Commented 1 year ago2023-12-04 20:05:41 UTC
in vault item: Sehc's LabsComment #105692
There's a separate category for hldm maps
Anyway, I think the map should be a little smaller, and maybe with some more details.
Straight wide concrete hallways are boring to look at and play, so maybe change up floor and ceiling heights, add some pipes, bridges, pits etc.
Cool toilets tho, and I got caught off guard with the giant fleshy rotating "SEX" in the middle of the map.
Try looking at the official deathmatch maps (espeically the new ones) for inspiration on how to decorate your creations.
I hope you don't take the 2 stars as completely negative, It's just a honest review and a sign that you should try to improve
Commented 1 year ago2023-12-04 15:33:45 UTC
in vault item: corridors_collideComment #105689
aww, why not include the file instead of removing the ambient_generics?
btw it's from opposing force. i would've just copied it from there to get it working...prior to the update that is.
Commented 1 year ago2023-12-03 10:25:42 UTC
in vault item: corridors_collideComment #105683
Awesome map. Although you forgot to bundle sound/ambience/fluorescent.wav. Some Half-Life fanatics like me have memorized every single file that comes with the original game but that's quite inefficient. resgen has a command line switch to exclude the default files: RESGen.exe -b rfa/res_valve.rfa. Then the .res file should list only custom files used in the map.
Commented 1 year ago2023-11-30 13:20:39 UTC
in vault item: dm_perthownedComment #105679
Quite simply one of, if not the very best Half-Life Deathmatch map I've ever played. Not that there's anything simple about this, the layout is well thought out, the details are stunningly good, and all-in-all I'm honestly quite surprised this isn't an official map.
(Finally managed to grill someone with the rocket test the other day. Hell yeah.)
I've noticed that i'm sleepy from 9 to 12, and after 12:30 i enter turbo mode, no matter how many energy drinks or coffees i'm on. Maybe that's a common thing
Commented 1 year ago2023-11-30 05:23:01 UTC
in vault item: Sykhiv_yards_b2Comment #105676
This is honestly one of the best maps I have ever seen for gold source. When I saw the picture I didn't even realize it was gold source. I thought was Half Life 2 Deathmatch!
Yeah, I agree. The true function of "Junk" is not really exposed to us yet. Always good to have it there if someone figures it out.
The 32-bit limit was a surprise to me as well. I even tried using an empty entry called "Sniper" (cut map) that was on the list, but not on the actual world map. It didn't work as I thought it would and remained locked. I think you are right about the Custom missions dir thing though.
I did suspect that there's a 32-bit limit on the tracker for mission progression, as a community-made mod that stitches all the extra official missions into the main campaign has the mission locks bugging. In the stock game where these extra missions are standalone they appear as unlocked. I'll update that on the notes as well.
some other ideas to use the world map for custom missions would be to have a separate mod that falls back to czeror, and that mod can perhaps have its own missions on the world map. other than that, a separate hub map is unavoidable, but it should be its own map and not overwrite the training map as was done previously.
@kimilil I appreciate the redo of the page.
In regards to the "junk" KV, not sure how it functions as of yet. The decompile of the DLL is here for reference. I doubt it will give us any clues tho.
void __cdecl CWorldMap::KeyValue(CWorldMap *const this, KeyValueData *pkvd)
{
bool v2; // zf@1
signed int v3; // ecx@1
int v4; // edi@1
char *v5; // esi@1
v2 = 0;
v3 = 5;
v4 = (int)"junk";
v5 = pkvd->szKeyName;
do
{
if ( !v3 )
break;
v2 = *v5++ == *(_BYTE *)v4++;
--v3;
}
while ( v2 );
if ( v2 )
pkvd->fHandled = 1;
else
CBaseToggle::KeyValue(&this->baseclass_0, pkvd);
}
Also should have mentioned, custom mission are not a thing one can make appear or function on the world map. This is due to the way that missions are unlocked within the game progression (complete X, unlock Y). This can be attributed to a 32 bit int or something of the sense.
A workaround for this is for mods to make the world map button in the menu, load into a different a hub-world type map.
