Forum posts

Posted 14 years ago2009-06-17 18:41:45 UTC
in Rooms (mini co-op project) Post #268345
i wonder if the visibility behind the logo brush would change if you were running a diff aspect ratio?

I have widescreen ratio--which i would assume most people do--, and i don't see the sky behind..
I have a normal, squarish monitor, so I can see the sky. But a lot of people with newer equipment (and jobs) would have widescreen. Just us old system people would'nt.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-17 17:27:12 UTC
in Rooms (mini co-op project) Post #268341
Oh, something to add; I did'nt get a chance to test it in minimod, because the console no longer works for Rooms.
Or Decay. Or half of my mods.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-17 16:36:50 UTC
in Rooms (mini co-op project) Post #268338
Oh, yeah. It just did'nt look as good as it could have. Or should have, by your standards. :)
But I have WON, I bet everyone else is using steam HL.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-17 16:11:18 UTC
in a mod done by young ones... Post #268334
Damn. I hope that you can get this fixed soon...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-17 16:06:52 UTC
in Rooms (mini co-op project) Post #268333
About the change, is the camera deactivated before the change? That may be a problem. Also, make sure that the player is not stuck in the floor afterwards.
When you improve the first map, make the goldsource logo bigger, too. I can see the sky from under it.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-17 07:57:18 UTC
in Rooms (mini co-op project) Post #268329
The translucent furniture is just there to be cool, I think... But it could use less carts and maybe a computer or TV.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-16 21:07:01 UTC
in Rooms (mini co-op project) Post #268321
Intro rooms look epic. A few suggestions:
1. make the first map bigger. Add a cliff behind the [censored to protect suprise] to obscure the skybox-ground seam, and make the road keep going out of sight.
2. add a text in the begining of the second map saying "Main Menu" or something to that effect.
3. Perhaps add slowly rotating contrubuter avatars around the main menu plaza, make it even more like a DVD menu.
Good work, btw.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-16 08:00:00 UTC
in "Map Change Failed" Error Post #268295
If it still won't work, however, then you have a fatal mapping error, and should check the compile log.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-13 07:38:11 UTC
in How to Add Weapons into a Half Life 1 Ma Post #268245
Ah, TWHL abuse... Turning n00bs into well-adjusted members of the internet community.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-12 06:54:16 UTC
in How to Add Weapons into a Half Life 1 Ma Post #268215
I wonder why we even bother to HAVE tutorials these days...
And savetehaloz, if you mean NEW weapons, out of the question without the SDK. Please, read the tutorials first.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-11 15:54:51 UTC
in a mod done by young ones... Post #268199
:D
Try a flamethrower too, and ignitable ragdoll code can be found on the VDC.
http://developer.valvesoftware.com/wiki/HL2_snippets
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-11 06:40:53 UTC
in Echo Post #268189
I always wished you could activate env_sounds by walking through trigger brushes instead. The whole radius thing is so incredibly crude, you can sometimes even sneak around them without realizing.
Spirit has trigger_sound, that fits your needs well.
i was nearly ready to chuck a wobbly if i heard another echo'ed outdoor map in Azure Sheep...
I never noticed any echos at all.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-10 16:44:56 UTC
in Super Half-Life Tools 3.9 Post #268179
Has anyone tried these with hammer?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-09 20:37:34 UTC
in target_cdaudio Post #268141
Let the track finish playing?
EDIT: It won't shut down! It, it won't- AARRGGGH!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-08 18:53:25 UTC
in The "Official" Competition 27 Post #268092
LET you win? No, you have to EARN IT!!!
EDIT: I think I'll enter this one, I need a break from the space station theme.
EDIT2: No, that layout is beyond my copying abilities. Screw it. I herby drop out.
I hope someones making a HL1 SP map...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-08 16:06:08 UTC
in Rooms (mini co-op project) Post #268077
Yeah, I'll get right on that.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-06 07:57:14 UTC
in Adding custom weapons without replacing Post #268017
The most basic thing you could do is copy the crowbar code and replace names for models, sounds, and the weapon itself. I'm not sure if that's all you have to do or not... I was thinking of doing something similar myself after my current mod is finished.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-05 20:50:04 UTC
in E3 2009 Post #268005
Storyline helps the gameplay be immersive.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-05 20:40:08 UTC
in Rooms (mini co-op project) Post #268004
I always use compilator for the final compile, but I usually can't be bothered to do it when I'm just testing stuff.
