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Topics - SaxonSwine

Pages: [1] 2 3 ... 5
1
Suggestions / I have a suggestion
« on: June 20, 2013, 10:15:19 AM »
I have a suggestion: when will this mod beleased?

It looked really cool

Thanks!

2
General Chat / Needing a coder for my HL1 mod
« on: July 21, 2011, 03:53:54 PM »
Hey guys, as some of you may know I've been working on this mod http://www.moddb.com/mods/they-hunger-tactical

The guy who was previously working on the code for this has had to leave because of IRL commitments - so I'm badly in need of someone who can finish off the code.  Basically all that needs coding is the addition of some new monsters - 10 in total, though they're only monsters which need to created from clone code.

I'd greatly appreciate any help that can be provided with getting the last leg of this project done!

Here is the code in it's current state for any passers by who may be interested - http://www.megaupload.com/?d=MANCY4D4

3
Gold Source RELEASES / [SC / OP4 / CS / CSS] Arm Pack
« on: February 16, 2011, 02:52:37 PM »
Hey guys, it's been a while since I posted around here.  Just thought I'd throw up this model I made last week, which is one of the first things I've made in Max.

Just a heads up:
These arms ARE NOT to be used in a mod without my express permission.
The arms may be used as part of an Opposing Force / Sven Coop / Counter Strike / CSS model release.  All I ask is that you give me due credit when these are used.

The arms aren't rigged to any skeletons, so interested people will have to rig these themselves.



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4
Gold Source RELEASES / Heart of Evil Napalm Edition released!
« on: June 28, 2009, 12:30:50 PM »
After a long wait by members of the public (and the dev team) comes the release of Heart of Evil Napalm Edition!  This mod is a total conversion for Half-Life, offering players the chance to dip into the crazy world of wartornzombieinfested Vietnam.
A lot of work has gone into developing this mod, so we hope that you'll all enjoy it!

Download the mod from Half Life Creations

Or Download the mod from MODDB

Or Or Download the mod from Planet Phillip


For players new to Heart of Evil, you are placed into the boots of Special Forces officer Captain Percy Freeman, who is tasked with despatching the villanous (and extremely mad) Colonel Kurtz.  Not long after beginning your mission you are betrayed, and forced to find your way to Kurtz on foot.

Along your way you will have to deal with rogue US Soldiers - apparently they think you're a traitor, and have been tasked with hunting you down.  Not only are there US Soldiers after you, but also Huey helicopters!  These Helicopters are deadly since they have front gunners, side gunners, rocket launchers and the ability to drop off troops.  You'll will need to carefully plan their movement around a Huey helicopter in order to take it out with an M79 or RPG-7!

After fighting your way past rogue US forces, you come up against the uglier side of war.  Unkillable zombies!  Or are they?  Any sort of explosive will kill a zombie, anything less than that will knock them down momentarily.

Like the original Heart of Evil we have kept the vast free roaming environments, but we have made the puzzles within them more straightforward, so that backtracking is kept to a minimum.  Objectives are clearly marked with glowing markers, and the levels are also considerably easier to navigate.

We would like to thank people who have been watching the mod so patiently - we hope this lives up to your expectations!  Saddle up, lock and load and head into the world of Heart of Evil...

5
Source RELEASES / [CSS] ZM_DustPanic
« on: June 11, 2009, 04:07:02 PM »
I spent a couple of days hustling up a map for CSS Zombie Mod - I wanted to challenge myself to see how good a map I could make in a short time frame.  This is the result of that work!

If anyone knows of any CSS:ZM servers, please badger them to get this map!

Features 64 spawn points
Full HDR
Proper cubemaps (phew!)
Lag optimization to ensure smooth online play
Dust/Dust2 theme
Awesomeness :3

Download it here http://www.fpsbanana.com/maps/98247
or here http://files.filefront.com/zm+dustpanic+b2zip/;13902543;/fileinfo.html

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6
Textures / 2D Art & Audio / [L4D] Realistic Weapons Pack
« on: May 09, 2009, 05:13:21 PM »
Hey guys, just thought I would share my second weapon soundpack for Left 4 Dead.  This is intended to be very realistic AND very clean audio quality, thereby offering a superior immersive experience.
I used audio from a Ruger Mini-14, an M16, Remington shotgun, Benelli shotgun, SPAS12, and an Uzi 9mm.  Special thanks to Toadie for helping me find some good 1911 sounds. 

