Forum posts

Posted 13 years ago2010-11-26 16:39:51 UTC
in Post your screenshots! WIP thread Post #287314
r speeds 9000
Posted 13 years ago2010-11-24 22:51:55 UTC
in how to view model animation tags (golds Post #287272
I don't have an "events" combobox in the sequences tab. I'm using HLMV v1.24
-Are you using Jed's or something different?
Posted 13 years ago2010-11-24 22:43:56 UTC
in A Breakthrough! Finally. Post #287271
Okay so like a long, long time ago there was this problem about the cleansuit scientist derived monster class that was supposed to NOT heal the player at all (because the model itself had no needle, so if he healed you it will look like he punched your health up with his fist)

This was the code give in the tutorial (which didn't work)
class CCleanSuitScientist : public CScientist
{
public:
void Spawn(void);
void Precache(void);
BOOL CanHeal(void);
};

BOOL CCleanSuitScientist::CanHeal(void)
{
return FALSE;
}
I tried it myself for twenty years (an exaggeration) and true enough, it doesn't work. The cleansuit still heals you. So I came to the conclusion that the tutorial is wrong.

After centuries of searching for HL coding tuts, most of which are defunct planethalflife sites that no longer exist, my exhaustive 300-year trek led me back to TWHL, where there was a time machine that I never knew existed. I stepped in reluctantly.

Visions of past occurrences flashed before my eyes, and in one quick epiphany, I saw the answer laid out to me in plain fashion with extra emphasis.
class CCleanSuitScientist : public CScientist
{
public:
void Spawn(void);
void Precache(void);
virtual BOOL CanHeal(void);
};

BOOL CCleanSuitScientist::CanHeal(void)
{
return FALSE;
}
And virtual BOOL CanHeal(void);
is to be placed into the parent CScientist class def as well.

Anyway this thread is just a bait to get someone to help me with the other problems I have. Also if anyone wants to share with me their coded monsters I would greatly appreciate, and your name will be left in the source code as comments.
Posted 13 years ago2010-11-24 06:15:42 UTC
in how to view model animation tags (golds Post #287243
So I was just figuring out the handleanimevent function in this mess of a codebase. And it seems to depend on animation "tags" that were pre-defined in the model itself.

How do I view these 'tags'? HLMV seems to lack that functionality.
Posted 13 years ago2010-11-23 20:32:52 UTC
in Competition 29 Post #287217
(Comment buried)
Posted 13 years ago2010-11-23 20:20:52 UTC
in Competition 29 Post #287214
I'm fed up with screwing up the SDK so I think I should map nao.
All coding and no maps makes Jack a dull boy.
Posted 13 years ago2010-11-20 05:08:13 UTC
in help with make a new mod Post #287137
there is nothing I didn't like: I can't try your map because I dun have HL2. But if you are going to make an HL1 mod then I am all for it. Good luck man.
Posted 13 years ago2010-11-20 05:06:06 UTC
in help with make a new mod Post #287135
no offence, but looks like you don't have (much) experience in mapping
Posted 13 years ago2010-11-20 04:59:29 UTC
in help with make a new mod Post #287132
do you have a moddb, or other webpage that shows your mod? If yes, can you link it here?
Posted 13 years ago2010-11-18 22:20:34 UTC
in Competition 29 Voting Thread Post #287105
just occurred to me: the word "historical" is extremely broad of a word, does it mean history as in Game history, or Textbook History, or what?
Posted 13 years ago2010-11-18 03:42:26 UTC
in Skybox Crash Post #287101
curious: is it DM or SP
Posted 13 years ago2010-11-11 22:44:58 UTC
in Need help (making a map) Post #286995
Thanks for such quick responses. Twhl is so awesome.

I didn't want to use an explanation because it will be hard to hear speech with the firefight going on. Also making custom wavs will require me to research and find the software setup etc. etc.

Jeff, with your suggestion I looked thru NPC model animations and I found a "waving" animation. I think that's the best way to go.

Thanks everyone! When I finish this map I hope you all enjoy it.
Posted 13 years ago2010-11-11 21:56:58 UTC
in Need help (making a map) Post #286992
Ok so I have been making this map since last year, and now I think it needs a...renovation. Originally, the player is supposed to pick up a bunch of brush-entity green rods on the floor and press "use" on a target (indicated by a decal) to use the rod on the target, causing a fun explosion that will allow player to proceed.

The problem I have, however, is that it is not immediately obvious that these green rods are supposed to be picked up. Even worse, the entire area is a big firefight where the player must constantly be in cover. THEREFORE I am looking for a method to indicate to the player that the green rods on the floor must be picked up and "used" on the target decal which is located elsewhere in the room. I tried creating a func_wall flag with a big arrow pointed at the rods, but it looks stupid and out of place. I also tried using arrow decals but the it makes no sense to be on the floor that I used.

I don't want to use game_text because it is not very creative and also players may be too occupied with finding cover to read effectively.
An ammo_pickup sound is also bad because the firefight is going to drown out any sounds and some tube spamming is also present.

If you give a feasible solution, your username will be added to this map's readme. Thanks.
Posted 13 years ago2010-11-11 05:29:49 UTC
in Wildtime Discussion Post #286972
WC, The faceless were part of the dream, I believe.

Jeff, I googled it and got http://www.world-of-lucid-dreaming.com/wake-induced-lucid-dreams.html and wikipedia. They have pretty good procedures.

As for the rest of you guys... too much id.
Posted 13 years ago2010-11-10 19:07:39 UTC
in Wildtime Discussion Post #286959
So I read WC journal post yesterday, and I then proceeded to go on everyone's favorite online encyclopedia and try to attempt lucidity in sleeping.

Unfortunately seeing as I'm a newbie in this attempt (WC has around 3 or more previous forum posts on dreams), I didn't get such an interesting experience as his was. But I think I was able to achieve the dream/awake state last night. What happened was, when I came to, I saw in front of me these faceless figures. I took a step forward, towards them and at that point I fell off the platform.

I fell and fell through the sky, and I was in fits and desperately wanted to stop falling. I also heard this voice saying "aaaaaaaaaaaaaaaa" in a semi-monotone, but that was probably me, falling. So what I did was, I said COME HERE! and threw a grapple rope at the platform that I fell from. But unfortunately the rope couldn't travel fast enough against the acceleration of my fall, and I failed to stop falling.

I then sought to grow some kind of parakoopa wings so I can stay afloat, but the wings I got were pathetically small and totally unhelpful. Despairing, I resigned to my fate at the bottom, as my senses got overstimulated due to the anticipation of the end of the fall. This sensory over-stimulation/excitement brought about the end of sub-reality.

ENDNOTES

I immediately realized that this dream bears some resemblance to WC's favourite cartoon, although I didn't really know why or how. I also discovered that over-stimulation/excitement of the senses can easily bring a person out of sub-reality. What I want to say now is: everyone, try this for yourself. It is...gnarly, and we all are excited to hear about your experiences as well on this.
Posted 13 years ago2010-11-08 23:01:49 UTC
in Competition 29 Voting Thread Post #286920
there are alot of abandoned hospitals already done, namely the top 2 horror mods for HL1.

I looked at previous compos and saw that some contests revolved around a specific func_entity (like water or glass). So how about a theme in that fashion?

I call func_pendulums.
Posted 13 years ago2010-11-08 04:32:24 UTC
in Half Life: Potential Study Post #286894
is it for goldsource?
Posted 13 years ago2010-11-08 04:28:35 UTC
in Desktops of Novemer Post #286893
Spelling nazis approaching. Beware.
Posted 13 years ago2010-11-07 13:02:48 UTC
in Mapping for Half-Life: Source Post #286870
Welcome to the SDK. I heard Source SDK is chock full of problems (too many updates that screw it up or something).
Posted 13 years ago2010-11-06 13:06:55 UTC
in Can't connect to steam Post #286840
Steam is always causing problems to someone, somewhere.
Posted 13 years ago2010-11-05 17:03:34 UTC
in Theoretical Disaster Post #286811
that ak looks like its for HL2 (and I think this is HL1 mod)
Posted 13 years ago2010-11-01 18:43:15 UTC
in Theoretical Disaster Post #286747
ahhhh, potatis how did you get source code to work with 2008 express? I couldn't get client to work on it so I can't do weapons
Posted 13 years ago2010-10-31 23:10:01 UTC
in Theoretical Disaster Post #286730
hey buddy, I'm an avid watcher of HL1 mods and I was wondering how much progress do you and your team have, like how many maps etc. Also if you're using spirit please don't use the buggy ones..
Posted 13 years ago2010-10-27 14:35:39 UTC
in Leak problem... Post #286655
i personally use the console command 'pointfile' in-game. Following that mess in worldcraft is a waste of tyme.
Posted 13 years ago2010-10-20 22:40:20 UTC
in Anyone play Starcraft 2? Post #286552
nice dragoon avat- wait, they don't call those "dragoons" anymore, do they?
Posted 13 years ago2010-10-19 21:00:14 UTC
in Some guy rants about goldsource Post #286528
http://www.moddb.com/members/saxon1/blogs/blar

