Comments

Commented 9 months ago2023-08-18 08:47:40 UTC in journal: My thoughts on the thanking discussion Comment #105489
You seem to think that merely discussing behaviour means establishing new rules, which it inherently isn't. A proposal for a rule may be brought up during a discussion, but that's not what has happened here. If you're worried a community is going to establish excessive or unnecessary rules, the best thing to do in that case is to discuss it and address the cause for why those rules were proposed in the first place.

The rules already in place on the site (and the discord you keep bringing up for whatever reason) are few and non-intrusive. As the context here is this community, are these the rules you view as "completely useless, dictatorial and rude"?

And no, I'm not here to educate anyone on social behaviour. I'm simply just airing my thoughts about a specific part of how we behave in this community, since I'm a part of it.
Commented 9 months ago2023-08-18 06:19:18 UTC in journal: My thoughts on the thanking discussion Comment #105488
I answer mapping questions for decades and I don't mind if they never thank. Someone else might ten or twenty years later. But only if you use the forum, not that disposable abomination. Evil is both. Too many rules are creeping upon people these days. Rules that are completely useless, dictatorial and rude. If you want to educate people on social behavior then become a kid's teacher in the primary school.
Commented 9 months ago2023-08-18 06:16:41 UTC in journal: Bringing a 20 year old map back to life Comment #105487
I actually played that func_vehicle invade-the-building one! It had some unique gameplay combined with the jankiness of the goldsrc physics which made it a very fun map 😄
Commented 9 months ago2023-08-18 04:28:37 UTC in vault item: Lunchtime Comment #105486
Not that bad, it feels like a map someone would make to try to learn how scripted sequences work and such.
Commented 9 months ago2023-08-18 04:04:24 UTC in journal: Bringing a 20 year old map back to life Comment #105485
Gosh it's a little hard to remember what maps I made that actually saw release. I feel like back in those days a 'release' consisted of a forum post and a link to the map on a file sharing website (I think fileplanet was one?). It was difficult to get people to play new maps. Servers weren't interested in running them because downloads from the game server were excruciatingly slow, especially on 56k with maps having a lot of custom assets, so most people would drop out once a new map started loading. This is before in-game systems for voting on the next map or anything like that.

Anyhow, I think the most popular map I released in terms of hours played was actually a re-texture and re-model of cs_militia. The author of that map released the .rmf file at some point, so a lot of people made their own versions of it. I made new textures for it, re-did all the rocks, and added some other niceties here and there. It was called cs_militia_qe and I think it made it onto some servers for a while.
cs_militia_qecs_militia_qe
I also did a de_dust retexture, as was the style at the time. The .wad for de_dust was unbelievably popular in those days. This is because they were some of the best textures available, and aesthetically quite apart from the industrial/lab stuff that most people had access to. As I mentioned, this is also probably because the wars in Iraq and Afghanistan were very central in the public consciousness. A lot of movies, games, and popular media spoke to this as well, and our maps inevitably reflect the spirit of their times. Anyhow, a good way to get your name out there as a texture artist was to make alternate versions of the de_dust.wad, because mappers who've already made their map using that wad can plug in yours instead, and instantly have a more distinctive product.
de_dust re-texturede_dust re-texture
Another map I remember getting some play was a super rough experiment I made when drivable vehicles were first introduced into Counter-Strike (I think maybe Beta 7?) I made a giant track that was pretty close to the limits of the engine, and a drivable two-storey 'building'. One team had control of the drivable building, the other team only had a little cart to chase them. The object was to invade the building as it was driving. The physics were really bizarre but I remember it somewhat working and being a lot of fun. I think the map was called raceomatic, or something like that. It is out there somewhere but I've lost track of a playable version.
I forgot what this one was calledI forgot what this one was called
Finally, I think I released a dustbowl-style map called snowbowl for TFC. I don't have the source material any more and I can't seem to find it online, so very little information remains.
snowbowlsnowbowl
Just going through my files and trying to dredge up memories, it seems like I spent more of my time trying to make maps and textures for Counter-Strike. But I spent more of my gaming time playing TFC. This is probably why there are more CS maps here.
Commented 9 months ago2023-08-17 22:26:20 UTC in journal: My thoughts on the thanking discussion Comment #105484
If someone takes the time to help you, the least you can do is express appreciation for their time and effort by thanking them. It makes them happy and shows that you care. If you can't be bothered to do that, the person who helped you will remember and be unwilling to help you again.
Commented 9 months ago2023-08-17 21:01:16 UTC in journal: My thoughts on the thanking discussion Comment #105483
Oh, you were actually being serious. Reverse Poe's Law, I guess.