Also included are some new reload sounds.

I was going to upload these to FPSBanana, but for some reason it refuses to accept my preview file (even though its well within the acceptable file size).  Please don't upload or re-release these files anywhere else without my permission.  Thanks! :]

DOWNLOAD AND ENJOY :D

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7
Mapping / Random map crashes
« on: November 12, 2008, 10:23:43 PM »
I keep on getting random map crashes from time to time, without any explanation from the HL engine.  Could these crashes be caused by having too many models with too many polies?

I know the HL engine is a fragile thing, and this has happened in the past.  It would just be good to get some fix on this.

8
Conversation / Generic Horror mods
« on: November 08, 2008, 06:52:44 PM »
Whilst this may be related to Half Life and modding in general, this is something which has been pissing me off for a while and I need to get it off my chest...

Why are there so many damned "horror" mods being made?  Every time I log onto MODDB there seems to be some crappy new mod promising to make you crap your pants, which the mod makers might well suceed at if the players hadn't played all this rubbish a thousand times before.

Nearly all horror mods boil down to this:
Dark rooms / narrow hallways
A million generic zombies shuffle through these corridors and you need to club them to death
Crap level design with mind numbing linearity

I'm convinced that the dirge of horror mods is not only caused by a chronic lack of imagination, but it also allows completely untalented modders to get away with making a mod.  The maps for these mods are often so dark you can't actually see how shitty the maps or models look, so yay, darkness allows for laziness.  If you don't believe me try looking around the average horror mod for anything resembling good graphics.

The mods are invariably set in the same grey boring buildings, the designers of which apparently haven't heard of windows or any way of breaking up such a boring setting.  At some point in the mod you might get told something like "this is an asylum.  hows has i go here?", though I'm pretty sure this is because the designers are pacing us through an environment they personally know well.

Another thing which pisses me off to no end are how many mod teams who claim to be making "pscyhological horror" yet just end up producing another kill-a-million-zombies-athon.  Perhaps psychological horror would be better thought of in the context of "oh not another bloody zombie mod".
Killing hordes of zombies isn't fun.  Particulary since the makers of these mods don't know how to make NPCs, so all they bother to add are hundreds of the same slow Half-Life zombies which also happen to feature in a million other mods.  Facing off against one NPC for a lengthy duration is not fun.  It certainly doesn't make for a "scary" experience.  When will people learn that repetition leads to quick learning of attack patterns, which in turn leads to

At what point in time might someone think "I know, there are loads of horror mods being made, I should make one too!".  As if there aren't already five-thousand-million-jabillion ones already out there, do we really need any more?  Obviously the modding teams seem to think so.
The whole concept is so tired out and bland it makes me want to beat the creators silly until they see the error of their ways.  Even if you can't beat intelligence into someone, you certainly wouldn't be reducing it.  Especially if such a person has less intelligence than a Will & Grace writer.  I just cannot believe that people are still making this bilge, like the economic crisis it doesn't seem to have an end.


I'm not talking about anyone making mods on HIT.  At least modders aspiring to make horror themed mods around here don't go down the same beaten path I describe above, it's nice to see something different like Shooter_Andy's mod.
I call on the decent people of this forum to bitch slap any such mods into the fiery pits of Satan's inflamed bladder.  Thats all I have to say for now apart from "arhrhghhghghghg!"

9
Help Desk / Task manager has gone LOL
« on: November 07, 2008, 11:17:16 PM »
Can someone help me out here - my Task Manager has screwed up somehow.  I've lost the usual "window" pane to it, and consequently I no longer have the tabs that allow you to view information on Processes / CPU usage / pc users

This is quite out of the ordinary, I fear it may be a windows bug (argh)


This is a pain because Hammer isn't closing properly for me at the moment, which somehow locks up my PC's ability to run anything 3D.  So I need TaskManager to work properly so I can "EndTask" Hammer!

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10
Help Desk / vBSP crashes when calculating Phys data
« on: October 23, 2008, 02:08:10 PM »
Sorry to bother you guys again, but I'm having trouble compiling a source map.  When it gets to "Building Physics Collision Data" vBSP crashes.

