Forum posts

Posted 11 years ago2012-07-09 17:17:21 UTC
in Cry Of Fear SDK Post #307709
Yeah, I agree.
I don't want to be harsh, but the truth hurts.
A mapper that I've seen pull of some decent mapping is a user called, 'Volcomator' and some other guy who is also doing well.
It's just inexperience, many from the CoF Community are new to mapping for Gold Src, I guess.

Yes, I don't think that bug can be fixed, it's Gold Src reaching to its extent.
But, however, I do know that problem varies between other computers.
Graphics Card, perhaps?
I played through the entire CoF Campaign on one computer with 4GB RAM without any crashes.
And on a laptop which also had 4GB but not an amazing video card, like you said, crashed within 2 hours of gameplay.
Strange indeed. :)
Posted 11 years ago2012-07-09 16:27:20 UTC
in Cry Of Fear SDK Post #307706
Hi guys!

It's been a while since I was last on here.

But I know you guys are mad into Gold Source and all that, so I decided to post a thread regarding this new mod that has been released for Half-Life 1.
(I'm guessing you've already heard about it.)

The modification is called Cry Of Fear, a horror mod which has alot of new fancy code added to the engine.

So I was wondering, why not map for this mod?
It's free, and your map will look just that bit better.

Here's the ModDB page; http://www.moddb.com/mods/cry-of-fear

The developers were even kind enough to supply it with an SDK; http://www.moddb.com/mods/cry-of-fear/downloads/cry-of-fear-sdk-v11

There's competitions held too.
If you have created any maps for Cry Of Fear, be sure to post it on their Forum!

Good luck. :P
Posted 12 years ago2012-01-08 22:15:44 UTC
in multi_manager Problem... Post #302541
Testu0, I believe you are correct!

I'll fix this immediately when I get back to my computer as for now I like to thank you all for your replys!

Thank you! Uuuhh... silly me again.. <.<
Posted 12 years ago2012-01-08 14:32:58 UTC
in multi_manager Problem... Post #302535
Thats a good guess but I made sure I wouldn't make a foolish mistake like that, I'm going to post up the map to the map vault now...
Posted 12 years ago2012-01-07 13:35:50 UTC
in multi_manager Problem... Post #302510
Thanks!, :)

I've tried what you said but it comes out that when the multimanager activates the needed_light it only activates it for 2 seconds then switches off, while it should be and the way I want it to do is to give it a delay for 2 seconds then activate.

I'll work on it more and If I find the solution I'll post it up here...
Otherwise I will more than likely post my map including the embedded textures in it to the map vault as a problem map ;)
Posted 12 years ago2012-01-06 22:21:20 UTC
in multi_manager Problem... Post #302497
Hi! My name is David, i'm new here but not really new to half-life at all lol..

Anyways I decided I might make some maps for this community (Since I've nothing better to do and I constantly go on this site) :glad:

So I started off one day making a training themed map, so I started with my knowledge of hammer and began making the map, cameras, triggers, blahblah... :aggrieved:

Everything works perfectly, I compiled it often to check for no leaks (YES!), but I'm really stumbled on this one though.
Well I've placed path_corners with a camera and train so while the camera passes through one of these path_corners it fires on pass a multi-manager in this instance sequence4

In sequence4 I have a trigger to turn on a light_spot in a room two seconds after the multi_manager is activated.
But I was shocked to find in-game that when the trigger_camera passed the path_corner it turned on the light, fine, but for extactly 2 seconds! :zomg:

Well I have no idea how to fix this, I've retried the whole thing with same result... it seems that the multi_manager has somehow converted to how long the duration of the trigger stays on which sucks... :rly:

I've bet I wasted my time retrying and I missed an important thread explaining how to do this... :(

Any questions, are EXTREMELY appreciated! :lol: