Comments

Commented 9 years ago2014-11-18 08:43:47 UTC in vault item: Glass Doors Testing Comment #20743
I'm not on my computer at the moment, so I can only guess what exactly the problem is from the comments, but it sounds like you have the window brush and the door brush at different widths. The way that the game engine figures out how far each door is supposed to travel is based on how wide the brush is. So for the window to line up with the door whether it's open or closed, you have to make the window entity the same width as the door entity. Since doing so by just making the brush wider could lead to ugly texture problems at the door edges, the way Captain Terror suggested is to extend the width with clip brushes, like in the picture.
User posted image
The clip brushes should be tied to the same entity as the window brush, so in total you would still only have two door entities. This can be done by creating the clip brushes, selecting them and the glass, and clicking 'Tie to Entity'. This will open a little window saying that one of them is already tied to an entity, and do you want to just add the selection to it. Click yes, then it should work fine.
Commented 9 years ago2014-11-18 02:21:53 UTC in journal: #8469 Comment #61192
This year we're doing a 2.5D platformer loosely based on the world of Mary Norton's The Borrowers.
By the time it's done it's supposed to have 5 enemy types appearing/reappearing in each level, a miniboss per level (neither of which was our decision - course requirements) and a climbing mechanic using player-placed thumbtacks. So far we have a graphics pipeline using modern OpenGL and the ability to move an object in 3D space with no collision or physics.

It's hard to be optimistic right now.
Commented 9 years ago2014-11-18 01:59:35 UTC in journal: #8469 Comment #61181
I wish I had the time to help you out with those tools! I know how hard it is for art people to work without tools. Major game engines have full suites of tools including material editors, scripting languages, and WYSIWYG map editors that allow for fast prototyping. Artists/designers can focus on making the game without direct programmer intervention for 80% of their needs. It really sucks to start from nothing in comparison! I had to write from-scratch tool stuff for my studio too.

What kind of a game are you making?
Commented 9 years ago2014-11-17 18:42:41 UTC in journal: #8465 Comment #52803
Haha thanks Capt and Stu :-P
PB is right in his speculation. Func_doors evaluate to a 1 when open and a 0 when closed. At least when they're triggering multisources.
All we needed was a way to invert the door values. Put a trigger relay in the way that's initialized to 1 and BAM. 1 becomes 0
Commented 9 years ago2014-11-17 18:33:44 UTC in journal: #8465 Comment #52818
ALL HAIL TETSUO.
Commented 9 years ago2014-11-17 18:29:03 UTC in journal: #8467 Comment #62644
If only I had $150. I'll still bear that in mind.

While we're at it, I've always wondered: WHAT does Cyanogen do, exactly? Because I pretty much only read "it's better" but I don't recall finding specific reasons for it. What does it do that I want?
Commented 9 years ago2014-11-17 17:41:21 UTC in vault item: Glass Doors Testing Comment #20742
Thanks for replying here :P

I already fixed it, but the problem remains there :(
Commented 9 years ago2014-11-17 15:23:59 UTC in vault item: Glass Doors Testing Comment #20741
You might try adjusting the LIP setting to make up for the gap between the glass and the frame
Commented 9 years ago2014-11-17 13:33:00 UTC in journal: #8467 Comment #62637
I recommend a used Galaxy S3. Then put Cyanogen on it.
You can probably grab a Used / Refurb for $100-$150(USD) since they're 2 gens old now.
Commented 9 years ago2014-11-17 13:23:46 UTC in journal: #8468 Comment #58461
Jamie and Adam from Mythbusters have a Youtube Channel called "Tested". There are some other guys on there who get together and talk about coming trends in technology and new gadgets. They also discuss "Making" - the art of crafting pretty much anything. They talk about anything from making movie prop knockoffs to cosplays to different tools they use and techniques. There's also some interesting 1-day builds that Adam does - those are my favorite.

It's an interesting channel to watch sometimes and they do mirror podcasts of their longer videos. They're usually between 20 minutes and 1 hour long.

And i feel your pain on the commute times. Though my original one was a short 15 minute drive, it's now double that and more stressful thanks to the idiots rushing to work in the mornings XD
Commented 9 years ago2014-11-17 13:01:42 UTC in journal: #8468 Comment #58462
If you have wifi on the train, I would just watch documentaries on youtube, as there are a seemingly unlimited amount! Yesterday I watched specials on submarines for 4-5 hours;P

You can also download youtube specials for offline viewing/listening on your phone. (many documentaries in general are great with audio only)

Tons of great audio books out there too... The Game of Thrones audiobooks alone would occupy you for months :P
Commented 9 years ago2014-11-17 11:59:15 UTC in journal: #8468 Comment #58460
I recommend Fantasy Fiction so freaking much.

Made Urby and Digi listen to one episode, now they're both utterly hooked. Too hilarious.
Commented 9 years ago2014-11-17 08:12:43 UTC in vault item: Glass Doors Testing Comment #20740
I'm not seeing the problem, and the values look fine. Did you already fix it?
Commented 9 years ago2014-11-17 01:09:34 UTC in vault item: Glass Doors Testing Comment #20739
Make them part of the window, i.e. select the CLIP(s) and func_door, Ctrl+t to attach them.

BTW use may want to use NULL instead of CLIP, else you may get a compile error; VHLT33 will allow you to use CLIP brushes as part of entities, ZHLT3.4 will not, so use CLIP with VHLT, and NODRAW with ZHLT ;)
Commented 9 years ago2014-11-17 00:40:13 UTC in vault item: Glass Doors Testing Comment #20738
Thanks, C. Terror :P

The problem is: what entity I'll give to the "clip" blocks (brushes)?
Commented 9 years ago2014-11-16 23:34:05 UTC in journal: #8467 Comment #62640
Kill it with fire! =P
Commented 9 years ago2014-11-16 23:32:29 UTC in journal: #8467 Comment #62643
Too old even for Cyanogen. There isn't a release for this model.
Commented 9 years ago2014-11-16 23:07:30 UTC in vault item: Glass Doors Testing Comment #20737
If what you were saying is the transparent glass window doesn't close at the same time as the other door, try attaching invisible clip brushes to the transparent door(so it's the same width as the actual door), and they will slide at exactly the same time.

If you're saiying you don't want that edge sticking out of the door jamb, try adding negative Lip, e.g., a value of -5.

Anyhow, Welcome to TWHL! =P
Commented 9 years ago2014-11-16 23:06:11 UTC in journal: #8467 Comment #62642
If Android was instead an OS written in Assembly, I would probably be able to compute trajectories for satellites, control space ships, interpret telemeter data and possibly have a local AI that is sufficiently powerful to be able to run a small country - in 2 words, rocket science - on my S4.

But Android is a software developed by humans with the purpose of being useful and practical for as many people as possible.

Your old phone is just a small collateral victim.

Try Cyanogen instead.
Commented 9 years ago2014-11-16 22:56:52 UTC in vault item: Glass Doors Testing Comment #20736
Hum, right, Jessie. Thanks for commenting here :P

I've used trigger_multiple on my glass doors too and they worked correctly, as I said above.

The only thing I should fix is this annoying glass bug on the door. Apart from that, this map is working flawlessly.

It's because I'm developing my debut Counter-Strike maps. I'll just do 5 maps, for the time being, due to my personal life issues and lack of time.

By the way, I'm planning around 30 maps, for Half-Life, Counter-Strike, GoldSrc engine and the Source engine.

Anyway, thanks for commenting here ;)
Commented 9 years ago2014-11-16 22:44:17 UTC in vault item: Glass Doors Testing Comment #20735
I've always set up my glass doors with a trigger multiple and a multimanager, I think. I'mma have a look at this when I don't have an exam I have to get to.
Commented 9 years ago2014-11-16 21:44:21 UTC in journal: #8467 Comment #62639
^ I have definitely "mistreated" my phones before, they are pretty tough! Except for the screens cracking they seem almost indestructible, especially with any kind of case.
Commented 9 years ago2014-11-16 20:50:36 UTC in vault item: 3 Door Logic Comment #20734
Really, awesome work on this, it's something I would never have been able to figure out using relays/multisource. Thanks also for the nice explanation and diagram inclued with the download ;)
Commented 9 years ago2014-11-16 20:40:15 UTC in journal: #8465 Comment #52815
Well done, you are the HL entity MASTER! :o

Since func_doors WILL NOT activate trigger_multiple, func_button, NOR func_breakables for my backward solution, I'm gonna try using Stojke's method of employing env_beam and a shootable button to detect the position of the doors.

So much fun.. =P
Commented 9 years ago2014-11-16 16:26:30 UTC in vault item: stfu_and_climb Comment #20733
Still waitin' for that reply, man.

Yoohoo! Mapper!
Commented 9 years ago2014-11-16 16:14:06 UTC in journal: #8465 Comment #52802
So my general idea will not work. I've been trying different variations over the last hour and my main hurdle is this: Two trigger relays cannot target a multisource.

It seems multisource is reading active states from the things that trigger it. Instead of activating or deactivating itself. (if that makes sense)
So if you have two trigger_relays targeting a multisource, one with an ON state and one with an OFF state, it will never fire because the relay with the OFF state will always negate the multisource.

The plot thickens....
EDIT!

I figured it out. It's actually much simpler. :)
I'll upload an example map and a write-up on the logic

All in all, i'm using a trigger_relay inbetween the door and the master that acts like a not.
So when the map loads, it triggers the 'inverter' relay to be normally 1.
When you open a door, it toggles that relay so it's now in a zero state.
So door A triggers door c's master normally, but there's an inverter relay between door b and door c's master.

SOLUTION
This comment was made on an article that has been deleted.
Commented 9 years ago2014-11-16 09:12:55 UTC in journal: #8465 Comment #52816
Haven't mapped for quite some time but this journal made me think about a thing:

Is there any "NOT" gate in GoldSource? Because if yes, you could build a NAND. And NAND gates are a basis for everything.
Commented 9 years ago2014-11-15 00:16:58 UTC in journal: #8465 Comment #52814
^ Impressive explantion Tet, I want to try this now! :P
Commented 9 years ago2014-11-14 21:30:13 UTC in vault item: Func Train Comment #20732
Wisley done, Mr. Freeman!
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 9 years ago2014-11-14 16:51:35 UTC in journal: #8465 Comment #52801
func_doors have 2 fields that fire triggers
1) trigger: activates the target when opened or closed
2) fire on close: activates the target when closed only

So you can probably use the target field to trigger an event, but use the 'fire on close' field to reset a trigger relay to a wanted state.

Door A: Trigger: Trigger Relay > ON > Door_C_Multisource
Door A: Fire on Close: Trigger Relay > OFF > Door_C_Multisource

Door B: Trigger: Trigger Relay > OFF > Door_C_Multisource
Door B: Fire on Close: Trigger Relay > ON > Door_C_Multisource

Door C: Trigger: Trigger Relay > OFF > Multimanager > Doors A+B multisource
Door C: Fire on Close: Trigger Relay > ON > Multimanager > Doors A+B Multisource

So by my best guess without actually trying it, here's what's going on:
Door A, when opened, is enabling 1/2 of door c's multisource.
Door A, when closed, is disabling door c's multisource.
Door B, when opened, is disabling door c's multisource.
Door B, when closed, is enabling the other half of door c's multisource

You'll need a trigger_auto in there to set your initial values. For example: doors A and B both have masters which you would need to enable by default.. there's probably more but i can't test ATM.

Once door C opens, it targets a multimanager that will fire 'off' state relays to disable door a and door b masters.

Once door C closes, it does the opposite.

Seeing as how the 'target' field fires in both open and close states, fire that first (delay of 0). I would put a 0.5s delay onto the "Fire on close" field so that will override any triggering done by the target field.

