Forum posts

Posted 2 months ago2024-02-20 21:34:15 UTC
in Interrupted Dining Post #348595
actually think i might make it something other than taking damage since you could destroy the corpse but thats kinda irrelevant stop talkijg
Posted 2 months ago2024-02-20 20:24:13 UTC
in Interrupted Dining Post #348594
I'm trying to trigger a scripted_sequence when a monster_zombie takes damage, and it's playing the idle animation but continues it when taking damage. For the scripted sequence apart from defaults the properties are
Target Monster: (the zombie's name)
Action Animation: eatbodystand
Idle Animation: eatbody

And the zombie has Take Damage for trigger condition if that matters, and I've tried setting both TriggerTarget and Target to the scripted sequence's name, but neither seemed to do anything.
oh yeah also no interruptions is on so it doesnt just jump to normal behaviour

me here after making this public, maybe realising the title isnt descriptive enough
oops

okay woo edit 2 since i forgot this
for some reason the zombie always faces the same direction, despite changing both the zombie's rotation and the sequence's
User posted image
Posted 2 months ago2024-02-20 14:09:57 UTC
in Invisible Barriers Post #348593
Hi and welcome!

First of all it sounds like you're using very old compile tools (as it doesn't automatically add CLIP to the sky), I highly recommending switching to Vluzacn's ZHLT v34.

Secondly to make invisible walls and such it's better to use CLIP texture. It creates a collision mesh in the shape of the brush it's applied to.

As for the reason why the {invisible texture didn't turn invisible, it's because the brush covered in it must be tied to a solid entity such as func_wall with the render mode set to Solid (this render mode removes the masking colour from {-prefixed textures, most of the time this is the blue colour). In most cases it's better to use NULL texture instead (removes the face completely).
Posted 2 months ago2024-02-20 13:12:16 UTC
in Invisible Barriers Post #348592
Hey, this is my first post here. Hi. uh lets just start
So, I'm trying to make my first map, which starts with you outside briefly before going into black mesa or something. But it was weird to just spawn in a random place with no apparent entrance, so I'm making a hole in one of the cliffs that seems to have collapsed after you went through it, with the skybox visible through the rocks. Thing is, there's holes in the rocks. So, I'm trying to make an invisible wall because otherwise you can crawl through into the skybox which is for some reason made of water???

"Aha, I can use the invisible texture! That'll work!"
Turns out the invisible texture turns black when you try playing it. :tired:
So, could someone tell me how to make invisible walls? I tried searching around the internet but closest I found was a wall you can walk through...
User posted image
Posted 2 months ago2024-02-19 17:02:38 UTC
in Forum dead? Post #348591
What others said. Not dead, but less active than before.

I end up being alone because people are on social media. And I'm not a social media guy, quit it around 2017

Still posting my maps here, starting with example maps in 2014 and my first finished map in 2018

This is the only place, so far, that I can interact with people from around the world. The other places I interact are art websites
MMProductions MMProductionsMapping project productions by MM
Posted 2 months ago2024-02-18 22:06:34 UTC
in Forum dead? Post #348590
Oh yeah, I miss that. The last time I did a lot of mapping was when RTSL ran competitions regularly (I wasn't on TWHL then), that always helps get over writers block (mappers block?).
Posted 2 months ago2024-02-18 17:01:47 UTC
in Get Model From CBasePlayerWeapon Post #348589
Hello,

How would I determine the model of a given CBasePlayerWeapon?
I'm trying to drop the models of the weapons a player had when they died.

Currently I have a switch that uses the classname and hardcodes the name of the model -- which isn't quite ideal.

Thank you.
Posted 2 months ago2024-02-18 16:43:45 UTC
in Forum dead? Post #348588
less SCROLLIN', more MAPPIN' !!!
we need a map competition every 3 months >:D >:D >:D
Posted 2 months ago2024-02-18 11:34:18 UTC
in Decals don't compile Post #348587
When making signs you pretty much have to do it using brushes.

