Forum posts

Posted 7 years ago2017-01-01 22:31:26 UTC
in TWHL4 Design Crowdsourcing Post #332944
Make it bootstrap/responsive website.. but not too modern since its a FORUM based website.. so use whole width of the screen, but not too minimalistic :)

ps.

twhl is a good platform for cross engine users
Posted 7 years ago2016-09-12 13:44:34 UTC
in [CS:GO] Waterloo Post #331638
So, this is my first Source engine map. Maybe a little too strange layout..

I started out with making a building for a competition on /r/csmapmakers

and later on i just created the rest around it.

20 compiles, 10 playtests and 200 hours of work later i can post here an official release too..

wondering if u guys can check it and give me some feedback :)

http://steamcommunity.com/sharedfiles/filedetails/?id=663589039

Images are in the link too.

Thank you for checking :)
Posted 8 years ago2016-01-12 19:55:34 UTC
in TWHL4 Suggestions Post #328200
Google's "Material Design" could probably be considered one of the more "modern" designs that's popular at the moment.
Penguin is right, this would be great! a responsive website is what twhl would cheer up.
Posted 8 years ago2015-07-21 18:17:21 UTC
in Help with setting skybox on Hammer 3.4 Post #326524
cl_ is an ingame command abbreviation (cl = client, sv = server) you only need to typ names of it.

e.g. cl_skyname "night" <-- ingame console
Posted 8 years ago2015-07-14 15:16:01 UTC
in TWHL Tower Post #326400
in fact I found Malle's map more fun than the entire Portal 2, lol
stop crawling in my butt plz

on topic: nice commentory jessie since u broke the rule of the limited space.
Posted 8 years ago2015-07-13 18:36:59 UTC
in TWHL Tower Post #326366
That's quite rude
I mean it in a game wise way. I played the whole building and i saw two maps being as easy like going to the bathroom in the dark at your own home.. I'm not going to call names on them, but i thought it was a puzzle building as far as i saw mine was the best puzzle because it took you busy for a while.. if you can solve a puzzle within 5 minutes does the puzzle can u get a clue of its difficulty? I think my philosophy psychology about puzzles are way to far ahead. indeed my game was clueless, but isn't that the part?

i really liked the asian style map. good job polishing it. didn't know we were making a beauty salon in the first place.

If u want to delete my part its okay. but it wouldn't be fair compared to the people on the communnity doing nothing
Posted 8 years ago2015-07-13 18:21:53 UTC
in TWHL Tower Post #326363
Well, the point of my map is that you really need to think and stop being the lazy t-rex you are. thats it. it works perfectly so far.

Being irritated by a puzzle makes it a nice puzzle.. at least you solved it.. i get phonecalls of monkeys still being stuck in it.

If you don't like my map ure just a narrow minded person that doesn't want to do things. and indeed my map doesn't fit the rest. i saw couple of useless maps you could just walk through and didn't find that a puzzle more a dinner at the mc donalds, it was nice but i felt empty afterwards
Posted 8 years ago2015-07-12 18:03:25 UTC
in TWHL Tower Post #326323
huge lag on 3rd floor Q_Q

this might be caused by the movable chairs :)
Posted 8 years ago2015-07-12 17:58:51 UTC
in TWHL Tower Post #326322
huge lag on 3rd floor Q_Q
Posted 8 years ago2015-05-30 17:06:59 UTC
in Custom decals in GoldSource/Sven coop, p Post #325730
Decals are afaik strictly for yourself as in texturewad files both parties need to have the same file to see it.

NOT 100% sure but i tried making custom decals and no one saw these ones..

if some one can confirm this its probably the cs1.6 mapperzzzz
Posted 8 years ago2015-05-19 09:44:57 UTC
in TWHL Tower Post #325583
finished
nice
Posted 9 years ago2015-04-01 13:19:44 UTC
in TWHL Tower Post #325183
TIP:
lock thread, make new one if the game is ready.

offtopic emoticon discussions are 1999. ascii > emoticons
Posted 9 years ago2015-03-19 09:08:16 UTC
in TWHL Tourney Post #324787
what about the rest of the guns

shotguns,smgs,rifles,pistols and is zeus same as knife?
he grenade kill ?
flashbang kill = 10 points ? yes you can damage some one with 2 hp hitting him on the head :D
Posted 9 years ago2015-03-13 20:00:57 UTC
in TWHL Spring Tourney Post #324680
when where??
Posted 9 years ago2015-03-11 09:41:28 UTC
in TWHL Spring Tourney Post #324626
I would like to compete :P
Posted 9 years ago2015-03-09 16:14:00 UTC
in TWHL Tower Post #324588
where should i place my map?
Posted 9 years ago2015-03-06 21:21:02 UTC
in locked door button unlock Post #324552
Done. :D
true,

what i did

func_button
target = global1

env_global
name = global1
GlobalStateToSet = state1
TriggerMode = toggle
InitialState = 'on' if you want the doors unlocked at first, 'off' if not.
Tick the 'set initial state' flag

multisource
name = multi1
target = (leave this blank)
GlobalStateMaster = state1

func_button
name = leave this blank
target = relay1

relay
name = relay1
target = global1
remove on fire flag checked

so only unlock

thanks to SlayerA's post

this is all necessary to get the door from lock state and letting it be unlocked!

