Forum posts

Posted 1 year ago2022-09-09 02:45:23 UTC
in Issues with seedee's compilation tools Post #346866
Hi, a patch has been released which should resolve this issue. https://twhl.info/vault/view/6428
HLVIS cleans up the .prt file after compilation, letting you import it to J.A.C.K. seamlessly. However, sometimes it can skip this process where necessary, and skipping it was set to cause a fatal error when it wasn't supposed to.
Posted 3 years ago2021-03-14 06:31:38 UTC
in Let us add more than 20 images Post #345428
My bad. I've got a lot of screenshots I want to add to my map submission to the vault and I can't do the last three. Again there is a limit of 20 screenshots per submission.
Posted 3 years ago2021-03-13 23:53:15 UTC
in Let us add more than 20 images Post #345426
I've got a lot of screenshots I want to add to my map and I can't do the last three
User posted image
Posted 3 years ago2020-11-22 06:09:17 UTC
in Review everything! [2nd edition] Post #344921
Gorillas

Über-Special training only the most elite Navy Seals get. Acceptance into the Gorilla Warfare Training program only takes place if the participant has achieved Enormous fake achievements, and has proven oneself on many fake secret missions. Upon arrival, the participant must fight the local hierarchy of Gorillas, all the way to the silver-back. Each tier progressively gets more oil poured on the combatant gorilla, as to make it harder.

bold text
Posted 3 years ago2020-09-05 19:12:28 UTC
in Need playtesters for a CS 1.6 map Post #344697
Thanks for playing everyone. The gameplay was very valuable as I found a lot of issues and bugs in the map
Posted 3 years ago2020-08-30 22:43:34 UTC
in Need playtesters for a CS 1.6 map Post #344678
screenshots dont work for some reason so just right click and view image
Posted 3 years ago2020-08-30 22:43:01 UTC
in Need playtesters for a CS 1.6 map Post #344677
I need at least 9 playtesters for my map before it's released. The main difference between this map and the original is the rooftop gameplay. I want to figure out if my ladder placement is good, who gets where first, if it's possible at all for T's to plant or not, etc. Some previews:
User posted image
User posted image
You can download it here so you don't have to spend ages downloading it from the server: https://gamebanana.com/wips/51425

Playtesting will occurr at Thu 03/9/20 at 20:00 UTC. Bruce has agreed to host the game for us at 78.60.110.219:27015, thanks bruce. I have made a discord server for coordination, join here if you want to be reminded of the playtest with a notification. It will be deleted afterwards: https://discord.gg/sbrJJTQ
Posted 3 years ago2020-07-03 00:59:01 UTC
in env_render not working Post #344494
Didn't know you could do that, thanks
Posted 3 years ago2020-07-02 19:46:08 UTC
in env_render not working Post #344492
Basically, I want a bunch of sprites to show up when the bomb goes off. I have a trigger_multiple which targets an env_render (renderamt 0) at round start to target a bunch of env_sprites. Then theres a func_bomb_target targets a multi_manager. the multi_manager targets breakables, lights and another env_render (renderamt 255). the env_render targets the sprites. the sprites do not show up when the bomb goes off

Here's a test map: https://cdn.discordapp.com/attachments/506104364117786634/727722778827948042/bombspriteissue.jmf
Posted 3 years ago2020-07-01 07:51:58 UTC
in Good old Counter Strike 1.6 maps Post #344491
Eastern European apartment blocks:
https://gamebanana.com/maps/210741

I believe this is a 2003 map.
Posted 3 years ago2020-07-01 06:47:24 UTC
in Recreated a scene from the Matrix in Goldsrc. Post #344490
Nice, but this really needs a func_camera setup, especially but the slow mo effect
Posted 3 years ago2020-06-22 04:43:45 UTC
in Fix broken lighting Post #344449
The player is just the closest entity to the leak itself. Try going map > load pointfile and it will draw a line through the leak. The red end of the line is the closest to the leak.
Posted 3 years ago2020-06-19 22:40:13 UTC
in Wad capabilities Post #344434
I just try and guess the max size a texture can be based on its aspect ratio, as long as the surface area is under 262144 pixels then ur good
tldr
Posted 3 years ago2020-06-19 03:42:14 UTC
in Good old Counter Strike 1.6 maps Post #344421
very hard to find any good early 2000s maps, I'd aim for late 2000s

https://gamebanana.com/maps/145536
a 2010 rural chinese map with nice ambience, you can surf on the cliffs too. just dont eat the bats :^)

