Forum posts

Posted 20 years ago2004-04-23 07:02:43 UTC
in zedit.wad? Post #23556
Hi!
I have a strange problem. I must have experimented and installed zedit.wad (instead of zhlt.wad) and compiled (without really using it) my map. Sent the map to a friend. Now it won't work, cuz he doesn't have the wad, and I'm not at home now and can't send it to him (or the new bsp without the need for the wad).
So the question is: Where the heck did I ever find zedit.wad?? I tried searching for it! Anybody know where it's at?? :
Posted 20 years ago2004-02-11 11:13:43 UTC
in Func_trains starting position Post #15984
Gaa! No, "first pathcorner" and name on the same are ok! I don't wanna remake them cuz the problem is the same with all of them (quite many of'em).... Well ok, I guess I can live with it. They only travel between two corners back and forth ("randomly" controlled by a multisource) and I guess I can trigger them twice at the start of the game. That should get them to first pathcorner. stupid though...
Posted 20 years ago2004-02-10 10:41:12 UTC
in Func_trains starting position Post #15908
Bloody hell, is that really what this is about?
Posted 20 years ago2004-02-10 06:47:33 UTC
in Func_trains starting position Post #15900
When in dev-mode, the func_trains start where they should, at their first path corner. But when creating a LAN-game (CS) they don't! They're still were I created them! :x When I trigger them now, they all go to their SECOND pathcorner!! As if the THOUGHT they were waiting (for retrigger) at the first pathcorner... What is this?! I must be an idiot!
Posted 20 years ago2004-02-10 06:34:08 UTC
in Shooting moving object to stop'em Post #15899
WHoa, brilliant! Thanx guys!
Posted 20 years ago2004-02-09 13:11:52 UTC
in Shooting moving object to stop'em Post #15767
I KNOW there should be a func-entity out there that you can stop by shooting at it. Right? For example, the "targets" at the shooting-range in HL's little training map, the stop when hit. I can't seem to find it... func_trains and func_doors don't seem to do it...
Posted 20 years ago2004-01-13 11:41:55 UTC
in Weapon Limitations? Post #11933
Well, Steinin, I DID search for it when I saw CyberMasters question but I couldn't find the solution there... and Steinin, if you ARE, that's cool...

Ok, ZL, game_player_equip does the trick then. HEY, I'm not on this site everyday you know (like some), don't expect me to know all that's been going on!
Posted 20 years ago2004-01-13 07:19:06 UTC
in Weapon Limitations? Post #11902
Gee! This is annoying! Steinin, is it really easier to reply twice to tell CyberMaster that you don't intend to answer his question, instead of just answering??
Anyway, it's a good question, and not very covered on this forum. How do you get rid of the gun you get for free? info_map_parameters 3 stops teams from buying, but what if you only want knifes (and maybe something else..)

Btw, Steinin, you're beautiful! You always wanted to be a girl? Maybe you actually are one?! ;)
Posted 20 years ago2003-12-17 10:38:00 UTC
in SprView Post #8062
Phew! well thanx again!
Posted 20 years ago2003-12-17 04:38:46 UTC
in SprView Post #8040
STOP, don't! I just found it! Thanx anyway! Geez, you're a fast poster! :o
Posted 20 years ago2003-12-17 04:35:16 UTC
in SprView Post #8038
SIGH! I almost said "thanx" until I clicked. Well you know, I DID search for it, but all sites were linked to mach3's site.... Maybe it's working today... and maybe it's not... or maybe I'll find some good Bulgarian site or whatever...
Posted 20 years ago2003-12-15 09:57:45 UTC
in SprView Post #7841
Mach3's site on planethalflife sais it can't be found on that server. Well then, where else can I find it?
Posted 20 years ago2003-12-12 11:01:09 UTC
in Aaa! Frustro! Post #7400
naah, I was just fiddling with texturedetails and fine clipping. No compiling. Just alotta work.
Posted 20 years ago2003-12-12 09:24:11 UTC
in Aaa! Frustro! Post #7394
Yesterday I had to hurry to quit Hammer, shut it down and stumbled with my dirty wheel-mouse and accidently clicked NO on the SAVE?-dialogue!! Isnt it wonderful when that happens?! :zonked:
Posted 20 years ago2003-12-11 12:49:51 UTC
in Multiplayer and R_speeds Post #7268
ok, thanx!
Posted 20 years ago2003-12-11 09:31:40 UTC
in Walls Post #7264
Who said IcompugodI was referring to it as a PROBLEM? It's not a problem you HL-freaks you! In CS, it's part of the game! It's often a good idea to shoot through a door (if your weapon allows it) to get any mother***r who might lurk behind it.