For some reason it gives the error that some textures can't be found (which is doubly wierd).
This is the crap it prints out:

You are using TAz00's Compile Gui
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\XXXXXXXX\half-life 2 episode tw
o\ep2\materials
Loading C:\Program Files\Steam\SteamApps\SourceMods\hoe\maps\testmap.vmf
material "dev/dev_measuregeneric01" not found.
Material not found!: DEV/DEV_MEASUREGENERIC01
material "tools/toolsskybox" not found.
Material not found!: TOOLS/TOOLSSKYBOX
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\SourceMods\hoe\maps\testmap.prt...Build
ing visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\sourcemods\hoe\maps\testmap.bsp
Error opening c:\program files\steam\steamapps\sourcemods\hoe\maps\testmap.bsp

11
Help Desk / Source SDK won't start
« on: October 22, 2008, 09:28:22 PM »
I'm unable to launch my Source SDK.  For some reason it's saying "This game is currently unavailable. Please try again another time"

Is anyone else getting this error message?  Is there any way to fix it?

12
Game News / Call of Duty 6
« on: September 19, 2008, 11:14:09 AM »
COD5 is almost out, but I'm not holding my breath for that since it's being made by the people who made the atrocious COD3, plus the WW2 horse has been beaten to the point that further beating may split atoms.

COD6 however will be developed by Infinity Ward, the guys behind COD1, 2 and 4.  Hopefully they'll be a bit more adventurous with the next release, and do expand upon the gameplay they showed in the SAS missions of COD4 (the USMC missions were too linear and twitch shooter like).

The theme of COD6 will be a continuation of the story set out in COD4, you'll be returning as "Soap", although this time you'll be fighting the Chinese for some reason.  Thank god it isn't WW2 again!

13
Game News / Crysis Warhead coming to Steam
« on: September 15, 2008, 03:12:17 PM »
The title says it all  ;D  This should mean no more CD/DVD bullshit like with Crysis and FarCry.

Anyway I'm really looking forward to Crysis Warhead, I'm surprised no one else has posted a thread on it yet! 

Warhead will take place in the same time period as Crysis, placing players in the boots of Psycho.  This means you should be able to run around the island blasting NK Forces yet again - there I was worrying it would only be about those damned aliens!
Although based on the ending of Crysis, I assume the player will be forced to fight one of those giant spider crabs as the last boss.

The engine has been tweaked not only to look better (as if Crysis wasn't good looking enough) it also runs with better optimization than Crysis.

Also FarCry2 is coming out shortly...  How spoiled we are!  Two sequels to two great games.  Crysis is probably my favourite FPS, FarCry2 looks like it could possibly topple Crysis off the top of my favourite list.  Time will tell!  Whatever the case I'm really looking forward to roaming sandbox environments, assaulting enemy bases and generally blowing things up ;D

14
Mapping / Cycler_Sprite dissapearing between map loads
« on: September 15, 2008, 02:45:26 PM »
I'm having some trouble with Cycler_Sprite entities dissapearing from maps.  When you first load a map in game they appear as they should do.  If a player goes to another map (via trigger_changelevel of course), and then goes back to the first map loaded, then the Cycler_Sprite is gone.

In other words:
MapA is loaded
player goes from MAPA to MAPB.  Everything seems hunky dory.
Player goes back to MAPA.  All the Cycler_sprites are not rendering.

This is a problem for me, since I'm using the Cycler_sprites for Prop Models.  I don't want to use Monster_Furniture since you get all those horrible yellow spots of doom  :'(

Can anyone help me?

15
Gold Source RELEASES / [CS] low poly shells
« on: September 10, 2008, 11:51:29 AM »
As requested, here are some low poly shell models.  Stick these in you Cstrike/models folder.

I couldn't find the LD shotgun shell so I made my own - it's 84 polies, which is a hell of a lot less that the 2000 polies on some of the custom shell models  :o


Credits:
Models - Gooseman, SaxonSwine
Textures - Stoke

Oh and if someone could make some ingame screens of these, that would be cool ;)


EDIT - also available for download on FPSB http://www.fpsbanana.com/skins/51231

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