Commented 14 years ago2009-12-23 10:29:39 UTC
in vault item: First source mapComment #4341
"Is it just me or do the birds outside act totally spastic?" Yeah, for some reason they only use the first two levels of hint nodes, even though there are 3-4 higher levels of them. "the outside bit at the end didn't have a cubemap, so it still used reflection information from the garage/warehouse." I'm aware of this, I didn't think anyone would be checking the cubemaps. Guess I was wrong. "Use light_spots more than regular light entities, and lower the lightmap grid to generate some nice shadows." Okay, I'll look into that. "The next thing I'd focus on is more advanced geometry. Trims around doors, windows and ledges. And angled and curved buildings." Okay, I'll look for suitable textures for those and use them in the map I'm working on now.
I likely won't be finishing this map any further. It was good for learning, but it's not all that interesting, especially now that I've taken out the super-grav gun.
Commented 14 years ago2009-12-21 20:29:41 UTC
in journal: #6282Comment #60525
Ha, that happened to me the first time I played it. I was expecting two additonal zombies to burst in the second time I played through it, but I had already killed them.
Commented 14 years ago2009-12-20 10:07:35 UTC
in journal: #6282Comment #60524
Strider: Thanks. Although I'm suprised Urby hasn't come to yell at me about source being "the devil's engine" hotdog: Yeah, pretty much. And I'm looking forward to being in City 17 again. In the middle of entanglement now.
Also, I'd like to say here, in case anyone cares, that Colony 42 will still be finished (I hope) and that having source does not affect it in any way, with the possible exeption of borrowing a few area layouts and ideas.
Commented 14 years ago2009-12-17 22:08:08 UTC
in vault item: Dying at SeaComment #4407
Pretty good for your 3rd map. *Sequences for the grunts were used well, like the guy that falls off the boat when you kill him, and the patrols, ect. I especially liked the guy working on the crack in the wall. *Props were used well, and they're not usually used in vanila HL. *The lighting was pretty moody and nice, too. Now, a minuses *With the loud AR and pistol, it didn't feel very stealthy to run around the level. *It was kinda a drag to not be able to pick up the rocket launcher. *No autosaves! With a level like this, I can't stress autosaves enough!
Good setting and whatnot, but I'd work on brushwork a bit. It wasn't bad, but kind of plain. I look forward to you getting better, your maps are good for a beginner. Try to work on your skills in textures and whatnot, at the very least it would be nice to have some custom signs in your levels.
Commented 14 years ago2009-12-17 08:43:21 UTC
in journal: #6278Comment #63067
That's a fairly humorous synopsis of the HL story you got there. But you should have 2 endgame choices; The other should have him filing paperwork or something.
Commented 14 years ago2009-12-14 03:11:01 UTC
in wiki page: speakerComment #101123
It's an announcement system. Think the VOX in HL, or the random messages at the mall. Tetsu0: It works kinda like this: When you have this in your level, and set to a certain sentence group, it will say those sentences from the VOX section of the sentences.txt file. You remember the AM labs, and how there would be a random announcement, usually when you go down the elevator? That was one of these. They can be hard to use, but are well worth the effect if you find a proper place to use it. EDIT: In retrospect, I probably should have used this in Colony 42 instead of replacing the sentences with new ones altogether and using a scripted_sentence...
Commented 14 years ago2009-12-10 09:00:24 UTC
in journal: #6263Comment #48946
"6" of snow, and ice rain." They closed your school for 6 inches?! It takes.... What? Only that? Oh, nevermind. We only got about half an inch. Then again, we also had a shitload of rain. I got the entire day off, but I didn't do too much with it...
Insanely good re-detailing/extending of an insanely good remake of the demo for an insanely good game. I'd rate it 5 stars again, but that bug seems to have been taken away. The original version of UE was terrific, but this... just wow. A few things: 1. Why the red blood for the zombie bodies (not crabs, though) Did they have red blood in HL2, and everyone is taking that as an example for their code, or what? I'm starting to get confused by this trend. 2. Button on crate? What did it even do? 3. I was a bit confused by the elevator part in 1.1- I thought you had to climb up the cable after it stopped, then I fell down the shaft.
Overall, I loved 1.1, even better than 1.0. I hope more levels follow soon. Can we get particle effects and such for version 2.0, perhaps?
Commented 14 years ago2009-12-05 09:39:54 UTC
in journal: #6258Comment #40158
Damn. Only tooth I ever got taken out was one of my baby front teeth. (I have dental problems due to a couple accidents, don't ask) I remember the needle hurt. I also remember the actual pulling hurt, meaning the needle didn't do it's job.
Finally played this- mapping and textures are decent, and the demo worked on WON. A few things, though:
Change the sci in the intro to Glasses- Valve have stated that it was supposed to be Kleiner!
Shitloads of ported content- D:
Foul language coming from Issac (Kliener..?) If it's supposed to be Kliener, I suggest a manner closer to his.
HUD mostly the crosshairs, flashlight, and the opaque weapon selection confused me. Also, Hivehand does NOT use .50cal ammo!
Note for the final release that Alyx was an infant during the Black Mesa incident. Please, note.
Weapons are cool, but the SAW and Deagle need work.
Other things that have been stated, such as the vent problem. This mod has potential, but also a great deal of things that must be fixed, even just to make it legal.
The Security and keypad props are ported, btw. If you want me to make new versions of the zombies and such, let me know. The Hgibs model has a nice skull I could edit for the head.
Commented 14 years ago2009-11-27 22:57:11 UTC
in journal: #6245Comment #59721
"It's not a good thing for them, because they loose money ! But what they always don't say is the fact that the majority who is pirating are poor guys with no money." Or lazy people, they pirate stuff too. I only pirate stuff if it's unfair to charge for the program, ie. you have to pay for the program, but it's not a game and the stuff you create with it can only be distributed for free. Go ahead and do what you want, but I will not pirate games.
Commented 14 years ago2009-11-27 17:46:45 UTC
in vault item: dm_uselessComment #4512
1. Looks fairly good, I'll be sure to download it once I get highspeed and can actually play my copy of HL2DM. 2. Playbus? Is that really you? It's nice to see you're back.
Commented 14 years ago2009-11-25 18:14:40 UTC
in journal: #6239Comment #60504
I'm talking about a HL mod with new weapons and maps/chapter names ect, but if the game is to show the names of the chapters in the load menu, it would have to replace the original HL maps, as they'd share names. (Or have names like c1a0_a4, ect.)
Commented 14 years ago2009-11-24 21:22:31 UTC
in journal: #6239Comment #60503
I found a way to make the loadfile screen say the chapter names, but it involves using the original HL mapnames/original mapnames with suffixes (c1a0 and c1a0_forexamplethis, respecivley) So it would be a choice between original mapnames, really long, confusing mapnames, or being able to use new weapons in the original maps. It's fun to fire a minigun at the Anomalus Materials team, for example, but it'd be nice to have chapter names instead of mapnames on the load screen.
Commented 15 years ago2009-11-23 17:49:51 UTC
in journal: #6235Comment #41241
Damn... This is why having a firewall is always a good idea, no matter what you're using the computer for. I think some of these guys just target random IPs in the hope they get something useful to them.
Commented 15 years ago2009-11-23 08:42:26 UTC
in journal: #6237Comment #63422
You'll need something that can hold all the data, like a portable hard drive, though. And you'll need to change your friend's steamname to yours in the steamapps directory, or it'll have to download again anyway.
Yeah, for some reason they only use the first two levels of hint nodes, even though there are 3-4 higher levels of them.
"the outside bit at the end didn't have a cubemap, so it still used reflection information from the garage/warehouse."
I'm aware of this, I didn't think anyone would be checking the cubemaps. Guess I was wrong.
"Use light_spots more than regular light entities, and lower the lightmap grid to generate some nice shadows."
Okay, I'll look into that.
"The next thing I'd focus on is more advanced geometry. Trims around doors, windows and ledges. And angled and curved buildings."
Okay, I'll look for suitable textures for those and use them in the map I'm working on now.
I likely won't be finishing this map any further. It was good for learning, but it's not all that interesting, especially now that I've taken out the super-grav gun.
It can be a challenge to get vanila content to work well in a custom map.
I was expecting two additonal zombies to burst in the second time I played through it, but I had already killed them.
hotdog: Yeah, pretty much. And I'm looking forward to being in City 17 again. In the middle of entanglement now.
Also, I'd like to say here, in case anyone cares, that Colony 42 will still be finished (I hope) and that having source does not affect it in any way, with the possible exeption of borrowing a few area layouts and ideas.
*Sequences for the grunts were used well, like the guy that falls off the boat when you kill him, and the patrols, ect. I especially liked the guy working on the crack in the wall.
*Props were used well, and they're not usually used in vanila HL.
*The lighting was pretty moody and nice, too.
Now, a minuses
*With the loud AR and pistol, it didn't feel very stealthy to run around the level.
*It was kinda a drag to not be able to pick up the rocket launcher.
*No autosaves! With a level like this, I can't stress autosaves enough!
Good setting and whatnot, but I'd work on brushwork a bit. It wasn't bad, but kind of plain. I look forward to you getting better, your maps are good for a beginner. Try to work on your skills in textures and whatnot, at the very least it would be nice to have some custom signs in your levels.
Keep at it!
But you should have 2 endgame choices; The other should have him filing paperwork or something.
You make JeffMOD cry.
Think the VOX in HL, or the random messages at the mall.
Tetsu0: It works kinda like this: When you have this in your level, and set to a certain sentence group, it will say those sentences from the VOX section of the sentences.txt file. You remember the AM labs, and how there would be a random announcement, usually when you go down the elevator? That was one of these.
They can be hard to use, but are well worth the effect if you find a proper place to use it.
EDIT: In retrospect, I probably should have used this in Colony 42 instead of replacing the sentences with new ones altogether and using a scripted_sentence...
They closed your school for 6 inches?!
It takes....
What? Only that?
Oh, nevermind. We only got about half an inch. Then again, we also had a shitload of rain. I got the entire day off, but I didn't do too much with it...
Tough break, man.
I'd rate it 5 stars again, but that bug seems to have been taken away.
The original version of UE was terrific, but this... just wow.
A few things:
1. Why the red blood for the zombie bodies (not crabs, though) Did they have red blood in HL2, and everyone is taking that as an example for their code, or what? I'm starting to get confused by this trend.
2. Button on crate? What did it even do?
3. I was a bit confused by the elevator part in 1.1- I thought you had to climb up the cable after it stopped, then I fell down the shaft.
Overall, I loved 1.1, even better than 1.0. I hope more levels follow soon. Can we get particle effects and such for version 2.0, perhaps?
Also, grats on your first prop. Dynamic, static, or physics?
Waits all morning for video to load
I remember the needle hurt. I also remember the actual pulling hurt, meaning the needle didn't do it's job.
A few things, though:
- Change the sci in the intro to Glasses- Valve have stated that it was supposed to be Kleiner!
- Shitloads of ported content- D:
- Foul language coming from Issac (Kliener..?) If it's supposed to be Kliener, I suggest a manner closer to his.
- HUD mostly the crosshairs, flashlight, and the opaque weapon selection confused me. Also, Hivehand does NOT use .50cal ammo!
- Note for the final release that Alyx was an infant during the Black Mesa incident. Please, note.
- Weapons are cool, but the SAW and Deagle need work.
Other things that have been stated, such as the vent problem. This mod has potential, but also a great deal of things that must be fixed, even just to make it legal.The Security and keypad props are ported, btw. If you want me to make new versions of the zombies and such, let me know. The Hgibs model has a nice skull I could edit for the head.
looks for thread while silently side-stepping the discussion
2.I agree on how Blue Shift is great, althogh I never got it to work, so I should probably shut up.
How was it, in your opinion?
I get roughly the same thing on dialup, except it gets as far as 60 sometimes.
Or lazy people, they pirate stuff too.
I only pirate stuff if it's unfair to charge for the program, ie. you have to pay for the program, but it's not a game and the stuff you create with it can only be distributed for free.
Go ahead and do what you want, but I will not pirate games.
Also, jealous of your bandwith.
2. Playbus? Is that really you? It's nice to see you're back.
Good job, though. Cleaning up the internet, one site at a time.
Never got too far, but at least I did it without a program doing all the work.
(Or have names like c1a0_a4, ect.)
Silly man.
It's fun to fire a minigun at the Anomalus Materials team, for example, but it'd be nice to have chapter names instead of mapnames on the load screen.
This is why having a firewall is always a good idea, no matter what you're using the computer for.
I think some of these guys just target random IPs in the hope they get something useful to them.
And you'll need to change your friend's steamname to yours in the steamapps directory, or it'll have to download again anyway.
Hope you don't have to swim out of your house.
I'd prefer 6D.