he has some other maps you may like
I don't see why it can't be done. hop on that Admer
Posted 3 years ago2020-04-05 03:44:34 UTC
in TWHL! Sound off! (who are you) Post #344013
Force is the ultimate authority. Nothing given has value. In order to defend Western values and assure the god-given rights of men we must defend ourselves from those of ill-intent, militarily and culturally. The West is losing its sense of meaning and identity as globalists/postmodernists develop a hatred of their own individuality and freedoms. The people of the Western world are so satiated with freedoms that they are begging governments to come and strip them away. Their governments have grown large and powerful. Their power is exploited by corporations to serve the interests not of individuals, but of consolidated groups. Our media, supply lines and many major companies are controlled by Chinese interests, the governance of whom are enemies of freedom and human rights. Hong Kong, one of the few bastions of liberty and free market capitalism is being crushed by the authoritarian regime. The United Nations, too, is dominated by Chinese interests, its members refusing to recognize the existence of Taiwan. Our politics are being arbitrarily divided. Deus Ex was right. The European Union is an MJ-12 front to destroy any semblance of individual nations or cultures, erasing the borders between to create one titanic super-government. Our culture is a sewer. We have lewd media. We're sexualizing young girls to the point where even I have a problem with it. Half-Life's outlook on unchecked immigration is bleak, but accurate. Donald Trump is simultaneously a bumbling imbecile with ADHD but also a cultural icon and hero for free market capitalism and the American identity. Socialism is an ideology dominated by upper-class white elitists with unfounded moral superiority. The government does not give us our rights; rather, their purpose is to defend them. The United Nations has an incorrect definition of what a "human right" is; they define the "right to work" as a human right, yet they do nothing as governments across the globe are shutting down business for the sake of stopping the coronavirus -- last I checked, rights are pre-ordained by our Creator (whoever you may believe that to be), so either these rights don't actually exist or the UN is weak and unwilling to stand for anything. Our systems of social security are built off of the backs of children, yet the people of this nation see no duty to reproduce and ensure future generations will continue to contribute to these systems. The only real human right that exists is the right to property. Sex is a spectrum. Gender is a man-made construct, as is race. Dancing is a violating of human rights. Free healthcare isn't the worst idea in the world, but a much better one is to destroy the concept of "health insurance." Personal responsibility is a greater value than utilitarianism 9/10 times. Ayn Rand had some funny ideas, but also some really good ones, too. Carl Benjamin was a good politician. Pedophiles are trying to co-opt the LGBT movement and how I feel about it depends on whether the science is in on the whole "born this way" argument for them. Sam Esmail had some brilliant political commentary in his tv show Mr Robot (which may be the best TV show ever made) but his Twitter is a garbage heap. Did I mention that nothing given has value? Starship Troopers was unironically the ideal model for society. Nationalism isn't inherently bad - dare one say, the idea of seeing nations as individual self-determining entities is inherently good! Communism is conspiracy to commit mass murder.
LMAO
Posted 5 years ago2018-06-02 14:33:40 UTC
in What font is this? Post #339771
caption textcaption text
Does anyone know what font this is? I believe it was used in Halflife on the menu screen maybe or in some cover art
Posted 6 years ago2017-12-15 12:47:59 UTC
in Now Gaming: ... Post #338397
Cool, what town hall level are you on?
Posted 6 years ago2017-11-22 17:33:07 UTC
in Net neutrality Post #338152
The intent is to provide users with a sense of pride and accomplishment for unlocking different websites
Posted 6 years ago2017-11-22 03:13:12 UTC
in Post Your Desktops Post #338142
Not really, what's the point of not using all of the available space on the desktop? Seems wasteful to me
Posted 6 years ago2017-11-21 21:27:51 UTC
in Post Your Desktops Post #338139
Posted 6 years ago2017-09-26 09:33:49 UTC
in Func_detail size limit? Post #337543
Max 3??? :cry:
My personal record is 67. Now I have more work to do
Posted 6 years ago2017-09-25 17:14:28 UTC
in c1a1_crate2 Post #337526
Does anyone know of a higher quality of this texture or any other crate wads with crates that look like this one?
It's 96x96 but looks like it's been sized down and back up again for some reason
Posted 6 years ago2017-09-12 16:33:13 UTC
in Crowbar 0.35 Model decompiled incorrectl Post #337384
Use Krastio's HL decompiler, it comes with milkshape and is in the Tools menu
Posted 6 years ago2017-09-07 15:14:00 UTC
in Hints not working Post #337346
Thanks I managed to fix it
Posted 6 years ago2017-09-06 12:17:18 UTC
in Hints not working Post #337330
So I have made a hint brush
User posted image
Everything is skip except that one side
User posted image
In-game the stuff behind it is still being drawn with wireframe enabled. In source this doesn't happen. Am I doing something wrong?
User posted image
User posted image
Posted 6 years ago2017-09-06 10:55:52 UTC
in Func_detail size limit? Post #337328
Is there a limit to detail levels?
Posted 6 years ago2017-09-05 12:08:02 UTC
in Func_detail size limit? Post #337301
How many objects should you make into single detail entities? Each object an individual func_detail or every crate and barrel in the map a single detail entity? Advantages/disadvantages?
Posted 6 years ago2017-08-03 21:06:22 UTC
in Shifting a whole map in hammer? Post #336701
Hey, don't want to start a new thread for this
what exactly does yaw/pitch tolerance do in a func tank?