A common and easy technique is to make it a thin brush and tie it to func_detail and set Passable to Yes (zhlt_noclip 1). This prevents it from both chopping the walls it's placed on, as well as generating unnecessary clipnodes the player might collide with.
User posted image
Another technique is to actually embed it in the wall and either use the Clipping Tool to cut out a hole for the sign:
User posted image

or, a bit more advanced technique is a sort of mix of the two. Embed the sign in the wall as with the second technique, but instead of clipping a hole in the wall leave it as it is and tie the sign to a func_detail again. This time set the Detail level (zhlt_detaillevel) to 1 and the Priority when faces overlap (zhlt_coplanarpriority) to 1 as well.

It will do a lot of Z-fighting in the editor (flickering) but in-game it's the sign that will be visible without any Z-fighting (because of the zhlt_coplanarpriority keyvalue).
User posted image
Posted 2 months ago2024-02-18 11:01:17 UTC
in Half-Life Featureful SDK Post #348586
I've uploaded the new archive with fixed skill.cfg.

I also added user.scr, so Advanced tab in player settings has some configurable options.
for some reason the sprite its really big, like x3-x4 scale of a normal grenade.
Do you mean the HUD sprite? There's a HUD autoscaling feature, but it's turned off by default, so it shouldn't scale unless you change hud_scale client cvar.
Posted 2 months ago2024-02-18 10:36:34 UTC
in Half-Life Featureful SDK Post #348585
Thanks for reporting. Yeah, that's weird. I'll look at it and make a fixing release when I find out what causes the problem.

For now the fix is to replace all tab characters in skill.cfg with spaces.
Posted 2 months ago2024-02-18 09:11:59 UTC
in Forum dead? Post #348584
In the past decade phones have practically enslaved us. It is now impossible not to check your phone several times per day. People mindlessly scroll through stories, reels and other forms of short form media shit.
This. I used to laugh it up a long time ago, but at some point I realized I easily end up spending 5-6 hours on average just staring at the phone reading any unread public chat messages, or checking out the memes. Even when everything's been read, I end up re-reading old stuff instead of doing something more interesting.
Posted 2 months ago2024-02-18 08:16:35 UTC
in Decals don't compile Post #348583
ohh that makes sense. Just gotta use an actual decal and not just any texture. Thanks!
Posted 2 months ago2024-02-17 23:50:17 UTC
in Decals don't compile Post #348582
The problem has nothing to do with the compilers (you'll likely find the infodecal entities in the entity lump of the compiled BSP).

What is actually happening here is that decals only work with the special textures from the game/mod's decals.wad file, and you've used normal textures from halflife.wad
Posted 2 months ago2024-02-17 23:30:41 UTC
in Decals don't compile Post #348581
I put some infodecals on the wall and they show up in JACK but not ingame.
I tried using SDHLT and ZHLT and nothing has worked.
Bullet holes appear ingame but not the infodecal entities created in Hammer.
Is there any way to fix this?
User posted image
User posted image
Compiler log:
https://pastebin.com/raw/CM1p7mXM
Posted 2 months ago2024-02-17 13:15:00 UTC
in Help Wanted Post #348580
Seems like efs didn't post an update here so I'll do it.
The problem was the landmark. I assume that particular issue was fixed then.
Posted 2 months ago2024-02-17 13:04:53 UTC
in Help Wanted Post #348579
just put your questions in the forum here
Archie ArchieGoodbye Moonmen
Posted 2 months ago2024-02-16 12:50:55 UTC
in Help Wanted Post #348578
I got your DM.

So you're having trouble with level changes where the player spawns at map origin in the second level.
In that case you should check that
  • There is an info_landmark in both levels and named the same (without any special symbols or non-latin letters)
  • Both levels have a trigger_changelevel pointing to the corresponding map of the level change (i.e. the first level pointing to the second, and the second pointing to the first). It must do this even for one-way level transitions (in this case the second level's trigger_changelevel can be placed outside the playable area to keep the player from going back).
If you haven't already, check out Tutorial: Changing Levels guide as it's very helpful for learning about level transitions.
Posted 2 months ago2024-02-16 10:29:25 UTC
in Help Wanted Post #348577
There are plenty of people here that can help, depending on the problem/issue.

