Comments

Commented 5 months ago2023-11-28 08:50:47 UTC in journal: Moving the information Comment #105665
@Shepard62700FR Thank you for the help, friend.

@jamie yeah, I like checking the recent changes page and seeing a lot of edits. Makes me more curious to check out stuff I don't normally use.
Commented 5 months ago2023-11-28 05:06:53 UTC in wiki page: Tutorial: How to Make HD 1080p Backgrounds for HL1/Goldsrc Games Comment #105664
Half-Life 25th Anniversary Update findings
Post-25th Anniversary Update Half-Life has a separate set of files for HD backgrounds:
  • HD_BackgroundLayout.txt
  • HD_BackgroundLoadingLayout.txt
In all the files the second field of the background tile set to fit instead of scaled, which appears to crop the background as a whole to fit the screen's aspect ratio instead of stretching it. Example line:
resource/background/21_9_1_a_loading.tga    fit    0    0
The above findings may not be finalized on Valve's part and may be subject to change. It's posted here for information purpose only.
Commented 5 months ago2023-11-27 19:24:33 UTC in wiki page: Tutorial: Changing Levels Comment #105663
when i play my first map and walk into the trigger, it spawns me out of bounds, i did everything. HELP PLS.
EDIT: fixed it. i put a info_player_start in the second map and it was interfering.
Commented 5 months ago2023-11-26 16:25:15 UTC in journal: Worth the weight? Comment #105662
Another update: winter is right around the corner, which means I'll be gaining some weight again. But! This summer I managed to reach 79 kg. I'm extremely happy, you've no idea.
Commented 5 months ago2023-11-26 16:12:23 UTC in journal: So I drink coffee now... Comment #105661
I once drank iced coffee in the afternoon and managed to stay up til 6 in the morning.
Never doing that again unless I really really reallyyyy have to. Few things in life are worth sacrificing one's sleep.
Commented 5 months ago2023-11-26 16:06:49 UTC in journal: Goldsrc BSP relational model Comment #105660
Epic. Soon we'll be able to store BSPs in SQL databases
Commented 5 months ago2023-11-26 10:44:29 UTC in journal: So I drink coffee now... Comment #105659
Yeah, decaff is a good shout. I drink coffee throughout the workday and then switch to decaff in the evening. That way I still get the yummy hot drink but I don't have any trouble sleeping.
Commented 5 months ago2023-11-26 10:26:19 UTC in journal: So I drink coffee now... Comment #105658
As Urba says, try avoiding any caffeine in the afternoon.
If you find yourself enjoying the taste of coffee and would like some in the afternoon anyway, I can recommend caffeine-free coffee. Alternatively cocoa (either as hot chocolate or a bar of dark chocolate) is also a source of caffeine but at a much lower dose and better to have in the afternoon than coffee.

As for the last part, self-destructive behaviour is often a symptom of some other cause, like stress, anxiety, and it could help to talk to someone professional about it.
Commented 5 months ago2023-11-26 02:25:47 UTC in journal: So I drink coffee now... Comment #105657
First: That opening paragraph needn't be there... Why mention the other site at all?

Second: You say "last night" you drank two coffees? Here's a crazy idea. Don't drink coffee at night before trying to go to sleep.
Commented 5 months ago2023-11-25 21:15:23 UTC in vault item: FORKLIFT CERTIFIED Comment #105656
Fun idea. I didn't even notice func_vehicle was a thing! Thanks for sharing. 4 stars since it's kind of incomplete.
Commented 5 months ago2023-11-25 17:33:54 UTC in vault item: Sykhiv_yards_b2 Comment #105655
Thank you for your feedback. I may add a few more indoor areas if it turns out to be appropriate
Commented 5 months ago2023-11-25 17:29:27 UTC in vault item: Sykhiv_yards_b2 Comment #105654
Looks great, would like to see more indoor areas but looks great man keep up the good job :)
Commented 5 months ago2023-11-25 11:13:26 UTC in journal: Mapping-Fusion! 🇫🇷🇫🇷 Comment #105653
Thanks for your kind words!
Commented 5 months ago2023-11-24 23:14:21 UTC in journal: Moving the information Comment #105652
Kinda cool to see people updating and improving old pages.
Commented 5 months ago2023-11-22 15:49:49 UTC in vault item: Sykhiv_yards_b2 Comment #105651
Thank you for your feedback. Yes, it is possible that the color of the outdoor lighting under the sky is not perfectly matched and it seems that it is evening lighting. However, in reality, with such a sky, there can be soft yellow lighting, like in summer, the sky is clearly not winter or autumn. So I'll think about the texture of the grass, because before I thought the texture was not very contrasting and somehow got lost against the background. Of course, the terrain affects performance, but I don't know if I can optimize it so much that I don't lose this most important visual feature of the map. I don't really understand what central courtyard we are talking about? I would be grateful for screenshots
Commented 5 months ago2023-11-22 14:26:30 UTC in vault item: Sykhiv_yards_b2 Comment #105650
Oh hey, new areas! Sadly the download link is broken. nvm it works now.

