Comments

Commented 1 month ago2024-11-08 13:35:30 UTC in wiki page: Tutorial: Airlock system (that works in multiplayer) Comment #106493
Cool!
IMHO, simpler option:
  • two func_door (door1, door2): speed - 50, lip - 4, toggle;
  • trigger_changetarget (door1) to change the target of func_button (airlock_button) to multimanager (a_but2);
  • trigger_changetarget (door2) to change the target of func_button (airlock_button) to multimanager (a_but1);
  • multimanager (a_but1): door1 - 0, door2 - 2;
  • multimanager (a_but2): door1 - 2, door2 - 0;
  • button (on right side, near info_player_start): target - door1;
  • buttun (on the left side): target - door2;
  • button in the middle (airlock_button), target - (empty).
Commented 1 month ago2024-11-06 16:31:28 UTC in wiki page: Tutorial: Permanently locked doors Comment #106492
@kimilil: That seems entirely unnecessary when you can very easily just name all your locked doors "locked" and be done with it... Needless additional entities when you only need one; the func_door.
Commented 1 month ago2024-11-05 19:10:05 UTC in journal: Another Pathos update has dropped Comment #106491
I've made outdoor areas plenty in the engine, and it handles them well. The PVS/VIS implementstion is still the same as what Half-Life had, but you can use things like fog to limit the draw distance. Overall though the engine is optimized to render everything in retained mode, so it's much faster than GoldSrc ever was, when it comes to pumping out large amounts of epolys and wpolys.
Commented 1 month ago2024-11-04 09:03:31 UTC in journal: Another Pathos update has dropped Comment #106490
Sounds interesting!
How's visibility handled? Is Pathos limited by the room-corridor paradigm, or does it handle large open spaces well?
Commented 1 month ago2024-11-03 17:56:15 UTC in journal: Another Pathos update has dropped Comment #106489
It's mostly still just a better version of the HL1 BSP format. The main differences are higher limits for things like nodes, clipnodes and leaves, and of course lightmaps(no more allocblock errors). You can craft significantly larger and more detailed maps without running into any engine limitations. The limit isn't the sky, but it's high enough that I realistically don't think anyone will bump into them unless they really go crazy. And even then, the compiler's limit defines can be extended even more with no problems.
Commented 1 month ago2024-11-03 16:53:09 UTC in journal: Another Pathos update has dropped Comment #106488
So Pathos uses its own BSP format? Other than bigger lightmaps, are there any other differences?
Commented 1 month ago2024-11-03 15:55:20 UTC in vault item: puzz1_storage Comment #106487
Im not really sure a puzzle actually exists, you just need to kill the bullsquid with the tripmine and then just open the door. That's more of an obstacle than a puzzle. I feel like a puzzle would entail breaking a certain box or pressing E on a button some where which then reveals a clue or something. The cameras didnt really serve a purpose either other than warehouse realism.

The mapping itself looks nice though and has a good HL vibe to it. Going to give it a 2/5 though because the gameplay itself feels quite underwhelming
Commented 1 month ago2024-11-03 09:19:34 UTC in vault item: puzz1_storage Comment #106486
Sorry to hear. But the puzzle is just too easy for me to light up the exit lever.
Commented 1 month ago2024-11-03 06:39:44 UTC in vault item: Half-Life but there are no restrooms outside Sector C Comment #106485
Sorry but I not returned)) I have no more desire to support newsbpguy fork :(
Commented 2 months ago2024-11-02 20:33:25 UTC in vault item: puzz1_storage Comment #106484
I gave up. nothing is interactable, fire alarm seems to do nothing but a neat effect. I blew up the explosive crate by the door and the barrel by the boxes and nothing happened. even blew up the mines by the headcrab and nothing happened. nothing really seemed to get me closer to exiting. Then i decided to impulse 101 and nuke the place and still nothing seemed to get me any further. Wish there was more things to interact with to give me the sign of progress

edit: went back in and did what the above spoiler said, and the door still didnt open. the buttons seem like theyre just forever disconnected

edit 2: decompiled the map to realize that the non-broken door lever is actually a real button that needs to be held. I didnt see it bounce when I was spamming E on everything.
Commented 2 months ago2024-11-02 15:27:15 UTC in vault item: puzz1_storage Comment #106483
Yes, very good. For you as a experienced player this may be easy, to some not so much. Next puzzles will be harder.

