Forum posts

Posted 2 years ago2016-12-26 22:29:58 UTC
in TWHL4 Design Crowdsourcing Post #332861
I'm with bruce, BBS was the sh1t. Honestly, besides BBSs style id probably design it in windows Vista boarder style. New websites are too optimized for mobile devices, its like the digital cancer of the modern age.

Oh, and also, this.
Stojke StojkeOPL - 3
Posted 2 years ago2016-09-09 17:07:41 UTC
in What is love? Post #331614
/thread
Stojke StojkeOPL - 3
Posted 2 years ago2016-09-09 05:04:39 UTC
in The Command Failed VHLT Post #331601
Is your compiler located on Disk C:\ ?
If so, the compiler might not be able to generate a textual log file because it does not have system permisions to write one. Try runing the program as administrator.
Stojke StojkeOPL - 3
Posted 2 years ago2016-09-07 05:53:18 UTC
in how to set up cs 1.6 for steam Post #331594
Posted 2 years ago2016-08-28 11:34:27 UTC
in TWHL World - Community Project Post #331446
Sorry for late reply again. Please exclude me from the list as I 95% wont be able to work on this mod. sorry lots of irl work :)
Good luck to those who do, dont give up.
Stojke StojkeOPL - 3
Posted 2 years ago2016-08-22 10:01:37 UTC
in TWHL World - Community Project Post #331366
Sorry for only reading this now, I was busy with a lot of work. How much time do we have to make a map? Can a map be random/phantasy made? (As in a fort-temple in the middle of the ocean)
Stojke StojkeOPL - 3
Posted 2 years ago2016-08-04 13:48:21 UTC
in TWHL World - Community Project Post #331085
So short summary of this project is? (might join in)
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-27 12:21:23 UTC
in Half-Life Enhanced Post #330983
A lot of things can be done if source code is released freely to use and modify. If we want that to happen we don't want to stand in the way. And going against some ones legal terms is definitely standing in the way.
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-20 08:55:24 UTC
in What happens if Hammer Editor shows no l Post #330901
Entities are defined in Game Definiton Files (FGD) if you do not have certain entities listed check what FGD files are loaded.
Also if it is an display error of some sort, please specify what Hammer editor are you using, and also specify or take a picture of your problem so its defined more clearly. Its all a guessing game right now.
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-17 06:48:33 UTC
in Switcahble teleport and multi source Post #330861
Thanks Admer :)
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-16 08:23:08 UTC
in Switcahble teleport and multi source Post #330846
Since i have not been making any complex entity setups in a long time, can any one remind me on how to controll an teleport on or off? As I remember it requires an switchable mater source/state, and also, can any one help me with making an door(entity) that activates only when 5 other triggers have been set, but this setup MUST restart each and every round (CS 1.6) no matter if the sequence is complete or not.?
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-14 09:53:29 UTC
in Half-Life engine access Post #330824
I saw xash, its pretty good. I haven't read much about it lately so im gonna inform now. I didn't hear about ReHLDS so that's cool.

I just had an idea, there should be ability to change texture sounds and import new sounds for each texture for crowbar hit and walk/etc.

As well as pack all resources into one file and not 50 different files and file types.
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-14 09:36:35 UTC
in Half-Life engine access Post #330822
Also Dynamic sky effects and sun light tracking glare/flare.
In my opinion changing the engine too much is pointless. There are already engines that can handle insane amount of graphical objects, like ue4.
Half Life should be modified to a point where it still retains its classic feel and looks but gains improved immersion, atmosphere and best of all functionality, for further mod and map development.

Pretty much, it needs some cool new graphical effects, audio improvements, polishing in movement, aiming and physics of objects, additional control over certain map and object aspects, better and more efficient rendering, more ability for entity interaction, and similar.

Sollokiller is there a place or a website where one can see other peoples engine modifications and read more about it?
Stojke StojkeOPL - 3
Posted 2 years ago2016-07-14 04:15:36 UTC
in Half-Life engine access Post #330816
What could be implemented is improved rendering efficiency, influence on engine specific functions via map code, higher limits, a way to make solids render like models, better underwater effects, and such.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-29 04:49:34 UTC
in A shooting range like in Blue shift Post #330639
Switch off all sounds in the map, if it doesn't help, change the starting times by 0.1 second.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-28 11:42:05 UTC
in A shooting range like in Blue shift Post #330637
"emit_sound : pitch 346 or "sv_startsound: sound = 2550"

This is a sound collision that can happen when 2 entitys try to make the same sound at the same time. An example: 2 trains running the same rail sound, both trains started by the same button so they try to open the sound file at the same time. The only known solution is to turn off the sound fx for both entitys....but that was for one case, feel free to experiment!
(For the SV also see SVC_BAD - since I am uncertain if it may not be related to memory overflow of too many entitys loading too many wavs into the precache. sv_startsound is just a guess so far....)
You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong."

