Forum posts

Posted 16 years ago2008-06-20 03:09:32 UTC
in school shootout mod idea Post #251623
lol yeah? where u live?

ah yes, melbourne :D i love melbourne, i been ther like 3 times, almost everyone in adelaide wants to move to melbourne! lol i like adelaide though however :D
Posted 16 years ago2008-06-19 23:59:58 UTC
in Half-Life: Static Friction Post #251618
looks good man!
especailly love the custom security guards!:D
Posted 16 years ago2008-06-19 23:50:53 UTC
in school shootout mod idea Post #251617
come to think of it, it does too.

i've never played the ship, but i've read the blurb about it
Posted 16 years ago2008-06-19 23:46:25 UTC
in school shootout mod idea Post #251614
hahaha at ant lol

and i was thinking last nite, and rememberd the reason i initially wanted the students, beacuse the mod was a similar idea to one i'd had before, just at a school this time, where when u move, u walk instead of run, and will look exactly like the other students, to run, u hold down shift, so you would have to try and figure out who the other players are before they find you, without shooting students or else the teachers will turn against you. Does that sound like a more humane mod?LOL

i had this idea earlier this week but it was for a huge map of a german town during nazi germany where you were a spy and had to hunt the others down. i've drawn this huuuuge map in the back of my modern history book, its like 4 A4 pages all joined together, and i might add to it next semester, in modern history, our teacher just rambles on about nazi's and stalin's etc the whole lesson XD
Posted 16 years ago2008-06-19 23:27:41 UTC
in school shootout mod idea Post #251610
mmmmmm taking in all ur points, they're all good n valid

i said i DIDNT want to go around shooting helpless students!! lol

mmmm i dont think the goldsource engine would be able to run the school as its huge!

if i create some maps of the school which are smaller, i'll do the senior locker area first, but will i be able to port it into the source engine?
Posted 16 years ago2008-06-19 13:45:56 UTC
in school shootout mod idea Post #251565
well he was being cold to me, i sed myself that i didn't want to start paying people out, but i don't like taking shit from people that don't even know me!

lol yeah i know i checked that out

yeah, getting used to it already :)

i didnt see one of the posts from luke about making a bombed out version of his school, i thought about that idea too, its a good idea which i would probably do if i made a successful map of my school looking as it does now first.
Posted 16 years ago2008-06-19 13:35:39 UTC
in school shootout mod idea Post #251563
aww i like johnny depp he looks like an ass in that pic tho lol thank god its not you

i think u took it too far with the abuse and the way you think i've thought about this idea, but ehhhh i'll try not to be stuborn like i've seen others be when they were total twats

i do see that it would be insane to run around a map of your skool, killing students for no apparent reason, so i guess i could cut that out of the picture, and it would help to reduce lagg and such i guess, even though seeing people actually walking around and using the school would be alot cooler than a ghost school which would be boring unless u had heaps of other players, or if u implemented a mode like zombies, is shooting zombies insane? or saw's idea of defending the school from some kind of military force

but i really didnt mean what i sed earlier which sounded so suss about gunning down students and teachers for fun or watever u thought i meant, taht actually is insane and i'd be in the psychiatrist's room tomorow! lol

sorry about being um ignorant i think is the word

LOL at Spike haha i think everyone does
Posted 16 years ago2008-06-19 13:22:21 UTC
in school shootout mod idea Post #251560
display picture! u look like a tard!

yeah that was bad wording on my part, i was just answering saw's question. by students and such looking cool, i mean why would u run around an empty map of that size unless you had large ammounts of real players or it was in a stealth mode version of the game

pretty much i just want to make a nice looking recreation of my school where you can have a deathmatch with other realtime players. Other things like students and teachers would be a cool add on to it but would take a lot of work.

so stop your whining and go back to whatever it is you do in your probably pathetic life and stop flaming my sanity!
Posted 16 years ago2008-06-19 13:10:36 UTC
in school shootout mod idea Post #251558
LOL! are u joking?! u guys are just like the crazy american police!

i dont mean going in and massacreing people!