Feedback:
  • Outdoor light_environment should be white on midday, with ambient colour set to sky blue.
  • Grass texture is too rough. Find a softer one.
  • Grass colour doesn't match the tree or the other foliage. It's too green.
  • Grass terrain is super bumpy; I'm pretty sure it affects performance. It doesn't need to be super bumpy or super-divided. The central courtyard in crossfire achieves a non-flat terrain with just 3-4 brushes.
Commented 5 months ago2023-11-21 12:45:16 UTC in vault item: Lab Break Comment #105649
Thank you bruhkingsans! You're very generous.

Really happy to see you enjoyed it so much. :D
Commented 5 months ago2023-11-21 12:37:38 UTC in journal: We promise you a new map in 2 weeks, or you get to yell at us! - DONE! Comment #105648

Version 1.1 Changelog (released)

SPOILERS ahead for anyone who hasn't played yet.

General:
-Delayed map start by an extra 13 seconds to give clients time to download soundcache and load.
-Added fill lights.
-Fixed some texture and lighting issues.
-Balanced item pickups.
-Improvements to the health regeneration.
-Visual fixes.
-Gameplay improvements to locations with firefights.
-Lowered glass table strengths so they break with 1 hit.
-Added a "Reactor" sign to the reactor door.
-Improved reactor lighting.
-Causing the reactor to go critical will now cause radiation damage.
-Added new screen to reactor room that lights up when there's an emergency.
-Replaced some sign textures with more fitting ones.

Bug Fixes:
-Fixed the test chamber's button being spammed and bugging the door. Now it's 1-time use.
-Added visual guidance to same room.
-Fixed some lights having gaps between them and the ceiling (floating).
-Fixed the coolant elevator getting triggered and stuck while moving.
-Fixed an issue causing fodder enemies to keep spawning after boss is dead.
-Fixed an issue where fodder enemies could follow the player to the surface.
-Fixed wrong address for some entities.

Specific:
-Improved the platform's entities.
-Made the pistol pickup more visible and eye-catching.
-Gameplay improvements.
-Fixed an issue causing barneys to softlock doors.
-Added messages to areas with special goals.
-Lowered server healths so they break easier.
-Removed coolant elevator pit.
-Reduced noise from frank5.wav.
-Increased volume of frank voice lines to 200%.
-Made small edit to MOTD / Mission Briefing.
Commented 5 months ago2023-11-21 07:51:48 UTC in journal: Mapping-Fusion! 🇫🇷🇫🇷 Comment #105647
You can guys join our Discord too and talk with us ! we use to speak in French but we can do it in English too of course :) Thanks
Commented 5 months ago2023-11-21 00:18:31 UTC in wiki page: Tutorial: Setting up a Mod: Part 2 - Splash Screens (Steam) Comment #105646
Half-Life 25th Anniversary changes
Due to Valve reworking the game menu to visually look like the old WON menu screen, the structure of GameMenu.res is changing and in flux until Valve finalizes it.
As usual, switch to the steam_legacy beta to continue using the old specs in the meantime.
Commented 5 months ago2023-11-16 18:41:37 UTC in wiki page: Tutorial: Detailed Textures in Half-Life Comment #105645
BIG CAVEAT: If the base textures are not square, YOU MUST USE near the same ratio for the horizontal and vertical tile factors or the detail textures will look stretched. Unfortunately, applied detailed textures in the wild are more stretched than not.

The current tool set [or utter lack thereof] makes it very very cumbersome to get the correct factors to account for the different dimensions of every texture in every map of your mod, which I think discourages more widespread application of detail textures to maps.

There is also an issue of textures containing a mixture of material types which basically need their own detail textures tailor made.

I'm thinking of developing a program to address these issues but I want it to be able to render the result in 3D. It's a very steep thing to pick up though. (I could fork off of bspguy but I don't want to take over someone else's cooking 😅)
Commented 5 months ago2023-11-16 15:49:56 UTC in vault item: Half-Life: Randomized + source code Comment #105644
If people were to do these kinds of meta-mods, they should be developed to run on metamod[-*] imo. That way there can be a path to extend it to run on top of any mod, not just Half-Life.
Commented 5 months ago2023-11-16 07:10:52 UTC in vault item: Diesel electric generator Comment #105643
I know... but I don't feel like iterating it until it feels right. The panel func_button as is targets an intermediary, currently occupied by `trigger_relay`s so that those who wanted to fine-tune the sequence further can just put a multi_manager or more complex logic in its place.

