I get paid over $220 per hour working from home with 2 kids at home. i never thought i'd be able to do it but my best friend earns over 15k a month doing this and she convinced me to try. the potential with this is endless...,
Commented 3 days ago2024-12-30 21:39:36 UTC
in wiki page: Tool TexturesComment #106591
It's great, kimilil!
SDHLT also has BEVELHINT, CONTENTSKY, and CONTENTSOLID.
ZHLT supports the env_sky tool texture, which is apparently to be used with Spirit of Half-Life's "Unreal-Tournament style sky view" (3D skybox) entity also called env_sky.
Thanks, English is my second language and ive never had proper capitalisation and in german, we write almost every word capitalised. as for GoldSource, ill change them once I am working on the page again.
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now.
Alrighty, nice then.
Tarek, this is good work so far. I have some feedback about capitalisation:
Yours:
These are provided with every Install of a Source Game, along with the VHE.
Proper:
These are provided with every install of a Source game, along with VHE.
Most words are not capitalised in English, only personal names and brand/company names are, e.g. "Microsoft Visual Studio" is capitalised, but "Microsoft's code editor" is not capitalised because that's not a branded name, that's just a generic couple of words.
Also please write GoldSource instead of GoldSrc, since that is the convention on TWHL Wiki, even if people sometimes write just GoldSrc (or me personally: GoldSRC) in the forum threads.
I very much disagree. If anything, I think we could split the Tools and Resources page into a GoldSrc section and a Source section.
"TWHL is a site that focuses on GoldSrc"
Not really. This is The Whole Half-Life, and even the tagline is "Level design resources for GoldSource, Source, and beyond".
The prevalence of GoldSrc content and guides has more to do with the userbase than the site itself.
The work gone into compiling this list of resources is of course appreciated.
the "delay before trigger" might actually work. reading ReGameDLL_CS code it inherits from CBaseTrigger like the other trigger_ entities, which has both delay and killtarget. it's just that the FGD definition of the entity isn't inheriting from the Targetx base class (that adds delay/killtarget)
@Admer456
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now. Please let me know any further feedback you have.
Yea I wrote that under my forum Post, if it would be better to just integrate it, I shouldve consulted the Admins, but I didnt even know how to contact them, Ill ask the admins to delete the page or integrate it depending on whether or not the admins want it to exist or not.
I am not sure if this page is a very good addition to the wiki. We already have a Tools and Resources page which you could extend with Source-specific tools, but I would highly advise you to consult admins about this first.
Commented 1 week ago2024-12-25 08:19:35 UTC
in poll: New HL game announced?Comment #106574
I highly doubt Valve will build upon the Gearbox expansions or give them sequels.
If I were to guess, I'd say they might announce some new hardware or if it's a game it'd be something HL universe adjacent at most.
Commented 1 week ago2024-12-25 06:15:38 UTC
in vault item: BowieworldComment #106573
I was so confused by this map when I first tried it. Now that I was looking at some old game videos I made the connection.
This is an excellent map pack.
Commented 1 week ago2024-12-25 02:30:05 UTC
in vault item: CarbaseusComment #106572
Having been around HL1 since the WON days, its hard to imagine that a map that has this quality was made so long ago. Some of the best maps in the vault come from mappers who don't release maps except every so often. Their magic is in their persistence, patience and attention to detail. K7 needs to get his ass back here, a lot of us can learn a few things from him.
im getting this error Host_Error: PF_precache_model_I: 'models/v_ak47.mdl' Precache can only be done in spawn functions
To fix this, make sure you precache the model inside the Precache function of the weapon. If it's still happening, make sure to precache AK-47 in weapons.cpp.
i got the gun in the game, but seems like the fire and reload animations don't work.
Probably you forgot to add the ak47.cpp to hl_dlls
I tried changing that to 9mm but the gun does not appear.
That's very weird. Changing ammo type should not do that.
Commented 3 weeks ago2024-12-12 14:07:07 UTC
in journal: The future of PathosComment #106556
Thank you Erty! I agree, if people want to expand on Pathos, it's there for them to do without any real repercussions. I'm just glad I am able to provide something that can end up being genuinely useful.
Commented 3 weeks ago2024-12-12 09:23:05 UTC
in journal: The future of PathosComment #106555
It's very wise to decide to have found and decided on a finished state of the engine. Besides, with it being open source, it's well within the community's hands to develop new features if they want or need. 🙂
Very well done with all the job that went into it and congrats! 🥳
I really ought to give Arcane Dimensions another go. I've had a binge of 90s shooters back in 2021/22 where I played through a lot of the classics that I'd never completed legitimately before. I never got around to playing the various big mods as well. Pretty sure however that I worked with a lot of the level designers who contributed to AD in some way back at Slipgate Ironworks. Phantom Fury might not have released to high praise, but I was awestruck by some of the work the experienced Quake level designers put out.
