Forum posts

Posted 5 months ago2019-07-02 04:27:21 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342831
I just released a death match map a few days ago with this theme. Can I enter it in this contest?
Posted 10 months ago2019-02-01 04:53:32 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #341899
Does this have to be a brand new map (never released before) or can we use content we've released before?
Posted 1 year ago2018-11-30 01:24:49 UTC
in Need help with ambient_generic Post #341356
also double check your paths for the sound.
Make a new wad using only the textures you're using from all of the other wads.
Posted 1 year ago2018-10-06 23:35:35 UTC
in Post your screenshots! WIP thread Post #341000
Nice stuff Victor! Love the ambience you achieve in your maps and the textures.
Posted 1 year ago2018-09-20 20:20:21 UTC
in Post your screenshots! WIP thread Post #340925
Thanks guys
Posted 1 year ago2018-09-20 01:17:01 UTC
in Post your screenshots! WIP thread Post #340919
A friend in the Half-Life community has passed away. This is a map I'm working on in her honor. [FF]LGND.ICE was her name.

video:
https://youtu.be/dXzj_SXx6M0
Posted 1 year ago2018-09-01 00:30:52 UTC
in Competition 35: Vanilla Half-Life Post #340760
Thanks SourceSkyBoxer and UrbaNebula :)
Posted 1 year ago2018-08-31 00:08:12 UTC
in Competition 35: Vanilla Half-Life Post #340749
Here's a work in progress video.

https://youtu.be/6Hdz35a7HN8
Posted 2 years ago2017-11-14 23:49:44 UTC
in Ungroup after tied to entity Post #338054
First, tie the entity to world, then ungroup it.
Posted 2 years ago2017-11-09 05:08:35 UTC
in Half-Life: C.A.G.E.D. Post #338005
Very nice mod, thanks for keeping Half-Life alive.

Have you tried my mod The Challenger Deep 2
http://www.moddb.com/mods/the-challenger-deep-2
Posted 2 years ago2017-07-28 00:29:14 UTC
in Shifting a whole map in hammer? Post #336500
select all, texture lock, move. textures will look the same but the numbers will have shifted as far as you have moved the map
Posted 2 years ago2017-07-24 23:14:32 UTC
in TWHL Collaborations Post #336342
I'd be interested in joining if there is still room
Posted 2 years ago2017-06-16 02:55:45 UTC
in monster_generic and path tracks Post #335541
I've tried it but the monster_generic will immediately teleport to the last specified entity instead of walking to it
Posted 2 years ago2017-03-12 05:55:53 UTC
in Odd error - anyone else getting this? Post #333916
try raising sv_filetransfermaxsize if bsps are big
BINGO!
Posted 2 years ago2017-03-06 05:55:44 UTC
in sven coop mapping compile problem Post #333880
i would guess that sven coop and the sdk should be installed on the pcs you're using
Posted 2 years ago2017-03-01 06:09:56 UTC
in Odd error - anyone else getting this? Post #333803
its ok man, the // have nothing to do with it. those are to comment out or basically tell the server not to download the map twice...or the sprite
Posted 2 years ago2017-03-01 03:19:25 UTC
in Odd error - anyone else getting this? Post #333801
there isnt a model in the map

the error is:
"Cannot continue without model maps/mapname.bsp, disconnecting"

this is the res text:

// RESGen is made by Jeroen "ShadowLord" Bogers,
// with serveral improvements and additions by Zero3Cool.
// For more info go to http://resgen.hltools.com

// .res entries (29):
gfx/env/sandtrap_bk.tga
gfx/env/sandtrap_dn.tga
gfx/env/sandtrap_ft.tga
gfx/env/sandtrap_lf.tga
gfx/env/sandtrap_rt.tga
gfx/env/sandtrap_up.tga

sound/cross_x/bigboomer.wav
sound/cross_x/click.wav
sound/cross_x/click01.wav
sound/cross_x/error_sound02.wav
sound/cross_x/factory_fan.wav
sound/cross_x/freight.wav
sound/cross_x/inner_seal.wav
sound/cross_x/inner_start.wav
sound/cross_x/interior.wav
sound/cross_x/mgun_burst4.wav
sound/cross_x/no_compute.wav
sound/cross_x/no_data.wav
sound/cross_x/pipe_run.wav
sound/cross_x/pneumatic.wav
sound/cross_x/rocket_door_open.wav
sound/cross_x/rocket_door_slam.wav
sound/cross_x/rocket_launch.wav
sound/cross_x/scanner.wav
sound/cross_x/siren.wav
sound/cross_x/wind.wav

sprites/cross_x/rjet1.spr
sprites/cross_x/sexysmoke.spr
//sprites/muzzleflash1.spr