Well then. First of all, I haven't told anyone how to behave in my post (the closest to it is stating that it's rude to not thank someone for the help, because that's what it is). My final paragraph is directly addressing this.

Secondly, when you call "this" evil, are you referring to my post or to the act of telling someone to behave?
Either way, taking into consideration that we as people are social animals, and that this is a community, having discussions about norms, culture and behaviour is the healthy and good thing to do. In other words, it's beneficial to the majority in this context, i.e. it's what's morally good (for the community) here.
Not having this type of discussion will cause harmful and anti-social behaviour to go unaddressed and unchallenged, in turn harming the community and hurting its members. As this leads to a negative outcome for the majority, it can't be anything but morally evil (towards the community) in this context.

Of course, morals are relative. Perhaps your morals are based on what's good and un-impeding to yourself, and screw everyone else?
Commented 10 months ago2023-08-17 19:46:57 UTC in journal: My thoughts on the thanking discussion Comment #105482
I'm directly telling you your behaviour is wrong and I don't care the slightest bit if you change.

If there is one thing that is harming TWHL, it's the use of that disposable pile of crap called Discord.
Commented 10 months ago2023-08-17 07:20:37 UTC in journal: Bringing a 20 year old map back to life Comment #105481
Welcome to TWHL! Always great to see more TFC content and returning veterans 😄 I already took a quick look at the map and it looks great!
(By the way, the Vault has a listing for Team Fortress Classic for the Game category, since I noticed you used HL) ;)
Edit: Just read the description in the vault entry 😅 There are still some people left still playing TFC (myself included!) so please don't feel discouraged from finishing it

Out of curiosity, since you said you released a few maps, which ones? I've played a lot of TFC through the years, perhaps I've already tried some of them?
Commented 10 months ago2023-08-16 21:52:23 UTC in journal: My thoughts on the thanking discussion Comment #105480
By using moralist language, you're indirectly telling me my behaviour is wrong and should be changed, doing exactly that which you are condemning 😏
Commented 10 months ago2023-08-16 18:15:22 UTC in journal: My thoughts on the thanking discussion Comment #105479
It's bad to tell other people how to behave. This is evil.
Commented 10 months ago2023-08-16 12:36:57 UTC in journal: My thoughts on the thanking discussion Comment #105478
Yeah, I was under the same assumption too that thanking people for their help was the normal and expected thing to do.

Feedback is indeed very important, and I see it as the bare minimum someone should do in response to any help/answer.
Commented 10 months ago2023-08-16 11:20:10 UTC in journal: My thoughts on the thanking discussion Comment #105477
Huh, I didn't even know this was something that people disagreed on, always seemed like common sense to me...

The point about feedback that something works or not is really important in a public forum, because it's very possible that someone else will have the same issue, and being able to see right away if the advice helped the person with the same issue is extremely useful and a huge time saver.

