Forum posts

Posted 14 years ago2009-07-17 20:19:29 UTC
in "city" skybox Post #270377
That's interesting, I had never seen that.

But is the sky there? I don't see it!

Edit:
Talking about ancient stuff, I just came across the Uplink Extended minimod in the Map Vault. But I haven't played the original one so I don't know what's different? Is there any way I can get that?

Also, a few implementation questions that are eating my mind:

1. How do you get a brush camera model to appear like it's always looking at you? Seen it in CS too and never worked out how to do that.

2. How could an entity be activated only when a momentary_rot_button reaches a certain position? As in, when you get the satellite dish to face the correct direction.
Posted 14 years ago2009-07-17 20:12:33 UTC
in Events triggered by the player's death. Post #270397
What about it activating a trigger_hurt with a negative damage?
Posted 14 years ago2009-07-17 20:07:03 UTC
in Using models: An ethics issue. Post #270394
You emailed them and got no reply?
Posted 14 years ago2009-07-17 18:21:17 UTC
in Events triggered by the player's death. Post #270381
How about a fake death? You could use a trigger_camera and fade to black, then teleport the player to the next area.

Edit: World Crafter you beat me to it.

Maybe it can be done with Spirit?
Posted 14 years ago2009-07-17 16:57:19 UTC
in "city" skybox Post #270375
MV... Map Vault? Gotta see that.
Posted 14 years ago2009-07-17 15:56:50 UTC
in Rooms (mini co-op project) Post #270371
The Compilator doesn't work for me. I get some initialisation error from Windows (err. 0xC0000135). I have XP SP2 and .Net framework 2.0 so I don't think that's it.
Posted 14 years ago2009-07-17 15:53:37 UTC
in "city" skybox Post #270370
Has anyone seen the "city" skybox used in HL? It's in the .pak but I don't remember seeing it anywhere in game. Just curious.
Posted 14 years ago2009-07-16 23:08:18 UTC
in The Developator Post #270337
I thought we were talking about Goldsrc.
Posted 14 years ago2009-07-16 21:59:08 UTC
in The Developator Post #270334
[quote][quote]There should be a program that can do all that:
  • Browse textures in wads
  • Create wads
  • View models and their animations
  • Playback sounds
  • Create pak/gcf files
  • View sprites
  • Create sprites
All in one app.[/quote]
You could call it "The developator"
In the words of Charlie from Colony 42: "Oscar, don't break that!"
Wait...The line I was thinking of was "Get to it!" :walter:[/quote]

Anyone serious about it? This sounded like a fun project to try, but I'm too lazy to start it on my own.

There would be some research to do but that's part of the fun. I'm thinking C#. Any volunteers? :crowbar:
Posted 14 years ago2009-07-16 21:49:40 UTC
in C++ Questions ( old thread bump) Post #270333
Nefarious is right. You really need to learn to debug a program to completely understand what the program does exactly.

Get a pencil and a notepad and go line by line through the code, doing EXACTLY what each and every line alone does - every initialisation, assigned values, comparisons, etc. You will find yourself following the same path as the actual program (without running it) and seeing exactly what happens as you step through each line of code. Remember, only do what the code will do - you will soon find out where your problem is.
Posted 14 years ago2009-07-16 21:21:09 UTC
in Half-life: Guard Duty Post #270327
That's very good! It SO made me want to make a film of it. Now I only need a lot of money...
Posted 14 years ago2009-07-16 17:52:12 UTC
in C++ Questions ( old thread bump) Post #270314
I need some serious help
So do the rest if you don't translate the output. And please, PLEASE, indent your code!!