I would do it if I were to actually put this in an actual mod... But don't count on it! 😅
Commented 5 months ago2023-11-16 04:36:23 UTC in vault item: Half-Life: Randomized + source code Comment #105642
Great mod, fun to mess around with. Kinda sad to see that there is no map randomization, that would be cool.
Commented 5 months ago2023-11-15 15:55:35 UTC in vault item: Diesel electric generator Comment #105641
I think it would be better if the button had a delay rather than a toggle. And so the generator can work with the button turned off and vice versa
Commented 5 months ago2023-11-15 15:20:30 UTC in wiki page: info_intermission Comment #105640
how to make it work ?
Commented 5 months ago2023-11-14 21:01:06 UTC in vault item: Lab Break Comment #105639
8.2/10
Architecture — 8
Texturing — 8
Ambience — 9
Lighting — 9
Gameplay — 7

I liked playing this map, and everything about it really does feel like a lab.
Commented 5 months ago2023-11-14 09:14:07 UTC in journal: Moving the information Comment #105638
Good job, I made some minor improvements and fixes to the existing pages :)
Commented 5 months ago2023-11-13 10:50:27 UTC in vault item: Diesel electric generator Comment #105637
Eric Nice
Commented 5 months ago2023-11-12 20:08:47 UTC in vault item: Lab Break Comment #105636
:))
Wasn't easy though, I'll say that.
Commented 5 months ago2023-11-12 10:21:24 UTC in vault item: BspTexRemap v0.3 (pre-release 2) Comment #105635
^ This program is written in Python 3.11. Most Linux distros include Python by default so you can run the python file directly from the source files (though you might have to upgrade to 3.11). You need to know how to [optionally set up virtual environments and] install the required python packages. The requirements file is in the source, and you should be able to set it up in the standard Pythonic way.
  1. Make sure you have Python 3.11 or above
  2. Download the source:
    User posted image
  3. Extract to a folder.
  4. Open your terminal and type these commands:
cd <path to the src folder from the extracted path>
python3 -m venv venv
./venv/Scripts/activate
pip3 install -r requirements_gui.txt
  1. Create a new file run gui.sh (name not important) and type these commands:
cd <path to the src folder from the extracted path>
./venv/Scripts/activate
./BspTexRemap_GUI.py
  1. Now any time you want to run the program, you just run the bash script above.
Commented 5 months ago2023-11-12 02:13:04 UTC in vault item: Lab Break Comment #105634
Holy heck, you actually did it lmao
Commented 5 months ago2023-11-11 08:51:11 UTC in journal: We promise you a new map in 2 weeks, or you get to yell at us! - DONE! Comment #105632
It is release day! We did it!

Man are we glad to be here. Gotta say, the last 2 weeks have been some really busy ones, but it was all worth it. We managed to make a map with a decent length, good gameplay and in some parts, great visuals and topped it all off with some enjoyable scripted sequences.
Something to entice you to play.Something to entice you to play.
The map is up and ready for download! We hope you give it a try.

