Forum posts

Posted 7 years ago2016-06-06 15:33:44 UTC
in Post your screenshots! WIP thread Post #330361
Looks even sexier now, Trempler. Love the energy ball too. :)
Posted 8 years ago2016-04-22 00:13:54 UTC
in Rotate decals Post #329946
Rotate or flip the texture, then apply the decal.
Posted 8 years ago2016-04-08 16:39:55 UTC
in How the heck do you use SoHL? Post #329734
Honestly the best way to start with Spirit is not by coding, it's by using the dlls included in the download and just experimenting with the tools that are already in Spirit.

Check for a readme.html in the zip you downloaded, it has a ton of info on what you can do with Spirit. I hope it's in the 1.9 download, if not look for the 1.8a1 version for the documentation.
Posted 8 years ago2016-03-29 00:55:58 UTC
in TWHL World - Community Project Post #329586
I know it's the 11th hour and you haven't heard a peep out of me in this thread - but I'm hoping to get a map done for this project. Hope it's not too late. Urby convinced me to consider it so you can blame him. :)
Posted 8 years ago2016-02-26 16:21:31 UTC
in TWHL Tower Post #329028
Hey wait I came here to post that
Posted 8 years ago2016-02-10 00:24:59 UTC
in trigger_once game crash Post #328801
Game_text consistently crashes the game for me if I don't set the "All Players" flag. My bet was on the same result for an env_message. :)
Posted 8 years ago2016-02-09 18:06:19 UTC
in trigger_once game crash Post #328792
I bet it's that you didn't set the "All Clients" flag on the env_message.
Posted 8 years ago2016-02-07 18:33:34 UTC
in Models not visible after load from save Post #328756
My go-to is env_sprite. Try setting the Pitch and Roll to 180 and see if that works for you.
Posted 8 years ago2016-01-29 17:22:02 UTC
in Help with scripted_sequence. Post #328554
Can you please try it with a trigger_once just to see if the trigger_multiple is the problem? If it is, you can use a different method (multisource) to make sure the actual sequence is only triggered once Barney is with the player.
Posted 8 years ago2016-01-29 14:05:35 UTC
in Help with scripted_sequence. Post #328547
It's possible that the trigger_multiple is re-triggering the scripted_sequence and toggling it off while it's still in progress. You want to use a trigger_once I think, see if that works.

The fact that he runs to the spot means it is definitely being triggered, but then it's being interrupted for some reason. You can also check the console output, use "developer 3" in the console to read detailed output on the screen while playing.
Posted 8 years ago2016-01-28 20:26:33 UTC
in Help with scripted_sequence. Post #328528
I do not understand your use of 2 maps, or your need for a trigger_multiple vs. a trigger_once.

However, shouldn't your trigger_multiple target the scripted_sequence?
Posted 8 years ago2016-01-24 20:29:10 UTC
in Confused trigger_camera on a track Post #328468
Try adding an origin brush to your func_train that will be the camera target.
Posted 8 years ago2016-01-09 03:40:22 UTC
in Splash screen size? Post #328163
Yes I've made them for Steam at 1920x1200 and 1920x1080.
Posted 8 years ago2016-01-08 02:34:55 UTC
in TWHL Tower Post #328143
Well now that I read that I know about the BIG RED BUTTON. No, I didn't see Phillip's stream and I haven't played it yet. I'll talk to him about doing a stream of it, I usually only do the classic of the month stuff.

Probably won't be this weekend, I've got a really sore throat at the moment. :(
Posted 8 years ago2016-01-03 18:24:27 UTC
in Dev-C++ Compiler Error Post #328071
In your liblist.gam you will need:

cldll "1"

to tell the game you have a custom client dll.
Posted 8 years ago2015-12-22 19:13:59 UTC
in Clipping objects lead to errors Post #327844
Walls and floors, no - they should remain world brushes. Detail objects, yes - go ahead and make them func_details.
Posted 8 years ago2015-11-29 04:48:02 UTC
in func_rotating_door origin placement? Post #327588
It doesn't matter what size it is, only the center of the brush is important. For a door, place it where the hinge should be - the point of rotation of the door.
Posted 8 years ago2015-11-24 14:46:09 UTC
in Models crash Hammer - help? Post #327525
The workaround is not to have the models in a place that Hammer can see them. Hammer won't crash if it doesn't try to render the model.

You can still place them in your map, they will just show as colored blocks like the other entities.
Posted 8 years ago2015-11-19 13:48:37 UTC
in Spirit of Half-Life 1.5 - Alien Grunt is Post #327475
Always wanted to do something cool with the locus system in Spirit. I think it had a ton of potential but was poorly explained and the examples of it were kind of humdrum so people didn't really play with it a lot.
Posted 8 years ago2015-11-19 13:46:18 UTC
in Scientist sit idle without interruptions Post #327474
There's a monster_sitting_scientist just for this. :)
Posted 8 years ago2015-11-18 14:06:16 UTC
in Forgotten hl1 mods? Post #327467
Here you go: http://goldsourcegold.tumblr.com/tagged/unreleased

The major one for me was of course Nightwatch. I don't recall the Black Ops mod you're describing.

