Commented 54 minutes ago2024-04-27 03:04:34 UTC
in vault item: Riverpool 2Comment #106162
It seems really nice, although I'll hold off on rating since I also haven't played it.
I did notice a minor issue in that the render mode for the forcefield around the rpg seems to be set to texture rather than additive
Yes, the trees and everything is all for goldsource. I tried to keep the trees at a polycount that isn't terribly high so you can use a lot of them in a map or scene. They were all built with optimization in mind and the philosophy of "what if these were made in 1998." I hope you enjoy them.
Commented 1 week ago2024-04-18 15:43:30 UTC
in journal: Hiatus(Yes, again)Comment #106138
Thanks for your kind words and for your best wishes. I'm glad you find Pathos promising, and responses like these are what make me reinforce that I want to keep supporting it.
^ Crowbar is only a frontend for whichever studiomdl you choose. The problem you're facing seem to be errors with the .qc file referencing smd files that doesn't exist.
Commented 1 week ago2024-04-18 08:34:02 UTC
in journal: Hiatus(Yes, again)Comment #106135
Life will do as life does, everything else must take a back seat. Sorry to hear that things are rough, and I wish you the best. The Pathos Engine stuff I've seen is really quite promising.
Commented 1 week ago2024-04-15 22:02:03 UTC
in vault item: TunnelsComment #106132
Thanks for the feedback, I appreciate it a lot. But if you'll allow me to defend myself a little...
The rubbish chute was originally going to be the way out of the room but I changed it to the shootable window in order to shorten the map. I decided not to close the lid fully because I thought it looked pretty good hanging ajar like it is, I completely forgot that it's a passable func_detail.
There are supposed to be large and very noticeable cracked glass decals on the window telling the player to shoot it but that screenshot seems to suggest otherwise which is weird. I tried placing ammo nearby with the dead guard in the cafeteria to hint at it but I guess that was probably stupid because of the space of the room, the difficulty accessing it, the distance the ammo is from the window and the bullsquid.
It never occurred to me that you could use the cart to jump over the crates. The aim was to give the player something to do while entering the wall grate besides just walking into it, if that makes sense. Climbing over the crates is actually a better way to use it though I think.
Overall, this is an old map that I made when I had just started seriously making maps. I didn't think about idiot proofing the lights in the lift shaft and I thought the brush lights didn't look that bad. I also didn't think to change some things for players who don't have the same settings applied to the game as I do, obviously I prefer the default gamma and the HD models.
The brushwork and detailing is very, very nice indeed - maximalist, but not too crazy, and pretty consistent throughout.
Good use of inaccessible areas, they really help achieve that classic Half-Life illusion where places seem like a part of a bigger world.
Sequences are very well executed (that scientist with the gun startled me as much as I startled him, lol), and the use of sentences is spot on.
Most of the map is pretty silent, could use some more ambient noises (especially in larger areas)
There aren't many enemies or weapons - if it were an intro map in a campaign that would be fine, but since it's a single level it feels a bit lacking.
Specific issues I found:
These types of light brushes are too solid-looking, a lower FX Amount (renderamt) value would make them more transparent.
The pushable cart in the beginning can be used to climb past the crates blocking the corridor, but there is no way to get back from there.
Seems like an excellent place for a secret
There's a null face in the room with the barney and scientist that is visible from the vent (if you look hard enough).
Between the table and the chair
Closer look
The player can jump down this rusty shaft and get stuck.
Just make the lid solid
I'd recommend placing the crowbar around here instead of later, to encourage the player to break this window.
I usually avoid breaking things with bullets
This whole area down here is a bit too dark, the ladder is barely visible.
My gamma is 2.2, maybe that's why
A foolish player can wedge himself between the large elevator and the light on the wall, a clip brush is needed here.
The cables got de-synced
Overall it's a very nice level. The ending's pretty abrupt, but that's to be expected from a single standalone map. I'd like to see it make a return as part of a larger campaign.
it was fun and I liked the parts with the scientists, but I fell in a trash chute and was stuck and had to noclip out like midway through. the gameplay wasn't groundbreaking but it was pretty good, and the level design looked great.
Commented 2 weeks ago2024-04-11 17:42:04 UTC
in vault item: train gets stuckComment #106126
@man_simple, that's not the end of the journey.
So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.
Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...
In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.
Also, you didn't ask about this, but a little more advice:
Your grates and railings should be using the Solid Render Mode, not Texture. Texture makes them glow in the dark and show glass decals when shot.
Try to avoid using the Fit button when texturing. It stretches and squashes textures and can lead to compiling issues further down the line.
Commented 2 weeks ago2024-04-10 09:58:53 UTC
in journal: HikingComment #106123
I love a good hike. My family and I have a National Trust membership which gives us free access to those sites all over the country. Mostly just stately homes and old castles, but the grounds often reach far and wide have offer some stunning views. Waiting for the late spring/summer months to kick in so that England is a little more photogenic. Haha.