So this guy was getting pissed at goldsource and starts comparing it to crysis and other modern engines. I personally disagree only because my computer sucks lollipops and goldsource is all I can do well on, but what's everyone else thinking?
Posted 13 years ago2010-10-14 20:18:12 UTC
in TWHL's Got Talent Post #286371
I played alien blast once upon a time. Wasn't it's gameplay something like room with horde of monsters - fast conveyor to next room - room with horde of more challenging monster-and so on.

Twhl's top maps can be kinda random, didn't csde school assault become a top map?
Posted 13 years ago2010-10-14 01:11:29 UTC
in TWHL's Got Talent Post #286345
Posted 13 years ago2010-10-14 00:59:25 UTC
in TWHL's Got Talent Post #286343
So I was at this russian website doing russian things and I saw that they were giving reviews of these maps in Russian. If you see your map in the list below (or would like to play them) then go and take a look (use google translate). Almost all the maps are single player because that's what I like. But lot of the maps are "my first maps" and so may possibly be a waste of your time.

371. Dream
373. Ministeve: The Beginning
383. Map with no download
390. Map with no download
1250. Looping Stage (gone)
1328. Ominous Reality
2106. Nightmare: A Horror Map
2229. Challenge
2327. Two Tower
2337. Small Battle
2393. Small Battle 2
2817. Impulse 101 - The Train (gone)
2961. Func_breakable - THE INVASION (gone)
2996. Complex (not actually sp)
3026. The Party (gone)
3166. Sand 01
3347. Rescue 2 (gone)
3390. Barrel of Grunts
3403. Xen Transportation
3411. BOG (stands for barack obama grenade)
3734. On The Other Side (gone)
3908. Vital Signs
4073. Ickylab
4314. In The Kitchen
4502. Quanintine

In addition to regular mapvault maps, there were also some compo maps floating around at the russian city 17.

Ruled by Insanity (twhl compo)
De-Railed (twhl compo)
Agamemnon Icarus Glass (twhl compo)
Emissary (twhl compo)
Test Lab 16 (twhl compo)
Cause of Death (twhl comp)
Funhouse (twhl compo)
No Name (twhl comp)

I'm curious as to what happened with the (gone) maps. I might want to try some of them but it's not on my priorities. But at least please give me an explanation as to what happened to them. Thanks everyone.
Posted 13 years ago2010-10-13 22:57:13 UTC
in How to make trampolines? Post #286342
epic fails are funny.
Posted 13 years ago2010-10-13 01:23:39 UTC
in How to make trampolines? Post #286327
I wish we can play santa revenge 2. I have no idea where to get it though.
Posted 13 years ago2010-10-10 23:07:20 UTC
in Opposing Force server! Post #286273
Ok so I was in the server and I kept getting kicked out, error said something about a "challenge".
Posted 13 years ago2010-10-08 19:58:01 UTC
in tank with gun Post #286226
yeah there was a pretty epic scene in Issues where i was stuck in a house with a tank outside circling around and shooting at me. It's nice for mappers these days to come up with aspiring ideas.
Posted 13 years ago2010-10-07 01:29:37 UTC
in Competition 29 Voting Thread Post #286202
Didn't mean to make your life difficult but to be honest it is kinda funny.
Posted 13 years ago2010-10-04 14:04:45 UTC
in Competition 29 Voting Thread Post #286098
There are wayyyy to many "under the sea" mods, challenger deep, subhumanity, unknown menace and already that's alot

how about a "most creative map in existence"? Anybody remember alternative origin? if not, search it on twhl
Posted 13 years ago2010-10-03 18:35:35 UTC
in Soda Machine Post #286064
the monster_handgrenade entity is quite crappy. Assuming you don't need the grenade to explode, try using an env_shooter with the w_handgrenade.mdl
Posted 13 years ago2010-10-02 17:56:56 UTC
in Competition 29 Voting Thread Post #286016
theme park's been done too (Redemption)

There's always a good idea, but it's very likely been done before
Posted 13 years ago2010-10-02 17:41:05 UTC
in Competition 29 Voting Thread Post #286013
there's already a post nuclear mod WITH A ZOO. It's called Nuclear Winter