Start by telling us what problems you've been having, one at a time.
Tell us what you wanted to do, what you expected to happen, what you've tried, and what actually happened instead.
Posted 2 months ago2024-02-16 10:10:43 UTC
in Help Wanted Post #348576
Can someone help me in making a mod? There's some problems or issues that I could not solve.
Posted 2 months ago2024-02-15 01:18:45 UTC
in Half-Life Featureful SDK Post #348575
Hey! i really love your work, this level of easy customization its awesome, i downloaded this recent version (yesterday's) and i found a bug, the grande of the mp5/m4 grenade launcher doesn't do any damage (player itself and/or monsters) and for some reason the sprite its really big, like x3-x4 scale of a normal grenade.

EDIT: And i don't know if its just me, but in the sample mod, no matter what i try like executing the skill.cfg, or skillopfor.cfg, or whatever, all monsters health and parameters are 0 in every map. In the console it shows all the overriden values:

"sk_agrunt_health1" is "0"
"sk_agrunt_health2" is "0"
"sk_agrunt_health3" is "0"
"sk_agrunt_dmg_punch1" is "0"
"sk_agrunt_dmg_punch2" is "0"
"sk_agrunt_dmg_punch3" is "0"
"sk_apache_health1" is "0"
"sk_apache_health2" is "0"

etc.
Posted 2 months ago2024-02-13 18:36:29 UTC
in Half-Life Featureful SDK Post #348574
New release https://github.com/FreeSlave/halflife-featureful/releases/tag/featureful-2024-02-13

Changelog

Half-Life Anniversary changes

Some Half-Life Anniversary changes were merged from https://github.com/FWGS/hlsdk-portable. Thanks @nekonomicon
  • Improved handgrenade throw physics.
  • Improved spawn spot randomization in multiplayer.
  • Fix gauss sound on level transition.
  • Added HL anniversary fix for pushable acceleration
  • func_vehicle implementation
  • Fixed snark throwing when player is on the edge.
  • Applied new satchel controls.
More changes related to HL anniversary will be merged in the next version.

Cvar changes

  • New client cvar cl_satchelcontrol to control the preferred control scheme. 0 is for legacy, 1 is for anniversary.
  • Changed how pushablemode cvar works. Now 0 means anniversary mode (default), -1 means legacy mode and 1 means XashXT mode. The special value 2 (which meant the SoHL mode) has been removed.

Configurable features

  • gargantua_larger_size - when enabled, make Gargantua's size equal to one from Opposing Force. This fixes the problem with some projectiles (e.g. shockroach and hornetgun ones) not properly hitting the monster.

Other changes and fixes

  • Shock trooper and voltigores now have a 'hate' relationship to the player instead of just 'dislike'.
  • Picking up items by +use (when the pickup_policy value is not 0) is no longer allowed through the walls.
  • Fixed a bug when colorable crosshair didn't restore properly after using a func_tank.
Posted 2 months ago2024-02-12 23:13:35 UTC
in Static props don't show up (EP2) Post #348573
I remember running into this a few times before, years ago, but I just ran into it again, recently and today, and it's been driving me nuts.

There's a bunch of props which are supposedly suitable for prop_static (as in, the model browser lists them as such), that apparently aren't. When I place them in the world as prop_static, they straight up don't appear in the game. Neither the compile log nor the in-game console show any errors, they prop simply doesn't show up.

Affected models are, among others:
  • models/props_wasteland/controlroom_filecabinet002a.mdl
  • models/props_c17/lockers001a.mdl
  • models/props_junk/trashdumpster01a.mdl
  • models/props_wasteland/kitchen_shelf001a.mdl
So far, all models I've seen this happen with are models that are listed as physics and static props in the model browser, and they're all official Valve models shipped with and used in the games.

For each of them, I have to use prop_physics with all the flags that make it as static as possible, or prop_dynamic_override, both of which are computationally less efficient than prop_static and just irritating workarounds. Furthermore, the only thing I've found about this on the web is this Reddit post, which does suggest a solution, but a complicated one (using a different compiler from a different game), and which I'm not sure is even applicable, considering EP2 already runs the Source 2013 branch of the engine.

