Forum posts

Posted 14 years ago2008-03-30 05:29:21 UTC
in Earth Hour 2008 Post #248186
All the people who don't turn off their lights, think its cool to leave them on or think that it will make little or no difference is the kind of attitude that is holding us back.
Posted 14 years ago2008-03-17 01:39:59 UTC
in brush bug Post #247742
And only use -sparse if you get that error. Don't use it all the time as it lowers quality
It does?
Posted 14 years ago2008-03-05 02:20:05 UTC
in gl_wireframe and multiplayer Post #247193
I think that the error is trying to tell you that it doesn't work in multiplayer.

Open the map up in singleplayer mode and use the command there.
Posted 14 years ago2008-03-03 23:48:18 UTC
in Where do you TWHL3? Post #247145
Wow, some of you guys have really nice setups. I've always wanted to start one of these threads but The Hunter beat me to it.

When I get my laptop back from repairs, I'll show you guys my crib.
Posted 14 years ago2008-02-26 00:35:32 UTC
in Level transition crash Post #246612
Don't have any capitals in the "new map" feild. And check your spelling for the landmarks and trigger_change levels in both maps. Make sure that the landmarks have the same in both maps.
Posted 14 years ago2008-02-23 18:01:07 UTC
in trouble with mod:gotwc SOS Post #246413
Upload us a screenshot.
Posted 14 years ago2008-02-23 08:19:36 UTC
in Welcome to TWHL3! Post #246270
Well done Penguin Boy, Ant, and Strider.
Posted 14 years ago2008-02-18 01:38:52 UTC
in Sprites Post #245870
Ok. The first thing I would suggest would be to make sure that you don't but it inside brush geometry, like muzzelflash said. Leave it out for now then when we get the sprite to show up later inside brush geometry, we'll work on making it show while its not in brush geometry first.

Your sprite properties seem fine, so I'm going to suggest that this is a custom sprite and maybe it hasn't been made properly. Upload your map with that sprite into the twhl map vault and I'll take a look at it.

This may be helpful for your sky question
Posted 14 years ago2008-02-18 01:24:18 UTC
in spawning half-life wepons Thread Post #245869
Use a monstermaker for that. Not only can it spawn monsters, it can spawn weapons, ammo and items and perhaps even more.
Cool, I never knew that.
Posted 14 years ago2008-02-18 01:21:24 UTC
in compile accident .wad is wrong name Post #245868
Leave it overnight, your computer isn't going to burst into flames or overheat or anything.
Posted 14 years ago2008-02-18 01:16:16 UTC
in HL model replacement Post #245867
There are a couple of good all weapon model/sound replacements out there, just have a look around. I'll see if I can get you some links later but I'm a bit busy at the moment.
Posted 14 years ago2008-02-18 00:47:25 UTC
in Sewer Post #245864
Some of your dlls will overwrite some of the flat-life dlls...
This map is in the form of a mod, so this mod won't overwrite anything that shouldn't be overwritten.
but you left the original HL weapons models in there!
For the purpose of keeping the download size as small as possible, the custom weapon models and sounds from my proper mod (where the map came from) where not included as part of the download. However if you have a look at the screen shots, you will see the custom shotgun model.

Lol @ the water joke.
Posted 14 years ago2008-02-17 05:50:37 UTC
in Sewer Post #245803
Did anybody else play the map and have any comments?
Posted 14 years ago2008-02-16 20:53:13 UTC
in Hammer not saving (help) Post #245783
I write a bat file for my compiling.
Posted 14 years ago2008-02-16 18:41:14 UTC
in Sprites Post #245775
Oh boy, how did you get the sprite to show up in game?
Posted 14 years ago2008-02-16 10:03:36 UTC
in Sewer Post #245747
Yeah, I usually do my stairs height to length ratio in 1:2, so like 16 units high and 32 wide, but I wanted the stairs here to be much steeper than usual.
Posted 14 years ago2008-02-16 09:35:53 UTC
in Sewer Post #245745
Wow, thanks man. Nice review :) .

I must admit, I kinda rushed the map on the last two days because I wanted to upload it quickly. One thing I didn't get to fix is I wanted the monsters to appear in multiplayer, especially the leeches in the water. But my map kept crashing when mp_allowmonsters was set to 1 and I still haven't figured out why.

Also, I can't take credit for the poison zombie,1174058843,15226/1034808?v=flatold . I should have thanked him.

... :)
Posted 14 years ago2008-02-16 06:28:26 UTC
in Sewer Post #245743
SEWER- Multiplayer :: Goldsource

User posted image

User posted image

User posted image

User posted image

Set in an aged city in the future, you are in an old storm water drain that was built in 2020 for the people of Hexam City. The virus recently found its way to Earth via a wrecked human spacecraft that drifted into deep space 50 years ago. They repaired/boarded the ship and translated the on board documents and revealed Earths location. The virus has infected almost the whole of Hexam city and continue to expand outwards consuming all in its path. Earths single governing force is trying to contain the threat and stop the virus from gathering around the crash site, they fear there the virus brought something with them, something dangerous.

