I don't think I ever found anyone annoying on this site.
Urby enters...
In all seriousness though, I've been a member of TWHL for a looong time, and I don't think I've found a more inclusive and welcoming community since. There's a reason I've stuck around all this time. I'd hate for anyone to feel unwelcome, though there have been maybe a handful of incidents I can think of where people have been banned. They are always given fair and clear warning when it's time to tone things down.
On the work front, I have been hating my job for the last few years and almost quit in August. However I do think there is value in airing your grievances and having done so myself I've been given guidance and now find myself actually enjoying the job again. I also believe that there is value in travelling to work, even only occasionally. Social interaction, a work focused environment and even the act of commuting can really help to break up the monotonous routine of working from home.
Lastly I was not aware that you were working on a singleplayer map pack... I'm very aware of your stellar multiplayer maps, but with singleplayer being my preference when it comes to Half-Life, let me just say, "Hell yeah!" I'll be keeping an eye out for updates on that for sure!
Please do stick around and vent as much as you need to.
Commented 4 weeks ago2024-12-04 10:07:21 UTC
in vault item: GoldSrc Map2PropComment #106542
love this software, thanks for making this, i know it's a far reach but is it possible to have it run on an older os like win7 cause i have an older laptop that i like to map on.
Why do you doubt if you are welcome here? Every nice person is welcome here. Why do you think you are a long-time annoyance? I don't think I ever found anyone annoying on this site. Again, why would anyone tell you to cease this activity? It is really not good to look down upon yourself this much. You have never done anything bad to any of us to feel this way.
Okay, doing fine makes you feel all the more guilty, means you do feel guilty about something. I don't know what it is, but from what I know about you, you have nothing to be guilty about. I have had rough times, but I never wanted happier people to feel guilty. I barely felt envy for them, instead, I was happy for them. You can never be doing too fine or be too healthy, be as happy as you can be. That is what I wish for others when I am at my worst. After all, we are all one on this tiny planet, and if I can't walk it, I sure as hell want someone else to be able to.
The job's more like a no-job at all. I don't mind, though. It's, at this point, an excuse to travel to the city from time to time and not rot in the village as much - keeps me on my toes. I actually use the time in the office to work on a second project, to hone my React and general webdev skills, just in case they try to put me somewhere again. And I've sneaked a copy of Ironwail onto the work laptop (it's a gaming one actually o_o) and play Quake 1 mods when no one's lookin. And riding the bus/train with music blasting in the earbuds is kind of a pleasure of its own.
I do remember! STALKER is getting lots of love these days, in the wake of the second game's release, which is greatly heartwarming. I could hang out and chat about the games all day, really. Can't play HoC though, PC being too weak. And don't worry, I'm glad about the reply. I'm glad about any sort of contact, really. It's nice to be hearing back from you after a while.
You are as welcome here as I am. Talk about whatever you want, it's the journals!
That job sounds really dull, but I suppose it's better than nothing.
The mappack sounds pretty cool. I've yet to use MESS myself... hell, I haven't really made a GoldSRC map in ages outside of my tutorial videos.
I woulda written a longer reply, but I am so terribly low on time these days. I'm glad you decided to write this though, it's good to see what you're up to. Remember when I streamed STALKER SoC for like New Year 2022? I completely forgot about it until a few days ago and I'm absolutely HOOKED. I wish I got back to it earlier.
Commented 1 month ago2024-11-28 17:51:00 UTC
in wiki page: func_breakableComment #106534
delay before fire also seems to effect how long it takes to break of pressure, here it is set to 2 and it takes two seconds for it to break. it also should play a damage sound when you first step on it but half life is dumb, i'll fix that later
Since I always think of logistics, I strongly feel that reusing your unused stuff (even used, sometimes) is one of the best situations you can find yourself in. If you have a library of reusable stuff, and cut stuff, you are only saving yourself time.
Anything that helps you get the map/mod quicker into the hands of players - that is legal and still offers a unique experience, isn't just low-effort reuse - is ultimately good. Plus, you can still tweak the stuff you've reused.
That was awesome, the place really did feel alive. Felt like I was exploring Half-Life all over again like when I was a kid. The server room really felt like a server room too lol. The touches of the custom models and voice lines was great. Pacing and level design was really good, blocking the player from back tracking was integrated into the level design and felt natural. I got all the achievements on the first run except for breaking into tesla taco, had to go back do that one. Fantastic work here!
Oh and the custom menu background and animated text was the cherry on top
if you want to have a similar looking steam splashscreen in the new 25th anniversary update add this to the bottom of liblist.gam of your mod:
hd_background "1"
animated_title "0" (or just dont put this)
I love that kind of maps, where you have many interactions with world.
I had fun so i unlocked all achievements, on a second playthrough though.
All in all great job!
Commented 1 month ago2024-11-23 09:37:37 UTC
in vault item: dm_maceratorComment #106522
Thank you guys for checking out my map! I'm glad that passage to secret room has been found.
Also big thanks to TWHL community for Wiki and tutorials, helped me to figure out a lot of stuff.
Commented 1 month ago2024-11-22 01:56:22 UTC
in vault item: dm_maceratorComment #106521
Overall excellence presented in the creation of the map. Loads of fun with the door traps that bounce you into oblivion when touched. And how about the really sneaky placement of the entryway to the hidden room. Nice job!! Took me a bit but found it never the less and its a royal PITA to get to. Great work!!
Commented 1 month ago2024-11-22 01:50:15 UTC
in vault item: safetyfirstComment #106520
Great little map. Love the old school aura of the game play. Setting flooding the lower area would add some extra kick when players go down there to hide. Runs great on my server with 6 bots and running OZDM. Zero issues.
the reason env_sprite doesn't support body and skin is that apparently those values were hijacked by the sprite renderer as part of the system that makes sprites attached to models in one of their attachment points.
tried it out with HL25, and i found some small nitpicks in some cases:
from most to least nitpicky:
When you unlock the door it would have been nice to have to have an auto save for the likes of me who likes to press use everywhere
The switch to the explosive crate could use some lighting along with the crate actually dropping.