//maps/crossport.bsp
maps/crossport.res
maps/crossport.txt

when people go to download the map from a server or download it through a LAN, it crashes Half-Life and brings up this error: "Cannot continue without model maps/mapname.bsp, disconnecting"

there is no model in the map
Posted 2 years ago2017-03-01 01:00:49 UTC
in Odd error - anyone else getting this? Post #333795
oh you mean a .res file. The download contains the .res file already. Even so, people still get the error "Cannot continue without model maps/mapname.bsp, disconnecting"

The error doesnt make any sense. I've never seen a model maps/mapname.bsp
It seems to be asking for a map model or a model of a map which is not even included in the download or a part of the map at all.

Check out my map doomify in the map vault. You'll see a .res file in it. There is a program called resgen which makes res files for you simply by dragging and dropping the map onto it. Its simple to use.

This problem has nothing to do with the res. I wish it did. It would make life so much easier. I think it has to do with the zoner's comile tools I use. Thanks for the suggestion, zee, but I think it goes much deeper than that.
Posted 2 years ago2017-02-28 23:34:26 UTC
in Odd error - anyone else getting this? Post #333792
when you get home could you take a minute and write out exactly what you did because this error is haunting all of my new maps now and its very frustrating. Ive done some searching on google for this but not alot of fixes are showing up. thanks
Posted 2 years ago2017-02-28 23:09:13 UTC
in Odd error - anyone else getting this? Post #333790
Cannot continue without model maps/mapname.bsp, disconnecting.

This happens only when someone is downloading the map from a server.

It doesnt happen when a person manually inputs the files into their computer.
Posted 2 years ago2017-02-23 19:47:10 UTC
in Competition 34: HL Re-Imagined Post #333713
Here's a vid of my entry
https://youtu.be/jYJ2gA4yGlM
Posted 2 years ago2017-02-22 23:18:07 UTC
in Competition 34: HL Re-Imagined Post #333704
im pretty sure wadinclude includes the entire wad, you used it or not.
right, -wadinclude includes the entire wad you've chosen. It doesnt only include the textures in the map you've used, but it includes the entire wad. Also, if you've used several wads, make sure to -wadinclude each one.
Posted 2 years ago2017-02-21 01:55:40 UTC
in Competition 34: HL Re-Imagined Post #333662
Yo Doc Rock this looks sexy! smile - :) Make it super scifi grin - :D I want to see an Ion Cannon instead of a Nuke xD
Thanks man :) Your map kicks some serious ass too. Nice work!
Posted 2 years ago2017-02-20 22:56:08 UTC
in Competition 34: HL Re-Imagined Post #333656
Posted 2 years ago2017-02-19 05:24:44 UTC
in HLDM Server! Post #333615
how come the wads weren't -wadincluded when making the map?
Posted 2 years ago2017-02-19 03:32:59 UTC
in HLDM Server! Post #333611
missing wad chicco_bedroom.wad
Posted 2 years ago2017-02-18 18:38:18 UTC
in HLDM Server! Post #333604
Here's my latest map if you want to add it

http://gamebanana.com/maps/194013
Posted 2 years ago2017-02-02 05:37:15 UTC
in Competition 34: HL Re-Imagined Post #333292
Does this have to be a brand new map or can it be one already released?
Posted 6 years ago2013-10-14 02:13:36 UTC
in Competition 33 Post #316219
It's time for the obligatory once a month question:

So is this contest dead?
Posted 6 years ago2013-09-16 22:17:54 UTC
in Competition 33 Post #315736
Good luck, chaps.
Who wants to take bets though that the contest wont be judged until sometime next summer
Posted 6 years ago2013-09-13 02:59:49 UTC
in Competition 33 Post #315683
It's time for the obligatory once a month question:

So is this contest dead?
Posted 6 years ago2013-08-14 21:35:49 UTC
in Competition 33 Post #314924
So is this contest dead?
Posted 6 years ago2013-07-08 18:49:36 UTC
in Competition 33 Post #314158
So is this contest dead?
Posted 6 years ago2013-06-17 21:34:55 UTC
in Competition 33 Post #313995
so is this contest dead?
Posted 6 years ago2013-06-02 15:05:46 UTC
in New gameplay video from The Challenger D Post #313799
Posted 6 years ago2013-06-02 02:58:42 UTC
in New gameplay video from The Challenger D Post #313791
Posted 6 years ago2013-05-14 03:17:32 UTC
in TWHL Coop Ideas? Post #313516
I vote Goldsource.
Posted 6 years ago2013-04-19 01:52:29 UTC
in Competition 33 Post #313338
any news on contest results? its been 2 months since it ended
Posted 6 years ago2013-02-01 22:36:36 UTC
in helm me make a wad file? Post #312424
what went wrong?
Posted 6 years ago2013-01-28 20:59:44 UTC
in forced HD pack Post #312359
Yea I had to redo some of the scripted sequences in my mod because the animations were missing in the HD ones - sucks too because the original animations really fit the sequences I had going
Posted 6 years ago2013-01-16 13:48:23 UTC
in Odd ambient generic problem in Half-Life Post #312220
Thanks a lot man I truly appreciate it
Posted 6 years ago2013-01-16 00:30:39 UTC
in Odd ambient generic problem in Half-Life Post #312213
Does each mod in Half-Life Steam need its own unique .dll? If so, how would I go about making such a thing with no idea how to code it?
Posted 6 years ago2013-01-14 23:24:26 UTC
in Odd ambient generic problem in Half-Life Post #312203
Are you using op4.dll, by any chance? I only had that problem (a lot) when I was using the op4.dll in my mod.
I'm beginning to wonder if this is the problem. Does the hl.dll used in WON Half-Life work the same as the dll in Steam?
Posted 6 years ago2013-01-14 17:40:50 UTC
in Skybox Issue Post #312195
Are there 2 brushes with skybox texture touching or overlapping anywhere in the pictured area?
Posted 6 years ago2013-01-14 13:45:07 UTC
in Odd ambient generic problem in Half-Life Post #312193
In almost all of the maps in this single player mod for Half-Life there are ambient_generic entitys. As I approach the sound ingame, the sound is not playing. There is no trigger required for the sound to play. Some of the sounds are set to play in different radius's. None of the sounds' attributes have been changed at all. They are all stock half-life sounds. There are no custom sounds. The only thing changed about the sounds are: a flag being ticked to play the sound in a small/medium/large/everywhere radius.
Posted 6 years ago2013-01-14 00:42:18 UTC
in Odd ambient generic problem in Half-Life Post #312191
an added note here: during the build and testing of the map, the sounds work fine, too. only when running the mod thru steam is when the sounds dont work (unless quicksave/quickload...then they work)
Posted 6 years ago2013-01-13 23:10:38 UTC
in Odd ambient generic problem in Half-Life Post #312189
The sounds work perfectly.
ONLY
after a quicksave/quickload.

Before the quicksave, there is no sound even though I know there is an ambient_generic there. I know it's there because I put it there when I made the map.

People who have beta tested this mod come back and say 'its really good, but I just wish there were more sounds in it.' I tell them the same thing that I'm telling you guys here: to enjoy the sounds in the mod, you'll first have to quicksave then quickload the map.

I've downloaded other mods and all of their sounds work fine. I've looked through the mod structure of files and they all are the same as the file structures in my mod.

I cant understand why its not working. Very frustrating.
Posted 6 years ago2013-01-13 20:38:54 UTC
in Odd ambient generic problem in Half-Life Post #312183
If your sounds are set to repeat continuously, den make sure they have at least one cue point, else they will only play once and then never again, so this may be your problem.
They are stock half-life sounds. They dont play at all unless I quickave/quickload and then they play fine.
Posted 6 years ago2013-01-13 18:08:38 UTC
in Odd ambient generic problem in Half-Life Post #312179
I'm having a very odd ambient_generic problem in my mod. Maybe someone here has had the same problem.

In almost all of the maps in this single player mod for Half-Life there are ambient_generic entitys. As I approach the sound ingame, the sound is not playing. There is no trigger required for the sound to play. Some of the sounds are set to play in different radius's. None of the sounds' attributes have been changed at all. They are all stock half-life sounds. There are no custom sounds. The only thing changed about the sounds are: a flag being ticked to play the sound in a small/medium/large/everywhere radius.

However, if I quicksave the level ingame then quickload the level immediately after, the sounds work perfectly. After every level change, as I run through the mod, if I quicksave/quickload - then the sounds work fine.

Has anyone else had this problem? I am very anxious to get my mod out there for people to play, but I will not release it until I can figure out what the problem is.

Thanks ahead for any constructive feedback.