Forum posts

Posted 2 weeks ago2019-11-05 02:02:11 UTC
in Post your screenshots! WIP thread Post #343307
Ok, I think it's ready to be showcased here:
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
HLDM.
Windawz WindawzI'm not a robot.
Posted 3 weeks ago2019-10-31 16:52:23 UTC
in TWHL Tower 2 Post #343269
I will participate. If it starts in December then I'll have solid chances, but knowing myself, I may just as well drop out at some point. If you're fine with that then write me in.
Windawz WindawzI'm not a robot.
Posted 1 month ago2019-09-26 13:00:27 UTC
in "Monster_Generic" as Corpse Post #343163
You can use "controller" keyvalue to set them, but you have multiple controllers and only one controller, so theres some weird formula to turn those three values into one value. I can't find how it looks right now, but it should be possible to figure out from the hl sdk
HL is indeed full of secrets
While we're on this topic, why is there never a lot of love for monster_furniture in these situations?
Actually that's a good question
Windawz WindawzI'm not a robot.
try trigger_push, afaik there's an option that makes it affect only players
it's not the best way but the only one without custom code
also, if your monster is big (garg, bigmomma), you can instead use the CLIPHULL2 tool texture (or something like that, don't remember) included in zhlt.wad, which works like clip but creates clipnodes only for this specific hull (which is used by giant monsters)
Windawz WindawzI'm not a robot.
Posted 4 months ago2019-06-29 12:10:24 UTC
in Black Mesa Xen Post #342818
It's all great, the environments are of very high quality, but it just doesn't feel alien enough. Valve's Xen was maybe atrocious but I think it had the potential to become something much, much better. But BMS version looks like a very well made yet typical alien planet from a generic science fiction movie or something like that.
Still looking forward to it, hopefully it'll be fun to play.
Windawz WindawzI'm not a robot.
Posted 5 months ago2019-06-10 21:37:52 UTC
in E3 2019 Post #342722
I really don't like that nuke icon on the C&C:R screenshot.
Hope they're not gonna move superweapons and support powers there, it'd be inconvenient as hell.
Windawz WindawzI'm not a robot.
Posted 5 months ago2019-05-31 05:48:15 UTC
in npc actions in another room Post #342677
i'm not entirely sure, but I guess monsters fall into some kind of "sleep" state if the vis leaf they're in isn't rendered at the moment. this can be observed in Questionable Ethics when you enter the room with 2 alien grunts and filled with tripmines. If you go into the room above and hide in the left corner next to the window while the human grunts are breaching through the blast door, when they finish, there won't be any fight unless you take a peek at what's below through the window. Probably the visleaf the grunts are in gets hidden when you're in the corner, but I'm not sure about that.

I've had this problem in one of my maps too, where monsters in a monster box outside of the main map refused to react to scripted_sequences meant to teleport them in, unless I put an info_overview_point inside (or whatever that vhlt entity was that allows you render the whole map if you're in the same visleaf as that entity) and set it to reverse, so that the monster box is rendered no matter where you are in the map.

I doubt Valve have used hacks like that in their maps to warp monsters in, so there has to be an explanation. But for now, you should try using the aforementioned entity and reversing it by checking the corresponding spawnflag (don't forget that the entity is only present in the newer compilers), so that the room with the grunts is always seen. You also should get rid of this hack when an actual solution is found.

Tbh because of things like that I've mostly switched to Quake. Wish HL's ents were more reliable.
Windawz WindawzI'm not a robot.
Posted 6 months ago2019-05-09 17:40:38 UTC
in info_intermission Post #342595
guess it's a leftover from quake
Windawz WindawzI'm not a robot.
Posted 7 months ago2019-04-16 19:06:26 UTC
in "Top 5s" 3: Top X Post #342478
The sniper rifle was an instant hit, but you had to hit them in the head for a quick kill
If only the head hitboxes in UT weren't so ridiculously big. AFAIK sniper rifle and ASMD are the only viable weapons there in MP.
Windawz WindawzI'm not a robot.
Posted 7 months ago2019-04-05 03:26:15 UTC
in Post your screenshots! WIP thread Post #342405
classic indeed, but imo the second screenshot is a bit too detailed for the classic look
but i guess it's too late to make any changes by now
Windawz WindawzI'm not a robot.
Posted 7 months ago2019-03-27 13:12:38 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342338
in my opinion SP maps are just much harder to make as they require you to keep the player entertained and have to be filled with content.
i'd love to send a SP entry but making such a map would take a lot of time and especially effort.
Windawz WindawzI'm not a robot.
Posted 9 months ago2019-02-21 05:17:08 UTC
in Firebot problem Post #342065
You could at least explain here how you fixed it in case someone else encounters the same problem :P
Windawz WindawzI'm not a robot.
This post was made on a thread that has been deleted.
Posted 10 months ago2019-01-03 01:37:21 UTC
in Post your screenshots! WIP thread Post #341536
Well yeah. Another bad thing about interpolation is that it makes seams between different textures even more obvious. It takes a while to get used to the pixelated look of the game, but when you do, you'll want to have interpolation turned off most of the time, trust me.
IMO interpolation doesn't make the game look any better or more real, it just gives it a look of a melted ice cream.
Windawz WindawzI'm not a robot.
Posted 10 months ago2019-01-01 19:56:40 UTC
in Post your screenshots! WIP thread Post #341532
Thanks <3. More coming soon I hope.
some of the textures are very pixelly
I like the uninterpolated look more, sorry about that :\
Better have texes look crunchy and pixelated that blurred to hell.
Windawz WindawzI'm not a robot.
Posted 10 months ago2019-01-01 06:50:23 UTC
in Post your screenshots! WIP thread Post #341526
Has been doing some mapping for a couple of months:
User posted image
User posted image
User posted image
User posted image
Ignore the black pit on some of the screenshots, it's still very unfinished.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-07-27 16:28:46 UTC
in Coop Mod Post #340285
@torekk
HLDM is missing all the entities from HL.
Maybe you should learn more about the topic before recommending anything instead of spreading nonsense?
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-07-27 14:36:20 UTC
in NPC only button? And "unkillable" NPCs? Post #340284
You could've just used func_door_rotating for the button if it's not supposed to be pressed by the player. Unless I misunderstood something, as always.

You could make the game load the latest autosave if the NPC is killed, there's a separate entity for that. Also you can use aiscripted_sequence which will prevent the monster from dying until it completes the current sequence. It will also prevent the sequence from being interrupted by anything else.
Windawz WindawzI'm not a robot.
as far as I know it was invented with ZHLT compilers.
VHLT is basically a ZHLT upgrade, so yeah, the compilers valve had been using lacked this feature
Windawz WindawzI'm not a robot.
If you add the -notexscale 1 parameter to VRAD in your compile settings, texture scale will no longer affect lightmap resolution. This option applies to all brush faces in your map. This also means that the lightmap scale on faces with upscaled textures will be reset to normal as well.
Windawz WindawzI'm not a robot.
RMF gets automatically exported to MAP during compile, then the MAP file is compiled into a BSP file. Whatever the problem is, it shouldn't be caused by the map source format.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-06-17 15:31:48 UTC
in Problem with cycling with multi_managers Post #339932
Tracktrains may be the problem. I've already seen one person complaining that a path_track wouldn't fire its target when passed by a tracktrain. Try replacing tracktrains with usual trains, as well as path_tracks with path_corners.
Windawz WindawzI'm not a robot.
Also I wonder why my example didn't work. The multisource seems to stay disabled, no matter if it's activated on start with a trigger_auto or with a trigger_once positioned at where the players spawn. I clearly remember that I could set a multisource as a master for a trigger_multiple and it would work.

Still tho, your example is much cleaner than my entity setup. I'll be using it instead in case I need to.
Windawz WindawzI'm not a robot.
@MistaX88

The workaround you've described doesn't seem to work. When activated, game_counter increments 1 to its initial value, 0, but since the limit is also set to 1, the game_counter resets back to 0 so the trigger can be used over and over again.

EDIT: Nevermind, I had the "Reset on fire" flag checked by default. Sorry for the inconvenience.
Windawz WindawzI'm not a robot.
I understand what you mean. As far as I know, doors tend to close every time a new round starts, and they also have a "Fire on close" key. So in theory, if used with the "Toggle" flag enabled and "Delay before close" set to "-1" (And maybe also with "Start opened" flag enabled as well, not sure), you can trigger entities whenever a new round starts.

I've just tried to construct an entity setup that involves this func_door trick. What it's supposed to do is to disable a trigger_multiple when a player touches it, and then enable the trigger when a new round starts. I tried disabling the trigger itself with a multisource set as its master, also I used a trigger_auto to enable the multisource on map start but the multisource seems to stay disabled for some reason. Not sure if it's even possible. But it's most likely my fault as I've never been good at setting entities up.

However, if you somehow manage to find a workaround, feel free to share it.