The one I always hoped to see was called A.L.I.E.N. and was by Kevin Lockitt (Deliverance) and Tim Johnston (Gut Reaction). I can't find any info or screenshots, but their individual mods were great so I had big hopes for the teaming, oh well.

Edit: also Dark Truths. Sigh.
Posted 8 years ago2015-11-16 21:07:03 UTC
in Spirit of Half-Life 1.5 - Alien Grunt is Post #327454
If the monstermakers keep giving you trouble, I recommend teleporting in the enemies instead, it gives you more control.
Posted 8 years ago2015-11-09 22:54:57 UTC
in The Official HRAFD Progress/Troubleshoot Post #327438
You can check the Nightwatch skies, they have one at night with a moon.

Here: https://dl.dropboxusercontent.com/u/687546/nw_skies.rar
Posted 8 years ago2015-11-08 03:44:56 UTC
in The Official HRAFD Progress/Troubleshoot Post #327429
Posted 8 years ago2015-11-07 17:00:06 UTC
in The Official HRAFD Progress/Troubleshoot Post #327425
Yep, Phillip said he'll add it to the site this week.
Posted 8 years ago2015-09-02 15:31:57 UTC
in The Official HRAFD Progress/Troubleshoot Post #326902
But that would irritate and alienate players
Posted 8 years ago2015-09-02 00:53:16 UTC
in The Official HRAFD Progress/Troubleshoot Post #326898
env_fade, then teleport the player to a black room. Roll credits.
Posted 8 years ago2015-08-26 21:45:24 UTC
in The Official HRAFD Progress/Troubleshoot Post #326845
Level units are not the same as pixels. Not sure if you said what you meant here but they are very different. Make a 1-unit high block and see how high it looks in-game.

For trigger_changelevel, the master-like functionality is built in. Check the "use only" flag, and give the trigger a name, and then it should only work when you target it with another entity.
Posted 8 years ago2015-08-15 12:45:43 UTC
in Leak - I really dont know where... Post #326730
What methods have you tried to find the leak? Big block? Loading the pointfile?
Posted 8 years ago2015-08-13 15:47:25 UTC
in TWHL Tower Post #326711
All told it would be nice to have a released Tower, to add to Phillip's site and maybe get some publicity. :)
Posted 8 years ago2015-08-11 00:59:34 UTC
in Camera Problem in a Beginners Mod Post #326665
First, if you're not using any custom code in your mod, you don't even need a dll or client.dll in your mod folder. Just reference the main HL dll by using: gamedll "..\valve\dlls\hl.dll"

Second, make sure Half-Life is up to date, and then try using that dll and client.dll.

This bug popped up a while back when they first moved HL to Steampipe. I believe they fixed it at some point, at least with hl.dll.

Last time I tried setting up an Opposing Force "mod" (that is, copying all the files from the gearbox folder to a mod folder and running it), this bug was still there. It seems that at least for Op4, there is something hardcoded that expects the gearbox directory, and if you use the Op4 dll in your own mod folder, you get the limited view rotation like you're getting now.
Posted 8 years ago2015-08-01 16:17:18 UTC
in Unexplained compiling error... Post #326603
First thing to try is -sparse for hlrad which compresses some information and uses less memory.
Posted 8 years ago2015-07-27 01:23:59 UTC
in The Official HRAFD Progress/Troubleshoot Post #326576
Problem vault is fine, although before doing that I'd suggest stripping the maps down (or building test maps from scratch) to get one thing working at a time. 1) get level changes working, 2) get chapter title working, 3) get triggers working, etc.

If there's too many things going wrong, and your maps require a lot of custom assets, it's likely people won't go through all the trouble to help even if you use the vault. Just my thoughts.
Posted 8 years ago2015-07-26 21:03:47 UTC
in The Official HRAFD Progress/Troubleshoot Post #326572
Again I recommend making some test box levels with nothing in them, just to sort out your level change problems.