Just a quick random answer:

Make bool IsPrime(). (not included in my example)

a=inputnumber;
while(!IsPrime(a))
{
. a++;
}

Assuming ints.
Posted 14 years ago2009-07-16 12:00:04 UTC
in The "Official" Competition 27 Post #270295
They were complaining that there was nothing to complain about! :P
Posted 14 years ago2009-07-16 11:57:05 UTC
in Rooms (mini co-op project) Post #270294
My room is going pretty well :cool:
Posted 14 years ago2009-07-16 11:55:24 UTC
in making the night sky.. dark map - how? Post #270293
I don't see any shadows at all. Only fullbright textures.
Posted 14 years ago2009-07-15 22:59:15 UTC
in The "Official" Competition 27 Post #270259
I guess you'll have to stop using more and more textures. That, or make it two maps with a changelevel :P
Posted 14 years ago2009-07-15 22:57:20 UTC
in new here + Q: actions sentences? Post #270258
C# is fine. This will be fun. There'll be some research to do!

This has gone somewhat off topic. May a moderator move the relevant posts?
Posted 14 years ago2009-07-15 18:06:07 UTC
in TWHL3: The Buglist Post #270240
Oh, right, I thought it was a bit different than the last time around. But i won't reload the page 13337 times to see it again.
Posted 14 years ago2009-07-15 17:44:31 UTC
in TWHL3: The Buglist Post #270236
Why am I randomly seeing this image instead of the grey background?
User posted image
I'm intrigued, it's not the first time.
Posted 14 years ago2009-07-15 16:54:09 UTC
in The origin of life Post #270233
Believers prefer to pray rather than enter the Hell Of Internet :P
Posted 14 years ago2009-07-15 16:50:44 UTC
in making the night sky.. dark map - how? Post #270232
RAD has a harder time in the dark? I thought it would be the other way around...
Posted 14 years ago2009-07-15 14:09:58 UTC
in new here + Q: actions sentences? Post #270219
Aw, too bad... anyone else?
Posted 14 years ago2009-07-15 14:07:37 UTC
in The origin of life Post #270218
It's a self-fulfilled prophecy. Someone said this would turn into a religious debate, and then it did.
Posted 14 years ago2009-07-15 14:04:52 UTC
in The "Official" Competition 27 Post #270215
Mine is 0% complete with 1% chance of being done. I won't be taking part in this compo, I have too much going on around me right now to make it to the deadline :(
Posted 14 years ago2009-07-15 14:02:47 UTC
in making the night sky.. dark map - how? Post #270213
@Zombie: The last number is already 2, wouldn't make a difference if it were 0.

@Ninja: You probably have a leak, so try to find out where it is.
Posted 14 years ago2009-07-15 13:56:57 UTC
in new here + Q: actions sentences? Post #270212
Who wants team up with me and write The Developator? :biggrin:
Posted 14 years ago2009-07-14 23:31:06 UTC
in VM is ticking me right the f* off Post #270163
Move to Switzerland
Posted 14 years ago2009-07-14 23:23:57 UTC
in VM is ticking me right the f* off Post #270161
Beat the crap out of your computer?
Posted 14 years ago2009-07-14 19:38:15 UTC
in The origin of life Post #270139
Catholic religion was made up in the middle ages to keep the ignorant crowds in submission. Of course, it has evolved (see wat i did der?) into a kind of motivation for some. But it's essentially the same as back then.

So leaving that out of the picture, we can all conclude that Dumbledore, being as old as he is, was bored and created all teh stuffs. End.
Posted 14 years ago2009-07-14 19:25:48 UTC
in IRC won't work for me Post #270138
Write your own? :D
Posted 14 years ago2009-07-14 19:24:01 UTC
in Need a Tram Prefab Post #270137
I'd love to make it, but I'm awful at making stuff that looks like real life stuff. I always wondered how do others do it right...
Posted 14 years ago2009-07-13 22:14:26 UTC
in My palm is too small !!! Post #270073
Hold your middle finger with the other hand and pull hard all day long. It will eventually stretch.
Posted 14 years ago2009-07-13 14:47:10 UTC
in TWHL's Classic DM Server Post #270046
We could save up and buy a server, then mail it there with Fedex
Posted 14 years ago2009-07-13 02:12:41 UTC
in The origin of life Post #269994
Imagine a huge puddle of random atoms coming and going in the high temperatures of the early Earth. Many of these would sometimes unite to make atoms of a different kind (well, another element). These different atoms would also randomly group into molecules and break off of them. Given enough time, a particular combination of Carbon atoms would end up forming a significative molecule. Then these significative molecules would group and ungroup as well, and after some time (say, a couple hundred million years) these random combinations would end up forming a living cell. Then the same goes on and on for more millions of years and here we are.