Because this brush entity is oddly named as item_ it might reflect an earlier game mechanic where it's an item in your inventory that you need to select in order to interact with.
What are C structs but database records, and its members but db fields?
But really, reading the BSP specs and how a lot of the struct fields are indices into the next struct really reads like relational model of a db, and with 14 lumps interacting this way I really, really needed a visual aid to understand how it all relates with each other, which strangely for the 27+ years of BSP's existence has not existed in any form. Hence the chart, and this journo entry I made to put it in.
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.
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 1 year 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.
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.
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.
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 1 year ago2023-11-22 15:49:49 UTC
in vault item: Sykhiv_yards_b2Comment #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 1 year ago2023-11-22 14:26:30 UTC
in vault item: Sykhiv_yards_b2Comment #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.
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.
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.
2024-05-08 - Safe to say the new specs have stabilized.
Mods no longer crashes if gamemenu is missing the WON-style help texts.
Mods with custom code may still crash from the differences in the UI resource files like new game dialog and option pages and may still require the legacy branch.
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 😅)
Also this door is kinda weird..
Anyway, I think the map should be a little smaller, and maybe with some more details.
Straight wide concrete hallways are boring to look at and play, so maybe change up floor and ceiling heights, add some pipes, bridges, pits etc.
Cool toilets tho, and I got caught off guard with the giant fleshy rotating "SEX" in the middle of the map.
Try looking at the official deathmatch maps (espeically the new ones) for inspiration on how to decorate your creations.
I hope you don't take the 2 stars as completely negative, It's just a honest review and a sign that you should try to improve
btw it's from opposing force. i would've just copied it from there to get it working...prior to the update that is.
Texturing — 7
Ambience — 7
Lighting — 7
Gameplay — 2
(Finally managed to grill someone with the rocket test the other day. Hell yeah.)
Thanks to all mappers =)
But yeah if it affects you a lot and you want to drink it at nighttime then just get some decaf, it tastes the same.
All I end up doing is just falling asleep anyway
i recently started on my first map (of any game, let alone half life), so once i'm done with that, this'll be a great project
The 32-bit limit was a surprise to me as well. I even tried using an empty entry called "Sniper" (cut map) that was on the list, but not on the actual world map. It didn't work as I thought it would and remained locked. I think you are right about the Custom missions dir thing though.
I did suspect that there's a 32-bit limit on the tracker for mission progression, as a community-made mod that stitches all the extra official missions into the main campaign has the mission locks bugging. In the stock game where these extra missions are standalone they appear as unlocked. I'll update that on the notes as well.
some other ideas to use the world map for custom missions would be to have a separate mod that falls back to czeror, and that mod can perhaps have its own missions on the world map. other than that, a separate hub map is unavoidable, but it should be its own map and not overwrite the training map as was done previously.
In regards to the "junk" KV, not sure how it functions as of yet. The decompile of the DLL is here for reference. I doubt it will give us any clues tho. Also should have mentioned, custom mission are not a thing one can make appear or function on the world map. This is due to the way that missions are unlocked within the game progression (complete X, unlock Y). This can be attributed to a 32 bit int or something of the sense.
A workaround for this is for mods to make the world map button in the menu, load into a different a hub-world type map.
item_
it might reflect an earlier game mechanic where it's an item in your inventory that you need to select in order to interact with.Not putting it in because, speculah.
But really, reading the BSP specs and how a lot of the struct fields are indices into the next struct really reads like relational model of a db, and with 14 lumps interacting this way I really, really needed a visual aid to understand how it all relates with each other, which strangely for the 27+ years of BSP's existence has not existed in any form. Hence the chart, and this journo entry I made to put it in.
@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.
fit
instead ofscaled
, which appears to crop the background as a whole to fit the screen's aspect ratio instead of stretching it. Example line:EDIT: fixed it. i put a info_player_start in the second map and it was interfering.
Never doing that again unless I really really reallyyyy have to. Few things in life are worth sacrificing one's sleep.
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.
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.
Feedback:
Really happy to see you enjoyed it so much.
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.
As usual, switch to the steam_legacy beta to continue using the old specs in the meantime.
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 😅)