Read carefully both tutorials here on level changes: http://twhl.info/tutorial.php?id=62 and http://twhl.info/articulator.php?art=60&form=new
Posted 8 years ago2015-07-25 00:41:39 UTC
in The Official HRAFD Progress/Troubleshoot Post #326552
Does the func_train have an origin brush? You need one if you're going to use it as a camera target.
Posted 8 years ago2015-07-23 01:57:38 UTC
in The Official HRAFD Progress/Troubleshoot Post #326540
The main recommendation I have: get your map tested before release. Have a handful of players play through it and get feedback, and be open to the feedback you get. I'm kind of underselling testing, but it's simply not done enough on mods and they usually suffer for it.
Posted 8 years ago2015-07-20 20:51:22 UTC
in The Official HRAFD Progress/Troubleshoot Post #326512
OK, though I suggest you get them working more than "somewhat". :)

Level changes are a notorious problem in many single player mods, if they are not done right they can trap the player in a wall or the floor.
Posted 8 years ago2015-07-16 12:08:53 UTC
in The Official HRAFD Progress/Troubleshoot Post #326460
An easy thing to do is create 2 test box levels, just to get the level change working, and then copy & paste the entities into your actual maps.
Posted 8 years ago2015-07-16 01:06:57 UTC
in The Official HRAFD Progress/Troubleshoot Post #326445
The right landmark place is identical to the relative landmark position in the previous map. That is, if the landmark in map 1 is 16 units east of rung #3 in your ladder, the landmark in map 2 must be 16 units east of rung #3 in your ladder. Coordinates don't have to and shouldn't be the same, it's the relative position that is important.

Double check your landmark placement, naming, and the target map names. Pretty sure you've just made a simple mistake somewhere.
Posted 8 years ago2015-07-13 01:00:20 UTC
in The Official HRAFD Progress/Troubleshoot Post #326334
I'd get rid of the mpentity, the linux and osx dlls, and the secure lines in your liblist. If you don't have custom code, also get rid of the gamedll entry, that is only if you have a custom dll. Also don't include config.cfg, it'll supersede his config which you don't want.
Posted 8 years ago2015-06-17 21:11:06 UTC
in Typical Hammer Problem Condition death? Post #326012
A workaround could be simply something that takes the player a long time to activate (func_rot_button for example) placed out in the open. It at least increases the likelihood that the Osprey would have to be destroyed before the button could be successfully activated and he/she could move on to the next section or end the map, whatever.
Posted 8 years ago2015-06-16 20:47:28 UTC
in Typical Hammer Problem Condition death? Post #325993
Osprey health is hard-coded into the dll. It is a couple pretty easy changes to add code to allow you to set the health in skill.cfg. If you want it let me know and I can list it out for you.

edit: Oh wait, is this for Op4? If so you can't change the Osprey health, although you might be able to play some games with triggering something using the 50% health condition.
Posted 8 years ago2015-06-14 03:11:31 UTC
in The Official HRAFD Progress/Troubleshoot Post #325941
Sure you can make the background move like that. You don't need to have it loop, func_trains can teleport. So once out of the player's view, the chunk of scenery teleports from the last path_corner back to the first path_corner and repeats its path.
Posted 8 years ago2015-06-13 17:17:07 UTC
in Sledge (Hammer Alternative) Alpha Build Post #325937
Also Space + left mouse allows you to move the 2D view around, which is exactly how Hammer does it.
Posted 9 years ago2015-05-05 21:13:31 UTC
in Competition Proposition Post #325470
Oy, 31 Brushes maybe?
Well I'm late to the thread and don't have much input, other than to say I would love to have this type of contest. A nice trim technical limitation of 31 brushes, 20 brushes, whatever. Yes it's been done but not for a while, and I haven't done it. :cool:
Posted 9 years ago2014-11-01 17:44:39 UTC
in func_breakable - Is it possible to reset Post #322207
You can probably nicely fake this by using two func_wall_toggles rather than a func_breakable.
Posted 9 years ago2014-10-03 20:46:06 UTC
in Mini Competition 2 - Colors! Post #321928
I would but that rar is missing a ton of stuff, the only Goldsrc bsp in there is TJB's. Did you grab an old version of the rar?

I'll likely link directly to the Vault pages as well, and this thread.
Posted 9 years ago2014-10-03 16:34:30 UTC
in Mini Competition 2 - Colors! Post #321926
Pretty cool turnout, I really like the idea of this comp. I'm planning to add some shots from these maps to the Goldsource Gold tumblr that I run.
Posted 9 years ago2014-05-12 13:05:53 UTC
in Problems with train rotation Post #319380
Archie's tips are good, except one: tracktrains should be built to face west (180) in the top view, not east. :)
Posted 10 years ago2014-05-02 01:47:37 UTC
in Sledge (Hammer Alternative) Alpha Build Post #319141
Just tried Sledge a bit for the first time. Looks and feels great, I'm really looking forward to this maturing.

Found one issue: setting invert y-axis for the 3D view does not change the way the mouse behaves (still non-inverted).

Also I would love it if light_spot had optional cones projecting from the entity showing the inner and outer angles. I believe Hammer 4 has this feature and I would adore you forever if this was added to Sledge. I love me some light_spots. :)