Commented 9 years ago2015-04-05 09:52:34 UTC
in journal: #8531Comment #44066
Congratulations, satchmo-MKII! May I ask the basis of the name? I'm usually not fond of two-part names like that, but that one rolls off the tongue quite nicely.
Commented 9 years ago2015-04-04 15:39:30 UTC
in journal: #8530Comment #52864
kinda the same isnt it. I mean i think theres no reason for our existence beyond that weird thing, you might have been a few microns of latex away from not existing
Commented 9 years ago2015-04-03 06:04:29 UTC
in journal: #8530Comment #52858
Im here because God decided to create me to be so... I'm here to commune with God and His creation, which gives me value and meaning for my life and find it in others... Not here to start a religion debate, mind.
Commented 9 years ago2015-04-02 20:56:11 UTC
in journal: #8530Comment #52867
I exist because my parents were horny in 1987.
I don't know of a reason for me to exist, as in why I was brought into existence, but I do know I have decided upon a personal objective: To make the world a better place for others to exist in.
If, however, what Ninja said is true, this is nothing but a purposeless endeavour that exists entirely in the mind of the reader.
That's too boring, though, so I still want to make the world a better place. If only to pass the time.
Commented 9 years ago2015-04-02 07:17:08 UTC
in journal: #8528Comment #67645
Jiminy Criket gave me the following idea. At the 1st PC the rotating door should be a brush so I can group it with elev. The Group go down as 1 brush. The 2nd PC would trigger a func like multi_manager or whatnot which automatically Tie to entity the door brush to the func_rotating_door with the right parameters (Name, Use only) and fire the door (Target). I have never used a multi_manager yet so I ask before making any hardwork. Does it sound possible ?
Commented 9 years ago2015-04-02 03:21:05 UTC
in journal: #8530Comment #52869
This question usually occurs to people who do not know the mission objectives. Press TAB to see your mission objectives.
Unfortunately, life is a crappy untested game where the developer forgot to put in important gameplay elements, like displaying objectives. The game is also not in active development, as the developer has appeared to turn everything over to the community. Therefore, like some generic sandbox game, you need to find the objectives yourself.
Commented 9 years ago2015-03-31 21:14:05 UTC
in journal: #8528Comment #67638
Just as a basic explanation:
Goldsource = the name of the Half-Life game engine Source = the name of the Half-Life 2 game engine Spirit of Half-Life = an extension to the Goldsource engine made by the community that bolts on useful engine and rendering features.
Commented 9 years ago2015-03-31 19:27:00 UTC
in journal: #8528Comment #67641
Assuming you're using goldsource, you can upgrade to Spirit of Half-Life (SoHL) which gives you additional DLLs and mapping entities. AKA a 'Move with' option which will parent the door to the elevator. If you're using Source, you can just set the elevator as the Door's Parent. Grouping a set of entities in the developer environment is only useful for selecting and modifying a group of items - it has no affect on the compiled map. We're not hustling you at all, it's just the reality of Vanilla Goldsource's limitations.
Texturing is acceptable, although I would have preferred a darker palette.
Ambience is on-the-whole overly loud, and the smell is palpable. These aspects could be reduced over time to a more acceptable level.
Gameplay is top notch. I imagine lots of fun could be had playing with this.
Overall, not your best work, but a welcome addition none-the-less.
Congratulations, Urbeh!
May I ask the basis of the name? I'm usually not fond of two-part names like that, but that one rolls off the tongue quite nicely.
Not in this journal, anyway.
Not here to start a religion debate, mind.
I don't know of a reason for me to exist, as in why I was brought into existence, but I do know I have decided upon a personal objective: To make the world a better place for others to exist in.
If, however, what Ninja said is true, this is nothing but a purposeless endeavour that exists entirely in the mind of the reader.
That's too boring, though, so I still want to make the world a better place. If only to pass the time.
At the 1st PC the rotating door should be a brush so I can group it with elev. The Group go down as 1 brush.
The 2nd PC would trigger a func like multi_manager or whatnot which automatically Tie to entity the door brush to the func_rotating_door with the right parameters (Name, Use only) and fire the door (Target).
I have never used a multi_manager yet so I ask before making any hardwork.
Does it sound possible ?
Seriously though, I don't think there is a reason or meaning to existence outside of religious beliefs. We simply are. Life is a fantastic accident.
Peter Watts, Blindsight
Unfortunately, life is a crappy untested game where the developer forgot to put in important gameplay elements, like displaying objectives. The game is also not in active development, as the developer has appeared to turn everything over to the community. Therefore, like some generic sandbox game, you need to find the objectives yourself.
Thanks for your patience, though.
STATUS: DECEASED
POSTMORTEM: HE'S DEAD, JIM
Goldsource = the name of the Half-Life game engine
Source = the name of the Half-Life 2 game engine
Spirit of Half-Life = an extension to the Goldsource engine made by the community that bolts on useful engine and rendering features.
If you're using Source, you can just set the elevator as the Door's Parent.
Grouping a set of entities in the developer environment is only useful for selecting and modifying a group of items - it has no affect on the compiled map.
We're not hustling you at all, it's just the reality of Vanilla Goldsource's limitations.