If anyone has an easier workaround, or can tell me why this is happening in the first place, I'd be very grateful.
Posted 2 months ago2024-02-12 13:12:40 UTC
in Forum dead? Post #348572
Well said.
Posted 2 months ago2024-02-12 10:43:17 UTC
in Forum dead? Post #348571
monster_urby said:
TWHL is one of the oldest Half-Life modding communities and in recent times it certainly has been quieter around the main site and forums. The site itself is not as active as it once was, but remains a useful resource with the wiki, map vault and competition dashboard.
For me it's kind of amazing that TWHL still exists. It's one of the first communities that I've joined online, less than 6 months after having an internet connection (2006/2007) with 32 kb/s speed. It brings back a bit of nostalgia after those phpbb/vbulletin forums. There are still many communities left communicating through these forum types, but a lot of them died. In my country, there were big communities around hardware/software/gaming magazine forums. In the early 2010's most of the physical mediums died, and the communities slowly started to fade away. I'm guessing this is what happened in other countries too.
Then the forums slowly started being replaced with chat platforms, one of the most popular being Discord. Although highly practical in some sense, I believe it's just another symptom of the dopamine-hit-style environment the internet is today. Discussions fade into a black hole, unlike these forums where you can search, structure and have some statistics. Discord is a forum, irc and teamspeak/ventrilo server all in one. All-in-ones don't ever do one thing well.

People also grow up and there's very little time to devote to niche online communities if you have multiple interests.

Then the social media garbage started and really took off in the 2010's, sucking people's time. Nobody is immune from these trends, I myself joined Facebook because high school friends pushed me to do it. Then Instagram because a college girlfriend told me to. Now I reluctantly joined Threads because some people I know post there. I never joined TikTok and I hope I never will.
In the past decade phones have practically enslaved us. It is now impossible not to check your phone several times per day. People mindlessly scroll through stories, reels and other forms of short form media shit. I do it too, and I've done it against my better judgment until I had enough humility to recognize that I am addicted to my phone, not unlike others. What slowly got me into the addiction were a few tough mental months where social validation from online forms provided me the feel-good emotions I needed to push through the days. When I work, the only solution for focusing is to close the internet connection on my phone and put it away from my field of view.

I've been also following AI trends for a few years. The hot shit right now are LLMs and diffusion models (a.k.a chatgpt/llama/mistral, stable diffusion/ midjourney/dalle a.k.a generative ai models). The internet is slowly becoming now a cesspool of generated robot regurgitated data deluge and fake art. Where once the internet was a source of good information and radical sincerity, filled with mostly tech or trade-inclined people, it's now... I don't even know how to describe it anymore. My feeling about it is how Mark Hanna in Wolf of Wallstreet describes the stock market:
Fugayzi, fugazi. It's a whazy. It's a woozie. It's fairy dust. It doesn't exist. It's never landed. It is no matter. It's not on the elemental chart. It's not fucking real.
Whoever is able to still ignore all of this and focus on their or these little community gardens, they can consider themselves trully blessed.

Technology robs us more time than the government and other necessary human chores ever will.

So considering all of this - it's a damn miracle people still come to TWHL to discuss and create stuff around an engine that's 25 years old.
Striker StrikerI forgot to check the oil pressure
Posted 2 months ago2024-02-11 16:23:34 UTC
in Transition Doors Post #348570
trigger_changelevel's 'Change Target' attribute can be used to trigger an entity on the next map.
20 years of Half-Life mapping, and still learning something new
Archie ArchieGoodbye Moonmen
Posted 2 months ago2024-02-11 13:40:11 UTC
in Transition Doors Post #348569
Contrary to what it suggests, trigger_changelevel's 'Change Target' attribute can be used to trigger an entity on the next map.

Edit: Here is an example map with Archie's suggestion of using func_wall_toggle.
Posted 2 months ago2024-02-10 01:38:04 UTC
in Draw numbers in HUD Post #348568
Hey, just wanted to say that i find my solution months ago.
What i wanted is to show the amount of grenades without select them, so here's my code writed in SendAmmoUpdate in player.cpp :
void CBasePlayer::SendAmmoUpdate(void)
{
for (int i=0; i < MAX_AMMO_SLOTS;i++)
{
if (m_rgAmmo[i] != m_rgAmmoLast[i])
{
m_rgAmmoLast[i] = m_rgAmmo[i];

ASSERT( m_rgAmmo[i] >= 0 );
ASSERT( m_rgAmmo[i] < 255 );