Besides that, differ their volumes by 0.1 or their act time (entity start time) by 0.1 .
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-23 13:35:18 UTC
in soldier AI Post #330573
If you haven't seen that in any of the old mods I doubt its possible.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-21 08:21:44 UTC
in Post your screenshots! WIP thread Post #330523
Triangles muh boi, triangles :crowbar:
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-21 06:51:47 UTC
in Sprites of trees and bushes Post #330521
Mystique blue bush of blueness

Render mode : Texture ; FX 255
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-21 06:47:41 UTC
in Post your screenshots! WIP thread Post #330520
I feel that the brick texture is out of the place opposite to the original design. The wall infront of the ramp is too thin for bricks, should have been a more solid concrete texture in my oppinion.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-18 06:42:15 UTC
in What's up? Post #330502
I dont teach math, I teach life.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-18 06:00:35 UTC
in Post Your Photos Post #330501
@Striker 15 Dec 15 (Waaay too late to comment, but w/e :D )

Use more cleaning solution on those pins, that was a bad solder joint which could crack easily.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-17 10:03:53 UTC
in What's up? Post #330485
Of coruse its more of who you know than what you know because masses of people would rather only be a work slave for money than an true worker that surpasses his own ability and withstands the true tests of success.

No true knowledge = no success
College^School =/= true knowledge
Study^Self interest^A reason for = true knowledge

If you don't work hard and push your limits further you will never be more than an sheepy sheep.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-14 13:29:37 UTC
in What's up? Post #330430
Hope is nothing with out belief. If you can not get it done in 4 hours, than study 8 hours a day. Time doesnt mean anything if you eventually wasted it.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-13 19:21:15 UTC
in What's up? Post #330416
Math = Practice & Study (In order to udnerstand the logical reason behind it)
Nothing more, nothing less. Math is pure logic.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-12 19:56:17 UTC
in Post your screenshots! WIP thread Post #330397
Surf_lag_lord :biggrin:
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-12 04:55:12 UTC
in Big, open terrain maps? Post #330389
+/-8k works with player and entities. Beyond gave me problems.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-11 19:53:03 UTC
in Big, open terrain maps? Post #330384
There are hacks such as big maps toolkit from VulzaCN, but it is highly experimental to map beyond original limits, allthough it should be safe to use the area beyond +/-8k as visuals only where player and entities do not exist.
Stojke StojkeOPL - 3
Posted 2 years ago2016-06-02 08:05:38 UTC
in Post your screenshots! WIP thread Post #330312
All of that detail needs more noise, it looks too surgical, plus the default half life/cs player models are less detailed than the world.
In other words, its too bland most of the time when I see maps like this. A lot of the atmosphere is missing.
Id rather play old style nicely blended maps with good shadow/light work than just hyper size texture. But thats my opinion and I would like to hear some one elses as well :)
Stojke StojkeOPL - 3
Posted 2 years ago2016-05-31 12:05:42 UTC
in Hi Post #330259
Hi. I'm kinda old here.
Stojke StojkeOPL - 3
Posted 2 years ago2016-05-31 04:27:26 UTC
in Best Program Combines. Post #330253
If you want to keep it classic : Valve Hammer Editor 3.5 with Floating Point fix
If you want to keep up with time : Sledge editor or Jackhammer editor
Sledge is developed by our beloved Pengy san.

FGD for Half Life : Classic half life FGD
FGD for Counter Strike : Hex 805 FGD
Best compuile tools : VulzaCN HL Tools (VHLT) V34

You can get all that, and more, here: https://sites.google.com/site/gshltools/

There are also Half Life FGD improvements, but I haven't got into that much. You can read more here: http://www.flat2d.com/hammer.aspx
Stojke StojkeOPL - 3
Posted 2 years ago2016-05-28 16:55:20 UTC
in Post your screenshots! WIP thread Post #330240
WHat if it makes explosive crates?
Stojke StojkeOPL - 3
Posted 3 years ago2015-10-25 06:56:02 UTC
in TWHL Tourney Post #327336
Whenever I see some one commenting on how there is a lot of subtle hackers and cheaters that "nobody notices" I come to a conclusion that they do not know how to play the game well.

Its a known thing to have cheaters in a game, thats why there are localized communities for various games where there are active server admins that watch over the game and insure overall quality.

I stopped playing casual and competitive defuse missions a long time ago, even in beta. Hostage missions are much more relaxed and enjoyable.