The force has recently swept the storm water drains to prevent the virus from moving through the 'undergrounds', an easy direct way out of the city, and turn off the water flow to prevent the water borne parasite from getting into the ocean. All that remains of them is corpses and plenty of unused ammo.

This map is a multiplayer map from my mod "reddawn". As you can see with the story, its a single and multiplayer mod. Because the map uses content from reddawn, the map has to be run in mod form and requires custom dlls, models... . However, I was able to reduce the download to less than 30mb. So I hope the download size for one map doesn't scare you off. Anyway, tell me what you think :)

Also, run the map in singleplayer mode and explore everywhere ;);9641103;/fileinfo.html
Posted 14 years ago2008-02-14 19:47:50 UTC
in decals Post #245662
Wow, check it out. So many kewl hep kats...
Posted 14 years ago2008-02-11 02:05:50 UTC
in Google Who? Post #245439
There is one when you type somthing about george bush on notepad, can't rember what it is though.
This post was made on a thread that has been deleted.
Posted 14 years ago2008-02-11 01:54:42 UTC
in Mapping FAQ Post #245437
How do I loop sounds?

Any sound can be looped easily. Download a program called "goldwave". This program can be used to edit all your half-life sounds and convert any sound into the right format for half-life (16 bit mono, 22050).

Open your sound in goldwave, than go tools>cue points, than add a cue point at the start of your wave file, then save your file and thats it.

Now when you trigger the sound in half-life, it will keep looping until you trigger it off or if the sound has a "is not looped" flag checked.
This post was made on a thread that has been deleted.
Posted 14 years ago2008-02-08 19:30:38 UTC
in Happy 10 Years! Post #245323
I found my copy of half-life laying on the ground next to a bin. Destiny brought us together and now I want a career in the games industry.
This post was made on a thread that has been deleted.
Posted 14 years ago2008-02-06 01:45:17 UTC
in Dark Smoke. Post #245070
This kind of smoke is possible, you need to use a mod called "Spirit of Half-life" though. This mod has a particle system in it.
Posted 14 years ago2008-02-03 03:42:16 UTC
in Fail mini-contest Post #244900
Oh boy, that picture was pretty ugly.
Posted 14 years ago2008-02-03 03:18:10 UTC
in My Laptop Problem. Post #244897
Well, the laptop has pretty much died, and its not under warranty :(
Posted 14 years ago2008-02-02 21:30:34 UTC
in coders needed! Post #244873
Please thehalflifedude, we are telling you from experience, it can't be done.

The working space you get in source is way bigger than what you get in hl1. There are some limitations you cant change like the number of models per map (400), the number of brushes and entities you can have in a map....

And yes, hl1 runs on old machines, but it gets tired very quickly. It can't handle to much at once other wise it will lag. Unlike hl2, it has high requirements (not really), but once it has those, its very smart and can deal with alot at once. And it has technology that hl1 doesn't have like mip mapping (i think) and LOD technology that helps it perform.

Where not saying you're not skilled enough, it just can't be done in this engine.
Posted 14 years ago2008-02-02 03:04:03 UTC
in Mapping Ideas Thread Post #244797
Halo really sucks the last reply of mine was an accident
nuke - :nuke:
FFS. Do we have to have this halo sucks debate again. Its a fact that the majority of the half-life community hates halo. I don't care to be honest. But I tell you what, halo has a much larger fan base than half-life, and half-life has an advantage because you're able to create custom content for it, thus, loads of mapping and modding websites and more fans. If you said halo is a crap game, you would be lieing and you know it, accept the fact that its a good game, you just don't like it. And I'm not talking to you half-life genus, I'm talking to other people.
Posted 14 years ago2008-02-02 02:56:37 UTC
in Map Packs Post #244796
Heh, I've always wanted to know how to make those installing exes. Thanks for the link :)
Posted 14 years ago2008-02-01 10:06:24 UTC
in Mapping Ideas Thread Post #244751
..... :zomg:

Why don't you tell as more about your idea. What year is the space station set in (current day, future...). What main features will the space station have? How are you going to show off awesome views of earth or the moon.

Maybe you could have a section where you go out onto the space station, the gravity is very low, maybe add in some big containers.

Also I think it will be important for you to have lots of glass and open areas in the space station, and some nice trees, maybe palm trees in there. Have a look at the space station from halo 2. If you like, I can link you to some pictures of the halo 2 space station.
Posted 14 years ago2008-02-01 06:47:39 UTC
in fast rename of entity groups? Post #244739
Ummmm, it depends on what entity set up you have. What is the entity set-up you have by the way? And, just remember, if you trigger something called "hello" and two or more entity's are called "hello" than it will trigger all of them.
Posted 14 years ago2008-01-31 07:23:42 UTC
in Irretatin experiences? Post #244671
I find school irritating, I can't wait to leave.

Also, the fact that my laptop is less than one year old and it already needs to be repaired.
This post was made on a thread that has been deleted.
Posted 14 years ago2008-01-31 02:23:12 UTC
in Getting counterstrike cz textures Post #244667
There are 3 possible locations for these textures.