MESSAGE_BEGIN(MSG_ONE, gmsgGrenades, NULL, pev);//send message with the hitgroup they were just hit
WRITE_BYTE(0); //For some reason, there is some weapon ammo that is impossible to get his index, so instead of writing the grenade index, we just put a 0
`WRITE_BYTE(V_max(V_min(m_rgAmmo[GetAmmoIndex("Hand Grenade)"], 254), 0));`
MESSAGE_END();

// send "Ammo" update message
MESSAGE_BEGIN( MSG_ONE, gmsgAmmoX, NULL, pev );
WRITE_BYTE( i );
WRITE_BYTE( V_max( V_min( m_rgAmmo[i], 254 ), 0 ) ); // clamp the value to one byte
MESSAGE_END();
}
}
}
The gmsgGrenades can be replaced whit gmsgAmmoX , but i created a separated code just in case.
Posted 2 months ago2024-02-07 18:38:45 UTC
in Half-Life 1 Mod: Default Binding Problems Post #348567
So there has to be a config file already in the game to do that?
Posted 2 months ago2024-02-07 10:15:41 UTC
in Transition Doors Post #348566
You can use an env_global. It's an entity that acts as a switch, whose state is shared between level transitions. There's a tutorial, too: Tutorial: Globals.

Using that, a multisource, and the "Master" property on the trigger_multiple, you can disable it after the player activates it by entering the area, and reenable it once the player leaves it and enters the other area.

I'm hazy on the specifics, but after some experimentation with entities you should be able to engineer a solution on your own.

Sounds pretty complicated though: hard to set up and utilizing a lot of entities per one such transition. Use such setups sparingly.
Posted 2 months ago2024-02-07 09:05:43 UTC
in Transition Doors Post #348565
The logic_auto entity has an "OnMapTransition" output that you can fire to trigger an entity every time the map is entered, I think that should do the trick.
Posted 2 months ago2024-02-06 21:23:52 UTC
in Forum dead? Post #348564
I Will try! :)
Posted 2 months ago2024-02-06 17:40:23 UTC
in Assertion Error in jack editor Post #348563
Could you provide a screenshot of the error?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 months ago2024-02-06 16:48:35 UTC
in Wiki enhancment thread Post #348562
Hammertime is like normal hammer, although a bit more modern, I would if you want ofcourse, include some articles for some Stuff about Hammertime
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-06 14:14:49 UTC
in Wiki enhancment thread Post #348561
TrenchBroom stuff is in my plans. Hammertime will be interesting to see.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 2 months ago2024-02-06 09:44:28 UTC
in Wiki enhancment thread Post #348560
I know this hasnt eeally been active, but I would write some tutorials for hammertime or trenchbroom, hammertime is a fork of sledge which is supposed to be as similar to base hammer as possible
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-06 09:35:39 UTC
in Forum dead? Post #348558
Sledge is an open source level editor for Goldsrc.
Unfortunately not being developed anymore, and the Tools and Resources page says "Unfinished and rather unstable
use with caution"
I use a fork of sledge which is quite finished and not really that unstable, you should try it sometime
Tarek TarekA literal dumbass who uses Hammer++
I could help but I dont do 3d modeling, I do half life 1 mapping
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-06 02:42:16 UTC
in Transition Doors Post #348556
Oh I had no idea that I can freeze the player like that. I kept using the camera lol, thanks

With this method everything works great - I press use on the door > freeze > fade > map change. But when I enter the next map, it just spawns me there without a fade in and since I can't add it to the same multi_manager cuz it's on a previous map, Idk what to do. I tried just using the "Level fade in" option but 1. It's too long and 2. It seems like it can only happen once, so if i leave and come back, the fade doesn't happen.

I also tried putting a trigger_once in the exact place where the player spawns and make it trigger a fade but again, that only makes it happen once and I don't want to make it a trigger_multiple because then it will trigger when i come back to the door.

Is there a way to trigger that env_fade only when i enter the map?
Posted 2 months ago2024-02-06 01:12:14 UTC
in Transition Doors Post #348555
Welcome!

There are a few ways to achieve this effect, but almost any setup you try is going to involve a multi_manager. This will let you set your events on a timed sequence, and can be triggered by making the door a func_button.

I recommend reading the tutorials and wiki entries about these entities, and once you've got them figured out, you want to use the multi_manager to trigger some more entities to create your effect.

