Forum posts

Posted 9 years ago2015-06-11 20:43:07 UTC
in Proper dark style of my map: which light Post #325902
Overloading any once face with too many switchable lights is avoided if they all share the same name and are switched as one. You can have 40 individual light emiting entities or textures and it will be fine. its just when they each become distinctly alterable sources that an issue arises. Because it has to calculate each possible state for all the lights.

Eg, Lights 1 off, lights 2-26 on, lights 1 and 2 off, 3-26 on, etc.

As long as they share a name they'll be treated as one style regardless of color.

Having different appearances also causes issues when you layer to many.
Posted 9 years ago2015-06-11 20:30:11 UTC
in Acceptable modern r_speeds? Post #325901
You still want to Func_wall or Func_Illusionary anything that could cause unnecessary face splitting.
Posted 10 years ago2014-04-12 10:24:57 UTC
in Vluzacn's Half-Life Tools v34 Post #318661
It does seem to work if I drag and drop. But i'm still not adept enough at playing with the config file to fine tune it like that. Good enough, but running it strait from hammer would be much easier.
Posted 10 years ago2014-04-12 07:43:46 UTC
in Vluzacn's Half-Life Tools v34 Post #318659
Hammer source files are in the Half-life SDK folder for steam. I have been trying to compile with hammer. Even the older versions of ZHLT aren't working.

Makes me miss my WON halflife
Posted 10 years ago2014-04-05 01:27:28 UTC
in Vluzacn's Half-Life Tools v34 Post #318594
Maybe I'm just missing something:

** Executing...
** Command: D:GamesSteamSteamAppscommonHalf-Life SDKMap_Toolshlcsg.exe
** Parameters: "D:GamesSteamSteamAppscommonHalf-LifevalvemapsTest_Map"

Unknown option "D:GamesSteamSteamAppscommonHalf-LifevalvemapsTest_Map"

x4 for each compiler.

Any ideas why its not reading? Is it dropping the file extention? Is it not reading it because its on drive D? Because its in the steam folder?
Posted 12 years ago2012-09-26 07:47:01 UTC
in Black Mesa: Source Set for Release! Post #310074
I just rolled into Guam from a three month deployment and one of the first things someone mentioned was that BM had finally come out. I'm about to leave for another three. I think I cried a little inside
Posted 12 years ago2012-01-26 05:27:25 UTC
in How did you start mapping? Post #302975
During a bring your child to work day I wound up staying late. Turns out my moms office ran Team fortress matches after work. I fell in love and one of the programmers gave me a copy of half-life and everything, worldcraft was on the CD.

From there it proceeded into a long process of simple maps, random ideas, and remaking. I never really finished much. Plenty of "Almost theres". I spent hours every day after school in our new computer lab working on maps.

TWHL was the first place I started asking quetions and posting WIPs. Lots of good advice. I was always to ADD to finish, but I enjoyed the progress. Seeing a world evolve under my hand.

Now that was a long time ago
Posted 14 years ago2010-09-25 16:34:24 UTC
in Organic/Natural Path Blocking Post #285730
You really picked a hard way to go about it. Industrial complexes have these overhead pipe carriers, truck hits a pole, the thing twists down, blocking what the truck doesn't.

Also use the industrial fact to your advantage. These plays get "upgraded" all the time. Rip up a section of pavement, lay a pipe, cover it up. Completely random. Good for breaking up samey enviroments. Same with the buildings, they tend to be erected as required, concrete one day, corrugated metal the next, throw up an office out of those awesome prefab walls...
Posted 14 years ago2010-09-21 13:32:18 UTC
in The entity limit upsets me Post #285609
Seems you've come up against and engine barrier. Back in the days people found clever ways of getting around them. See: The single floor limit in doom, no native parenting in Half-life, etc.

I guarentee you that you can pull some even crazier stuff off with fewer entities.

Try using fewer beams and more moving targets for the beams.
Posted 14 years ago2010-09-21 13:23:29 UTC
in I need a Gargantua Model\Reskin for HL M Post #285606
I think he had one that he used for turnstyle that would work.
Posted 14 years ago2010-09-17 23:35:40 UTC
in Castle Disposed Post #285477
Possibly, but there is no cache.wad in the folder to move.

So far: 1st map back side of the door the texture isn't fit, just applied. On the second map I couldn't pull the lid off from below. I had to cheat.

Also Could not find file: Deathtex.wad at the end of atoms maps.

Its been pretty cool, like a glimpse into mapping back in ~2000. Atom still had an obsession with that idol.
Posted 14 years ago2010-09-17 22:10:50 UTC
in Castle Disposed Post #285471
Well, sadly I was never able to get around to work. And now I have windows 7 which hammer refuses to work on. Wish I could have contributed

Also to submit a bug report: Castle disposed crashes whenever a game is started or the console is opened. Was able to run it by not using it as a mod, although I know i'm probably going to encounter some hickups as I play though.
Posted 14 years ago2010-02-19 20:38:53 UTC
in Castle Disposed Post #279104
Gah, I keep getting drawn away from finishing.

I got more done though. tentative thumbs up
Posted 14 years ago2009-12-31 15:40:41 UTC
in Castle Disposed Post #277116
Hey I got a little done. Trying to fuse three maps is a little bit more difficult then I imagined.
Posted 15 years ago2009-11-28 14:35:50 UTC
in Castle Disposed Post #276128
I hate work, I'm going to try to finish up that map this weekend.
Posted 15 years ago2009-09-17 21:41:31 UTC
in Castle Disposed Post #273451
Tetsu I have an update for you. Pretty much all the HS maps now work. And I'm just working on sewing together an initial map based on alot of different pieces.
Posted 15 years ago2009-09-16 11:10:03 UTC
in Castle Disposed Post #273405
Tetsu, I'll one up your offer and assemble something working out of it for you. I'll have it by tomorrow.

I'm going to see if I can splice together HS3 a and b. Is including all of that series of maps to much?
Posted 15 years ago2009-09-15 20:18:08 UTC
in An Unfinished Map Compilation. Post #273389
Just don't ever quit mapping. EVER.
No plans to, just school hiatus.
Why are these all combined into one map?
For archival really. I have over 800 rmf's. To many of them test maps and one offs.

Anyways, its just funner then having to look through a bunch of different things.
Posted 15 years ago2009-09-15 18:48:33 UTC
in Hollywood actor Patrick Swayze dead! Post #273383
Its just Patrick Swayze, I doubt he'd mind.
Posted 15 years ago2009-09-15 18:09:00 UTC
in An Unfinished Map Compilation. Post #273380
Long time no see.

So I got to go home for the first time in a long time. Got a chance to sort through all of my old files and found a huge mess of unfinished maps. I also found out last week that my roommate used to code mods for HL, so I might end up using some of these still.

Without that much further adieu I now proudly present to you 13000 solids worth of 21 maps. (Warning: Don't load all the visgroups at once! Hammer can't display it all and will cull lots of it.)

Including pieces meant for:
Problem-Reaction-Kill
Hostage Situation
TWHLmix's & various compo's
Reissues
Different SP/MP maps.

And:
A working Nihilanth (I think everything's there at least). Bet you've never seen one before.

http://www.twhl.co.za/vault.php?map=5343
Posted 15 years ago2009-09-12 17:35:24 UTC
in TWHL Regulars Post #273286
This thread is so useless.

Just look around at the forum, its quite easy to see who is a regular poster.
Don't forget about regular lurkers.
Posted 16 years ago2008-09-08 02:17:43 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #255052
I've been saying that about blender for years. But everybody was complaining about the nonstandard interface.

And its real damn fun to make something, then scale up and print out the unedited UV. you can fold it up and link the seems and you'll have a paper model.
Posted 16 years ago2008-09-02 18:08:26 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #254904
Nobody forgets 6D
Posted 16 years ago2007-12-10 18:13:45 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240516
Great work.
Posted 17 years ago2007-11-25 14:29:11 UTC
in Half-Life: Hostage Situation Post #239152
I haven't heard a word from any of you for a long time, I had kinda assumed you all died or something.

Hunter talk to me on MSN or something, really.

If you and the mod are in fact, still alive, I'll go back and remake the parts I lost when my HDD failed (Took my Reissues map too, and I was pissed about that and stopped mapping for a while.)
Posted 17 years ago2007-10-17 12:36:31 UTC
in Quiet down and listen to the Aussie Post #236516
This week on Zero Punctuation

The Orange box in his happiest review since Phychonauts.
Posted 17 years ago2007-10-07 12:35:24 UTC
in Quiet down and listen to the Aussie Post #235934
I asked him to do TF2, he said it was too good.
Posted 17 years ago2007-10-03 21:58:02 UTC
in Quiet down and listen to the Aussie Post #235612
I figured you all either love it or hate it enough to enjoy this. Yahtzee is quite the reviewer and his accent and comic value just add to that.

The only reason I post this review in particular is because it managed to be diggs biggest story for today, the rest are quite good. and Peggle

http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2304-Zero-Punctuation-Halo-3

He got hired by the escapist after peter molymeux lavished his praise on This little gem of a Fable review.
Posted 17 years ago2007-09-19 22:05:09 UTC
in TF2 or FF? Post #234553
TF2 is awesome fun. Moreso if you avoid the shitty public servers.
Posted 17 years ago2007-07-04 21:57:37 UTC
in Twister Development Updates Post #227385
Fractal terain generation is done all the time. So you shouldn't have a problem. Yes for a given seed it will come out almost the same, but thats why the input from the user comes in such a range.
Posted 17 years ago2007-07-04 21:55:09 UTC
in CS_OFFICE THE COMIC Post #227384
A good start.
Posted 17 years ago2007-07-03 22:56:05 UTC
in Blue shift ending Post #227298
Or at least all the retarded HL1 HECUs do. I HATE THE HL1 HECUS!
They made better enemies then CP's and overwatch.
Posted 17 years ago2007-07-03 21:49:11 UTC
in Counter-Strike Bot Post #227296
Pod-Bot
Posted 17 years ago2007-06-30 11:19:24 UTC
in The last question Post #226902
Ninetrine, its text, so load it up then disconnect.

as for ZL, as far as I know every inteligent forum on the internet has made Tl;dr bannable because its a combination of lazyness and a shitpost.