Another point is that thanking someone means that it encourages them to continue being helpful in the future. And when it's in a public space, it also encourages other people to engage with the community, posting their own questions and answering others. Everybody in an online community benefits when people are helpful and friendly.
Commented 10 months ago2023-08-15 10:14:12 UTC in wiki page: Tutorial: Non-coding workarounds for your mod Comment #105476
很难说,因为这个实体很久以前就被我删除了。
It's hard to say because this entity was deleted by me a long time ago.
Commented 10 months ago2023-08-15 06:03:28 UTC in vault item: Op4_MagicBooks (deathmatch) Comment #105475
Aw shucks, I really appreciate that! Thank you!
Commented 10 months ago2023-08-15 05:36:00 UTC in journal: BARREL!!!!!!! :DDDDDDDDD Comment #105474
Okay then :) :) :)
Commented 10 months ago2023-08-15 00:57:56 UTC in vault item: Op4_MagicBooks (deathmatch) Comment #105473
Saw the map in Discord, this is very cool!
Commented 10 months ago2023-08-14 21:05:10 UTC in wiki page: Tutorial: Non-coding workarounds for your mod Comment #105472
Interesting, could you please elaborate further?
Commented 10 months ago2023-08-14 05:00:13 UTC in wiki page: Tutorial: Non-coding workarounds for your mod Comment #105471
我曾经在ka_airtrain里使用func_conveyor的时候,也出现了光照效果,即使我并未有任何非常规操作。
When I once used the func_conveyor entity in ka_airtrain, it also compiled with a light effect in the map, even though I didn't do anything unconventional with it.
Commented 10 months ago2023-08-13 21:38:29 UTC in wiki page: Tutorial: Non-coding workarounds for your mod Comment #105470
User posted image
Commented 10 months ago2023-08-13 10:23:31 UTC in wiki page: Tutorial: Non-coding workarounds for your mod Comment #105469
All of the features shown in Mapping are included in Advanced Half-Life FGD by default. Thus, there is no need to turn off the Smart Edit and add relevant keyvalues every time.
User posted image
User posted image
Even scientists with different pitches using the same head bodygroup can be created.
User posted image
Body and Skin keys are already included as long as they are supported on almost most monster_* entities.
User posted image
All func_* entities include the effects key by default.
User posted image
User posted image
Of course, this FGD did not become popular because it didn't get enough attention, and everyone is still making maps with the outdated Half-Life FGD.
Commented 10 months ago2023-08-11 17:14:15 UTC in journal: Creating maps with chrome on GoldSource Comment #105467
Oh right I forgot: you can actually hack the normals in Blender, no need for actual bulges on geometry.
Commented 10 months ago2023-08-10 12:48:40 UTC in journal: Creating maps with chrome on GoldSource Comment #105466
That looks soooo trippy and cool ngl
Commented 10 months ago2023-08-09 11:45:11 UTC in vault item: BspTexRemap v0.3 (pre-release 2) Comment #105465
Can people currently using this for their projects each send a sample BSP pre-remap? HLDM/Op4 maps only.

I got somebody reaching out with a bug but I can't ask for a test file because he's compiling for DoD and I don't have DoD.

Discord id: youdontmatter.giveup. (don't ask why)
Commented 10 months ago2023-08-05 23:00:40 UTC in journal: Creating maps with chrome on GoldSource Comment #105464
Thank you
Commented 10 months ago2023-08-05 14:11:36 UTC in journal: Creating maps with chrome on GoldSource Comment #105463
Commented 10 months ago2023-08-05 02:56:00 UTC in journal: Creating maps with chrome on GoldSource Comment #105462
Do you have a link to the post? I cant seem to find it
Commented 10 months ago2023-08-05 02:54:29 UTC in journal: Creating maps with chrome on GoldSource Comment #105461
Interesting. I´ll check it out, thanks.
Commented 10 months ago2023-08-04 20:12:24 UTC in journal: Creating maps with chrome on GoldSource Comment #105460
Alberto309 did this effect time ago:
User posted image
Maybe combining that with !water texture + animated caustic texture, you could get a good effect for water
User posted image
Commented 10 months ago2023-08-04 04:36:59 UTC in vault item: underx3 Comment #105459
This is fun! I've only played it against bots but its very well-made and yes, is filled with that hl1 atmosphere. It's very snark_pit, pretty cool.
This comment was made on an article that has been deleted.
Commented 10 months ago2023-08-02 18:22:53 UTC in vault item: Half-Life: WAR - Demo Comment #105457
8.0/10
Architecture — 9
Texturing — 8
Ambience — 7
Lighting — 7
Gameplay — 9

New Review Format suggested by Admer456
Alright, let's get started:

Architecture:
The good: Detailed, well "modelled" (I guess), very cool locations, nice details such as working water taps
The bad: Nothing
I have nothing to criticise here. It isn't ultra impressive, but perfect for this map.