You'll want:

1. a func_wall_toggle - this can be an invisible block in front of the door, inside the player. It should be set to "starts invisible" via its flags. It does nothing except freeze the player in place (unless you still want them to be able to run around as the room fades to black)
2. an env_fade - this will fade to a colour (or black) over a specified number of seconds.
3. a trigger_changelevel - this will load the new map.

The multi_manager can delay all these to happen in sequence, so you freeze, fade and finally change level.
Archie ArchieGoodbye Moonmen
Posted 2 months ago2024-02-05 23:58:10 UTC
in Assertion Error in jack editor Post #348554
That's just a crash, the error about JIT would just be programmer stuff I think. Try updating to the latest free version (released only in the last week or two), it fixed a common crash in the entity properties window. If you're already using that version... just make sure you have enabled autosave in the options because you can't do anything about it crashing sometimes.
Penguinboy PenguinboyHaha, I died again!
Posted 2 months ago2024-02-05 23:40:55 UTC
in Assertion Error in jack editor Post #348553
Sometimes when I am mapping for jack it just kicks me out and says, i need JIT for it to run it again. i have no idea what JIT is and why it is doing this so if anyone can tell me what the hell is going on and why it is failing, i would be very grateful.
Posted 2 months ago2024-02-05 17:36:29 UTC
in Transition Doors Post #348552
I wanna make a door where if a player presses use, the screen fades to black and when it fades back in, the player will be in the location behind the door.

So far i've thought of either making use of a teleport trigger that would teleport the player behind the door after pressing use or the same thing but with a changelevel trigger but I'm totally new to mapping so I don't know if there's an easier way to do it.

I know that Cry of Fear uses this type of doors but when i checked the maps it seems that they programmed their own entity and I'd like to do it with the stuff that's already avalible by default in Jack.
I'm trying to form a small team of people to develop this short total conversion mod https://www.youtube.com/@EXCAVATION_mod/featured

The mod has 1 active programmer, 1 on stand by. We need a GoldSrc modeler who can help me with models and their animations. I can do models to an extent and need someone who can take these models and textures I do, and finish the rest of it: applying textures/UVmapping (I do texture work again, we see how it looks, make adjustments if needed etc. ), doing required animations, and exporting/delivering a game ready model.

Atm I need assistance with probably one and only (alien) weapon in the mod. I have the 3D model itself nearly ready, same for the textures. Given the design has no round surfaces, texture/s can be simply projected. As for its animations:

1. Unfold
2. Fold
3. Idle
4. Fire
5. Heal player

You would be given a detailed brief on each task. Might be easiest to use Blender but whatever works for one, the end result is what matters.

If you can do any of the stages, e.g. just the UV mapping or exporting, whatever, that's still valuable and you are free to contact me.

There's a closed Discord server (we keep dev progress a secret and do public updates every now and then when enough new stuff is implemented).

E-mail: nenad.designs@yahoo.com

Thx for your attention,

Gojkovic
Posted 2 months ago2024-02-05 09:16:39 UTC
in Forum dead? Post #348550
Sledge has some forks of it on github, im using a fork of sledge called hammertime, which has prefab support and a lot of other things being added!
Tarek TarekA literal dumbass who uses Hammer++
Posted 2 months ago2024-02-04 16:41:23 UTC
in Forum dead? Post #348548
Between the two, it's kind of like the choice between having a bag of candy handed to you or going to the kitchen and cook a healthy dinner.
we're lucky to have both ;)
Posted 2 months ago2024-02-04 15:52:54 UTC
in Issue with modding particular sequences Post #348547
That's quite odd. I don't suppose there are any cue points or anything in there, GoldSRC tends to be very picky about those.
This will need some testing in an isolated map t.b.h.
Admer456 Admer456If it ain't broken, don't fox it!
It's alright. I might just use Safe zones behind walls and when I do feel like mapping again (this issue really drained me, i've tested 90% of the entities), I'll make a level where it's designed so that it wouldn't be an issue. Though that doesn't sound very fun to me. Anyways, if you get round to trying it out, do let me know please. I'll be forever grateful.
Huh. Like I said, I've been out of it for a while, so I'm not sure, sorry. If I can find the time, I might quickly test it myself in Hammer, but I can't make promises.
This post was made on a thread that has been deleted.