http://twhl.info/forums.php?thread=4900
Posted 9 years ago2015-03-06 17:12:00 UTC
in locked door button unlock Post #324549
The button must target the multi_manager, and not the door directly. Also, the door should have an empty 'name' field.
I did what you exact said

door > master: multimanager
button> target: multimanager
door> name: '' *none

doesnt work.

without pressing the button the door can be opened..
Posted 9 years ago2015-03-06 16:54:40 UTC
in locked door button unlock Post #324547
Now, set the door's 'master' keyvalue to the name of the multi_manager.
doesn't solve my problem
Like I said, with spirit you just set the door's master as the button. The door will be locked unless the button has been pressed. The button doesn't make the door open.
I dont use the mod, im using the original Half-Life because of the TWHL tower level
Posted 9 years ago2015-03-06 14:56:06 UTC
in locked door button unlock Post #324542
i see that the flag 'use only' doesn't grant me the 'lock state' so thats a nasty thing i want to prevent
Posted 9 years ago2015-03-06 14:51:44 UTC
in locked door button unlock Post #324541
i dont want to use a button to directly open the door, its more that the 'lock' gets removed when the button is pushed
Posted 9 years ago2015-03-06 14:25:20 UTC
in locked door button unlock Post #324537
how to have a locked door that can be opened if you have a button that grants full access.

this doesnt mean a button should open the door directly, but just change the lock state of it.

anyone that can help me helps the TWHL tower :P
Posted 9 years ago2015-03-05 23:18:33 UTC
in TWHL Tower Post #324533
im almost done with my part, its not that brilliant as i wanted, but thats what you get when u dont have skills
Posted 9 years ago2015-02-18 21:31:33 UTC
in TWHL Tower Post #324242
Can i join this nice project?
Posted 9 years ago2015-02-16 20:24:13 UTC
in TWHL Spring Tourney Post #324186
i would like to participate in this.
Posted 9 years ago2014-10-20 20:32:12 UTC
in My map for JailBreak mod (cs 1.6) (proje Post #322104
jail_aj_bananamuffin < my name is in it. means i got eye on jail maps, ask me for anything you like :)

for the non jailbreak players. bananamuffin is #1 map :]]
Posted 10 years ago2014-03-03 19:21:27 UTC
in custom cecals Post #318179
if i put my texture in decals.wad himself and i use the palette of wally it works fine, but why doesn't it work in my custom wad?

http://twhl.info/tutorial.php?id=45

i've comment for the next person that comes to this problem..

adding decal to your own wad is probably impossible to do since: 'spr1n: .... they did change file storage system to make it more steampipe alike and could have fucked up' something like that might be the problem, sounds reliable in my opinion.
Posted 10 years ago2014-03-03 18:33:42 UTC
in custom cecals Post #318176
Captain Terror, indeed forgot to check the forum!

well, say what you want.. i tried to do this:

Save the palette of the wally texture file(in wally)
export an original decal from decals.wad and open with photoshop save that palette as photoshop palette file.. try to do stuff with such as: save as indexed and than choose palette and change palette save as indexed with normal. even in wally changed the palette.. nothing really did the job.. can some one make a custom decal for me in a wad file so i can test if the game even can run a custom decal..

inbefore: for each map compile i restart cs1.6 to reload wad files.
Posted 10 years ago2014-03-01 16:30:17 UTC
in custom cecals Post #318160
Hey, i was trying to make custom decals. but some how they aren't showing in hammer.
i tried to fix the palette's of the files.. didn't work

take a look at my wadfile and u might see whats wrong..

wadfile

original decal from decals.wad
original
here mine..
mine

palette difference, why ?
Posted 10 years ago2013-11-01 12:06:11 UTC
in CS 1.6 Problem with spawn points Post #316607
force the 'space between' spawns to 32 and have a nice day.
Posted 10 years ago2013-10-29 11:04:31 UTC
in Do people still make good old Half Life Post #316541
I do make maps for counter-strike 1.6 but noy really for half-life himself, could easily do that :) but ye 'Gldsrc > Source'
Posted 10 years ago2013-10-28 16:52:56 UTC
in CS 1.6 Problem with spawn points Post #316526
well you 'so sure about whats good and whats not'..

i checked the rmf and its terrible how close the spawns are next to each other..