Seconding the shout-out to Arcane Dimensions. The project just bred good mappers; reminds of the golden age of Natural Selection. I like to refer to those maps as mini-metroidvanias, especially Forgotten Sepulcher. Makkon's textures help a lot, too.
Commented 3 weeks ago2024-12-08 09:15:59 UTC
in vault item: scientist1Comment #106548
ok so i played it and it's really good! it would have been cool if behind the boxes in the crusher there was a secret passage to get back up without having to cheat. 7.5/10
Commuting is the best part honestly. It's something to look forward to whenever the day starts and then comes to an end. Luckily, the public transport infrastructure is fairly developed here, so there are options. There are few things that compare to riding past a field or a small grove in the early morning with something like Rainbow's Tarot Woman playing in the background, or observing the glitter of that same field, but snowy, while Children Of Bodom's flurry of sounds is carrying you forth, along with the minibus you're in.
I honestly have zero experience designing a singleplayer level. Zero experience with grayboxing as well, which I feel is going to be essential to get the combat and encounters right. Valve would throw entire chapters away (like with the Hyperborea cruiser) if they didn't feel like it was fun or "working", and spent time heavily iterating on stuff before applying the golden plating. It's very alien to me to work like that, and the map I'm currently stuck on is mostly a showpiece, serving as a chapter intro. I know I need to move on, but it can be very easy to get complacent like that. But we'll see.
Commented 4 weeks ago2024-12-04 16:21:52 UTC
in vault item: GoldSrc Map2PropComment #106544
Hi and thanks!
I have no plans to bundle an executable for older Windows versions, as I have no machine running these versions to do that on.
The source code is available at the Github repository and you can either clone/download it and run it directly as a Python script, or bundle it to create your own executable, either should run on your OS/version. 🙂
COPY HERE➤➤ [WorkHighs.Com]
Announce? Yes.
Release? No.
SDHLT also has BEVELHINT, CONTENTSKY, and CONTENTSOLID.
ZHLT supports the env_sky tool texture, which is apparently to be used with Spirit of Half-Life's "Unreal-Tournament style sky view" (3D skybox) entity also called env_sky.
Tarek, this is good work so far. I have some feedback about capitalisation:
Yours: Proper: Most words are not capitalised in English, only personal names and brand/company names are, e.g. "Microsoft Visual Studio" is capitalised, but "Microsoft's code editor" is not capitalised because that's not a branded name, that's just a generic couple of words.
Also please write GoldSource instead of GoldSrc, since that is the convention on TWHL Wiki, even if people sometimes write just GoldSrc (or me personally: GoldSRC) in the forum threads.
The prevalence of GoldSrc content and guides has more to do with the userbase than the site itself.
The work gone into compiling this list of resources is of course appreciated.
delay
andkilltarget
. it's just that the FGD definition of the entity isn't inheriting from the Targetx base class (that adds delay/killtarget)Wrong though.
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now. Please let me know any further feedback you have.
Sincerely, GoldSoup
I am not sure if this page is a very good addition to the wiki. We already have a Tools and Resources page which you could extend with Source-specific tools, but I would highly advise you to consult admins about this first.
If I were to guess, I'd say they might announce some new hardware or if it's a game it'd be something HL universe adjacent at most.
This is an excellent map pack.
Oskar Potatis - sure ;D
monster_urby - will never change
Very well done with all the job that went into it and congrats! 🥳
Commuting is the best part honestly. It's something to look forward to whenever the day starts and then comes to an end. Luckily, the public transport infrastructure is fairly developed here, so there are options. There are few things that compare to riding past a field or a small grove in the early morning with something like Rainbow's Tarot Woman playing in the background, or observing the glitter of that same field, but snowy, while Children Of Bodom's flurry of sounds is carrying you forth, along with the minibus you're in.
I honestly have zero experience designing a singleplayer level. Zero experience with grayboxing as well, which I feel is going to be essential to get the combat and encounters right. Valve would throw entire chapters away (like with the Hyperborea cruiser) if they didn't feel like it was fun or "working", and spent time heavily iterating on stuff before applying the golden plating. It's very alien to me to work like that, and the map I'm currently stuck on is mostly a showpiece, serving as a chapter intro. I know I need to move on, but it can be very easy to get complacent like that. But we'll see.
I have no plans to bundle an executable for older Windows versions, as I have no machine running these versions to do that on.
The source code is available at the Github repository and you can either clone/download it and run it directly as a Python script, or bundle it to create your own executable, either should run on your OS/version. 🙂