Forum posts

Posted 17 years ago2006-10-23 17:07:15 UTC
in you X-fire? Post #200577
well if your not gonna give it then don't post, you just wasting space
Posted 17 years ago2006-10-22 21:59:47 UTC
in in-game advertising, is it right? Post #200474
wow $100 goddamn its only $50 in America :D
Posted 17 years ago2006-10-22 21:58:35 UTC
in Invisibility? Post #200473
ah yes, of course you should, i prefer to squirt all my electronic equipment with a spray bottle when they behave badly...it seems to shut them up

for good
Posted 17 years ago2006-10-22 21:55:10 UTC
in you X-fire? Post #200471
damn you play alot of CS
Posted 17 years ago2006-10-22 21:44:35 UTC
in you X-fire? Post #200468
whats you guy's x-fire screen name? mine is...crazylikeafox
:lol:
Posted 17 years ago2006-10-22 21:06:48 UTC
in in-game advertising, is it right? Post #200465
i doubt the advertising would produce enough to trickle down to the consumer
Posted 17 years ago2006-10-22 21:03:42 UTC
in half life deathmatch wepons.... Post #200463
how do i edit them?

edit:nevermind

lol
Posted 17 years ago2006-10-22 20:22:48 UTC
in in-game advertising, is it right? Post #200455
that's the definition of ownage :biggrin:
Posted 17 years ago2006-10-22 20:08:34 UTC
in Emo night Post #200453
another falls victim to the humor of Crazylikeafox
Posted 17 years ago2006-10-22 19:54:52 UTC
in Emo night Post #200451
hating smone because they do/act/look diffrent is rellly stupid...i seem to recall somone who did that oh yeah his name was..uhhh...oh yeah! ADOLF HITLER!
Posted 17 years ago2006-10-22 19:52:51 UTC
in in-game advertising, is it right? Post #200450
Posted 17 years ago2006-10-22 19:51:32 UTC
in half life deathmatch wepons.... Post #200449
wait zombieloffe...you know the name of that server? or the ip?
Posted 17 years ago2006-10-22 19:50:41 UTC
in Now Playing: ... Post #200448
taking back sunday - cute without the e
Posted 17 years ago2006-10-22 19:41:17 UTC
in in-game advertising, is it right? Post #200445
yeah i don't see what the big frigging deal is, if I'm burning my dodge viper down the long road and pass billboards of sprite or old spice i dont care

BUT if I'm blasting on some fools in an fps and they all say the company tag line before dying and are dressed in advertisements ...there's a problem
Posted 17 years ago2006-10-22 16:52:03 UTC
in Lava Post #200426
well that's still not true, you cant make generalizations like that until you've asked every single "wannabe gangsta people" on the planet which is virtually impossible
Posted 17 years ago2006-10-22 16:41:10 UTC
in Invisibility? Post #200425
yeah garry's my microwave and samus is my blender...i named my toaster Gman because he never speaks to me anymore :( i think hes still mad at me for that whole resonance cascade thing

but he'll get over it
Posted 17 years ago2006-10-22 16:39:31 UTC
in half life deathmatch wepons.... Post #200424
well do you know what the mod is called?
Posted 17 years ago2006-10-22 14:57:41 UTC
in half life deathmatch wepons.... Post #200415
well i already got the sound to be what i wanted by going inside the .pak file and renamng the smg sounds the she assaisns gun sounds, now just for accuracy
Posted 17 years ago2006-10-22 14:56:30 UTC
in Black Mesa Complete-comming late 2007 Post #200414
hey man dont listen to any of these guys saying its pointless, there obviusly not the target audince, but i think you should totally finish it! it would be great to walk around black mesa like a normal scinetist on a normal day
Posted 17 years ago2006-10-22 14:50:45 UTC
in Emo night Post #200413
i see...
Posted 17 years ago2006-10-22 14:03:23 UTC
in Emo night Post #200407
whats a ubertypeofemo? :cyclops:
Posted 17 years ago2006-10-22 14:02:20 UTC
in Invisibility? Post #200406
sweet now i can hide my hot pockets from my microwave lol i love messing with garry.....thats his name, garry :lol:
Posted 17 years ago2006-10-22 13:50:09 UTC
in half life deathmatch wepons.... Post #200404
yeah, but could you help me find it? google isnt helping

but i dont think it would need coding, probably just a simple change of numbers in somekinda .cfg file in the .pak maybe
Posted 17 years ago2006-10-22 13:47:16 UTC
in Emo night Post #200402
know the diffrence

emocore was the orginal cool scene the emerged out of washington D.C's punk scene, they made great emotinal music i love, things like taking back sunday for example

now the scene most people make fun of is the dark almost goth like wrist cutter scene, this is simply called emo, that was a break off of the emocore scene (because the emocore peeps didnt like the direction it was taking, they said it wasnt about being depressed and cutting wrist, its about a healthy release of emotions) there kinda music is like red cross and such