There is some dev ladder textures
There is no texture for the seat where the radio is at.
That exit sign at the box warehouse could have been sized better
Along with it, but it's heavily my opinion, i feel it would have worked better if the catwalk to the exit door would have been broken BEFORE you were trying to head there, it feels kind of trollish to me, but you do you.
I also feel like most of the map was like a multitude of themes added in 1 map and it kind of devalues it a little, but it has potential if given some polish and maybe perhaps limiting the amount of rooms, but again, that is also just me.
i hope to see more maps though!
Commented 1 month ago2024-11-11 22:57:20 UTC
in vault item: Data Transmission DemoComment #106499
There's a problem with the sounds folder, it should be called "sound" and not "sounds", new dialogues don't work without renaming.
Otherwise the level design is amazing, but I also unfortunately ran into a several bugs: double/disappearing guard on loading, scientist who promises a reward for the toilet paper but only reaches the window, and I haven't managed to fully start the reator yet. I'm still looking forward for the rest, keep it up
This mod was harder to set up than it probably should have been since it came with a config.cfg file but not the WAD file the map uses. It also looks a bit rough in certain spots (particularly the gun) and I don't think I'll ever be a fan of mods using AI for voice acting. Apart from that, the map is pretty fun, if a bit vague/jank at times.
Commented 1 month ago2024-11-09 14:09:27 UTC
in vault item: Airlock PrefabComment #106496
@man_simple
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
In all seriousness though, I've been a member of TWHL for a looong time, and I don't think I've found a more inclusive and welcoming community since. There's a reason I've stuck around all this time. I'd hate for anyone to feel unwelcome, though there have been maybe a handful of incidents I can think of where people have been banned. They are always given fair and clear warning when it's time to tone things down.
On the work front, I have been hating my job for the last few years and almost quit in August. However I do think there is value in airing your grievances and having done so myself I've been given guidance and now find myself actually enjoying the job again. I also believe that there is value in travelling to work, even only occasionally. Social interaction, a work focused environment and even the act of commuting can really help to break up the monotonous routine of working from home.
Lastly I was not aware that you were working on a singleplayer map pack... I'm very aware of your stellar multiplayer maps, but with singleplayer being my preference when it comes to Half-Life, let me just say, "Hell yeah!" I'll be keeping an eye out for updates on that for sure!
Please do stick around and vent as much as you need to.
Most activity is on the Discord server these days.
Okay, doing fine makes you feel all the more guilty, means you do feel guilty about something. I don't know what it is, but from what I know about you, you have nothing to be guilty about. I have had rough times, but I never wanted happier people to feel guilty. I barely felt envy for them, instead, I was happy for them. You can never be doing too fine or be too healthy, be as happy as you can be. That is what I wish for others when I am at my worst. After all, we are all one on this tiny planet, and if I can't walk it, I sure as hell want someone else to be able to.
The job's more like a no-job at all. I don't mind, though. It's, at this point, an excuse to travel to the city from time to time and not rot in the village as much - keeps me on my toes. I actually use the time in the office to work on a second project, to hone my React and general webdev skills, just in case they try to put me somewhere again. And I've sneaked a copy of Ironwail onto the work laptop (it's a gaming one actually o_o) and play Quake 1 mods when no one's lookin. And riding the bus/train with music blasting in the earbuds is kind of a pleasure of its own.
I do remember! STALKER is getting lots of love these days, in the wake of the second game's release, which is greatly heartwarming. I could hang out and chat about the games all day, really. Can't play HoC though, PC being too weak. And don't worry, I'm glad about the reply. I'm glad about any sort of contact, really. It's nice to be hearing back from you after a while.
That job sounds really dull, but I suppose it's better than nothing.
The mappack sounds pretty cool. I've yet to use MESS myself... hell, I haven't really made a GoldSRC map in ages outside of my tutorial videos.
I woulda written a longer reply, but I am so terribly low on time these days. I'm glad you decided to write this though, it's good to see what you're up to. Remember when I streamed STALKER SoC for like New Year 2022? I completely forgot about it until a few days ago and I'm absolutely HOOKED. I wish I got back to it earlier.
Anything that helps you get the map/mod quicker into the hands of players - that is legal and still offers a unique experience, isn't just low-effort reuse - is ultimately good. Plus, you can still tweak the stuff you've reused.
I felt a bit like this when my brother and 2 cousins started competing, seeing who would speedrun my game prototype the fastest.
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10
Oh and the custom menu background and animated text was the cherry on top
hd_background "1"
animated_title "0" (or just dont put this)
I had fun so i unlocked all achievements, on a second playthrough though.
All in all great job!
Also big thanks to TWHL community for Wiki and tutorials, helped me to figure out a lot of stuff.
env_sprite
doesn't supportbody
andskin
is that apparently those values were hijacked by the sprite renderer as part of the system that makes sprites attached to models in one of their attachment points.Texturing — 0
Ambience — 0
Lighting — 0
Gameplay — 0
Cheers,
Muaudib
I added the missing wad to the file, sorry for the delay.
Pretty ok
tried it out with HL25, and i found some small nitpicks in some cases:from most to least nitpicky:
i hope to see more maps though!
Otherwise the level design is amazing, but I also unfortunately ran into a several bugs: double/disappearing guard on loading, scientist who promises a reward for the toilet paper but only reaches the window, and I haven't managed to fully start the reator yet. I'm still looking forward for the rest, keep it up
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
IMHO, simpler option: