Comments

Commented 1 day ago2021-07-23 02:59:38 UTC in vault item: meatworld Comment #103621
I'll look at the third teleporter when I get some other stuff done
Commented 1 day ago2021-07-22 14:02:16 UTC in vault item: meatworld Comment #103620
Good, but I didn't like the following things:
  • Most enemies are easy to run past. You don't even have to shoot that much.
  • Could do more interesting open areas than those that are there. The portal frames are cool, etc., but the open areas are still rather underdetailed. Conveyors and those trench thingies don't help much.
  • Texture tiling is a bit too noticeable, mostly because of the previous point.
  • You get the shotgun but don't even get to use it properly.
  • The ending is abrupt. It's bad, because it made me and will likely make many other people try noclip'ing around the map to make sure it was truly the end.
  • Could've put something in the piss pool or whatever you call it, the yellow water thing. Either a goodie or a hazard. Could've also put more piss pools around the map.
The technical flaws that I've noticed:
  • You can skip the HEV suit, and will have to play the rest of the map without it. Nothing prevents you from doing that.
  • The third teleport's trigger_teleport seems to be active from the start, with no need to press the button.
  • The scientist before and after seems to change heads while you're not looking.
Don't be discouraged by all that, though. If I don't mention something, it's nicely done :D
And no stars cuz I suck at rating.
Commented 2 days ago2021-07-21 11:50:31 UTC in journal: Continuous Integration and Scrum on Goldsource mapping Comment #103619
Oh, nice! I really like your idea of of using _dev entities for test builds. I'm sure your script would be useful for some people. :)

This is giving me some ideas for improving MESS, a compile tool I made a while ago. Automating and speeding up the level-design process is an important reason why I made tools like MESS and WadMaker (and SpriteMaker, soon), and I'm thinking about making a 'smart' compile script that only runs csg with -onlyents if it does not detect any brushwork or lighting changes since the last compile.
Commented 3 days ago2021-07-21 06:58:17 UTC in journal: Continuous Integration and Scrum on Goldsource mapping Comment #103618
I liked the part about automating the process! gj :cool:

Made some basic scripts to move stuff around and export and import entities in the past but had no need to go further.
Having a script to remove dev entities might be really useful, though!

Scrum.. now it feels more like product development rather than a hobby :biggrin:
Commented 4 days ago2021-07-20 05:29:23 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103617
@Little-Bot
No problem!
I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end. :)
Commented 5 days ago2021-07-19 09:22:38 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103616
@I have a plan
Ok, fix it. Thx for the tips. Btw, I saw an error about the missing trip mine model in the FGD. Managed to fix it by just using the p_tripmine.mdl file.
Commented 5 days ago2021-07-18 13:30:23 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103615
@Little-Bot
Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites

The regular Hammer sprites will work if you manually edit them in.
Specifically, You'd have to change this area: @PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light
to this: @PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light to get the OG one back (provided you have it in the right directory, which should be here sprites/Hammer/lightbulb.spr).
Commented 6 days ago2021-07-18 06:19:12 UTC in vault item: Rat Hunt Template Comment #103614
Thanks!
Commented 6 days ago2021-07-18 02:31:24 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103613
Hello, I just notice the light entity doesn't use its light icon sprite in the hammer. Just a purple small cube.
Commented 1 week ago2021-07-16 03:01:56 UTC in vault item: Teleport With Effects Example Comment #103612
np man
Commented 1 week ago2021-07-15 14:20:48 UTC in vault item: Teleport With Effects Example Comment #103611
Thanks! It helped me to create the telefrag effect!
Commented 1 week ago2021-07-14 14:51:21 UTC in wiki page: Tutorial: Custom Textures Comment #103610
@StanleyLikesCyan:
For me, this works to really embed textures into a bsp file:
-wadautodetect -wadinclude "..."
I'm not using "-nowadtextures".
This is using the "Vluzacn's ZHLT v3.4" tools. :)
Hope that helps!
Commented 1 week ago2021-07-13 16:50:28 UTC in wiki page: aiscripted_sequence Comment #103609
I have noticed that the AI Schedule when done (m_iFinishSchedule) seems to have an effect for me; when using this entity to place a headcrab in a ventilation duct with a transparent, breakable entrance, the headcrab will fling itself at the player on sight with m_iFinishSchedule set to Default AI (0), but will wait until the vent is broken when that keyvalue is set to Ambush (1).
Commented 1 week ago2021-07-12 22:13:04 UTC in vault item: New Mesa City Comment #103608
10 minutes well spent !

You nailed the city atmosphere, reminds me cs 1.6 maps.

Good pace, action packed. Lovely map. Goldsrc rocks !
Commented 1 week ago2021-07-11 11:38:26 UTC in journal: Graduation Comment #103607
News just came in, I'm 6th by total score. By being in the top 55, that means... well... I'm in. ^w^

@s0nought
I hide all my cheats in the skull. There's a chance they may evaporate that way, but... it works pretty well.
Commented 1 week ago2021-07-11 09:25:27 UTC in journal: Graduation Comment #103606
I signed up for college. Got 85% on the entry exam, not too bad, I suppose.
sv_cheats 1 :sarcastic:
Commented 1 week ago2021-07-10 20:22:50 UTC in journal: Graduation Comment #103605
I signed up for college. Got 85% on the entry exam, not too bad, I suppose.
Commented 1 week ago2021-07-10 15:00:22 UTC in vault item: Reflection Comment #103604
This shit loooks so cool
Commented 2 weeks ago2021-07-05 23:25:54 UTC in vault item: de_dust2_2020 Comment #103603
The best remake of de_dust2, with made tech of 2020. Next one in 2050, I'll not gonna last that long. But my kids will play it till that day.

Keep up the good work :)
Commented 2 weeks ago2021-07-05 23:24:05 UTC in vault item: Really Bad Map With A Prop For A Far Far Away Detail Comment #103602
Looks like the Borealis
Commented 2 weeks ago2021-07-05 23:05:17 UTC in vault item: Alpha Texture on HD Barney Comment #103601
I must say, this is pretty good
Commented 2 weeks ago2021-07-05 09:13:03 UTC in wiki page: Tutorial: Custom Textures Comment #103600
For some reason, even after doing -nowadtextures as well as -wadinclude. After I compile my map, remove the wad file from the valve directory, and load up the map again just to see if it works without requiring the wad file, it doesn't. Please help, I've tried searching on many sites and they all tell you the same thing and it never works.
Commented 3 weeks ago2021-06-28 16:50:39 UTC in journal: Yet Another Game Dev Journal Comment #103599
i went for burektech instead :gabe:
jk unity but burekgood
Commented 4 weeks ago2021-06-24 23:38:21 UTC in journal: Yet Another Game Dev Journal Comment #103597
Most of the time
Yes, Unity is the way to go
Commented 1 month ago2021-06-22 15:45:02 UTC in journal: #1 Comment #103596
is this the oldest user?
Commented 1 month ago2021-06-21 17:01:57 UTC in vault item: Reflection Comment #103595
never knew ctrl+c and ctrl+v makes such good stuff.
Commented 1 month ago2021-06-21 17:00:06 UTC in vault item: Alpha Texture on HD Barney Comment #103594
the face looks better than the retail hd pack lmao
Commented 1 month ago2021-06-16 08:50:57 UTC in vault item: Half-us Comment #103593
pretty sus ngl
Commented 1 month ago2021-06-12 20:46:37 UTC in journal: Graduation Comment #103592
Bravo Admer :) Good will and good luck with your youthful future.
This comment was made on an article that has been deleted.
Commented 1 month ago2021-06-12 19:23:22 UTC in journal: Graduation Comment #103590
Hey Admer456!

Congratz :)

P.S. Don't forget to offer me the tester position >:D
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 1 month ago2021-06-01 22:38:48 UTC in wiki page: VERC: Custom Decals Comment #103584
It turns out that the only color in the palette that has any effect is the last one (it determines the overall decal color). All other colors are irrelevant - there's no need for black-to-white or white-to-black gradients, although gradient palettes can be useful for certain workflows, and helpful when viewing decals in Wally or Hammer. What really happens is that Half-Life uses the image data as an alpha channel, instead of a set of indexes into a palette.

WadMaker, a command-line wad-making tool that I made, can turn 32-bit images into decal textures if the output wad name is 'decals.wad'. It'll use their alpha channel to create the decal, and the average color of the image to set the decal color. To add textures to decals.wad, first drag decals.wad onto WadMaker.exe - this will extract all decal textures and store them as png files in a 'decals_extracted' folder. Rename the folder to 'decals', add your own images, then drag the folder onto WadMaker.exe - this will update decals.wad with your new images.
Commented 1 month ago2021-06-01 15:17:07 UTC in journal: bought a house Comment #103583
Nice job Dimbark, let's hope it has trees with bark on it. Nice railing, will save your butt when you're old and crooked.
Commented 1 month ago2021-06-01 03:16:53 UTC in journal: bought a house Comment #103582
Yooo, that house looks really cozy!
Commented 1 month ago2021-05-29 14:00:14 UTC in journal: Finally a Gmod Ragdoll Comment #103581
I'm gonna try making faced models and animate. Is controllers (As in head rotation and aiming) still a thing in Source?
Commented 1 month ago2021-05-29 13:56:29 UTC in journal: bought a house Comment #103580
Mr House
Commented 1 month ago2021-05-27 13:59:13 UTC in journal: bought a house Comment #103579
I opened TWHL and thought I saw a new journal from you, saying "bought a horse"
Commented 1 month ago2021-05-27 09:53:45 UTC in wiki page: Half-Life Programming - Getting Started Comment #103578
This didn't work for me because I didn't have the Build Solution option for some reason.
Commented 1 month ago2021-05-26 17:24:41 UTC in journal: bought a house Comment #103577
I wait the day that you show us your lawn gnome collection.
all gnome enthusiasts are banned from the property, unfortunately
Mortgage, I suppose?
yep. the great wealth-building tool of our time
pics or its a birthday journal
User posted image
Nice.
thanks king
Commented 1 month ago2021-05-25 13:17:12 UTC in journal: bought a house Comment #103576
Nice.
Commented 1 month ago2021-05-24 17:36:44 UTC in vault item: SDHLT v1.1.0 Comment #103575
Google chrome downloads but with the only run option as "discard' as unsafe!
It is the same from any site.
Commented 2 months ago2021-05-23 22:51:50 UTC in journal: bought a house Comment #103574
pics or its a birthday journal
Commented 2 months ago2021-05-23 20:10:21 UTC in journal: bought a house Comment #103573
Mortgage, I suppose?
Commented 2 months ago2021-05-23 19:08:46 UTC in journal: bought a house Comment #103572
You cant own property man!

I wait the day that you show us your lawn gnome collection. God bless ya.
Commented 2 months ago2021-05-22 11:53:28 UTC in journal: Sooo... I got a new side job Comment #103571
Late to the party but HUGE congratulations!!