports and relays that are used when the Nihilanth hits you with the tele beam.
User posted image
The rechargers are trigger_hurts that have their values set in the negatives.
User posted image
Thats the platform you start the map on. The top layer is an autosave, the bottom is the breakable platform,and the outer ring triggers the break.

So, you start on the plat, it breaks, an env_sound of Nihilanth speaking is triggered, he begins to attack using the aformentioned env_beams and sprites, you destroy the crystals which makes Nihilanth succeptable to damage, and then shoot him until his head opens. Then, using the jumppads, which are multi_managers triggering all the sounds and other things that push you in the air, you shoot the boss's head, which is a hit box specified in the actual model. After he dies, a bunch of sprites, beams, sounds, etc. are triggered, and then a changelevel is triggered.

Note that this is a very basic explanation that leaves alot of things out. Maybe I'll submit a tut explaining it more fully.
Posted 17 years ago2006-09-16 17:04:00 UTC
in Month of September mini-compos Post #196685
Rimrook wins. :D
Posted 17 years ago2006-09-16 17:02:59 UTC
in Half Life Mapping Quiz Post #196684
FINE...

How do you achieve the effect that was used in the HL1 level "Apprehension", when you were being dragged by the grunts?
Posted 17 years ago2006-09-16 16:52:53 UTC
in Half Life Mapping Quiz Post #196680
I'm still using WON Half-Life, so I have the pak. Steam is the evil. :badass:
Posted 17 years ago2006-09-16 16:38:02 UTC
in Half Life Mapping Quiz Post #196677
In your liblist.gam you have to set the "gamedir" to the name of your mod folder. Then all the sounds, models, etc. should work.