I read it a while ago off a link from qntm, which then led me back to the most awesomest story that is Tyro.
Posted 17 years ago2007-06-30 01:19:40 UTC
in Blue shift ending Post #226861
I personally choose to ignore them, it never made much sense to me that the military that was always hell-bent on killing scientists are suddenly your allies in Opposing Force. I'm not even going to guess if the Blue-Shift Barney is the 'real' Barney or just who the scientist who escape with him are.
You know in Op4 you are the military? Just a very special person in it who ended up in the right place, right time, with the right skills etc?

And its canocal that the Blueshift Barney is the real one, since he's the only one who can be traced from pre-cascade to escape. And the story was written by Laidlaw.
oint of view i guess would be some Vortigaunt named ______ who's slaving on Xen and there's a rebellion then something happens where you go to Black Mesa and this and that i dunno.
No the mod called "Point of View"

And if the issue isn't final Portal is Half-life universe Cannon. Valve said so.
Posted 17 years ago2007-06-27 16:46:07 UTC
in Hitman the movie Post #226597
They can't make a movie out of this the way the trailer has them going about it. 47 doesn't blow things up unless his job is to destroy and opperations, 47 doesn't sniper people in daylight unless its the only chance, 47 isn't contracted by, he's an agent of the agency. I want to kill whoever thought this up, ruining such a good game. And that actor for him? What the hell, 47 isn't anywhere near that young or stupid looking, he's like 50 and the only expression ever on his face is sullen and the glimmer in his eye is that of im going to kill everyone in this building if I damn well feel like it.

Although the few miniclips of him running around with his pistols looks like the fun way of doing "Traditions of the trade". Where instead of sneaking in as a business man you just walk in and start butchering everybody. But they shouldn't make a movie like that.
Posted 17 years ago2007-06-27 16:36:23 UTC
in War of the Servers Post #226596
Tl;Dr take war of the worlds
Posted 17 years ago2007-06-25 16:55:43 UTC
in TWHL Mix 2? Post #226405
anybody who wants to, now take your time.
Posted 17 years ago2007-06-25 16:55:22 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #226404
The timber video thats uploaded to moddb isn't fully uploaded, its corrupt and only 1.5mb instead of whatever the full thing is.
Posted 17 years ago2007-06-25 16:54:31 UTC
in Water-cooling Post #226403
Make sure to use coolant instead of water, it lasts longer and never has anything bad in it, eg no possibility for algee growth. It also is normally non-conductive so if you ever spring a leak it won't short anything.
Posted 17 years ago2007-06-25 15:06:19 UTC
in War of the Servers Post #226396
Tl;Dr take war of the worlds, replace aliens with mingebags, tripods with tripods with giant wheels, melterbeam with remover gun, etc.

The beggining is pretty good and the rest is ok.
Posted 17 years ago2007-06-19 15:46:38 UTC
in Your Mod's (past and present) Post #225692
Problem Reaction Kill - Too many new zombie mods, too little progress...
I will come back, trying to do it in HL1 failed and nobody was ready for a HL2 mod on that scale at the time.
Posted 17 years ago2007-06-18 12:52:36 UTC
in Mario Keys Post #225561
Well, its fun, but easy. The first level change is bugged sometimes. When I pressed the button and grabbed the key, upon running back into the hallway it Levelchanged and put me back in the first level again, so I was stuck until I restarted. And in the Bowser texture room the floor elevator comes up instead of going down, so there is no way to continue without noclipping.
Posted 17 years ago2007-06-18 12:10:36 UTC
in HL3 SCREENIES Post #225559
Nope, It was a Ieatmonkeychow post.

And yes im going to be refering to Ieatmonkeychow by his original childish name that he had 2 years ago when he was 13. Not because he's acting like a child, but because IEMC was less childish. Maybe he will improve.
Posted 17 years ago2007-06-18 11:58:12 UTC
in sexy beach 3 Post #225557
Oh Internet how I hate you for letting me know about sexy beach 3 a year or so whenever it came out. Letting someone post about how funny it is that the girls are all submissive when you rape them. laughing about it when nobody really cares.

Luckly I don't hang out of 4chan and its older brother has a disdain for anything like it, so I ended up never getting the full eye gougeingly stupid experience. I got to sit back and laugh at the people laughing at it.
Posted 17 years ago2007-06-18 11:51:41 UTC
in HL3 SCREENIES Post #225556
How did I know that was rickroll before even clicking the thread? Tell me? Right because some people do it tastefully even though its OLD. And tell me why rick roll is funny?
This post was made on a thread that has been deleted.
Posted 17 years ago2007-06-14 10:18:38 UTC
in Half-Life: Hostage Situation Post #225208
I was 95% done last year. Whee 1900 posts, something is wrong here.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.