Hopefully the sun comes out for us at the end of May when we tackle the Wrekin again. You can see a good portion of Shropshire from the top.
I feel like 2 of the toolbars need to be explained as well, as they've been a lot of cases of people accidentally having IG/TL/SL/UVL on, and getting confused... Ideally they should've RTFM but it wouldn't hurt drawing attention on the important ones.
Commented 2 weeks ago2024-04-08 04:20:45 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106119
Yes, apparently Valve chose to split t0a0b into t0a0b1 and t0a0b2, but forgot to remove the original.
It's exactly the same except there isn't a loading screen before the target range
There is a level transition from t0a0b back to t0a0a, but it's broken. However, turns out it's possible to go from t0a0c to t0a0b by swimming back towards the underwater gate right before the HEV charger section. Whether this means the rats in t0a0b should be counted as well or not, I have no idea. Same goes for the ones in the Blue Shift, Dreamcast port and PS2 port iterations of the Hazard Course.
Who knew chasing rats would lead down a rabbit hole?
Commented 2 weeks ago2024-04-07 10:18:39 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106116
Yup, five is the total. t0a0b and t0a0b2 appear to be duplicates of the firing range map with the former being a little larger, including the flashlight area.
Commented 2 weeks ago2024-04-07 00:41:46 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106115
I suppose we could do a search for "monster_rat" in the vanilla maps to get a correct count, and to make sure it really is only within the Hazard Course.
Wikis are community driven, so information isn't guaranteed to be correct. Someone might have made a guesstimate without checking, and the number was never fact-checked. That happens all the time :p
Commented 2 weeks ago2024-04-07 00:22:39 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106114
Yeah, the rats weren't news to me either, but that particular rat above the hologram took me completely by surprise. The OverWiki says rats only exist in Hazard Course but doesn't say how many. The Fandom Wiki says there's four, and "none have been found elsewhere"...! I just think it's weird this one inconsequential detail has escaped the very wikis dedicated to documenting these inconsequential details.
Also, Drug Barons seems interesting, I'll check it out. Thanks!
Commented 2 weeks ago2024-04-06 20:51:17 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106113
Yup, I've known about the rats in the Hazard Course for a looong time now. Not sure when I first learned about them. I didn't know there was even a rat model until I played Drug Barons, the first custom campaign I played for Half-Life back in 1999.
I did notice a minor issue in that the render mode for the forcefield around the rpg seems to be set to texture rather than additive
thanks
..but i did it anyway
such amazing boxes
Those mountains look lovely! I bet that slope was fun!
I hope things get well and you get the rest you need 🙂
Suggested change, in
CBasePlayer::Precache
function, addm_bSendMessages
here:@Urby: What do you mean "gives us free access". Do you have to pay to go on hikes in UK? :O
I hope you find the time to recharge and face the problems in life. Godspeed!
Those who complain on optimization must have computers from 2000's. My 10 years old computer runs it just fine.
The rubbish chute was originally going to be the way out of the room but I changed it to the shootable window in order to shorten the map. I decided not to close the lid fully because I thought it looked pretty good hanging ajar like it is, I completely forgot that it's a passable func_detail.
There are supposed to be large and very noticeable cracked glass decals on the window telling the player to shoot it but that screenshot seems to suggest otherwise which is weird. I tried placing ammo nearby with the dead guard in the cafeteria to hint at it but I guess that was probably stupid because of the space of the room, the difficulty accessing it, the distance the ammo is from the window and the bullsquid.
It never occurred to me that you could use the cart to jump over the crates. The aim was to give the player something to do while entering the wall grate besides just walking into it, if that makes sense. Climbing over the crates is actually a better way to use it though I think.
Overall, this is an old map that I made when I had just started seriously making maps. I didn't think about idiot proofing the lights in the lift shaft and I thought the brush lights didn't look that bad. I also didn't think to change some things for players who don't have the same settings applied to the game as I do, obviously I prefer the default gamma and the HD models.
Texturing — 9
Ambience — 8
Lighting — 7
Gameplay — 7
In general:
renderamt
) value would make them more transparent.thank you agian
Texturing — 9
Ambience — 8
Lighting — 7
Gameplay — 7
Thank you
So, it appears that this is due to the doors closing. When they close, they appear to trigger the multimanager again, disabling the train after one second.
Seems like an usual bug which I've not seen before where a door that targets a multimanager will also fire on close. Not sure if that's a new bug after the 25 year update or not...
In any case, the way to get around this for now would be to have the path_track target the multimanager, and have THAT handle the opening of the doors at 0 seconds.
Also, you didn't ask about this, but a little more advice:
Hopefully the sun comes out for us at the end of May when we tackle the Wrekin again. You can see a good portion of Shropshire from the top.
Who knew chasing rats would lead down a rabbit hole?
Wikis are community driven, so information isn't guaranteed to be correct. Someone might have made a guesstimate without checking, and the number was never fact-checked. That happens all the time :p
Also, Drug Barons seems interesting, I'll check it out. Thanks!