Forum posts

Posted 18 years ago2005-09-09 13:20:58 UTC
in Half-Life: Hostage Situation Post #133512
But use the HD monsters. These are low poly monsters. :)

@ Saco: i'll test it out this weekend. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-09 06:29:53 UTC
in Half-Life: Hostage Situation Post #133391
I don't have a levelchange problem. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-09 03:47:49 UTC
in Half-Life: Hostage Situation Post #133371
Hahahahah, Hunter, omfg pwn.

But i agree on the the computers. They don't look like... Computers. Its becuase of those ehh... "keyboards." Keyboards are usualy not placed vertically, but horizontally.

You could make something like this:
User posted image
they will? i thought it only affected nearby monsters
or only ones that are visible from the landmark
That is correct. Other monsters not near the changelevel wont be warped into the next map.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-08 08:18:40 UTC
in Half-Life: Hostage Situation Post #133137
You think Andy will put a review about our mod on his site? Like he did with Tlax' Timefall and TWHLMix?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-08 05:52:15 UTC
in Half-Life: Hostage Situation Post #133123
No, most maps are not done yet. Ill add levelchanges and put averything together when all the maps are 100% completed.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-08 03:24:57 UTC
in Half-Life: Hostage Situation Post #133107
I was thinking of this: to mark the location of levelchanges in your map, both in the beginning and in the end of your map, use a info_landmark. No need to make the actuall trigger_changelevel brush though, i can add those myself, since i know how to set them up correctly.

So, use info_landmarks to tell me the location where you want your changelevel to occur. Please do not forget, it is very important!
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-07 16:47:23 UTC
in Half-Life: Hostage Situation Post #133048
^^
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-07 11:37:58 UTC
in Half-Life: Hostage Situation Post #132979
Send me the map through MSN and i'll be glad to fix it for ya. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-07 06:24:33 UTC
in Half-Life: Hostage Situation Post #132903
There's still a lot of work to do. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-06 16:43:15 UTC
in Half-Life: Hostage Situation Post #132822
Select the brush that has that error, open up the toggle texture application, then hit the checkbox World. Done.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-06 16:29:50 UTC
in Half-Life: Hostage Situation Post #132814
"2) Ideas for logo.avi (although muzzles is very good"

I geuss you're reffering to this:
User posted image
That is not the logo.avi for the main menu. I never said that. Its the ingame title message that replaces H A L F - L I F E. You'll see.

As for my email
  • Make sure everything is zipped!
  • Let me know where you want you changelevel to be placed!
  • Tell me anything i should know!
  • And most important: make sure your maps are BUGFREE without any errors. Its very annoying to find out that your maps has invalid brushes or something. Becuase then you need to fix the map and resend the map. Useless waste of time. So make sure everything works. Test them before you send them to me.
Ok?

Email to: mdw.breddels1 AT hccnet dot nl

If it is to big for you to send, use http://www.yousendit.com/
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-06 13:36:38 UTC
in Half-Life: Hostage Situation Post #132765
Here's a screenshot of the very first seconds of my cinematic intro map:

http://img209.imageshack.us/img209/3877/hs1ascr5ci.jpg
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-06 05:25:24 UTC
in Half-Life: Hostage Situation Post #132665
:confused: :zonked:
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-06 03:36:09 UTC
in Half-Life: Hostage Situation Post #132652
Mmmh...

I think i should be the one that should put everything together, you know, making all the levels to connect to eachother with changelevels, put all custom content in the right folder. The problem is, if you guys have used custom wads, i need those wads, bucause i need to compilr all your maps. Just let me know the exact spot for the levelchange to your level.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-04 09:59:30 UTC
in Scorpion Tank Post #132326
At first i thought it was the Scorpion Tank from Command & Conquer: Generals. But it isn't :)

Looks really nice though. ;)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-04 09:58:26 UTC
in Song you're listening to now Post #132324
Flowtex - Make Some Noise

http://www.flowtex.tk
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-04 07:47:01 UTC
in Half-Life: Hostage Situation Post #132303
Hunter, are you sure YOU want to put the maps together? Do you have any experience with trigger_changelevel's?

I just made this. It replaces the H A L F - L I F E ingame title message:
User posted image
:)

Today, i will post a screenshot of the first map, made by me. You allready know that the first map is somekind of cinematic sequence. So you won't see much of the part im going to take a screenshot of.

Stay tuned.

Also, my part will end in an empty alley outside the hotel/appartment where Gordon is staying.
Anyone still OK with that?

And finally, what about Otis? Are we still going to need him?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-09-02 03:33:55 UTC
in Steam Post #131665
Good post, Hunter.
Steam ain't bad, it works just the way i want it too. I can play al games without having lockups, cache errors, Cd-Key crap, etc etc. All is fine. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-31 06:43:38 UTC
in Half-Life: Hostage Situation Post #131191
Don't worry, we'll get this done. :) It just needs time. Ok, it needs a lot of time. :/ :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-23 16:36:55 UTC
in vis Post #129308
HLCC is the best! :cool:

HLCC is living on my HDD for allready 4 years. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-21 15:40:03 UTC
in Anomalous Materials: Redone Post #128895
YAY! :P
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-21 08:41:50 UTC
in Anomalous Materials: Redone Post #128815
The floor on the second picture has ugly texture shifting. Correct that, please.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-18 19:00:52 UTC
in HL1 fails to load game with Steam Post #128359
Posted 18 years ago2005-08-17 12:06:03 UTC
in Problem with lights Post #128143
Rofl @ "doble" :P :)