There are around 3 ways you can accomplish this map.
Commented 2 months ago2024-11-02 14:56:05 UTC in journal: #1 Comment #106482
.....___________________, ,
....../ `---___________----_____] = = = = = D
.....==o;;;;;;;;______.:
.....), ---.((_) /
....// (..) ), ----"
...//___//
..//___//
.//___//

WE TRUE HOMIES
WE RIDE TOGETHER
WE DIE TOGETHER
Send this GUN to everyone you care about including me if you care. See how many times you get this, if you get 13, you're A TRUE HOMIE!

If you care about me, please send it to me. I only need one more to hit 13 and achieve my dream of becoming a TRUE HOMIE 🙏
Commented 2 months ago2024-11-02 09:39:29 UTC in vault item: puzz1_storage Comment #106481
I liked the environment, but I failed to see the "puzzle". I just let the bullsquid kill the headcrab, then let the bullsquid detonate the mines, then calmly opened the exit door. There are fire alarms but I'm not sure about the effects. Perhaps should replay it in a few days. Anyway, nice mapping, I liked the lightning most.
Commented 2 months ago2024-11-01 19:47:07 UTC in vault item: Ascent - a second mapping effort Comment #106480
Hey, thanks for playing! Did you play it on hard difficulty? Ammo is scarce if you play it that way. I agree, i went crazy with the vents and as for the ambience... well, i didn't know how to add what was in my head. I'll wait for Valve to drop the 20th aniv update and i'll get back into mapping, with the idea i wrote about and improve the quality. Cheers :)
Commented 2 months ago2024-10-31 15:31:05 UTC in journal: It's been so long... Comment #106479
Hi satchmo, I hope you’re doing great! How’s your aviation adventure going?

I was curious as to whether I was close to hit the 10-year mark on my TWHL account, as it turns out it’s already been 11 years. :aghast:
Commented 2 months ago2024-10-31 15:13:30 UTC in vault item: 3 Half-Life Deathmatch maps Comment #106478
that crossfire is wack
Commented 2 months ago2024-10-31 13:20:34 UTC in vault item: Curved Hallway (With Tutorial) Comment #106477
very good tutorial
Commented 2 months ago2024-10-30 14:33:39 UTC in vault item: Ascent - a second mapping effort Comment #106476
Nice map! I enjoyed it, here's my criticism:

Not enough ammo
Not enough ambient sounds (that's ok though)
There are alot of vents

That's it!
Commented 2 months ago2024-10-29 22:53:13 UTC in wiki page: game_text Comment #106475
The target attribute does not work. This entity can't trigger anything else.
Commented 2 months ago2024-10-28 22:28:07 UTC in journal: Special Comment #106474
Happy belated birthday, Urby!
Commented 2 months ago2024-10-28 20:37:54 UTC in journal: Special Comment #106473
I just finished my own holidays 😄
Enjoy yours!
Commented 2 months ago2024-10-28 13:42:45 UTC in journal: It's been so long... Comment #106472
Happy birthday Satchmo! From a nearly 10-year TWHL-izen.
Commented 2 months ago2024-10-28 07:34:07 UTC in journal: It's been so long... Comment #106471
Happy birthday!
20 years is such a long time. I think it was around that long I joined this site as well. I bet it was fun to see your son picking up level design!
Commented 2 months ago2024-10-28 00:26:16 UTC in journal: Today is the birthday of the FSF! Comment #106470
Happy Birthday! (with a delay of several weeks, but better late than never).
Commented 2 months ago2024-10-27 15:45:14 UTC in journal: Special Comment #106469
I went to work. Such is the life of a grown up. Heh. I'm off on Holiday now though.

I got some money and treated myself to Mothership Deluxe Edition. Also met up with Archie and Scoots a few days later and went out for dinner.
Commented 2 months ago2024-10-27 15:35:40 UTC in journal: Special Comment #106468
Happy belated birthday!
Did you do anything fun to celebrate, or was it mostly sort of 'just another day'? 🙂
Commented 2 months ago2024-10-27 10:57:32 UTC in vault item: Tunnels Comment #106467
I really liked it, nice geometry.

The best was scripted sequence with barney and scientist. Really nice touch. As someone mentioned, the hatch isnt solid so I got stuck.