Let me know if it works :)
This comment was made on an article that has been deleted.
Commented 9 years ago2014-11-13 21:23:01 UTC in journal: #8465 Comment #52813
Commented 9 years ago2014-11-13 11:17:56 UTC in vault item: TJB Haunted Minicompo Comment #20731
User posted image
Commented 9 years ago2014-11-13 03:05:24 UTC in journal: #8465 Comment #52812
I miss the entity compos ;PP
Commented 9 years ago2014-11-13 02:58:00 UTC in journal: #8465 Comment #52807
I don't think we're quite that desperate yet ;P
Commented 9 years ago2014-11-13 02:35:42 UTC in journal: #8465 Comment #52811
Entity minicompo reboot #1: [i]Three doors[/i]
Hosted By Jessie
Commented 9 years ago2014-11-13 00:14:41 UTC in journal: #8465 Comment #52806
I kinda just assumed that if people saw ME talking about mapping, they'd know it was gldsrc ;P

Looked at the entity guides myself, l think I've got how do it. Will let y'all know.
Commented 9 years ago2014-11-13 00:12:50 UTC in journal: #8465 Comment #52804
I don't know much (anything) about triggers/targets in GS, but going by the limited information in the entity guides...

Multisource acts as an AND gate, but I don't know if a door evaluates to 1 when open and 0 when closed. If it does, you might be able to toggle a hidden toggle button to invert the value of door B, and then use a multisource as the master of door C. You could set door C to toggle the enabled status of doors A and B, which would disable them when C opens and re-enable them when it closes. As CapT said, if you can't toggle enabled/disabled status, you might be able to use a clip brush instead.

In Source it would be super easy :P
Commented 9 years ago2014-11-13 00:11:10 UTC in journal: #8465 Comment #52810
Soon as i noticed "multisources", i knew it was GS ;P
Commented 9 years ago2014-11-12 23:46:18 UTC in journal: #8465 Comment #52805
I guess I should have mentioned this was a goldsource problem =P
Commented 9 years ago2014-11-12 20:11:18 UTC in vault item: TJB Haunted Minicompo Comment #20730
thank mr skeltal
Commented 9 years ago2014-11-12 20:09:05 UTC in vault item: lockdown Comment #20729
Very nice looking map! Welcome to TWHL =P
Commented 9 years ago2014-11-12 19:27:03 UTC in journal: #8465 Comment #52809
If triggers can be activated by func_doors, maybe you could use the doors themselves as switches?

The door positions(A open, B closed) would activate trigger multiples, which could open thin, invisible forcefields walls in front of door C? You could use func_doors, func_wall_toggles, etc.

If this was for Source, it'd be VERY easy to accomplish what you need with the input/output system, but again, I'm not sure exatly how offhand ;)
Commented 9 years ago2014-11-12 19:17:07 UTC in journal: #8465 Comment #52817
I'm quite sure it can be done. Then again I know very little about source mapping and I have entity problems of my own. I'd totally try this as soon as I have some time. I get the feeling it's a relatively easy problem.
Commented 9 years ago2014-11-12 15:37:31 UTC in journal: #8465 Comment #52819
I could imagine a logic_math (or whatever it is) could be used?

Perhaps the doors will set themselves as +1 on the counter whenever they're closed, and +0 when open? So that means that you can have the door be unlocked or enabled whenever the counter is set to +2.
Commented 9 years ago2014-11-12 13:17:43 UTC in journal: #8465 Comment #52808
If there is some way of replicating logic gates using entities, then you could probably try and figure it out in Minecraft with Redstone, or rather ask someone on the Minecraft forums while pretending that you're going to make an adventure map.

I'm sure there is some way of replicating gates, I've just never gotten round to figuring out if there is.
Commented 9 years ago2014-11-10 00:01:00 UTC in journal: #8462 Comment #48404
Only God Forgives and Blue Ruin were two more amazing "gems".