...and now you know :
Posted 17 years ago2006-10-22 12:55:26 UTC
in half life deathmatch wepons.... Post #200396
any one know how to mod the weapons? like they do on some half life deathmatch servers, like on one server they had the smg with pinpoint accuracy and an amazing rate of fire and the firing sound was changed to the silenced handgun that the assasins use. It was so cool! i just thought that using that in a half life would be hella fun! so does anyone know?!
Posted 17 years ago2006-10-22 01:04:48 UTC
in Kasperg is teh famous! Post #200355
man you got lucky! well...i shouldnt say lucky since you did do a superb job on it...but your a lucky guy!!!
Posted 17 years ago2006-10-21 23:44:33 UTC
in half-life wad but for half-lfie 2 Post #200350
nem makes sooo much useful stuff
Posted 17 years ago2006-10-20 19:57:17 UTC
in half-life wad but for half-lfie 2 Post #200255
i thought it was backwards compatible with wads....man im tripping latley :nuts:
Posted 17 years ago2006-10-15 11:28:50 UTC
in where are they Post #199757
Posted 17 years ago2006-10-14 18:44:02 UTC
in cant get model viewing to work.. Post #199686
yes iv done all that
Posted 17 years ago2006-10-11 19:54:46 UTC
in cant get model viewing to work.. Post #199331
I'm using 4.5 and Tommy's custom fgd but its still that damn green box!!!
Posted 17 years ago2006-10-10 18:27:55 UTC
in Game Quotes Post #199194
new quote!

"our lives are worthless unless spent on freedom!"

you gotta know this one ;)
Posted 17 years ago2006-10-09 20:32:55 UTC
in does ANYONE know who made de_rats? Post #199129
one of the first maps that got me into mapping and i have no author to complement?!
Posted 17 years ago2006-10-09 18:40:01 UTC
in a door that crushes and kills grunts? Post #199124
can some one give me a step by step guide? because when i do the func train i can get it to reset itself without pressing the button again and i really suck at func_trains (i did read the guide)
Posted 17 years ago2006-10-09 17:50:43 UTC
in a door that crushes and kills grunts? Post #199118
well it works now, but for some reason it wont crush all 4 grunts, as soon as it crushes 1 of them it will reset it self backwards, so i have to press the button 4 times to kill 4 grunts....any ideas?
Posted 17 years ago2006-10-09 15:11:00 UTC
in a door that crushes and kills grunts? Post #199110
wait...which do you thinks the easiest way to do this? maybe using func_train?
Posted 17 years ago2006-10-09 14:35:52 UTC
in a door that crushes and kills grunts? Post #199108
i want to make a wall that when triggered by a button, moves and crushes a grunt who's standing in its path, but when i try to make it using a wall and origin brush both tied to func_door the wall wont go far enough
Posted 17 years ago2006-10-09 14:04:51 UTC
in a door that crushes and kills grunts? Post #199106
I'm trying to make one using an origin brush, func_door but its not going the whole length of the origin brush, it stops and the end of its brush for some reason...and the button triggers it but the button moves to for some reason....
Posted 17 years ago2006-10-04 20:39:48 UTC
in couldnt open V.wad?! Post #198554
OH MY GOD! i fixed it!!! :lol: :P :biggrin: :cool: :D :heart:

apparently i needed to update my zoners half life tools because the one i had was old, and now its working fine phew that was a close on! now im not gonna touch Anything in the options screen because im afraid ill mess it up again lol thanks for your help guys!
Posted 17 years ago2006-10-04 17:43:25 UTC
in couldnt open V.wad?! Post #198535
f.wad isnt real or anywher on my computer...
Posted 17 years ago2006-10-04 17:41:01 UTC
in couldnt open V.wad?! Post #198533
what do you consider unwanted wad files?
Posted 17 years ago2006-10-04 16:42:54 UTC
in couldnt open V.wad?! Post #198516
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapscs_castlefight.map" "C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqcsg.exe
** Parameters: "C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight.map

********** ERROR **********
Token too large on line 6

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqbsp2.exe
** Parameters: "C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --

********** ERROR **********
Can't open C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight.p0

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsvis.exe
** Parameters: "C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight"

vis.exe v1.3 (Dec 30 1998)
-- vis --
2 thread(s)
LoadPortals: couldn't read C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight.prt
No vising performed.