i mean a competition between other real players to try and get eachother within a cool arena like my school. the students being there to make the map look cool, and there would be the possibility to have jokes for the teachers, and weapons for them to match their personality, e.g. this seriously hairy teacher at school, often described as a caveman would be given a huge wooden club. how could u not find that funny? being chased by an extremely hairy man who resembles someone you know, with a huge club!

you guys have got a totally wrong impression of this mod, it isnt some f'n terrorist game, where u run into a class and open fire with an mg or something! my sanity is not to be question thank you very much, as well as how many friends i have!! i don;t wanna start paying people out over this forum as im pretty new but luke, look at urself mate, ur dp says it all, "tool!"
Posted 16 years ago2008-06-19 12:55:36 UTC
in school shootout mod idea Post #251555
lol yeah it was more kill other students and teachers but that would be an add on after the art and architecture was complete, im sure my IT teacher would love the idea, but the principal.. lol
i dno i'd be able to come up with a solution,

and why do u straight up think its a bad idea muzzleflash? :(
Posted 16 years ago2008-06-19 12:47:28 UTC
in school shootout mod idea Post #251550
yeah i see what you mean

what if it was like sven-coop and half-life: decay, built like a cooperative game where the other players would be enemies instead of allies\

so it would be singleplayer but mmorpg'd kinda mmm hard to explain

i think u can see what i mean though

also, would the source engine be able to handle the huge ovals??
Posted 16 years ago2008-06-19 12:38:38 UTC
in school shootout mod idea Post #251546
risky / creepy?

the idea came about the other day, me and some mates were just chatting at lunch (they wouldnt even know what half-life is let alone mapping or modding etc) and we started talking about how good it would be to turn our school into a mass paintball arena with the whole school at once, mega skirmish and it was a great convo, then it led to discussion of real guns! actually being placed in the school with rations, camo, a sniper and ammo and it was all on all! lol yeah the convo was a bit weird, but yeah in the back of my mind i was thinking about how i could actually create this, but on a computer!:D
Posted 16 years ago2008-06-19 12:29:45 UTC
in school shootout mod idea Post #251544
wow i read that article and heaps of the posts, that chinese kid got caneed! and it was pretty unfair, in my opinion although he should have waited a bit before releasing his map right after a school shooting. 95% of ppl agree that it was unfair.

To make sure i don't get in trouble for this, i'll ask the head of IT if it would be ok, me n him are pretty tight lol and if he isnt sure i might ask the principal :S eeeep! lol, im sure he would approve if i explained the idea.

someone answer my question plz! lol would it be possible to create the mod i have in mind? (physically, with the source engine and servers and such i mean)?

thanks
Posted 16 years ago2008-06-19 11:33:09 UTC
in school shootout mod idea Post #251540
none at the moment, i'm practicing with goldsource, making a series of oposing force maps.

i didnt know there was a vast difference to source from goldsource :(

im not saying that i'll just jump straight into this, its just an idea and i would need help obviously XD

would it be possible to be able to make a game like that though if you had the right skills? consecutive maps on a server, kinda like a MMORPG or singleplayer online kinda thing but smaller
Posted 16 years ago2008-06-19 11:14:26 UTC
in school shootout mod idea Post #251537
haha shit! serious!!
which country was that?
i live in adelaide, south australia, year 11
i wouldnt put the name of the school in the actual game, or the same uniform etc
but mmm that is giving me second thoughts already! lol
thanks for the advice
Posted 16 years ago2008-06-19 11:11:30 UTC
in school shootout mod idea Post #251535
ok i've read other people's mod ideas and some of them are terrible, they rethinking and their mod ideas, ending up brainstorming several mods in 1 thread and they are terrible ideas!

i have pondered my mind and i have come up with an idea that i think is a good idea.. if it is possible, i am still pretty noob with everything really so this isnt really a thread describing the mod i am making, but to present my idea and to be able to see whether this idea is at all possible.