They could be inside the bsp file. In this case, use bsptomap and decompile the bsp file.

They could be in a pak/gcf file. In this case use pakscape for the pak file and gcfscape to open the gcf file.

Or they could be in the counter-strike folder. If this is the case, there is nothing you need to do.
Posted 14 years ago2008-01-31 02:17:15 UTC
in half-life noob Post #244666
Yes, mp_allowmonster 1 allows any monster to appear in multi player, including barneys and scientists. However, just remember that you can't have level transitions in multiplayer for normal half-life. Getting level transitions to work in muiltiplayer requires coding.
Posted 14 years ago2008-01-28 21:48:44 UTC
in camera in hl1 Post #244504
That is what I meant ant :P
Posted 14 years ago2008-01-28 20:28:18 UTC
in camera in hl1 Post #244494
Yes. It is possible in the code. They have developed something that you can play avi files in game. I haven't used it myself though and the code "seems" complicated.

Or If you want this event to be happening in game, and projected on a surface, like a texture camera (what they did in half-life 2) than I have no idea. Ask somebody called sysop. He might be able to help you.
Posted 14 years ago2008-01-28 07:28:14 UTC
in model wont move Post #244459

So you had to edit the model?

@ saw1833: Yes, ofcourse he will have to make some changes.
Posted 14 years ago2008-01-27 23:29:03 UTC
in model wont move Post #244451
Remove the LX flag from the qc file than recompile the model. Once you do that, view the model in a model viewer and go to his walk and run animations. Instead of walking on the spot, they should now be actrully be moving instead of walking on the spot, if the don't, than you need to edit the walk and run animations in milkshape or gmax or whatever you have (the hl tool pack you downloaded has some gmax smd import/export plugins ;) ) to actruly walk forward. This is done by moving his origin (the whole model) a little bit more forward every frame. Once you are happy with it, apply the LX flag back into the qc file and you're done.

As for the beating, you may have to make some simple changes in the code to get this to work.
Posted 14 years ago2008-01-27 10:37:47 UTC
in GoldSource Mapping Tips Post #244417
Here is one I learnt from my years of experience. I hope you remember this one.

Subtle detail is just as important as normal/obvious detail, don't ever question that. Obvious detail makes the level interesting and subtle detail makes the level more like a real place. The mind will subconsciously pick up these subtle details and it will add to the over all realism. In fact, it is a lack of these subtle details that the player will pick up. The same rule applies for sound design, you need your obvious more louder sounds, and your quieter subtle sounds.

So the next time you think about adding a piece of rubbish here, or a tiny crack there, or some tiny detail or subtle sound that you think its not worth because not many players will notice it, you had better add it in and add in some other subtle detail as punishment for even questioning its existence.
Posted 14 years ago2008-01-27 09:41:13 UTC
in OP4 & SOHL at same time? Post #244410
Oh ok, he revealed it. He did a great job at converting it, he has pretty much produced the op4 source code, everything is like the same. Don't play it down highlander.
Posted 14 years ago2008-01-27 03:14:05 UTC
in Alternative mapping programs?? Post #244387
Notepad, lol.
Posted 14 years ago2008-01-26 21:43:08 UTC
in OP4 & SOHL at same time? Post #244377
You can't. Opposing Force didn't have it's SDK released, so you have to recode it yourself. It's not that hard.
Yeah, I'm sure it has been done before in a half-life mod, ra... :P :D

Anyway actrully it is hard :| .
Posted 14 years ago2008-01-26 20:55:52 UTC
in coding? Post #244374
Whatever. Don't come to me if you are having problems getting it to work with the half-life source code or any other problems.
Posted 14 years ago2008-01-26 20:23:36 UTC
in coding? Post #244372
If anybody else is interested in learning to code, than I will be glad to help you. Read my post about how to compile code, than read the tutorial and follow it. This will give you some experience and will make you familiar with what code looks like and your c++ editing program. I am assuming no coding knowledge or experience but some common sense, I don't think anybody here lacks that ;)
Posted 14 years ago2008-01-26 20:05:26 UTC
in coding? Post #244369
This program will be like your hammer for mapping. And its not a waste :|
Posted 14 years ago2008-01-26 20:03:45 UTC
in coding? Post #244367
No, there is no other way :| .
Posted 14 years ago2008-01-26 20:03:01 UTC
in coding? Post #244366

In your code, there are dsw and dsp files. These files contain all the information you need to compile, along with all the other header and source files (.h .cpp). The dsw/dsp really just links all these files together.

Download the code compiler/editor I linked to (thanks to some guy from twhl, cant remember). Once you have, you should be able to double click on the dsw or dsp files and open them. Doesn't matter which one you open, they are both the same to me. Once it openes, click build > build <insert name here>.dll.

The dsw/dsp files for the half-life/spirit source code are located in the cl_dll folders and the dlls folder. Obviously this gives you the two dlls you need for you mod. hl.dll and client.dll.

After your code is finished compiling, it will create a new folder in the same directory as the dsw/dsp was that contains a bunch of spr files and the finished dll.

Next time you go to compile, click build > rebuild all.

Now do my tutorial :D