Also, since you're new to goldsrc mapping, I suggest you to read through all or most of the tutorials if you haven't already. This could help you alot.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-28 19:51:44 UTC
in Post your screenshots! WIP thread Post #339718
Looks alot like the original. In a good way.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-21 04:31:46 UTC
in Post your screenshots! WIP thread Post #339676
Impressive. But I think you should try replacing the second light_environment (the lightning) with a light_spot with "Is Sky" flag checked. This may be able to remove the need of having an info_sunlight.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-20 17:39:28 UTC
in CS1.6 player_weaponstrip problem Post #339672
I guess it doesn't have a name set to it. It strips the player of their weapons automatically without one, as far as I know.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-20 12:22:29 UTC
in Best Half-Life Chapter Tournament Post #339668
Surface Tension.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-17 23:05:10 UTC
in Post your screenshots! WIP thread Post #339646
User posted image
User posted image
User posted image
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-17 14:41:10 UTC
in Best Half-Life Chapter Tournament Post #339631
Unforeseen Consequences.
Windawz WindawzI'm not a robot.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 1 year ago2018-05-12 17:01:08 UTC
in Illegal brushes? Post #339562
First go to the brush (find it by number), then delete it. Even though it takes you to a completely empty part of the map, the problem brush still gets selected. Just delete it and continue mapping.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-07 20:26:30 UTC
in cl_dll compile problem Post #339514
Buy a copy on Steam?
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-02 21:46:51 UTC
in Best Half-Life Chapter Tournament Post #339479
Surface Tension.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-05-01 18:55:27 UTC
in Big enemy health values Post #339471
In case with apache, you probably have your difficulty set to Easy so it dies so easily. Try using the following combination of console commands to change the difficulty while playing a custom map:
Skill * (* - The level of difficlty - 1(easy), 2(normal) or 3(hard));
autosave;
load autosave;

For bigmomma you have to manually create a grid of info_bigmomma entities which are basically info_nodes. But this entity has a parameter where you can specify a value which the bigmomma's health will be set to when the monster reaches the entity. Info_bigmomma also has some other parameters which you should try tinkering with if you want to set up a good fight.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-29 22:35:39 UTC
in Best Half-Life Chapter Tournament Post #339456
Unforeseen Consequences.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-22 20:22:28 UTC
in Post your screenshots! WIP thread Post #339412
It's because that pitch-black face isn't getting any light. Try using the "Light origin target" parameter. Place an info_null with an offset of 4-16 units away from the door's center. The direction of the offset should be opposite to the pitch-black face's position. Then give a name to the info_null and enter that name into the door's "Light origin target" field. The door will be moved to the info_null's position during light calculations and then, after the calculations are complete, moved back to its initial position.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-19 22:26:32 UTC
in Best Half-Life Chapter Tournament Post #339389
Black Mesa Inbound.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-19 14:55:56 UTC
in Env_fade Post #339383
Ok, now I get it. Your env_fade has "Activator Only" enabled. But, when you press the button, it triggers a multimanager, which then triggers a trigger_relay, so the activator data is lost in the process. The env_fade can't determine the activator and crashes the game. Triggering it directly with a multimanager with the delay set to 8.01 helped.

Here's the fixed version: https://drive.google.com/open?id=1gW0izO4F0SBoCbxSDiruc7yEtfQETzyH

I deleted some stuff while experimenting with entities so just copy over what you need to the original map.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-19 11:42:08 UTC
in Env_fade Post #339377
Ah. Well, that wasn't clear enough actually:
"It had to do something with the flags, or properties of the entity.

I think it was the fade duration which I set to 0."
It's going to be fun if setting it back to 0 is going to work for him.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-18 22:20:09 UTC
in Best Half-Life Chapter Tournament Post #339363
On A Rail.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-18 21:37:10 UTC
in Env_fade Post #339361
So I'm taking a look at it right now. What you should do that may help you to get rid of the error is, first of all, replace all 0 delays for every multi_manager with 0.01.
Also try doing what Admer said (setting the "fade duration" parameter to 0, probably the right solution since I have the duration on my map set to 0 as well).

Also, if the tweaks listed above help, you won't need a trigger_relay at all.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-18 20:22:30 UTC
in Env_fade Post #339359
Play with the properties, the entity seems to be bugged then.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-18 18:35:10 UTC
in Env_fade Post #339356
The button should have the "Delay before fire/trigger" keyvalue. If it does then it's what you're looking for.

Not sure if triggering an env_fade via a relay or mm can crash the game but I believe I've heard something like that somewhere. However, on one of my maps I have a mm that triggers several entities and env_fade is one of them. Had no crashes on the map so far.

Can you try uploading the map source file so people can have a look at it or at least sending it to someone?
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-04-17 09:33:03 UTC
in Best Half-Life Chapter Tournament Post #339344
Surface Tension.
Windawz WindawzI'm not a robot.