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Messages - Grunt002

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1
Mods / Re: [HL1-MOD] Half Life: Tactical Espionage Action
« on: September 12, 2010, 05:31:15 PM »
A Metal Gear inspired mod for Half-Life? I'm going to enjoy every single second of this.

2
Amazing. I so am looking forward to the single player release!
I might just use it for a mod or something, if you allow that.

Good luck!

3
Conversation / Re: Dutch police nab Valve hacker
« on: June 30, 2008, 08:54:03 PM »
About bloody time he got arrested!
Rejoice!

4
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 30, 2008, 06:06:18 AM »
Otherwise, most of my work was done on the default SDK.
It may take me some time to transfer everything from one SDK to the other.

5
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 30, 2008, 06:01:08 AM »
Well, I have been fiddling around with Spirit for a few days.
While it does have some neat features, it has a few bugs that may affect the gameplay.
Otherwise, I haven't seen any of these bugs occur in HL.

Should I stay with the default engine or move onto Spirit?

6
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 30, 2008, 05:11:04 AM »
Oh snap, the thread's alive now?
Anyways, I haven't really got time to play around or edit the mod for that matter, but I'm sure I will soon.
Abyss, have you receive any word from SysOp or the engine he's using?

7
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 28, 2008, 11:17:55 AM »
Cool. So, is this project alive again? Or am I imaginating things?

8
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 16, 2008, 04:59:05 PM »
Grunt said he coded it in.
Hey now, don't quote me on that. :P
I used SysOp's code for most of the part and tweaked it a bit so it works better.
For most of the parts, it works, but there are still some tweaks needed.

9
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 15, 2008, 11:34:27 PM »
There seems to be lack of activity in this thread.
Are there any progress with the mod, if any?

10
Other Threads / Re: Exclusive: Limbo Of The LOL
« on: June 15, 2008, 04:28:00 PM »
My goodness! The graphics are magnificent! Not to mention, from the images, the game seems absolutely original!
If I may ask, when can we expect a release?

11
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 10, 2008, 03:22:03 AM »
Edited the first post, check it out.
So, uh, can I apply as a coder?

12
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 09, 2008, 03:48:16 AM »
Well, I already have Otis coded in and human grunts using op4's model, with the SAW grunt, of course.
I have some other things coded in as well, but they would be pretty useless for this mod anyways.

Adding model variations is simple, but we'll need someone who can model or hack models.

13
Mods / Re: [WIP, Long Term Project] Half-Life 1.5
« on: June 09, 2008, 03:32:41 AM »
I think I could help you out. I do have some coding experience after all (and RipEnting maps, if that counts.)
I have some useful strips of code with me here. :3

14
I believe the skeleton model is used in Questionable Ethics.

"What is this thing? Some kinda weapon?"
"Put that down.. it's a prototype."
"Man! Why aren't we using it?"
"It's much too unpredictable. Don't let it overcharge!"
"W-what do you mean overcharge?"

Kaboom.

15
Other Threads / Re: Steam Game Icons.
« on: May 23, 2008, 03:50:14 AM »
Assuming that you are talking about the HL1 engine, I have posted this for you.

Inside your mod's folder, there should be a folder named resource. (If there isn't, create one)
Now, you should open up and save whichever icon you're chosen as icon.tga (should be 16 x 16 pixels).

You should now copy icon.tga into the resource folder.

Inside your mod's folder, add the following line to the liblist.gam file:

   icon "resource/icon"

Now restart Steam, and you should see the mod with its own icon. ;)

EDIT: Apparently, you can use the gfx folder as well, but it doesn't make big of a difference anyways. Just pointing it out.

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