Ok i want to know if it is possible to map my entire school with source preferably hl2:ep2 for best graphics. my school is pretty big, with 4 ovals in total, 3 all next to eachother, there are many buildings, lots of beautiful scenery (plants trees etc), 6 tennis courts, technology, science, art, computing, library buildings, hobby farm, boarding house large office building, music centre, junior school complex - sounds crazy i know

i realise that all of this could not be compiled into one map, would it be possible to run a mod online over servers with a minimum of 8 players, but with many bots (students: reskinned citizens, teachers: reskinned combine) the students would not do much but stand around performing simple animations, pretty much fleeing when attacked or provoked, and the teachers retaliating [if they see you holding a weapon in general or firing it, not too sure yet]. back on topic of maps, would it possible to run a server basically being a skirmish between 8+ real players through a series of maps all connected which can be ran back and forth through where the objective would be to primarily kill eachother?

once the map is up and running, and if this is possible, i think there would be great scope for customising, for example team versions, so team atack, capture points, capture the flag etc, weapon modes e.g. knives or poles only, redoing the map in a destroyed theme, zombies instead of students.

so if this is possible, give me the ok lol or give me suggestions of alteratives, give feedback on the idea, and also, if ur interested in this project, let me know :)

thanks guys.

oh here is a pic of the layout of my school, i can get a better quality one and also a pic of the school from a helicopter, pictures of all students, all teachers, random pictures of the school and i can go around taking photos of everything with a camera if you are interested in the mod
User posted image
there
Posted 16 years ago2008-06-18 07:08:00 UTC
in BARNEYS!! Post #251466
hmm what have i done wrong if a fatal error message has come up saying this after oposing force crashes?

Mod_NumForName: C:/Program Files/Steam/steamapps/alex_m99/opposing force/ gearbo not found

seriously stuck, i have never been able to use monster generic b4 :( can someone plz help me out? thanks
Posted 16 years ago2008-06-18 05:33:00 UTC
in There was a problem compiling the map. & Post #251454
lol wow i suck

i shall try to not be so.. unintelligent in your forums XD
Posted 16 years ago2008-06-17 05:28:23 UTC
in There was a problem compiling the map. & Post #251386
omg! i finally got it working!
i made the warehouse area a lil smaller, and i retextured it, it was only 1 texture at the time, so that could have been the problem
thanks heaps guys for your help, its coz of u that i fixed it! :D
Posted 16 years ago2008-06-17 04:11:40 UTC
in BARNEYS!! Post #251382
u mean gearbox/models coz im using oposing force? or?
Posted 16 years ago2008-06-17 04:09:24 UTC
in There was a problem compiling the map. & Post #251381
yeahhh i was trying to make a not too complicated for u, but really complicated for me ceiling lol it was like slanted to a point and i think i screwed it up maybe with trying to carve windows in it and maybe through vertex manipulation argh this is so bad, but i've deleted it, i even restarted the whole warehouse section.
the map is pretty small, theres a pretty big room with only a few crates atm it (warehouse kinda thing) and goes into a small ajoining security area with a couple of offices, with a vent leading into the next map (still to come)
i've zoomed fully out and i cant see anything that shoodnt be ther, but i'l have anthoer look
should i just upload the map to the problems vault so you can see for yourselves. sory bout the trouble this is causing u :(
thanks heaps guys :))))
Posted 16 years ago2008-06-16 08:34:59 UTC
in There was a problem compiling the map. & Post #251326
i can't even open the map in oposing force,
therefore i cant use the pointfile
and i've tried making a whole box around the map and also the blocking out parts technique but it still crashes when i try to play it!! ARGHH
Posted 16 years ago2008-06-16 03:44:31 UTC
in There was a problem compiling the map. & Post #251321
oo sorry man my bad i won't do it anymore :)
Posted 16 years ago2008-06-16 03:24:51 UTC
in There was a problem compiling the map. & Post #251319
ok i changed the tools, yeah i don't know how i screwed up with that in the first place! lol
and im still getting errors.
the first time i try to run the map it just closes the loading bar and nothing happens, but if i try a second time, oposing force crashes.
the console after the first attempt looks like this:

] map warehousebreak
Can't register variable mapcyclefile, already defined
Can't register variable servercfgfile, already defined
Can't register variable lservercfgfile, already defined
Host_Error: no precache

and my compile log looks like this now:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\alex_m99\opposing force

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\warehousebreak.map" "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

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~1\VALVEH~1\ZONERS~1\hlcsg.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
Entering C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 2 ] [ 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:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
SetModelCenters:
10%...20%...30%...50%...60%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.17 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 47 used textures, 100.00 percent of map (3116 textures in wad)
added 7 additional animating textures.
Texture usage is at 0.49 mb (of 4.00 mb MAX)
0.89 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlbsp.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