I tried this once, and I think the AK47 shot through 8 units, not 16. ... Not positive though... Simply make a map with different walls with the thicknesses 1,2,4,8, 16 etc and make a wall behind (with a plain texture). Get lot's of different weapons and start the experiment! (look for the bulletholes in the plain texture)
Posted 20 years ago2003-12-11 09:26:08 UTC
in Multiplayer and R_speeds Post #7263
nononono, I don't mean the player-in-sky-kinda-bug, but normal, decent, free-flying-spectator-mode. You know, when dead, you can wly up above the rooftops and watch how people run about to kill each other (looks much nicer than on the overview-maps of course). But the question is, wouldl this slow down the whole game if the spectator gets high r_speeds? Well... maybe I shouldn't worry so much....
Posted 20 years ago2003-12-10 09:20:34 UTC
in Multiplayer and R_speeds Post #7121
Are speed and lag-time for all players when ONE player experiences heavy r_speeds? I wonder, since a dead player can fly up above and look down with high r?speeds as a result... Is this a problem for the rest of the players? i.e. do I need to lower the sky to prevent flying?
Posted 20 years ago2003-12-05 11:21:39 UTC
in Judge Dredd Post #6668
Hey I know, banning may be undemocratic, it's a free world and everything, but PLEASE moderators, start doing something about the little annoying spamming KIDS around here! Won't mention any NAMES but Kaptain_Krunch should have spammed his last spam pretty soon - not that I'd mention his name or anything, but anyway... Kick'em out!
This post was made on a thread that has been deleted.
Posted 20 years ago2003-12-02 13:46:45 UTC
in Pitch Yaw Roll Post #6358
Uh, not really worthwhile to have those properties on other entities then?...
Posted 20 years ago2003-12-02 13:20:44 UTC
in Pitch Yaw Roll Post #6355
I don't get it! It doesn't seem to turn or roll the brush-entities! When does it work and what it is for?
Posted 20 years ago2003-12-02 12:48:57 UTC
in Does HL's wad have... Post #6353
Impulse 102 is SO USEFUL! Mapping would be impossible without it!
Posted 20 years ago2003-12-02 12:47:13 UTC
in Finding textures Post #6352
Well, thanx, but, hey I already knew that over here too... But often you DON'T know what you're looking for... Just want to see everything possible in all wads in a specific category. The "nomenclature" (to express it scientificly) is not consistent! Every texture should have a number of keywords, like [door, old, big, green, outside, industry, with handle, no window] That'd be SO GREAT! Anyone want to start hacking on a great tool for finding textures, be my guest! Maybe it could let you share wads over the internet, like Texturella, Texter or Texzaa! :nuts:
Posted 20 years ago2003-12-02 09:09:19 UTC
in Finding textures Post #6325
Does anyone know a place where HL's textures are categorized or "keyworded" in a way that makes it easier to find them? In the browsw-window I might search for WALL or WL, DOOR or DR, but there may be many more walls or doors with other names. It's really difficult to find all interesting ones. Any advice?
Posted 20 years ago2003-12-02 09:05:49 UTC
in Decals SUCK! Post #6324
Garr.. no decent answers to the question!
Posted 20 years ago2003-12-02 08:03:30 UTC
in Decals SUCK! Post #6303
Or maybe they don't? I just can't make them work properly. Is it true, that if I want a decal turned 90 deg, or a different size, I have to change the texture that it's attached to? Well, what if I don't want that? If I want the decal turned on a brick wall?

Sometimes when I put the decal NEAR the edge of a brush, it jumps to the adjacent brush. Sometimes they won't stick at all. What it this?! Is there an easier way to use them? Maybe sticking them to a blue func_wall and them move'm around? R_speeds up. How do you do it?
Posted 20 years ago2003-12-02 07:55:46 UTC
in A lil' Help Post #6301
Maybe you can make quite a few path_corners each of which increases the speed, to simulate gravity/acc.
Posted 20 years ago2003-12-01 12:22:25 UTC
in More information about leaks Post #6224
I thought you COULDNT get ok lighting with leaks! Did you cover your map with a box or something? (which of course removes leaks in a dirty way)... But with leaks, all you get is fullbright, right?
Posted 20 years ago2003-12-01 06:00:31 UTC
in Trigger_relay. Post #6182
This is also useful if you have several triggers that are supposed to turn something ON, instead of toggling it (for example a "security light" that turns on if someone is near or does something else), without using kill target etc)
Posted 20 years ago2003-11-27 11:59:22 UTC
in Func_trains and such in CS Post #5791
Well..... I'll put up the map here when it's finished and you'll se if that's true! maybe...
Posted 20 years ago2003-11-27 08:42:32 UTC
in Func_trains and such in CS Post #5769
Ok, then I'll keep them. Don't understand what's so not-serious about moving objects. Cars, trains and machines actually exist IRL!
Posted 20 years ago2003-11-27 08:40:46 UTC
in Func_train origins! Post #5768
Zombieloffe, yea thanx.. .I guess that's what'll have to do to solve it. I wanted to use two func_trains on the same path_corners, even though their centers are not on the same spot. To keep them at a certain distance from each other, I hoped I could use the originbrush... But Ill add some new path_corners instead..