Come on peeps, let's be more creative

Regarding a topic:
Perhaps we should do something from a base? Like take a bland hallway and detail it, light it, add ambiance, retexture it, etc.
That is essentially what my theoretical compo idea entails. Smokey the Bear says only YOU can prevent Mapping Disasters.
Posted 13 years ago2010-10-02 00:36:14 UTC
in Competition 29 Voting Thread Post #285974
THEORETICAL COMPO 29

Re-make and improve on one of the most well known maps in HL modding history: http://tenfourmaps.telefragged.com/php/review.php?gameid=hl&levid=army

Link available of course: http://www.atomicgamer.com/files/6319/andreas-jnssons-when-the-army-came-to-the-office

Briefing: The following map is one of the oldest and most well known maps in Half Life mapping history. However, it suffers from serious beginner mapping problems (ex. LEAK LEAK LEAK). In addition, there is a serious oversight in gameplay design (all the weapons/items in one room, all the enemies in the other room). ON TOP OF THAT the architecture is in serious need of a renovation. Your job is to re-map and improve this map so that it doesn't go down in HL history as an all-time tragedy:
Every single level author has started off with a piece of crap like WTACTTO; the difference is that they haven't decided to thrust it upon the rest of the world. Here's a hint for future mappers: try to get your little creation looking and playing better than the goddamn Worldcraft tutorial map before you embarass yourself with its release.
Posted 13 years ago2010-09-30 20:04:26 UTC
in The TF2 Manconomy Update Post #285901
are you saying what I hypothesized was wrong, or that this way to garner cash by valve is wrong in the moral sense?
Posted 13 years ago2010-09-30 19:59:30 UTC
in Feed your TWHL Post #285899
When I looked at the left column, under REFERENCE->ERROR GUIDES->SOURCE ERRORS it looked like TWHL was really starving in that area. Anyone here with no life outside of TWHL, you want to feed it?
Posted 13 years ago2010-09-30 19:48:04 UTC
in The TF2 Manconomy Update Post #285898
wow. Need real money to buy virtual items. It's farmville all over again.
Posted 13 years ago2010-09-29 21:23:05 UTC
in Competition 29 Voting Thread Post #285877
Well I could link you all up to a fail map from year 2000 on atomicgamer and everyone can see it and then make a much improved version thereof
Posted 13 years ago2010-09-29 21:16:42 UTC
in Half Life: Potential Study Post #285876
chaos theory is taken too. That was a fun mishmash of a mod.
Based on your chapter names the plot seems to parallel that of Half-life.

Well I could help you brain storm a name but I need more um, sneak peeks.
Posted 13 years ago2010-09-28 00:41:07 UTC
in Half-Life New Models Post #285807
well I took it to meant that an env_spark appears above monster's heads. I found that it was a debug function that was in the SDK. It occurred when monsters can't find a path to the player CUE "You're going to have to leave me here, Gordon"
Posted 13 years ago2010-09-27 21:13:16 UTC
in Half-Life New Models Post #285802
when you say sparks randomly happening do you mean above monsters' heads when they hesitate or something?
Posted 13 years ago2010-09-27 20:59:00 UTC
in Portal: Chamber 13 Post #285800
I remember playing this from PP, not too easy, not too difficult.
Posted 13 years ago2010-09-27 20:43:02 UTC
in Half-Life New Models Post #285799
spirit.dll is a modified code for HL that lets you use half-life monsters, but with any model you want. get spirit.fgd or play some spirit-based mods like Reissues and you'll see what I mean
Posted 13 years ago2010-09-25 19:57:50 UTC
in I find this funny Post #285739
A while back dude named george posted a thread in "Site comments suggestions" asking for help because he got this problem
"Map '(map name)' bsp version 20, e
Muzz closed that thread I think, because he thought it was posted in the wrong forum category. While I do agree with this point, this thread leads to an area that I like to discuss. And there's also a bit of irony that Muzz is the one that closed this particular thread. Heh.

The entire problem, I'm sure is "Map '(map name)' bsp version 20, expecting 19" which occurs when he tries to load a map but the map doesn't load. Now I already know what is the problem, I'm sure joebama also already knows the problem, but does everyone else want to take a stab at it?

Heh, heh. This is funny stuff.
Posted 13 years ago2010-09-25 19:41:13 UTC
in What's the origin of your username? Post #285737
my user name? Err, why don't you take a look at my journals. That might help you to understand why this name is appropriate.