Texturing:
The good: High Quality, visually good, fits the map pretty well
The bad: Can be stylistically incoherent, looks too photorealistic (more like HL2 than HL1) at times, sometimes it looks quake-y

Ambience:
The good: Music, some ambient noises, some well placed lights
The bad: Could have been a bit more detailed

Lighting:
The good: Looks decent, nothing looks out of place, some well placed lights
The bad: Nothing
Overall the Lighting is decent I would say.

Gameplay:
The good: Nice weapons, nice enemies, nice enemy placement
The bad: Enemies don't react to their buddies being killed (this was done with the black ops in op4), enemies do a little too much damage

Other Remarks: Custom voice acting is always cool. It obviously doesn't reach a professional standard but it's still cool. The agent finding the suitcase standing right next to him after looking for the protagonist is obviously janky writing and should be improved imo. Even though it was funny in this case.

Overall: Really nice demo, too bad this was never finished! Nice enemy encounters, locations, weapons and just a fun time. Well earned 8/10
Commented 10 months ago2023-08-02 16:26:04 UTC in vault item: ve_tractoriade Comment #105456
5.6/10
Architecture — 7
Texturing — 6
Ambience — 4
Lighting — 6
Gameplay — 5

I am gonna do this review differently than my Time Warp Demo Review.
Let's start with the first 4 criteria.
Architecture: I think this is reffering to brushwork. It is decent. Nothing beyond standard, really. The tractor and rocket are pretty cool and they bump it up to a 7 for me. I would have given it a 6, since it definitely isn't bad and more than I could do, but still pretty standard. The vehicle design makes up for it.
Texturing: Same thing here. Standard.
Ambience: I don't think there was any ambient noise at all. The night sky and some of the Lighting kinda make up for it, but really, there is not much I can positively remark in this category.
Lighting: Really, this is standard as well. I don't think I can find a better word to describe it and it makes reviewing this quite difficult. I'll give this a 6 for continuity with the other categories.

Now we can get to the gameplay. I am not a huge fan. func_vehicle is not the greatest in my opinion. Making this map in Source would already bump gameplay up 2 points higher. Also, there are some bugs. If you die, you have to restart, since the map just bugs out and won't let you move. The tractor can reach points it shouldn't reach, making you have to walk back to the start and get another one. The puzzles are cool but nothing special either, they are all button puzzles. You have to press a button = a door opens. There is also the rocket which has a much bigger explosion than it should have, which can kill you. And you know what that leads to. The boss fight at the end is legendary. It is insanely stupid and I love it. Still, I can't give this category more than 5 points. It didn't really do it for me.
Commented 10 months ago2023-08-02 11:55:43 UTC in vault item: TimeWarp Demo v1.1 Comment #105455
8.6/10
Architecture — 9
Texturing — 10
Ambience — 9
Lighting — 8
Gameplay — 7

Finally finished it, here is my review:
There are some level design choices that I don't like. For example there is a bridge leading nowhere in the cave and there is a not-very-obvious puzzle with a block in the wall you gotta push in. This is really hard to find and easily missable. It would be better if there was lighting to indicate that there might be something there. On the topic of lighting, it is good, it fits the atmosphere perfectly, but it doesn't blow me away or anything. Brushwork and Texturing is also good. The music and ambient noises are utilized quite well. Gameplay isn't as diverse enough as it could be, you only fight against one type of grunt with different weapons. The game just puts more and more of them into the levels. The combat itself also could be slightly improved. I don't know what it is, but it doesn't hit the sweet spot for me.