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~1\VALVEH~1\ZONERS~1\hlbsp.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 2 ] [ 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] 242 (0.03 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ ( 163, 153,-396)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect

--- END hlbsp ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

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~1\VALVEH~1\ZONERS~1\hlvis.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

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~1\VALVEH~1\ZONERS~1\hlrad.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlrad ---

ergh thanks guys, hope u can help!:)
Posted 16 years ago2008-06-16 03:14:09 UTC
in There was a problem compiling the map. & Post #251316
[woops wrong thread (the post above)]
Posted 16 years ago2008-06-16 03:12:52 UTC
in BARNEYS!! Post #251318
hmm now im so noob lol but how exactly do i get these custom models into my map? i kno kinda what to do.. involves monster generic and such, and i do have 7-Zip so i just need instructions :D
thanks :)
Posted 16 years ago2008-06-16 03:12:18 UTC
in BARNEYS!! Post #251317
nice! woops spoke a lil too soon! theres some pretty cool custom barneys and other high poly models! :D thanks heaps man!:)
Posted 16 years ago2008-06-16 03:06:34 UTC
in There was a problem compiling the map. & Post #251315
nice! woops spoke a lil too soon! theres some pretty cool custom barneys and other high poly models! :D thanks heaps man :)
Posted 16 years ago2008-06-16 02:55:08 UTC
in There was a problem compiling the map. & Post #251313
yeah sorry guys its been weird i was just using the standard tools that came with hammer and it started giving me errors like MAX_LEAF_FACES or something and the ol' LEAK LEAK LEAK so i mucked around with it, eventually got rid of LEAK's but yeah still was being weird so yesterday i tried zoner's tools (which i tried when i first began mapping and had problems with) so yeah i don't know why its going half and half with the compile tools!! D:< litreally tearing my hair out! lol
i'll redownload zoners, and chuck them in to the build programs again
and report what happens
thanks heaps for the help guys :)
Posted 16 years ago2008-06-16 02:51:05 UTC
in BARNEYS!! Post #251312
sweet thanks man they look cool, but didnt we already got these in the high def. pack?
Posted 16 years ago2008-06-15 09:47:07 UTC
in BARNEYS!! Post #251268
speaking on behalf of the half-life community i think i can safely say that barney is the favourite of all half-life characters! he's definitely mine! the only thing that irritates me is that they all look the same! thank god gearbox made otis which can be customised to seem like 2 different people. so there are only 3 security guards in the whole of black mesa! (high poly models, the chick in azure sheep doesnt count lol)
does anybody know of any other barney's in high poly models? like the oposing force redux models'? oposing force redux is awsum! :D
if u don't, then make some! :D
i will be when i learn to model... :( lol
yeah thats my rant done :D
Posted 16 years ago2008-06-15 09:31:42 UTC
in There was a problem compiling the map. & Post #251266
Hey guys, love your tutorials :)
I've been working on a single player map for oposing force this week and its all been fine, but suddenly i'm getting these error's in my compile process and when I load my map through console, oposing force crashes almost immediately. i've checked for leaks the past couple of days and tried all sorts of things, but i cant figure it out!
here's my compile log:

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\alex_m99\opposing force

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\warehousebreak.map" "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qcsg.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

qcsg.exe v2.8 (Jan 31 2000)
-- qcsg --
entering C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.map
CreateBrush: (0)
Using WAD File: \sierra\half-life\valve\halflife.wad
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\qbsp2.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

qbsp2.exe v2.2 (Dec 28 1998)
-- qbsp2 --
0 seconds elapsed
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlvis.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

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~1\VALVEH~1\ZONERS~1\hlvis.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlvis ---

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\ZONERS~1\hlrad.exe
** Parameters: "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"

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~1\VALVEH~1\ZONERS~1\hlrad.exe "C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak"
There was a problem compiling the map.
Check the file C:\Program Files\Steam\steamapps\alex_m99\opposing force\valve\maps\warehousebreak.log for the cause.
--- END hlrad ---

thanks guys, hope you can help! :)
  • Alex