Forum posts

Posted 14 years ago2009-08-23 15:01:49 UTC
in TWHL's Classic DM Server Post #272417
What, there used to be bots on the server? Bad idea. HLDM NAO is stupid because you can't really expect anyone to be reading the shoutbox at the same time as you post the message. That's why I think it's better to put a message like "HLDM in XX minutes from now". At least I got some players by that method. But probably when the bots were in, players got tricked into the server more easily because of the higher player count and most likely quit immediately after noticing the bots.So I don't think they really would improve anything anyways.
Posted 14 years ago2009-08-18 05:57:20 UTC
in TWHL's Classic DM Server Post #272146
I'm sorry, why is that a problem? People join if the server is busy anyway.
i didn't say it's a problem. i just pointed it out if someone would consider it a contributing factor.
Posted 14 years ago2009-08-17 17:46:52 UTC
in TWHL's Classic DM Server Post #272096
By the way, admins of the TWHL Steam group can set weekly events over Steam to pop up and remind everyone who's a member of the group. It'd be much easier than logging in to TWHL and seeing "HLDM NAO!"
Well in that case non-TWHL players won't know about the arranged times. But nevertheless it's a good idea. I must say though that I doubt an arraged timeslot for EVERYDAY would be so pratical. That would probably result in a more scattered playing pattern in terms of days, and we really can't expect anyone to play everyday! So if for example a playing time would be set for only once or twice a week then more people will be more likely to end up in the server at the same time.
Posted 14 years ago2009-08-16 05:18:49 UTC
in TWHL's Classic DM Server Post #272025
It's good if the arranged timeslots could be added to the server's MOTD. As for the european time i would suggest 18:00 GMT
Posted 14 years ago2009-08-16 04:27:44 UTC
in TWHL's Classic DM Server Post #272022
hmm maybe there should be a another timeslot for european members, since 50% of the members here are american and the rest mainly european.
Posted 14 years ago2009-08-16 04:23:03 UTC
in TWHL's Classic DM Server Post #272020
If that is PM then it is simply out of the question for me. but AM would be fine.
Posted 14 years ago2009-08-15 14:31:00 UTC
in TWHL's Classic DM Server Post #272004
just announce your gaming intentions on the Shoutbox like about 1 hour in advance before you intend to play. by doing this i have ALWAYS had at least one other dude to play against. But i would love to see someone come up with a more organized way of gathering players at the server.

Looking at the server stats it seems like ? of the players are from USA, which sucks for me cause i live in the GMT+2 time zone.
Posted 14 years ago2009-08-11 06:45:22 UTC
in TWHL's Classic DM Server Post #271843
ok, thanks
Posted 14 years ago2009-08-11 05:59:48 UTC
in TWHL's Classic DM Server Post #271840
I have a problem with the AMX mod the server is using. Whenever there is a menu appearing, I can only select choices numbered 1-5 but not 6-9 and 0.
Posted 14 years ago2009-08-10 12:25:42 UTC
in TWHL's Classic DM Server Post #271825
no it's just with few of the custom maps i've tried. I also tried OpenGL and no difference. And i just recently formatted my entire HDD. I think the problem has something to do with the map. Try if anyone else gets the same prob at ancient_box?

PS. Ill be at the TWHL HLDM server today at 18:00 UTC/GMT time so if anyone is interested to join me.. I'll leave after 15 min if nobody joins.
Posted 14 years ago2009-08-10 10:14:31 UTC
in TWHL's Classic DM Server Post #271816
Radeon X1650 Series (ATI Radeon Graphics Processor AGP (0x71C1))
video moded D3D rendered 32 bit 1280 x 1024.

An example map like ancient_box is when facing the center i get the jittering.
Posted 14 years ago2009-08-10 07:36:55 UTC
in TWHL's Classic DM Server Post #271804
i tried a couple of times joining the server and I noticed alot of the times i join a CUSTOM map the view motion starts to jitter abit and it is a bit difficult to turn with the mouse. seems like the map is running a bit slow. i know this isn't because of internet lag because i get it when playing the maps single player. is this attributed to the r_speed thingie/poor level optimisation everyone talks about? and i don't have a particularly slow pc either; i can run HL2 on high video configurations almost smoothly. also does anyone ever play on this server? :)I never see any players on it.
Posted 14 years ago2009-08-08 10:37:27 UTC
in Crowbar glitch.. Post #271732
Hmmm.. It's funny they never fixed this. The bug has been there for quite a long time..
Posted 14 years ago2009-08-08 07:40:08 UTC
in Crowbar glitch.. Post #271720
I'm using the Steam version but I get the glitch also on the WON version. I get the problem all the time. It also happened in my old computer so I don't know how it is possible since the installations were completely independent from each other. Funny to notice that back in 1998 when I got the game on my old computer there was no such problem until a few years after that it became permanent.
Posted 14 years ago2009-08-08 05:34:42 UTC
in Crowbar glitch.. Post #271714
Hello I've had this glitch ever since I can remember in Half-Life on both of my computers so I wonder if this is a commong problem. So when ever I try to hack to pieces a corpse of a monster in HL, the crowbar somehow start hitting extremely rapidly in a high frequency rate at the body until the corpse explodes into bits and pieces as it normally would. What is causing this problem and is there a way to fix it? If my description was unclear I can post a short video clip of the glitch if necessary.
Posted 14 years ago2009-08-07 15:11:02 UTC
in Where are the files? Post #271678
Thanks, Jeff!
Posted 14 years ago2009-08-07 11:48:04 UTC
in Where are the files? Post #271663
Previously I was using the non-Steam installation version of HL. Now I finally installed it on Steam, but I don't know where to find all the sprite, sound and model files etc.? In the non-Steam version I could find them all from the pak0.pak file but now there is no such thing?
Posted 14 years ago2009-08-05 05:25:59 UTC
in func_water problem.. Post #271462
Ok. Yes, i am using the WON version. Why? Well because me and my brother share the same copy of Half-Life so he uses it with his Steam account and I play the game just normally non-Steam. Well thanks for your answers.
Posted 14 years ago2009-08-04 18:05:15 UTC
in monster_zombie sequence.. Post #271427
I sware I messed around before for like 2 hours to get this working but doing what you said it works fine now... Thanks!
Posted 14 years ago2009-08-04 17:34:13 UTC
in monster_zombie sequence.. Post #271424
I need to have a monster_zombie stay idle in a certain position (ventclimbidle) then perform a sequence (ventclimb) once I use a trigger_once. Now I read all the related tutorial (the one with the 2 monster_barneys) and also looked through old discussions but I still don't know how to make this happen with the animations to execute seamslessly. first of all getting the monster_zombie to stay still in that idle animation - i don't know how to do that.
Posted 14 years ago2009-08-04 17:23:02 UTC
in func_water problem.. Post #271423
When I make a func_water entity it looks all fine but when I'm under the surface for a while, instead of oxygen dropping it seems that I start to get freeze damage. When I get back to the surface my health regenerates just like oxygen would. Now there was one thread posted here ages ago with the exact same problem but nobody seemed to know how to fix it except by using a combination of a trigger_hurt entity; is this really the only solution? also there was a mention that the damage type was linked to the specific liquid texture used. Now i tried maybe 5 different water textures and all of them cause freeze damage. As for the entity properties I used all default values.