Forum posts

Posted 15 years ago2009-01-24 13:43:20 UTC
in :The Infected: Mappers Wanted :P Post #261941
As of yet this mod has been completely done by me, and i was hoping that anyone interested in getting in a mapping team, anyone interested in participating or just giving the team of currently 2 encouraging words of wisdom, much appretiated :)

STORYLINE: Similar to that of Blue Shift, cheif of security of sector B, black mesa, only the intent of the game is to go more in depth with voice acting and attempts at interesting boss battles, the overall storyline of the mod is still in development :)

SCREENSHOTS & MOD DB: http://www.moddb.com/mods/the-infected
Posted 16 years ago2008-12-10 20:17:36 UTC
in Ambient_Fmodstream Post #259753
Posted 16 years ago2008-12-08 01:01:06 UTC
in Ambient_Fmodstream Post #259559
Well, for my mod i plan to use the spirit 1.2 code, it has pretty much everything i need, with no disadvantages towards my wants in my mod. Except for the lack of the ambient_fmodstream entity.

Ive tried coding this entity myself using this tutorial

http://www.photo-sport.ch/diverts/quark/code/HL_mp3.htm

Ive tried doing this tutorial on the original HL sdk and the spirit 1.2 code.

I would like to believe that I have followed everything in the tutorial to the exact, although if I am having a problem then either the tutorial is bugged in one way or another or im a downright horrible coder, the only other coding I've ever really done is modifying weapons and HUD color.

If anybody can tell me that theres some problem with the tutorial and Its outdated, or simply say "Neclipse youre doing it wrong" xD, then anything is appretiated...although if you know where i could find spirit 1.2 with ambient_fmodsteam in it, or do it for me :D, or just, anything really, all is appretiated, forgive my grammatical and spelling errors.

-Neclipse
Posted 16 years ago2008-12-07 20:47:28 UTC
in Source Lighting Issues, BIG SURPRISE Post #259544
thx guys! forgot all about that hehe
Posted 16 years ago2008-12-07 18:57:07 UTC
in Source Lighting Issues, BIG SURPRISE Post #259539
Well, ive been mainly mapping for goldsource lately, so no surprise to me that the biggest problem that ive faced so far is lighting, whenever i turn the flashlight on, the scenery in the distance simply looses all light on them, i tried moving the scenery to a 3d skybox, and still had no effect, any insight is appretiated.

-Neclipse

http://i452.photobucket.com/albums/qq248/Neclipse225/noshelter0000.jpg

http://i452.photobucket.com/albums/qq248/Neclipse225/noshelter0001.jpg
Posted 16 years ago2008-04-09 20:43:51 UTC
in Making Human grunts at my side Post #248640
exactly, but if you do decide to use spirit keep in mind you can make grunts on any side easily
Posted 17 years ago2007-12-17 21:50:27 UTC
in Spirit 1.4 source code Post #241393
yeah chickenfists links worked fine, but the ones on the spirit website didnt, the reason i posted this is because after looking through their forums i found out that other people were having the same problem, but no link for 1.4 was given
Posted 17 years ago2007-12-17 18:56:13 UTC
in Spirit 1.4 source code Post #241380
yes striker, i do know teh official site of spirit, when i went to their links, they didnt work, so that is why i posted this. Btw HLmapper, i did look around, and i went to those very links many many FUCKING times before, THEY DONT WORK
Posted 17 years ago2007-12-17 15:27:35 UTC
in Spirit 1.4 source code Post #241350
Posted 17 years ago2007-12-17 12:56:44 UTC
in Spirit 1.4 source code Post #241344
Had to redo my computer, googled the shit outa this topic, anybody know where to download it?
Posted 17 years ago2007-12-09 19:17:34 UTC
in Episode 2 car Post #240414
yup, that got it to work! thanks madcow!
Posted 17 years ago2007-12-08 20:52:00 UTC
in Episode 2 car Post #240290
ignore the vehicle script properties, i did go through all the ep2 vehicle scripts
User posted image
Posted 17 years ago2007-12-08 20:30:27 UTC
in Episode 2 car Post #240288
Model - models/vehicle/vehicle_rich.mdl

scripts tried - Jalopy, choreo_vehicle_ep2_playertrapped, choreo_vehicle_ep2_barn1, choreo_vehicle_ep2_hangar, choreo_vehicle_ep2_intro, choreo_vehicle_ep2_outland_02

None of those scripts worked and no other properties in the entity were changed.
Posted 17 years ago2007-12-08 20:13:20 UTC
in Episode 2 car Post #240286
tried going through all the vehicle script file for ep2, none worked :/
Posted 17 years ago2007-12-08 19:48:13 UTC
in Episode 2 car Post #240283
scripts/vehicles/jeep_test.txt
Posted 17 years ago2007-12-08 19:29:07 UTC
in Episode 2 car Post #240278
Ok, ive made a forest-like map for episode 2, everything compiles and runs great, until, i put a prop_vehicle_jeep into the level, and i choose the ep2 car for its model, run the game, it crashes, simply because in inserted that entity. If you go to episode 2 and type impulse 82 in console, it spawns the half life 2 jeep, if you drive it around, and punt it with the gravity gun, it acts the same way as the ep2 car. Why wont it let me make the car through hammer?
Posted 17 years ago2007-12-02 14:39:36 UTC
in Spirit 1.5 cl_dll problem Post #239646
Alright, ive used previous dll files for silent running before, i have managed to easily modify them so that the enitire hud appears blue for this mod, however when i updated to SoHL v 1.5, the following error shows up when i try to do the last part of this tutorial, http://www.twhl.co.za/tutorial.php?id=80 if i dont add the float cmd there, instead of 1, but 37 errors come up. :