Forum posts

Posted 10 years ago2013-07-04 21:59:22 UTC
in Post your screenshots! WIP thread Post #314122
Hey again.
User posted image
User posted image
Posted 10 years ago2013-04-20 15:28:58 UTC
in Post your screenshots! WIP thread Post #313346
User posted image
User posted image
Edit: Damn it! Forgot how to post pictures.

Edit: Fixed. Thanks Trempler!
Posted 11 years ago2013-03-28 18:45:06 UTC
in Post your screenshots! WIP thread Post #313182
Sure, why not! I'll add you to Steam to notify you easier. The only problem is that I work very slowly, but when I get something done I'll let you know.
Posted 11 years ago2013-03-28 18:30:16 UTC
in Post your screenshots! WIP thread Post #313179
@Trempler, well this map started as a dream (the track area to be exact).
In my dream it was just a big vertical concrete room with walkways and ladders. From there on it turned into some kind of small secured storage/subsurface transportation area used to supply sections of the Lambda complex including a branch of the Lambda coolant system located above it.
I don't really plan much, I just map as I go. Figured I could include this thing into a map pack I'm making, nothing spectacular. Just another BM themed map pack. I don't know if I will ever release it, it's just a hobby as of now.
Posted 11 years ago2013-03-25 17:43:09 UTC
in Post your screenshots! WIP thread Post #313143
Hi all.
User posted image
User posted image
Posted 11 years ago2013-02-01 23:20:34 UTC
in forced HD pack Post #312425
UPDATE: Valve added an activate/deactivate HD pack option in the video tab.
Posted 11 years ago2013-01-31 17:07:47 UTC
in forced HD pack Post #312362
I don't know if Valve gave us the models which were lacking animations but recently I took a look at some of the models and they have all the animations they should have. I guess they recently replaced the bad stuff with the good stuff.

EDIT: Well, nevermind. There are missing animations.
Posted 11 years ago2013-01-28 17:53:03 UTC
in forced HD pack Post #312358
Nope, it doesn't apply to HL:S.
Posted 11 years ago2013-01-28 00:55:49 UTC
in forced HD pack Post #312343
They are porting Half-Life to Linux and Mac so they are probably using hd stuff to appeal to new users (I damned hope it is temporarily!). I do not like the hd stuff a lot because of minor things.
Posted 11 years ago2013-01-28 00:13:01 UTC
in forced HD pack Post #312341
Custom stuff gets automatically replaced.
Posted 11 years ago2012-10-21 17:06:23 UTC
in A question regarding catwalks in Half-Li Post #310518
Oh, haven't tried that, will now tho. Thanks!

EDIT: Your suggestion works 2muchvideogames, thanks!
Posted 11 years ago2012-10-21 12:16:03 UTC
in A question regarding catwalks in Half-Li Post #310515
Okay thanks guys, will try your suggestions out!

EDIT: Nope. When I place a grunt on the grate then those yellow dots fly around him. When he dies his body doesn't fall through it and the weapon he drops stays on the grate. Placing nodes on the grate doesn't help either.
Posted 11 years ago2012-10-20 18:17:06 UTC
in A question regarding catwalks in Half-Li Post #310493
The catwalk is approximately 2,5 meters high, so it isn't difficult to spot them. If I would use func_wall the player wouldn't be able to shoot them and they wouldn't be able to see and shoot you. Those three things just wouldn't look and feel right in my opinion.

EDIT: Thanks for the suggestion tho!
Posted 11 years ago2012-10-20 17:45:45 UTC
in A question regarding catwalks in Half-Li Post #310487
Wait, that would make the player and/or the npcs shift up by 1 unit when walking over them wouldn't it? It would look weird seeing a npc or your view jump up a little when walking over them.

EDIT: Sorry, should use this edit option more.
Posted 11 years ago2012-10-20 17:24:38 UTC
in A question regarding catwalks in Half-Li Post #310486
I want both npcs and the player to be able to walk on the catwalk. I'll try your suggestion, thank you.
Posted 11 years ago2012-10-20 17:04:49 UTC
in A question regarding catwalks in Half-Li Post #310483
So I've made some catwalks. Parts of those catwalks are textured with a grate texture and those grate textured parts are func_illusionary. I've made func_monsterclips and clip textured brushes and put them alltogether inside the func_illusionaries. I noticed the soldiers I placed can't walk over them.

I don't want to use func_wall brushes for this as I want the bullets and grenades to be able to travel through the grate textured brushes. So does anyone have any suggestions? All help is appreciated and thanks in advance!
Posted 11 years ago2012-07-05 17:16:35 UTC
in The Compilator 2 issue Post #307646
Hi Dimbark!

Everything is set up correctly. But I solved it. I copied the entire stuff from the map and pasted it into a new map. Now... it works fine. A weird glitch happened apparently.

Thanks for your attempt to help!
Posted 11 years ago2012-07-05 11:59:05 UTC
in The Compilator 2 issue Post #307642
Hi all!

Today a weird error happened preventing me from compiling a map. This is what it shows me in the error report:

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: hlcsg.exe "C:Documents and SettingsabcDesktopmapstrainingunderwater.map"-wadinclude C:SIERRAHAMMERtoolszhlt.wad -cliptype Precise -texdata 8192 -chart -estimate
Error: Error opening C:Documents and SettingsabcDesktopmapstrainingunderwater.map: No such file or directory

--- END hlcsg ---

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: hlbsp.exe "C:Documents and SettingsabcDesktopmapstrainingunderwater.map"-texdata 8192 -chart -estimate
There was a problem compiling the map.
Check the file C:Documents and SettingsabcDesktopmapstrainingunderwater.log for the cause.
--- END hlbsp ---

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: hlvis.exe "C:Documents and SettingsabcDesktopmapstrainingunderwater.map"-fast -texdata 8192 -chart -estimate
There was a problem compiling the map.
Check the file C:Documents and SettingsabcDesktopmapstrainingunderwater.log for the cause.
--- END hlvis ---

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: hlrad.exe "C:Documents and SettingsabcDesktopmapstrainingunderwater.map"-lights C:SIERRAHAMMERlights.rad -texdata 8192 -chart -estimate
There was a problem compiling the map.
Check the file C:Documents and SettingsabcDesktopmapstrainingunderwater.log for the cause.
--- END hlrad ---

Copied C:Documents and SettingsabcDesktopmapstrainingunderwater.bsp to:

C:Program FilesValveSteamSteamApps____half-lifevalvemaps

I tried the following:

Re-added the map to the compiling list (before and after restarting the program), restarted the pc, moved the map to the desktop.

If anyone knows or has an idea on how to fix this, please do help. I appreciate any attempts on helping me out!

Thanks in advance!