CS:GO is a good game, but like any other, there are always those players who are pansies.
Stojke StojkeOPL - 3
Posted 3 years ago2015-10-24 07:50:28 UTC
in TWHL Tourney Post #327313
Since ive obtained an fairly capable computer i will be joining in the CSGO tournament.
Stojke StojkeOPL - 3
Posted 3 years ago2015-10-16 11:09:34 UTC
in TWHL Tourney Post #327284
Military as in civilized?
Stojke StojkeOPL - 3
Posted 3 years ago2015-10-07 13:07:31 UTC
in Post your screenshots! WIP thread Post #327221
Instant mix circular map idea inspired me to make something similar for my cs 1.6 zombie mod.
Stojke StojkeOPL - 3
Posted 3 years ago2015-09-30 11:22:13 UTC
in Post your screenshots! WIP thread Post #327112
@Alles
That looks pretty cool, i like the old school look of it.
Stojke StojkeOPL - 3
Posted 3 years ago2015-09-23 05:07:43 UTC
in Post your screenshots! WIP thread Post #327003
Will sven coop support custom player models/sprites/weapons per map?
Stojke StojkeOPL - 3
Posted 3 years ago2015-09-18 14:03:13 UTC
in Post your screenshots! WIP thread Post #326986
I like the iris door principle. Used the same thing in one of my maps a long time ago.
The light effect makes it really cool, and the texturing is great.
Stojke StojkeOPL - 3
Posted 3 years ago2015-09-18 08:11:15 UTC
in Terrain problem (Again) Post #326985
That terrain is fairly simple. It is made from upper and lower parts. Just create a triangle. Make a cube and slice it diagonally. Than morph the bottom and the upper parts individually.
Stojke StojkeOPL - 3
Posted 3 years ago2015-09-05 09:12:28 UTC
in Now Gaming: ... Post #326912
Pretty good for a first game. My first game was a jumping cube in Multimedia Fusion 2.
Stojke StojkeOPL - 3
Posted 3 years ago2015-08-12 14:37:06 UTC
in Planning a map... with words? Post #326689
When I plan I use basic lines and a lot of descriptive text.
Stojke StojkeOPL - 3
Posted 3 years ago2015-06-29 08:44:46 UTC
in TWHL Tower Post #326136
So pretty much we had an year to make our part for this compo?
Stojke StojkeOPL - 3
Posted 3 years ago2015-06-02 21:08:43 UTC
in Your Apex Map — Your Mapex Post #325782
Do not start new project until you finish an already started one. Instead write it down in detail.
Stojke StojkeOPL - 3
Posted 3 years ago2015-05-23 17:35:40 UTC
in Post your screenshots! WIP thread Post #325636
Very pretty whirpool effect!
Stojke StojkeOPL - 3
Posted 3 years ago2015-05-22 09:44:12 UTC
in Your Apex Map — Your Mapex Post #325630
Source Zombie mod for CS:GO
With custom maps such as cities, swamp, town, ship and the moon (space) with custom weapons, different zombie classes per map, night day transitions.
Pretty much buffed L4D, only more players and environments (not story based).
Stojke StojkeOPL - 3
Posted 4 years ago2015-04-27 06:07:15 UTC
in How much variety/level environment does Post #325403
just let your imagination free. It is true that HL lacks some proper city level textures, but you will think of something.
Duke Nukem levels are the shit because of the ways mappers walked around the limits of walk able space.
Stojke StojkeOPL - 3
Posted 4 years ago2015-04-23 05:17:03 UTC
in Competition Proposition Post #325347
Remaking an game level from Before 2000 its an amazing idea.
That's the age of pioneering 3D games. There is so much you can see from various consoles and games.

That would be an awesome compo, yet a pretty hard one, because it will be a fine task to honour an old school level :)
Stojke StojkeOPL - 3
Posted 4 years ago2015-04-22 21:36:29 UTC
in TWHL Tower Post #325342
In the idea of TWHL MiniVerse, we could make something interesting like an Crash Bandicoot level select portal room where you jump into a sphere with an overlapping image of the world you're about to enter.

I know that making something like this would indeed be awesome, but I also know that with out some rules and limits the results would be the same as in an completely limited competition.

Maybe next time the rules could be -> Moderate world size + It needs to have something funny
I wonder how would a competition focused on making maps similar to Duke Nukem style turn out.
Stojke StojkeOPL - 3
Posted 4 years ago2015-04-22 06:30:38 UTC
in TWHL Tower Post #325337
In my opinion the room size is too restrictive for some one who wanted to make an atmospheric map. For example I pretty much never played half life more than multi player maps when I was younger, and some fine mods.

Height of the celling really has an influence on maximum creativity of individuals.

Maybe the better idea would have been TWHL mini universe (MiniVerse):
User posted image
Stojke StojkeOPL - 3