I look forward to see your next maps. Nice stuff
Commented 2 months ago2024-10-27 07:50:26 UTC in vault item: Half-Life but there are no restrooms outside Sector C Comment #106466
Sorry for the slander. This was years ago when I tried to import exported BSPs and back then the UI for importing BSP files was broken. I know it works now. Still glad that the program exists.

p.s. good to have you back. :)
Commented 2 months ago2024-10-27 07:13:20 UTC in vault item: Half-Life but there are no restrooms outside Sector C Comment #106465
newbspguy can import .bsp model but not in worldspawn (this is really impossible for me), .bsp only can import as new entity [native or external].

i haven't been updating New BSPGuy for a long time, maybe someone can create own fork of newbspguy)))
Commented 2 months ago2024-10-26 19:57:15 UTC in vault item: colormap-able item_security Comment #106464
This is very cool. I didn't know you could apply color mapping in the editor. This opens up a lot of potential windows for model variations...
Commented 2 months ago2024-10-26 19:03:35 UTC in vault item: colormap-able item_security Comment #106463
Neat, love to have these small customizations
Commented 2 months ago2024-10-25 22:44:10 UTC in journal: It's been so long... Comment #106462
It's always nice to say hello to old friends.

Archie, are you a dad?
Commented 2 months ago2024-10-22 21:14:55 UTC in journal: It's been so long... Comment #106461
Happy birthday!

Time passes way to fast, but such is life unfortunately. Happy that you still come around!
Commented 2 months ago2024-10-21 11:11:20 UTC in journal: It's been so long... Comment #106460
... I remember Scott being born. How can that much time have passed?

Lots of love, from a fellow 20-year-TWHLer
Commented 2 months ago2024-10-20 18:12:27 UTC in journal: Major Pathos update, support for lightstyles, etc Comment #106459
I'm glad you like the work being put into Pathos, remarks like these make it worthwhile to continue work on it.
Commented 2 months ago2024-10-20 17:15:34 UTC in journal: Special Comment #106458
Belated happy birthday! Hope you had a good one! What's going on in your life these days?
Commented 2 months ago2024-10-19 15:46:18 UTC in journal: Special Comment #106457
Happy birthday!
Commented 2 months ago2024-10-19 05:28:16 UTC in journal: Major Pathos update, support for lightstyles, etc Comment #106456
Nice! I love the work you are putting into this!
I feel like, eventually, it'll be something that I can work up the courage to use and modify. :glad:
Commented 2 months ago2024-10-18 20:44:00 UTC in journal: Special Comment #106455
Happy 38th birthday!
Commented 2 months ago2024-10-13 21:20:58 UTC in journal: #1 Comment #106454
Striker, I'm waiting for your next post
Commented 2 months ago2024-10-10 10:39:52 UTC in vault item: De_3colors Comment #106453
if anyone wants to texture the map properly then be my guest just credit me on the counterstrike menu
Here is a video Preview of the map: https://www.youtube.com/watch?v=3B8hkNcHKHA&ab_channel=Killerman1155 I could have made the video longer, But its as long as it needs to be, I have outlined the basic gameplay variables. The map is dynamic, Allowing each round played on it to be different, 4 minutes is a lot to ask a viewer to look at such an ugly map, so if you got to the end Thank you.

i just released my first map, im wondering if anyone will play it, i often think "if would i have released this at the peak of 1.6 ,it would have no doubt became classic, because i made sure that every playstyle and weapon is valid, and yet the map is simple and the layout easy to learn"."Then why did i make a map for such a dead game?", hardware limitations for one, i have a decent laptop but its not made for gaiming and because CSGO does not exist anymore, i dont like CS2 its too modern and fancy.
Commented 2 months ago2024-10-09 22:19:19 UTC in vault item: proto_turntable Comment #106452
so awesome!
Commented 2 months ago2024-10-09 21:36:31 UTC in journal: #1 Comment #106451
Ah, the quadryear has passed since I've last posted!

Ye members, I am very happy to see your return against all this internet death.
Yet, we prevail.
We shall carry the old internet ways with us, for they are more resilient.

Puts hands around the beacon with dwindling light
warms the beacon
Commented 2 months ago2024-10-09 21:30:12 UTC in journal: Today is the birthday of the FSF! Comment #106450
Happy birthday dude!
Commented 2 months ago2024-10-09 01:53:27 UTC in news: New Competition! Make Black Mesa Come Alive! Comment #106449
cool!!
Commented 2 months ago2024-10-08 22:35:00 UTC in vault item: Cs_Canbunk Comment #106448
Will we get cs_canbunk or Half-Life 3 first?
Commented 2 months ago2024-10-08 12:18:15 UTC in vault item: Counter-Top Struck Comment #106447
Very nice
Commented 2 months ago2024-10-06 09:59:08 UTC in journal: Today is the birthday of the FSF! Comment #106446
Happy Birthday!!
Commented 2 months ago2024-10-04 21:26:51 UTC in journal: Today is the birthday of the FSF! Comment #106445
Happy birthday!
Commented 2 months ago2024-10-04 21:24:27 UTC in journal: Today is the birthday of the FSF! Comment #106444
Have a good one :)