** Executing...
** Command: C:PROGRA~1VALVEH~1toolsqrad.exe
** Parameters: "C:Program FilesSierraHalf-Lifecstrikemapscs_castlefight"

qrad.exe v 1.5 (Apr 6 2000)
--- Radiosity --
2 threads
[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

********** ERROR **********
Token too large on line 1

that's what i get with the normal hl compile tools

i think the reason im getting this error is because hammers saving all those weird temporary files (.max .prt) to the place where i tell it to save compiled maps before running the game
Posted 17 years ago2006-10-03 19:41:49 UTC
in couldnt open V.wad?! Post #198421
for some reason i can only play the map when i use the -nowadtextures command while compiling, which is stupid because my bsp is bloated! with textures everyone already has!!! i seriously think i'm gonna cry, iv been working on this map for awhile and i cant even play it :cry:
Posted 17 years ago2006-10-03 15:54:46 UTC
in couldnt open V.wad?! Post #198403
goddammit!! its still doing it but now its saying it cant find "f.wad" GRR!! :badass:
Posted 17 years ago2006-10-02 17:40:20 UTC
in couldnt open V.wad?! Post #198318
which map directory? the one under valvehammereditor/maps or counterstrike/cstrike/maps ?
Posted 17 years ago2006-10-02 06:15:01 UTC
in couldnt open V.wad?! Post #198267
it still persists :(
Posted 17 years ago2006-09-29 21:30:42 UTC
in couldnt open V.wad?! Post #197985
well i removed all but 3 wads and the problem persists
Posted 17 years ago2006-09-29 19:41:44 UTC
in couldnt open V.wad?! Post #197976
im not using 30 wads, i just have them loaded under the "textures" tab, my map which is a simple box, its using only 1 was because im only using 1 texture
Posted 17 years ago2006-09-29 19:19:26 UTC
in couldnt open V.wad?! Post #197971
all i did was make a box with the 1 texture and its saying i used all these others....wow ???
Posted 17 years ago2006-09-29 19:18:04 UTC
in couldnt open V.wad?! Post #197970
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteam

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapsbox.map" "C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox.map"

** Executing...
** Command: C:PROGRA~1ZHLThlcsg.exe
** Parameters: "C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1ZHLThlcsg.exe "C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox"
Entering C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.03 seconds)

Using Wadfile: program filesvalve hammer editorwadsajawad.wad
  • Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscached.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalve hammer editorwadschateau.wad
  • Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_747.wad
  • Contains 1 used texture, 50.00 percent of map (143 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_assault.wad
  • Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_bdog.wad
  • Contains 0 used textures, 0.00 percent of map (132 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_cbble.wad
  • Contains 0 used textures, 0.00 percent of map (61 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
  • Contains 0 used textures, 0.00 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_havana.wad
  • Contains 0 used textures, 0.00 percent of map (122 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_office.wad
  • Contains 0 used textures, 0.00 percent of map (102 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstraining.wad
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsdecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_airstrip.wad
  • Contains 0 used textures, 0.00 percent of map (69 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_aztec.wad
  • Warning: Larger than expected texture (348972 bytes): 'SPECIAL_THANKS'
  • Warning: Larger than expected texture (348972 bytes): 'THANKS'
  • Contains 0 used textures, 0.00 percent of map (24 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_piranesi.wad
  • Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_storm.wad
  • Contains 0 used textures, 0.00 percent of map (74 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_vertigo.wad
  • Contains 0 used textures, 0.00 percent of map (19 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsfonts.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsgfx.wad
  • Contains 0 used textures, 0.00 percent of map (7 textures in wad)
Using Wadfile: program filesvalve hammer editorwadshalflife.wad
  • Contains 1 used texture, 50.00 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsitaly.wad
  • Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsn0th1ng.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsprodigy.wad
  • Contains 0 used textures, 0.00 percent of map (2 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsspraypaint.wad
  • Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstorntextures.wad
  • Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
  • Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
  • Contains 0 used textures, 0.00 percent of map (162 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstswad.wad
  • Contains 0 used textures, 0.00 percent of map (29 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsxeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Including Wadfile: program fileszhltzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (3 textures in wad)
Warning: More than 8 wadfiles are in use. (30)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.

Texture usage is at 0.09 mb (of 4.00 mb MAX)
0.77 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1ZHLThlbsp.exe
** Parameters: "C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1ZHLThlbsp.exe "C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Program FilesSteamsteamappsquakeandbakecounter-strikecstrikemapsbox.prt'
0.04 seconds elapsed

--- END hlbsp ---