Ever wondered how is it that, a bunch of random, meaningless, thoughtless, insignificant Carbon atoms packed together in different ways, shaped in the form of a person, are able to interact with other packs of more Carbon atoms, have thoughts, memories, feelings and aspirations?
Posted 14 years ago2009-07-13 02:01:44 UTC
in Tex lights not lighting? Post #269980
Yes, but does the lighting go down?

Edit: It doesn't, just as I expected. So yes, I'll use func_wall_toggles to achieve exactly what I want.
Posted 14 years ago2009-07-13 00:53:32 UTC
in Project HellFire Post #269989
How about googling?
Posted 14 years ago2009-07-13 00:42:06 UTC
in Killer Games Post #269986
Video games are not the cause, human stupidity is.
Sadly, this is true in most cases regarding videogames.
Sadly, this is true in most cases.
Posted 14 years ago2009-07-13 00:28:56 UTC
in The "Official" Competition 27 Post #269983
He acted wisely. He might have had an awesome idea to improve it on the last minute hadn't he submitted it.
Posted 14 years ago2009-07-13 00:23:00 UTC
in Project HellFire Post #269981
Sounds? That's another price :P
Posted 14 years ago2009-07-12 16:26:28 UTC
in Tex lights not lighting? Post #269942
If I do that, it won't turn off when I toggle the texture. So I guess I'll resort to using func_wall_toggles then.
Posted 14 years ago2009-07-11 19:57:54 UTC
in Decompiling and Recompiling Post #269929
One can always learn something new...
Posted 14 years ago2009-07-11 19:50:55 UTC
in Tex lights not lighting? Post #269927
Yes, basically yes. To be precise, I don't need it to emit light, I just want it to be brighter - as if it had minimum light level = 1.

+0~dfb
User posted image
+A~dfb
User posted image
Posted 14 years ago2009-07-11 19:46:49 UTC
in Decompiling and Recompiling Post #269926
Spam spots?? :zonked:
Posted 14 years ago2009-07-10 20:45:47 UTC
in Tex lights not lighting? Post #269899
A func_wall is given a name and textured with the toggling texture (+0 and +A). The name is to be able to actually toggle the texture. That's the setup.
Posted 14 years ago2009-07-10 20:43:17 UTC
in Killer Games Post #269898
Sadly, stupid people place the blame wrong, and stupider people believe them. Then try to pass a law or something to that effect.
Posted 14 years ago2009-07-10 20:41:00 UTC
in Planet TWHL! Post #269896
I've got to the title. Am I missing much?
Posted 14 years ago2009-07-10 20:36:26 UTC
in Tex lights not lighting? Post #269894
I'm only setting it to the +0 and not the +A, could that be related? I tried with default ones in my other map (the origin of this thread, see first post) and still no lighting, that's why I had resorted to use minimum light level.
Posted 14 years ago2009-07-10 13:23:32 UTC
in Forever Young Post #269861
That gives all her sisters the opportunity to play babysitter as much as they want. Don't all little girls love that? It should give them an awesome +20 babycare experience like noone's had before! By the time they have one of their own, they'll take care of it properly without even noticing.
Posted 14 years ago2009-07-10 13:13:26 UTC
in Project HellFire Post #269858
You'd have to gather a group first, and then discuss the whole plan so everyone can come up with ideas that best fit your intentions for the whole game - some might turn out better than you thought was possible. Just an idea...
Posted 14 years ago2009-07-10 13:10:05 UTC
in Tex lights not lighting? Post #269857
I don't know, I have seen animated textures listed in info_texlights in the maps Cpt. Terror told me to look at. As in, starting with "+0~...".

Oh well. I guess I'll resort to make two func_wall_toggles, turn off one of them and set the minimum light level on the other one. That can't fail, but it will double the entities.