Help required - Hl1 Op4 mod Created 14 years ago2010-07-23 12:16:43 UTC by 23-down 23-down

Created 14 years ago2010-07-23 12:16:43 UTC by 23-down 23-down

Posted 14 years ago2010-07-23 12:33:05 UTC Post #283357
Hey people...

I don't know what to do anymore.. My mod is making fantastic progress however I'm still having massive problems to combine the maps with mapchanges. As everyone knows it can be very tricky to make the mapchanges working properly.

I've read so many tutorials now and even downlaoded a bunch of example maps and also decompiled other maps to see how they did that. Well I successfully made the first 6 maps working. But 1 problems remains in every single map. The transitions aren't really smooth. Meaning that the player starts few meters behind or a bit in the air. As soon as I move the triggers just a little I'm spawning outside the map again.

Would someone with some time and a lot of experience be willing to support me here? Then I would send you all required files to my mod. That way you also get the chance to see some parts of my mod before many other people does. Releasing the problem maps here on the unfinished map vault is no option because I don't want to spoil my mod to any people as long as it is not finished.

Who wants to assist? The only requirement is that you have good if not very good knowledge of hammer.

Another topic: At the moment I lack a little on ideas regarding different objects. Therefore I invite everyone who wants to create little props for me. Be it some scientific machines or just plants and boxes. I will then use the things in my maps to decorate them with your items. Credits will be given then. There are no rules here and of course no enforcement. Feel free to create something or don't it's up to you.

My mod status at the moment is around 40%.
http://www.moddb.com/mods/hl-opposing-force-firestorm
Posted 14 years ago2010-07-23 13:31:03 UTC Post #283359
A few notes of levelchanges:
1) The info_landmark must always remain in the same position relative to the area the change is in. You may move the hallway/room/ etc, as long as you move the landmark the same distance.
2) The trigger_changelevels don't determine where the player is in the new map, only where the loadpoint is.

I hope this info helps, I don't have the resources to help with the maps themselves at the moment.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-07-23 16:33:42 UTC Post #283368
Ok I will check it again thx...

However if someone wanna help or even want to take an active part on my mod or just want to distribute some ideas or little prefabs report here immediately. I really could need some help regarding the stuff posted above.
Posted 14 years ago2010-07-23 18:30:45 UTC Post #283378
Changelevels can be a bitch.

I actually had to abandon some ideas for the rooms project because of MAJOR landmarking problems... I eventually got most everything to work ok, except lighting discrepancies from one levelchange to another.

I can't really remember what problems i was having exactly, or how i fixed them, but i'd be happy to take a look at your maps. Does the player have to be able to go back and forth, or just use each changelevel once?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-07-23 22:59:49 UTC Post #283388
My problem maps were 2 video maps which play on a complete different location and were therefore really hard to fix.. But guess what I finally (after 2 months) fixed it! I used a combination of changing the spawnzone outside the video area in a box and then teleport the player to activate different scripts.. It works..

So at the moment I have 9 maps runnin. I will continue implementing my newer maps now. Finally I can also continue mapping itself. This problem took me any motivation left in the last month.

Glad you like to help. I will contact you shortly when I need your help again. Then I will send you my entire mod as far as it is playable yet. You can also betatest the stuff if you like. By the scripting all connected maps are done but by fixing little texture issues and adding more design related machines etc. there's still some work to do I fear. So ideas will be welcome when the time comes.

Greetings 23-down
Posted 14 years ago2010-07-25 21:49:00 UTC Post #283469
Sorry for the doublepost..

Well I don't want to open a new topic regarding my questions.

I used the search but didn't found any useful results.

So here are my questions:
I remember a compiler command that made it possible to increase the viewdistance for the player... Does anyone know the command? I had it once but accidentally deleted it. Was it maybe -maxdistance X (X= number in units)

Does one of you know a way that I can let my npcs let look at something? They're also required to move their body into the specific direction. Right now they are looking all into opposite directions but then something shows up and they shall turn around. I can easily work with scripted sequences here. But the results are not really satisfying.

Then 1 request.. I need a voice actor for a high ranking soldier. Who wants to share his beautiful voice as sharp rusty superior. :D

I need also 1 additional voice actor for a radio message. This soldier sounds scared and crys into the radio.

Texts for both roles will be provided via PM as soon as I have my voice actors.

Last but not least some pictures still very WIP.
What do you think?

User posted image


User posted image
Posted 14 years ago2010-07-26 08:27:37 UTC Post #283477
Looks a bit blocky.
Posted 14 years ago2010-07-26 11:19:55 UTC Post #283481
the bushes yes but thats only due to the fact that I want to maintain low r-speeds the rest of the map is very high quality stuff and therefore raising up r-speeds.
Posted 14 years ago2010-07-26 11:44:31 UTC Post #283484
Max viewdistance can be found in the map properties entity "worldspawn"

If your maps are about as large as mine usually are, then I would recommend doubling it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-07-26 12:15:47 UTC Post #283488
Ah thank you Joe.. I knew it was somewhere... It is working now I can see the end of the map fully textured...
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