Ministeve - that's not what I was asking, but thanx anyway.
Posted 20 years ago2003-11-26 12:56:04 UTC
in Func_train origins! Post #5681
Don't work properly! I thought that the origin of a functrain would go exactly on the path_corner! But no, the MIDDLE of the func_train goes on the path_corner, disregarding the origin! Dammit! I had to solve this by adding small pieces of brush to the entity to change the center of it, but that aint no good solution...

C'mon, please help!
Posted 20 years ago2003-11-26 12:32:04 UTC
in Func_trains and such in CS Post #5680
I'm working on a CS-map with quite a few func_trains. Machines, trains etc. How come you never see those things in other maps? Will I have problems with the speed? I don't think entities with pre-calculated paths SHOULD be much of a problem.... but maybe they are? Or is it just a CS-mapping-tradition to stick to non-moving-objects?
Posted 20 years ago2003-11-25 11:12:44 UTC
in Lights.rad Post #5591
same as Zoner's tools, that is. I had the same problem...
Posted 20 years ago2003-11-25 09:50:10 UTC
in How do I get OpenGL? Post #5588
Hmm.. I'll try, thanx
Posted 20 years ago2003-11-25 04:59:03 UTC
in How do I get OpenGL? Post #5571
Yea, how do I do it? Is that just some driver I have to download and install or should I have it with the latest HL-patch already? Anyway, my console doesn't recognice -gl or gl_wireframe! I WANT IT! Please help! :(
Posted 20 years ago2003-11-19 13:59:22 UTC
in Hint brushes? Say what?! Post #5105
Thanx! Yea, I just found the two last ones today, but havn't seen the first. Looks good, will read it now!
Posted 20 years ago2003-11-19 07:57:35 UTC
in Hint brushes? Say what?! Post #5075
I guess I must be stupid, but http://jchq.vibrants.dk/faq/hint.htm (with its dead links) didn't helpt to explain WHAT HINT BRUSHES ARE ALL ABOUT!!
"Re-inforce the line of sight"?! Don' get it! :zonked:
Posted 20 years ago2003-11-18 10:02:17 UTC
in Faster HLRAD? Post #5009
yea... bounce 0... does it change a lot? Well, I guess I could clock it! ;)
Posted 20 years ago2003-11-17 11:57:40 UTC
in Faster HLRAD? Post #4955
Nah, that's too easy, isnt it? I wanna speed up RAD! But maybe you can get it speedy as hell if you increase chopsize jumbostyle, I didnt try...
Posted 20 years ago2003-11-17 08:47:23 UTC
in func_train problem! Post #4949
Well no, if you check my description of the problem, centering of the func_train wasn't the problem! But it's visual behaviour was messed up without it! Whee, does your avatar look deadly!
Posted 20 years ago2003-11-17 08:44:42 UTC
in Hammer crash! Post #4948
weird it is... I'll try some of the advice above and get back to ya leter
Posted 20 years ago2003-11-17 06:14:08 UTC
in Faster HLRAD? Post #4937
When I want an approximal check on my lighting and don't wanna wait forever, I can increase chopsize, right, but what else can I do? I have a feeling I've seen some other parameters used somewhere...
Posted 20 years ago2003-11-17 05:29:41 UTC
in func_train problem! Post #4935
Brilliant, Seventh-Monkey! Originbrush works! Man, does this train look good NOW!
Posted 20 years ago2003-11-17 05:28:32 UTC
in Hammer crash! Post #4934
I'll get back to you with the specs. I have this borrowed computer now and I havn't checked up on that now. It's got 128 MB RAM though... I use Hammer and still have Worldcraft installed - maybe that's (part of) the problem?
Posted 20 years ago2003-11-14 12:17:10 UTC
in Hammer crash! Post #4715
Everytime I start Hammer after starting up the computer, it crashes! Then I open it again, and it's ok.. Anyone else have this problem? And sometimes, video-updating with the 2-d views gets messed up and Ill have to restart the computer to make it work... Am I just short on RAM?
Posted 20 years ago2003-11-14 12:13:19 UTC
in Custom sounds... Post #4714
... ehum (cough).. I don't even need.... (sorry for interrupting myself) .... I was about to say that.... whatever, I was wrong about it so I won't say it. Never mind...
Posted 20 years ago2003-11-14 12:11:13 UTC
in Custom sounds... Post #4713
Checked it out, and that spirit-stuff sounds cool! Only that I'm making a multiplayer-game, and I don't want to risk that it won't work on computers with no spirit!

So, I'll stick to the default "rail-elevator"-sound (or whatever it was) for my train for know, and when I find I nice train - .wav I'll try out a string of ambient_generics as JB suggested. I don't even need