Commented 1 year ago2023-03-21 08:09:59 UTC
in vault item: info_hullshape exampleComment #105179
Thank you for clearing the ambiguity once and for all. 🙏
A small note: If you want the player to fit a tight space of width w, the hull size must be at maximum w-1. If the narrowest passable doorway in the map is 24u wide, the hullshape needs to be 23u wide (both directions ofc).
Another note: The origin height of hull3 (ducking player) should be half of the original 36u hull regardless of the height of your custom hull. I did a little testing and, for whatever reason, you could get the ducking hull stuck under the standing hull, meaning players can't recover from a ducking position, and would stay ducking unless they jump.
I've just realised how much TWHL contributed to my current personality. When my parents and other IRL people just brushed things off as "not normal" and similar labels, TWHL folks would actually talk to me about some things, and probably have endured way more than my parents ever did lol. All the cringe things I used to post back in the day.
I don't remember you, probably because I only joined here in 2016 (when I was 14), but yeah, I learned a fun piece of TWHL history. Hello!
Commented 1 year ago2023-03-20 17:35:22 UTC
in vault item: dm_hydroelectricComment #105177
You are officially not my friend anymore.
What are you, 11? If someone insults you, you threaten to not hang out with them?
It's sick how you guys protect yourselves and your incredibly conservative/unimaginative concepts.
If we're making a map for a contest, we make it for the contest. If the map isn't good, we just don't win. And yeah, Deathmatch maps are in general pretty boring. But that's because we've all seen them before. To someone new, this map is a frickin masterpiece. I know, because I showed the map to someone new, and they thought it was a frickin masterpiece.
It's like hurray 5/5, you've made another gray poop. You're so focused on masterbating on you maps' visual features that you miss how deadly boring and static they are.
So what? Just about anything we can make is going to be boring because there's little left that hasn't been done. All we CAN do at this point is try and improve the visual style. Dude, stop being overly critical and maybe appreciate what I'm sure was quite a lot of work for Jessie.
This comment was made on an article that has been deleted.
Make sure to fix the view bobbing and the crowbar. The crowbar was actually underpowered for the 2001 rerelease. It used to one-shot headcrabs, but it doesn't anymore.
I had a graphics intensive game lock up for me multiple times one night as I was just settling down for the weekend. Out of frustration, I powered off the system at the wall and went to bed. The next morning, I attempted to power up my PC only to be greeted by a system recovery message, followed by a corrupted data warning which resulted in the system recovery getting stuck in a loop. I'd blown my Windows 7 installation away somehow.
I spent a good portion of my weekend reinstalling Windows and all my drivers just to get my PC back in a functional state.
About the usage of -wadinclude compile command-line argument and game_text entities. I think they are better suited for addon pack where you "can't" edit the original files and copying/pasting the original ones is not an option as if everyone was doing that, it would "overlap".
For mods, shipping the WAD(s) and using titles.txt is fine since it's distributed as "standalone".
I originally wanted to demonstrate with a func_tracktrain, but I don't have time to build a complete map with train tracks.
EDIT: Also I want to point out that this is not a working example of the func_[track]trains throwing out light, but instead of light being thrown onto them instead. Prolly should've put a screenshot or 2. That's for later.
I guess visiting this website https://www.iso.org is quite a scary thing, since the guy who made it thought everyone has a 4K monitor, that's standards for you, hey!
A small note: If you want the player to fit a tight space of width
w
, the hull size must be at maximumw-1
. If the narrowest passable doorway in the map is 24u wide, the hullshape needs to be 23u wide (both directions ofc).Another note: The origin height of hull3 (ducking player) should be half of the original 36u hull regardless of the height of your custom hull. I did a little testing and, for whatever reason, you could get the ducking hull stuck under the standing hull, meaning players can't recover from a ducking position, and would stay ducking unless they jump.
I don't remember you, probably because I only joined here in 2016 (when I was 14), but yeah, I learned a fun piece of TWHL history. Hello!
Dude, stop being overly critical and maybe appreciate what I'm sure was quite a lot of work for Jessie.
Also to let you know I released a tool that makes use of the 12-char quirk and renames embedded custom textures to those in materials.txt:
I spent a good portion of my weekend reinstalling Windows and all my drivers just to get my PC back in a functional state.
It's also Ladin for life.
It was a sure sign that my PSU died.
"I am also Chinese."
-wadinclude
compile command-line argument andgame_text
entities. I think they are better suited for addon pack where you "can't" edit the original files and copying/pasting the original ones is not an option as if everyone was doing that, it would "overlap".For mods, shipping the WAD(s) and using titles.txt is fine since it's distributed as "standalone".
EDIT: Also I want to point out that this is not a working example of the func_[track]trains throwing out light, but instead of light being thrown onto them instead. Prolly should've put a screenshot or 2. That's for later.
game_playerspawn
to automatically trigger this entity at the start of the map.thank you.