I'll upload the latest version and send you a PM of stuff that needs fixing.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-05 06:39:07 UTC
in left 4 dead too Post #267969
That's not funny!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-04 19:05:56 UTC
in Colony 42 Post #267956
I will use coloured lighting where it makes sense, don't worry.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-04 16:51:44 UTC
in E3 2009 Post #267951
And Halo players think Master Cheif is better than Dr. Freeman.
Lesse here... Both kick a lot of alien butt, although;
MC: born and bred for combat.
Gordon: Just a geek in a metal hazmat suit, yet he still has more combat prowess than MC. And no helmet.
Gordon wins.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-04 06:57:59 UTC
in Rooms (mini co-op project) Post #267924
Update on my second room: It's almost done, but I can't test it due to technical difficulties. Meaning the hammer compiller messed it up again and it crashes the game on worldspawn. And the compilator decided to try and read it's batch file from my old HL directory.
Good news, it uses a lot of rooms content, so there is'nt a place where the textures look out of place! I hope.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-04 06:51:18 UTC
in point_viewcontrol Post #267923
There is no player model in HL2.
No proper player model, anyway. It's a low-poly, dark shape.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-03 16:58:38 UTC
in left 4 dead too Post #267894
If you guys want it changed so much, just politely email Gabe Newell. He reads all of his fan mail, so if a few hundred emails came his way with negative reception about it, they may turn it into just an update with more options for mappers, like what characters to spawn and zombie models to use.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-03 16:54:35 UTC
in E3 2009 Post #267893
Perfect Dark?
Optimistic about a Goldeneye port?

Can Microsoft port N64 games to Xbox Live?
No, we won't be seeing Goldeneye on Xbox anything. Nintendo owns half of the game. And Rare owns the other half, so Virtual Console probably won't see Goldeneye either... Shame, huh?
User posted image
Ooh! Let's get that one!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-03 06:48:15 UTC
in 3DRealms Developers Axed? Post #267869
Take-Two has asked for a restraining order and a preliminary injunction, to make 3D Realms keep the Duke Nukem Forever assets intact during proceedings.
What assets? 3 models, a quater of a UT map and a bit of custom code? If it's taking that long to release, they obviously don't have much, even today.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-02 06:55:27 UTC
in left 4 dead too Post #267806
why is 80% of the charachters black?
Because Luis was the only black guy in the first game.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-02 06:51:21 UTC
in left 4 dead too Post #267804
Maybe Gabe went insane.
Or he's really a red spy and Gabe Newell is being held captive somewhere. It'd explain all the new releases and stuff, like the Meet the Spy and Spy/Sniper update too.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-02 06:49:24 UTC
in Problems Valley Post #267803
I tried that once, the script I found did'nt tell me what pictures to name what side of the skybox, and when I tried to put it ingame after converting to the right file format, HL crashed... But maybe that was just the script I used.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-02 06:45:40 UTC
in left 4 dead too Post #267801
You ninja'd my edit... :heartbreak:
No, the sequel should be called Right 2 Live.
About Luis and Zoey's right to live. Francis got killed by zombie lawyers and doctors and cops, while Bill was shot by Francis in the fight.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-02 06:40:36 UTC
in Natural Selection 2 Teaser Post #267799
I think that if they've used source, ns2 would be free.
Or the NS2 team has gone Black Widow and started making comercial source games.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-02 06:39:39 UTC
in left 4 dead too Post #267798
The new locations and new weapons sound appealing (minus the frying pan)
What about the Ur-Pan-Ebula Urby made? That is an awsome melee weapon.
Should be Left 2 Die.
No, the sequel should be called Right 2 Live.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-01 19:06:13 UTC
in E3 2009 Post #267769
Oh, no! L4D2 killed God!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-01 18:44:35 UTC
in Rooms (mini co-op project) Post #267765
I know, It's in the next. But my mapvault entry has it...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-01 17:37:57 UTC
in Rooms (mini co-op project) Post #267759
But I know there IS one I've seen, near the beginning... heh heh heh.
Wait, I just realized this... Is it in the second room? I left one in there as an easter egg, but it's gone from the newest version.
That actually sounds great. we could use that convention for other things tooo...
Like my ahem non existant Xencan? Which reminds me, I should get to work on that room.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-01 17:32:15 UTC
in Rooms (mini co-op project) Post #267756
This idea intruiges me...env_render and masters for comentaries, eh?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-01 16:25:05 UTC
in Rooms (mini co-op project) Post #267752
Intro map sounds good. So, just a bunch of trigger_onces/multiples with "comentary_on" as a master, or something like that? Nice... But it'd have to trigger a multi_manager to turn it off and on again so you don't trigger something while you're reading something else...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-01 15:50:00 UTC
in Rooms (mini co-op project) Post #267750
Actually, all the authors should probably view the content when it's ready, because there are some personal things you'll need to submit like a photo/avatar, plus some other personalizations. The framework will also be there to have author commentary by text, audio, or both, though i don't have the specifics laid down yet on word/time limits or anything yet.
Will the commentary be optional, like a switch or console command? Because I think it should be.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-31 17:55:12 UTC
in Colony 42 Post #267707
I realize that there's only one colour of lighting, and that it helps, but I guess my excuse is that most real places use bland lighting... Don't worry, the final chapter of two will not have much white light, it will be colours of many varieties. I hope.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-31 11:57:12 UTC
in Some questions on animating with MS3D Post #267695
Eeww... What fell on him? :death:
I'm no expert on animations, but I'll bump it for you so others know you have more trouble. :)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-30 09:12:36 UTC
in Colony 42 Post #267662
Bump
I just made a desert eagle world model, so players will no longer have to pick up a 357 and use a deagle. Also, I just started mapping, I got bored for a bit there, so the mod will (hopefully) see some great progress soon.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-30 07:54:08 UTC
in U.S. Army 2030: Things to come Post #267660
That's nothing like reality TV. Reality TV is more of a "can't wait till the show is cancelled and everyone shuts up about it".
Exactly like most reality TV shows, and this. I can't wait until they get their weapons taken away and are no longer a threat to the entire world. Think about what would happen if just one large scale nuke were to ge off. If nuclear war was started, It would only take a few shots until the world was irradated far too much for life, or even blasted apart.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-29 21:30:11 UTC
in U.S. Army 2030: Things to come Post #267647
Why can't the North Korean's be more like the South Koreans? They never started any nuclear wars...
[insert Chorus of Surfin' USSR here]
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-29 18:36:20 UTC
in Looking for a C++ compiler Post #267591
You should also be able to use VC++ 2008 Express (which is free) for HL1 coding, or at least for the server-side project, which I've gotten to compile in VS08 with a hefty amount of modifications. Dunno about the client-side but I'm sure it's possible.
Heh, yeah, I tried it at school, and it did'nt finish downloading and installing everything before the period was up, so I'll have to find something else. Muzz gave me a link that I think I'll try tomorrow. Thanks for your input, If Muzz's won't work I'll try those sites you guys gave me links to. :)
EDIT: Download would be longer than I have in that class. I may be able to get a friend of mine to download it for me.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-28 17:42:19 UTC
in World Record: The Biggest Game Ever! Post #267598
It'd take a good chunk of dedication to make a detailed world that big.
And most game developers these days just don't have that kind of dedication... :(
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-28 16:59:27 UTC
in World Record: The Biggest Game Ever! Post #267595
I bet the quality of the maps will suck hard. After all, it's a racing game.
Yeah, they never have good detail or many alternate routes... :(
A game being rated as one of the top games in the world and it hasn't even been released yet?

Has the world gone completely stupid?
Did you just realize that?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-26 20:11:39 UTC
in Looking for a C++ compiler Post #267541
I know that I've asked, but I need second opinions. I'm looking for a freeware C++ compiler, Something that will work with HL, and does'nt need to be compiled itself (eg. 'Open source' stuff, whenever I try it, it's always the source, even when I try to download the actuall finished program D:)
Anyway, fire away, I have all the time in the world before I can begin coding anyway.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-26 19:02:07 UTC
in U.S. Army 2030: Things to come Post #267539
You try spending 4 years having every part of your life criticized and shit on for 7 hours a day 5 days week.
Sounds like my life. I personally think the violent videogames HELP my stress, I work it out by shooting virtual characters instead of real people.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-05-25 17:30:26 UTC
in PLEASE HELP! " Warning: Leaf por Post #267486
cl_ is not needed anymore, and it will make you have the default skybox due to an unknown filename.
Notewell NotewellGIASFELFEBREHBER