Thanks
Posted 6 years ago2017-08-03 21:04:55 UTC
in cs_alley1 ~ remake them Post #336700
Yeah it kind of sucks that everyone plays Dust2 or snow 24/7 but counterstrike on its own is boring to me.

There are a lot of servers which map pool is open to suggestions, you just need to find them.
Posted 6 years ago2017-08-03 16:19:27 UTC
in cs_alley1 ~ remake them Post #336698
Who plays CS with bots/self? It's a multiplayer game
Posted 6 years ago2017-08-03 16:09:38 UTC
in cs_alley1 ~ remake them Post #336696
For some reason I feel everyone here hates counter strike except for you and me pal
Posted 6 years ago2017-07-20 22:49:11 UTC
in (Help) .prt files in GoldSRC Post #336187
Posted 6 years ago2017-07-16 19:16:15 UTC
in Post your screenshots! WIP thread Post #336094
Nice stuff from everyone lately
I have taken noted all of the comments and will improve it from here.

Also nice house, it has a real cosy feeling to it. How about some stylish bookshelves or other furniture?
Posted 6 years ago2017-07-16 09:43:58 UTC
in Post your screenshots! WIP thread Post #336086
Any critique for my func_tank?
Includes ejecting brass, env_shake, the sort
User posted image
User posted image
User posted image
User posted image
DL here
Posted 6 years ago2017-07-15 11:49:23 UTC
in Post your screenshots! WIP thread Post #336068
Abaddon is that Zion (the docks)?
User posted image
Posted 6 years ago2017-07-14 15:05:48 UTC
in Post your screenshots! WIP thread Post #336040
push it to the limit - Admer
I thought you didn't like anything that isn't traditional bosnian folk songs and refused to even look at anything else
Posted 6 years ago2017-07-02 14:13:34 UTC
in Duplication of texlights + bad surface e Post #335868
Large faces reminds me (thanks), I had subdivide on 512. I was making a test map a couple of days ago with that setting just to see if there is any big difference the higher you go. LOL

Problem solved :D
Posted 6 years ago2017-07-02 13:39:47 UTC
in Duplication of texlights + bad surface e Post #335866
Yeah. Me and admer had a theory that if an entity is closer to 0,0,0 the map size will be smaller, including texlights entities.

I just tried texlights, but the bad surface extents error is still produced. I tried changing the texture, deleting the texlights entirely, recreating the brushes but the error still persists
Posted 6 years ago2017-07-01 20:10:55 UTC
in Duplication of texlights + bad surface e Post #335852
Can someone help me out? I don't like errors, especially those that deny me playing the map.

Everything's dandy except for rad.
[quote]--- BEGIN hlrad ---
Command line: C:\VHLT\hlrad.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc" -extra -lights C:\VHLT\lights.rad -estimate -low
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc" -extra -lights C:\VHLT\lights.rad -estimate -low

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ on ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]

fast rad [ off ] [ off ]
vismatrix algorithm [ Sparse ] [ Sparse ]
oversampling (-extra)[ on ] [ off ]
bounces [ 8 ] [ 8 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
smoothing threshold 2[ no change ] [ no change ]
direct threshold [ 10.000 ] [ 10.000 ]
direct light scale [ 1.000 ] [ 1.000 ]
coring threshold [ 0.001 ] [ 0.001 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale [ 2.000 ] [ 2.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

spread angles [ on ] [ on ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]
minimum final light [ 0 ] [ 0 ]
size of transfer [ 1 (16bit) ] [ 1 (16bit) ]
size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ]
soft sky [ on ] [ on ]
translucent depth [ 2.000 ] [ 2.000 ]
block opaque [ on ] [ on ]
ignore textures [ off ] [ off ]
reflectivity gamma [ 1.760 ] [ 1.760 ]
reflectivity scale [ 0.700 ] [ 0.700 ]
blur size [ 1.000 ] [ 1.000 ]
no emitter range [ off ] [ off ]

