Forum posts

Posted 16 years ago2007-07-01 23:27:08 UTC
in Half-Life Screenshots Post #227077
Screenies for the storefront? Like the screenshots you can view if you look at Half-Life's product page on Steam?

That's easy. Save it as a .jpeg in Photoshop! (Valve's current screens are the work of MS paint saving in .jpeg form)
Posted 16 years ago2007-07-01 23:23:34 UTC
in Blue shift ending Post #227076
It is most likely that Eli and Kleiner only escaped Black Mesa because they were close to the surface.

Kleiner, we have no idea. Eli was in the Anomalous Materials sector (he's the one who, immediately after the resonance cascade, tells Gordon to reach the surface and signal for rescue), which in ways was pretty close to the surface (a little bit of tram here and there and you're outside, who knows? Maybe the tram system in that area worked, or at least long enough for Eli to get away).

And they live in the dormitory because think about it. Who would have patience to drive to Black Mesa? It gets its supplies from some city in New Mexico. BY RAIL. Who wants to take a taxi, a train, and a tram all the way to work each day? Nobody I know.

...and the scientists and security guards help because, to quote the scientist who saves you...

"I thought you soldiers were here to rescue us, but apparently we are all in the same...err...position now."

Or something like that. Plus not everyone learned of the HECU's hostility until after they were shot dead. Some scientists you meet in OpFor DO take you for a foe at first (IIRC some scientist asks if we can get along or something).
Posted 16 years ago2007-07-01 00:20:41 UTC
in Blue shift ending Post #226970
I also noticed the similarity in scientists. It probably means nothing, though.

For example, we know Eli escaped with nothing but Alyx and that family portrait found in Black Mesa East. I saw no baby with Simmons!

Kleiner IS referred to as "Walter" back in HL1 - wikipedia says he is called as such both in OpFor and Blue Shift. OpFor, in the lab where you acquire the barnacle gun, I remember a recorded message left for a "Walter". Blue Shift's "Walter" is, well, the one we are discussing.

As for Shephard, we all want him to return. We all can agree on that, yes?
Posted 16 years ago2007-06-29 17:00:46 UTC
in Half Life: Otis' big day Post #226832
It both looks and sounds like a great idea. Everybody loves Otis!

Tell me - do you play as bald Otis from OpFor or mustachioed Otis from Blue Shift? PLEASE tell me OpFor Otis. Maybe it's just because I played OpFor before Blue Shift, or maybe it's just that OpFor > Blue Shift (and even Half-Life itself, IMO) - but I find Otis hideous with a moustache.

Indeed, though, you need to implement lots of new content. Otherwise it's essentially Blue Shift, but twice as long due to the player's halved movement speed. :sarcastic:
Posted 16 years ago2007-06-28 21:29:39 UTC
in Adjusting Suit/Health Chargers Post #226706
Wouldn't this affect the entire game though (or at least that one difficulty level), though?

Also, I assume there is also no conventional way to adjust the amount of ammunition in a weapon (either an entity or a weapon dropped by an enemy)?
Posted 16 years ago2007-06-28 17:13:08 UTC
in Adjusting Suit/Health Chargers Post #226692
Okay. Is there any way to adjust the amount of energy/health the HEV Suit and Health chargers can administer to the player?

Plain and simple question.
Posted 16 years ago2007-06-26 22:02:21 UTC
in Configuring Hammer 3.5 Beta for Steam Post #226529
The map works just fine if I start up Half-Life manually.

So what does this mean about the map editor running it?
Posted 16 years ago2007-06-26 19:11:15 UTC
in Configuring Hammer 3.5 Beta for Steam Post #226514
My map does not run, still. I scanned over the startup log but don't see anything problematic. Any ideas?

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamsteamappsstone_froghalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapstest1.map" "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlcsg.exe
** Parameters: "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"

hlcsg v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1HLCThlcsg.exe "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"
Entering C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1.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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ 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:
(0.00 seconds)
CSGBrush:
50%... (0.02 seconds)

Using Wadfile: program filesvalve hammer editorhlcthlarchivevalvehalflife.wad
  • Contains 1 used texture, 100.00 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchivevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchivevalvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: program filesvalve hammer editorhlcthlarchivevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Texture usage is at 0.03 mb (of 4.00 mb MAX)
0.06 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlbsp.exe
** Parameters: "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"

hlbsp v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1HLCThlbsp.exe "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"

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 ]
noopt [ 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 8192)

SolidBSP [hull 0] 13 (0.00 seconds)
BSP generation successful, writing portal file 'C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1.prt'
SolidBSP [hull 1] 13 (0.00 seconds)
SolidBSP [hull 2] 13 (0.00 seconds)
SolidBSP [hull 3] 13 (0.00 seconds)
0.03 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlvis.exe
** Parameters: "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"

hlvis v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1HLCThlvis.exe "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"
1 portalleafs
0 numportals

= Current hlvis 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 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
(0.00 seconds)
LeafThread:
(0.00 seconds)
average leafs visible: 0
g_visdatasize:3 compressed from 1
0.00 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlrad.exe
** Parameters: "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"

hlrad v3.4 Final (Feb 25 2006)
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 (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1HLCThlrad.exe "C:Program FilesSteamsteamappsstone_froghalf-lifevalvemapstest1"

= Current hlrad 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 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:PROGRA~1VALVEH~1HLCTlights.rad']
[59 texlights parsed from 'C:PROGRA~1VALVEH~1HLCTlights.rad']

24 faces
Create Patches : 384 base patches
0 opaque faces
8362 square feet [1204224.00 square inches]
1 direct lights

BuildFacelights:
20%...50%...70%... (0.03 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
(0.02 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 122880 : 122.88k transfers
Indices :        2560 :    2.50k bytes
   Data :      491520 :  480.00k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.02 seconds)
FinalLightFace:
20%...50%...70%... (0.08 seconds)
1.05 seconds elapsed

--- END hlrad ---

** Executing...
** Command: C:PROGRA~1VALVEH~1HLCThlrad.exe
** Parameters: -dev -console +map "test1"
Posted 16 years ago2007-06-26 18:51:28 UTC
in Configuring Hammer 3.5 Beta for Steam Post #226512
Thanks guys, so far so good, but I have one question:

What is the mod folder for Half-Life? Like how for Counter Strike, it's C:Program FilesSteamsteamappsjoe_schmoecounter-strikecstrike

What is Half-Life's equivalent of this? The folders I have in my Half-Life directory are...
*gldrv
*valve
*platform
*bshift_unlocked (mod I downloaded for Blue Shift)

Some other places claim to use the valve directory for the mod directory, but that is used for the following directory. What do you guys think?
Posted 16 years ago2007-06-26 17:07:42 UTC
in Configuring Hammer 3.5 Beta for Steam Post #226505
...how do you configure it for Half-Life mapping? I'm a newbie to mapmaking. I made the standard first map - a cube room. But when I try to run it, after the log shows all the technical hoozamawhatsit, nothing happens, and a DOS window flashes for about a nanosecond.

Apparently this is from incorrect configuration of the map editor.

So in short, what do I fill out for each thing on the "Game Configurations" tab?

I do have Hammer 3.4 installed (as 3.5 requires it), though I use 3.5. I also use the ZHLT or whatever it is (the thing for map compiliation with the modified hlrad, hlbsp, hlvis, and hlcsg files).

If you need any specs, let me know and I'll gladly put them up.