how it shouldn't be:
User posted image
this is how i do it and 100% works on all my maps and i made a lot on CS1.6
User posted image
Posted 10 years ago2013-10-25 16:00:59 UTC
in Post your screenshots! WIP thread Post #316488
Posted 10 years ago2013-10-25 13:44:52 UTC
in Atom's TWHL Minecraft Server Post #316483
1.7.2 already minecraft + bugs = fail
Posted 10 years ago2013-10-24 23:26:12 UTC
in Post your screenshots! WIP thread Post #316470
snip

other map:

screenshot list

both cs1.6, both kz_ (kreedz)
Posted 10 years ago2013-10-24 19:14:15 UTC
in Atom's TWHL Minecraft Server Post #316467
I'm not a big fan of minecraft anymore but seriously they keep impressing me with there updates.. can't wait to check it out.

good factor to play again :D
Posted 10 years ago2013-10-24 13:45:29 UTC
in FX Color (R G B) What does it do ? Post #316463
Well easy question for some, but i didn't get any clue of it.

no influence so far as i can see..

What does FX Color do to an object?
Posted 10 years ago2013-10-24 12:42:20 UTC
in Textures. Post #316462
if they are included you can easily use GFScape

open your file.bsp there and youre happy as can be!
Posted 10 years ago2013-10-22 21:50:28 UTC
in Error: Memory allocation failure Post #316431
Post log file MarrocaN we can't touch your problem atm,

upload or copy paste it.

i can call several options to fix but easily fix is walk through whole log ^^
Posted 10 years ago2013-10-22 21:46:47 UTC
in CS 1.6 Problem with spawn points Post #316430
did you put space between the spawns or is this stupid question to ask?

if so example your map (rmf, bsp etc..)
Posted 10 years ago2013-10-22 12:07:51 UTC
in Competition 33 Post #316418
I'm no moderator, but thats not really the point of this thread showing your stuff here lol
Posted 10 years ago2013-10-22 11:51:30 UTC
in [CS1.6] Scripted_sequence Post #316417
i added

@PointClass base(Targetname, Targetx, Angles) size(-16 -16 0, 16 16 16) color(255 0 255) = scripted_sequence : "Scripted Sequence"
[
m_iszEntity(string) : "Target Monster"
m_iszPlay(string) : "Action Animation" : ""
m_iszIdle(string) : "Idle Animation" : ""
m_flRadius(integer) : "Search Radius" : 512
m_flRepeat(integer) : "Repeat Rate ms" : 0
m_fMoveTo(choices) : "Move to Position" : 0 =
[
	0 : "No"
	1 : "Walk"
	2 : "Run"
	4 : "Instantaneous"
	5 : "No - Turn to Face"
]
spawnflags(Flags) =
[
	4 : "Repeatable"	: 0
	8 : "Leave Corpse"	: 0
	32: "No Interruptions"	: 0
	64: "Override AI"	: 0
	128: "No Script Movement" : 0
to my FGD

and it didn't do anything when i triggered it lol
Posted 10 years ago2013-10-22 10:08:47 UTC
in [CS1.6] Scripted_sequence Post #316413
I have read that scripted_sequence was removed from Counter-Strike 1.6,

so i'm wondering how to reconstruct this situation with different entities?
Posted 10 years ago2013-10-16 14:28:54 UTC
in Vluczan VHLT v31 Post #316294
Thanks for bumping it indeed !!

i was checking that forum a lot lately to get more info but didn't check it for 2 now :P
Posted 10 years ago2013-09-19 15:43:50 UTC
in Halloween community map? :D Post #315777
Go map something, i might involve :)
Posted 10 years ago2013-09-16 16:37:26 UTC
in pushable trick/help Post #315733
Here's my fresh RMF with a pre-compiled BSP.
haha cool idea,

well some how my pushable got stuck in a hull of an object. and pushables as wel 'will never' reset on round so its not a thing i will use in my level : )

case closed :P
Posted 10 years ago2013-09-16 08:52:06 UTC
in pushable trick/help Post #315727
I changed the func_pushable to a func_breakable with an 'Explode Magnitude'.
Posted 10 years ago2013-09-12 16:49:54 UTC
in pushable trick/help Post #315663
some how in the space i have my pushable doesn't even move with no brush next to it.. irritating entity
Posted 10 years ago2013-09-11 17:18:23 UTC
in pushable trick/help Post #315634
stojke, nice offtopic talk man.. and yes the f word is for you, don't try to help because you first of all can't talk normal english and you say the opposite than wolf and my friend so why would i use that, my friend is professional leveldesigner :P

@Alberto309 Can you test it yourself my object is 72w 32long 96high :P

@themightAtom i could indeed just fix this with func_train that gets triggered when you touch a side(left or right) : p
Posted 10 years ago2013-09-10 13:27:50 UTC
in pushable trick/help Post #315607
Sure, will report it when i talked with him!

wolf_3d is a person that is active on svencoop forums for people that don't know him. he is some how a walking library :P