Load Textures:
Using Wadfile: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\cstrike\maps\de_chsc.wa_
26 textures referenced
Reading texlights from 'C:\VHLT\lights.rad'
Reading texlights from 'C:\VHLT\lights.rad'
Warning: Duplication of texlight 'KLOWN' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'SKKYLITE' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~LIGHT4A' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'GENERIC88A' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~FIFTS_LGHT3' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'DRKMTL_SCRN3' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight 'GLASSGREEN' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~FIFTIES_LGT2' in file 'C:\VHLT\lights.rad'!
Warning: Duplication of texlight '+0~LIGHT2A' in file 'C:\VHLT\lights.rad'!
0 opaque models
0 opaque faces
428 faces
Create Patches : 1391 base patches
18785 square feet [2705057.50 square inches]
84 direct lights and 16386 fast direct lights
1 light styles

BuildFacelights:
Error:
for Face 3 (texture +0~light2a) at
(-64.000 64.000 160.000) (-408.000 64.000 160.000) (-408.000 32.000 160.000) (-64.000 32.000 160.000)
Error: Bad surface extents (22 x 2)
Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlrad ---[/quote]

I'm not worried about the duplications but I'm just curious why it decides to read lights.rad twice, causing the duplications. My command doesn't have -lights twice:
$light_exe -lights "C:\VHLT\lights.rad" -estimate -low
The main issue is the bad surface extents on the face with the florescent lights texture on it. It is scaled to 1.000 and aligned to -61, in fact all of my lights are scaled to 1.000 and there are no Alt+P errors. So this error should not be produced. Can someone help me out?

Here's the map, try compiling it for yourself if it helps
This post was made on a thread that has been deleted.
Posted 6 years ago2017-06-05 05:52:42 UTC
in Post your screenshots! WIP thread Post #335263
It might be good for a riverbed
Posted 6 years ago2017-06-01 10:17:17 UTC
in Post your screenshots! WIP thread Post #335198
About your map admer, I have to say one thing: visibility is key if you are mapping for CS. from what I have seen there are many large unopen areas and the map is too dark in some areas, in fact it reminds me of storm, a map nobody played just for this reason.

There are other options like making an overcast warm theme or dawn, just not night time unless you are going to really light the place up. There arent many night maps however.

Try to increase the light intensity from the lamp posts and add more of them in important areas, and see how it goes.
Posted 6 years ago2017-05-26 13:48:08 UTC
in Bug compilation problem svencoop Post #335062
Is snap to grid on? This happens sometimes when it's off.

(862,41,421)-(980,112,424) are probably coordinates so go there and recreate any brushes there with grid on. There are other places to look at too.
Posted 6 years ago2017-05-25 16:18:50 UTC
in Post your screenshots! WIP thread Post #335046
Diver looks cool. I'm downloading it and will get back with a review
Posted 6 years ago2017-05-24 21:02:35 UTC
in how do you bhop properly in cstrike? Post #335038
thanks all
Posted 6 years ago2017-05-23 21:42:22 UTC
in how do you bhop properly in cstrike? Post #335026
With a few console commands, it's not hard to do in half-life, but if you jump in CS you will lose all of your speed for about 3 seconds until you recover. And no matter what I do, I can't get it to work.

Spectating others who can do with it ease (lots of them in 35hp servers) only adds more questions because they do not lose all of their speed after a jump, and sometimes they can fly at over 1000 u/s with a parachute. They don't want to tell anyone their method, either.

Does anyone here how do they do this?
Posted 6 years ago2017-05-21 19:23:33 UTC
in What is your way of making displacements Post #334995
This is nice
Rocks look great, but the sand looks too jagged. making terrain like this is unnatural especially if its sand. Your triangles might be too big, you should make them at least 4x smaller.
Posted 6 years ago2017-05-21 18:50:22 UTC
in Post your screenshots! WIP thread Post #334994
I've already seen you have trouble with designing layouts. It's no big secret, and all it takes is an understanding of how CS works.

The CTs are meant to defend areas and Ts are meant to attack, so make sure you have defined areas as shown here:
User posted image
This is a basic 4-box layout my map follows. Go back to the layout and see for yourself. You can make connectors between mid and anywhere you want for fast rotation between sites and areas but make sure you don't overdo it.

Else, you can make 5, 6 or 7 smaller squares and position them somehow.

Oh and important: Make sure the layout is strategically balanced! Or else it will suck and no one will play.