You can also try to run Windows in Safe modus, and then try to compile. It might speed it up a bit. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-16 17:12:10 UTC
in cycler_sprite scaling Post #128020
T_T
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-16 13:55:13 UTC
in cycler_sprite scaling Post #127996
Jed's HL Modelviewer version 1.35 ---> http://www.wunderboy.org/3d_games/utils/hlmv.php

It can decompile models and resafe models.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-11 08:00:18 UTC
in AfterMath Trailor Post #127086
Im downloading now from Fileplanet. No wait in line! :D
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-10 16:16:22 UTC
in AfterMath Trailor Post #127039
Ill look for mirrors...
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-10 16:05:07 UTC
in AfterMath Trailor Post #127037
Poop. Im not registering for watching a trailer movie. Thats so dumb. :/
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-10 14:56:40 UTC
in AfterMath Trailor Post #127032
...
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-10 12:40:42 UTC
in Laer tripmines Post #127021
But the beam will remain visible. :/
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-10 12:39:46 UTC
in AfterMath Trailor Post #127020
What is the correct link!
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-09 16:49:20 UTC
in Problems with playing mods Post #126887
Does nobody listen to me? This fixes it:

Make an empty txt file, and rename it to crowbar.sc. Don't put anything in the file, just leave it empty.

.sc files are always empty.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-09 08:51:51 UTC
in Problems with playing mods Post #126836
Easy fix:

Make an empty txt file, and rename it to crowbar.sc. Don't put anything in the file, just leave it empty.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-08 14:11:38 UTC
in Laer tripmines Post #126784
:P
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-08 13:03:46 UTC
in Laer tripmines Post #126766
K. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-08 12:51:18 UTC
in Laer tripmines Post #126762
I did some testing myself, and it is quite easy. And Madcow, you were wrong! :P

Check it out:

http://wdevries.demon.nl/MarkH/Atom_zooi/m_tripmine_example.rmf

This map contains 6 monster_tripmines placed on six different ways:
Front wall,
Back wall,
Left wall,
Right wall
Floor
Ceilling.

Placing tripmines on walls is easy, just set their angle with the angle compass.

Placing them on a floor or ceilling is not done with the angle set to UP or DOWN, but you have to manually add a X Y Z value in the Pitch Yaw Roll option.

For floor mount, enter this: 90 0 0
For ceilling mount, enter this: -90 0 0

Easy eh?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-08 11:08:30 UTC
in Laer tripmines Post #126738
Ah those. Those are just monster_tripmines. Not weapon_tripmines.
Madcow allready explained how to properly place them in a map. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-08 08:47:02 UTC
in Laer tripmines Post #126719
You can't have them attached to a wall or anything, and also be able to pick them up. Its one way or another.

And which chapter do you mean?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-07 18:13:58 UTC
in Half-Life: Hostage Situation Post #126622
:/

Great reply. Not.

Anway, i still need to do a couple of tweaks on my map. Won't be much, the actual brushwork is done. It only needs adjustment. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-07 13:01:52 UTC
in winbsp Post #126582
"Besides, Bsp2Map is better."

Yep. Yay for Zipster!
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-07 11:15:53 UTC
in Next update Post #126549
/me likes!
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-07 07:58:27 UTC
in winbsp Post #126515
Blue Shift uses a modified version of the HL engine, not that you would notice, but the way how Blue Shift's BSP's are compiled is somehow different then compiling HL1 BSP's. Winbsp only works for HL1, and most mods, but doens't work with Blue Shift BSP files, since they are compiled in a different way.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-07 07:55:19 UTC
in Help with Compiling Post #126514
:P
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-06 15:31:32 UTC
in Half-Life: Hostage Situation Post #126364
Meh...
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-06 14:55:04 UTC
in Help with Compiling Post #126357
It seems you don't have any entities in your map. You need atleast a start posistion. As far as i can tell you making a TFC map, but i don't know what a start position/spawn point for a TFC map is called. Probably the same as in normal HL: info_player_deathmatch. Somebody correct me on this if im wrong.

Second, you need at least 1 light source in your map. There are two ways of getting light in your map:

1. Place a light entity. This looks like a lighbulb Go into its properties to set color, brightness, angle etc.
2. Make a brush, and attach a light texture on one or more sides. Light textures usally start with a ~ in the texture name.

Once you have a start position/spawn point and a light source in your map, it'll compile fine. Unless you have any leaks...
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-05 19:20:14 UTC
in Ugly dog! Post #126174
Ow boy... That looks like it came from hell. Those ears y'know... Sheesh!
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-05 11:54:26 UTC
in HL scripted_sentence problems Post #126048
If there is no sound folder, you can also make one yourself. Then put you custom sentence files in there, with or without a subfolder.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-04 17:17:53 UTC
in origin texture Post #125959
Elen, thats sounds very familiar to me. Does the train suddenly stops at a place where no path_corner is placed, but its "spirit" is still moving, you can stand on it, but the actual visible func_train doesn't move and has turned completely non solid (fall through)?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-08-04 17:14:39 UTC
in Bad News... Post #125957
Well, turn all those rock formations into func_walls, and NULL-ify those faces the player never gets to see. Second, make sure you place a solid wall behind those rocks to prevent leaks.
The Mad Carrot The Mad CarrotMad Carrot