Overall: Great demo, really excited for the full game. 8/10
Commented 10 months ago2023-08-01 18:10:58 UTC in journal: NEED HELP!!!! I can't load my map made with hammer++ in HL2! Comment #105454
First of all, this is the journal section, and its definitely not for questions. To ask for a solution you can go to the Source Forums.
Second, are you sure that your map was compiled in the right place? Look for a "YourMapName.bsp" file in Steam/steamapps/common/Half-Life 2/hl2/maps. If its not there try to check if its anywhere else, and move it if you have to.
Also check that you have no compiling errors that prevent the map from generating.
Commented 10 months ago2023-08-01 06:21:40 UTC in journal: Creating maps with chrome on GoldSource Comment #105453
我以jamie的工作作为基础做了一些调整,各位可以做一个参考。
I made some adjustments based on jamie's work, so you can make a reference.
https://mega.nz/file/hIk0wSbS#e_87zfXHrLRBElyN2DvgB8yMGx_cXwbpsdx6L62lxyg
Commented 10 months ago2023-07-31 22:43:29 UTC in journal: Creating maps with chrome on GoldSource Comment #105452
You need to actually cut up the faces into smaller ones and then give them a slight bulge, for lack of a better word. Make them pinch out, so there are actually varying angles to work with.

Although with brushes, you'd get flat shading, so eh...
Commented 10 months ago2023-07-31 19:58:44 UTC in vault item: subcanalx3 Comment #105451
This one seems very cool. Gave it a run-through and, while I had no one to try it with, it seems like it would be superfun in a multiplayer setting. It totally has that 'classic' Half-Life vibe. My favourite location was the room with the long jump module.
Commented 10 months ago2023-07-31 06:18:51 UTC in journal: Whoa, I failed at the most important place Comment #105450
@Erty, No problem. A summery of all the whacky stuff that was happening at that time. On the topic of JD and NightDive, I wish I could have closed the deal faster, but you are right.

@Admer, Yeah, I feel that a lot lately.
Commented 10 months ago2023-07-31 02:45:10 UTC in vault item: cs_grocerymarket Comment #105449
Incomplete but charming. I wish my Walmart Neighborhood market was made of brick and sold guns.

The checkout stands look great. The Daisy Red Rider BB gun made me laugh.
Commented 10 months ago2023-07-30 05:16:07 UTC in wiki page: game_player_equip Comment #105448
@kimilil game_playerspawn is not present in vanilla.
Commented 10 months ago2023-07-27 21:08:01 UTC in vault item: crossfire_rainyday Comment #105447
rain.wad is missing from the file.
Commented 10 months ago2023-07-26 11:51:50 UTC in journal: Gothic cathedral Comment #105446
You are beginning to kinda "spam" the journals. It'd be nice to start one journal for one topic and keep posting updates on it (example: GoldSRC + Godot = ???). If it's more tightly related to GoldSRC/Source, it would be a good idea to start a thread about it, or even post in the WiP screenshots thread: Post your screenshots!

Anyway, that is very nice, keep going! My largest map was probably 12 MB with lord knows how many brushes. Just make sure it's optimised enough and fits within BSP limits.
Commented 10 months ago2023-07-25 10:10:35 UTC in journal: Cushions Comment #105445
Hmm you're right about the sound.
Commented 10 months ago2023-07-24 21:44:40 UTC in journal: Cushions Comment #105444
I tried that, but the sound effect is still attached to it. Plus I think my way, though more complex, can lead to more interesting gameplay opportunities
Commented 10 months ago2023-07-24 21:39:00 UTC in journal: Cushions Comment #105443
func_water is also a good cushion!
Commented 10 months ago2023-07-24 17:31:00 UTC in vault item: Code Lock Example Comment #105442
It's really cool you can actually do stuff like that in Half-Life with just the tools the editor gives you, and it makes you think what other kinda machines and mechanisms you can make. Also I liked how you hid the code.
Commented 10 months ago2023-07-24 06:19:43 UTC in journal: For those asking about reverse Map2Prop... Comment #105441
我很期待您能成功。我会用在func_tank实体,因为当实体使用模型时不能正确的俯仰。
I look forward to your success. I'll use it for func_tank entities because entities don't pitch properly when using models.
Commented 10 months ago2023-07-23 22:34:02 UTC in journal: Whoa, I failed at the most important place Comment #105440
It happens. I feel my skills have rotten a bit too.
Commented 10 months ago2023-07-23 20:45:19 UTC in journal: For those asking about reverse Map2Prop... Comment #105439
So what I was testing was vertex coordinate rounding (to keep CSG happy, of course) and while it worked okay enough on certain other models (they had relatively low poly densities), HD Barney from SC had a higher poly density which was dramatically affected by the coordinate rounding.