Let us know what you think and if you're interested to learn about how these 2 weeks passed, how we worked and what we learned.
We'd like to thank all of you who accompanied us during these 2 weeks and kept your eyes on us. We hope you'll enjoy what we've made.
Those of you who have honored us with your support:
Admer456, SV BOY, Caretaker u.k, The Regent, WyattTheEpicDude, TrollBooger, The 303, Ryor, Sparks and Soctom. Sorry if I missed anyone.
Commented 5 months ago2023-11-09 14:12:50 UTC in journal: 2 Years of me being on the site Comment #105631
Merry Twosday
Commented 5 months ago2023-11-09 09:04:16 UTC in journal: 2 Years of me being on the site Comment #105630
Oh Hey Professor Admer 😎☕
Commented 5 months ago2023-11-09 06:58:00 UTC in wiki page: WON Half-Life Comment #105629
W
Commented 5 months ago2023-11-07 12:40:39 UTC in journal: 2 Years of me being on the site Comment #105628
Happy 2nd accountiversary!
Commented 5 months ago2023-11-07 07:46:30 UTC in vault item: Authentic First-Person Weapons Comment #105627
Nice work
Commented 5 months ago2023-11-07 04:32:38 UTC in vault item: Authentic First-Person Weapons Comment #105626
Yep! They're animated by me in Blender.
Commented 5 months ago2023-11-06 03:47:03 UTC in vault item: Authentic First-Person Weapons Comment #105625
Impressive. I really like the effort you putted into weapons model that replicates Classic looks into Gearbox HD Style even though I don't like the Gearbox Hand Sleeve but I still appreciate how the Hand Sleeves kinda fitted into Classic Style. Oh Btw are these Weapons Animations are made by yourself in blender?
Commented 5 months ago2023-11-05 21:13:35 UTC in vault item: fy_steppes Comment #105624
Too bad. It's nice to see you back here! It's been a minute. Most of the activity is on Discord these days
Commented 5 months ago2023-11-05 12:33:16 UTC in vault item: Secret Santa: Archie Comment #105623
@Oskar Potatis: I'll try to find it. I hope I still have it somewhere, in some archive/backup.
Commented 5 months ago2023-11-04 19:20:19 UTC in vault item: fy_steppes Comment #105622
Long gone. This was made on my college macbook which is long gone. I'm dabbling in Source 2 for funzies maybe I'll make something similar to this because I did quite like this dumb little map.
Commented 5 months ago2023-11-04 18:56:12 UTC in vault item: fy_uafights_b3 Comment #105621
Thank you, I'm glad you like the style of the map
Commented 5 months ago2023-11-04 13:03:34 UTC in vault item: Vehicle Prefabs Comment #105620
Great stuff.
Commented 5 months ago2023-11-04 10:14:56 UTC in vault item: fy_uafights_b3 Comment #105619
Wow This almost like a Roblox or something 😯
Commented 5 months ago2023-11-04 00:51:45 UTC in journal: We promise you a new map in 2 weeks, or you get to yell at us! - DONE! Comment #105617
First Week Update:

A week has passed and we're here to share some updates.

The main Brushwork for the whole map is now complete and will be tested privately in the next 2 days to iron out any kinks and improve gameplay.
Here are a few screenshots of a few interesting locations:
Fight your way out of this beautiful place.Fight your way out of this beautiful place.
What will development look like in the remaining days after the playtest?
With the main blockout complete and gameplay tested, most of what lies ahead is related to the visuals.
  • Feedback from the playtest will be used to improve the gameplay.
  • All brushwork will be textured.
  • Decorative details (that don't effect gameplay) will be added using prefabs to speed up work.
  • Lighting will be finalized.
  • Final performance optimizations will be made.
  • Visuals will be polished for release.
We will update you with more details and some screenshots from the finalized visuals in the last days before release. Thank you for reading, we really hope you will stick around to play the map on release. :D

Trivia:
How has progress been?
"Efficient" is what comes to my mind. With such a limited time, it was crucial to to map out our plan and schedule to make sure we can make each day count. We lost 2 precious days but after that we were able to kick into full gear.
We've been putting as much time as we could into the project. I've been spending nearly 6-8 hours every day and Ox has been juggling the project and his education at the same time. Yes, it's been a bit harsh but we're enjoying the time we're spending on the project. I'm sure all you mappers out there who love your craft can understand, although having a day or two off right now would be pretty nice. Unfortunately we got no time to spare. A lot of work still lies ahead and we're hoping it goes smoothly so that we can release the final map to you in great shape.

Is the map still set to release on 10th of November?
Yes. We are doing everything we can to make sure that we will release the map by 10th November night. The map will be uploaded here, on SCMAPDB and Gamebanana so that everyone could easily download it from whichever source they're comfortable with.

Anything you the reader can do to help?
Your expressions of excitement about the project and final map will really make us happy and boost our morale. It's always heartwarming to know there are people out there waiting to play your map.
If possible, please share news of our project with your fellow friends. After this is done, with all the time and energy we've spent, we'd really love to see the map reach as many players as it can.

Well, that's all for now. We will see you at the next update with more interesting stuff to share. Have a good night and hope you're all having a good life.
Commented 5 months ago2023-11-03 23:38:49 UTC in journal: Mapping-Fusion! 🇫🇷🇫🇷 Comment #105616
Oh my. It is already making me wanna learn French.
Commented 6 months ago2023-11-02 14:55:05 UTC in vault item: Learing HL sdk Comment #105615
Hai! This ain't looking too bad.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
Commented 6 months ago2023-11-02 10:00:17 UTC in vault item: Learing HL sdk Comment #105614
Looks like you've already gotten the hang of the basics!

It looks fullbright so you've either not included any lights in the map, or there is a leak (there should be error messages in the compile log if there were any leaks). If you haven't added any lights yet, there's a tutorial here about the basics of that.

For the wall where you've written "break" with decals, the reason it's mirrored is because the texture on the wall itself is mirrored. So with the Texture Application Tool just set the X scale to its negative (i.e. change the scale from 1.00 to -1.00).

There are tons of tutorials in the wiki here that you can check out to learn more about mapping.

Good luck! 🙂