Comments

Commented 1 year ago2023-01-23 01:48:05 UTC in journal: #7058 Comment #105017
Nooooo!!!
Commented 1 year ago2023-01-23 01:47:20 UTC in journal: #7058 Comment #105016
The social networking mod has now been created via the Meta Verse. Your nightmare is now a reality
Commented 1 year ago2023-01-22 14:09:25 UTC in journal: Windows Update That Made me Stopped Learning Modding Part 2 Comment #105015
Tbh My Journal Kinda Ridiculous :/
Commented 1 year ago2023-01-20 09:30:53 UTC in wiki page: Tutorial: (Almost) correct detail textures for upscaling WAD textures Comment #105014
I'd like to add that step 4 can be skipped by reversing the layer order, i.e. place the scaled lowres layer on top of the original and applying the blend mode to this.
This produces the exact same result but without a colour invert step.
Commented 1 year ago2023-01-20 09:24:45 UTC in wiki page: Tutorial: (Almost) correct detail textures for upscaling WAD textures Comment #105013
What blending mode would I use for Paint.NET?
It does not seem like Paint.NET 5.0 natively has the Grain Extract blend mode. It's possible there might be a plugin for it but I haven't checked.
GIMP is another free image editor that does have Grain Extract blend mode and so I would suggest using that instead.
Commented 1 year ago2023-01-20 01:23:30 UTC in wiki page: Tutorial: Setting up a Mod: Part 1 - Custom Game feature Comment #105012
I put the type "multiplayer_only" in my liblist.gam and it didn't work. any help?
Commented 1 year ago2023-01-19 22:47:59 UTC in wiki page: Tutorial: Sound Effects for Textures (materials.txt) Comment #105011
This is brilliant, seedee! I think this could be merged with Tutorial: Materials.txt
Commented 1 year ago2023-01-19 14:06:23 UTC in vault item: A bunch of old and unfinished maps. Comment #105010
Fun idea!
Commented 1 year ago2023-01-19 11:41:11 UTC in journal: Meerjel Self Comment #105009
You don't talk bad. You're fine.
Commented 1 year ago2023-01-19 08:28:49 UTC in vault item: TFC Game Mode Entity Prefabs Comment #105008
I'll give these a shot the next time my headspace wanders into TFCland!
Commented 1 year ago2023-01-18 17:52:45 UTC in vault item: Vanilla Extended Textures Comment #105007
I'm encountering an error every time I try to open the zip
Commented 1 year ago2023-01-18 17:04:36 UTC in journal: Meerjel Self Comment #105006
Do I talk bad?
Commented 1 year ago2023-01-18 02:54:15 UTC in journal: Little thoughts. Comment #105005
I totally understand the first point, feeling like mapping takes a looong time, even to do basic rooms. I often struggle with this as well. In fact, it's something I've been dwelling on more recently, in regards to work and my level design side job. Even when I'm working on a map, which I thoroughly enjoy doing, my focus isn't quite 100% or I find ways to procrastinate.

I've been working with Hammer / JACK for 20+ years and TrenchBroom (for work) for around 2 years and I'm pretty familiar with the ins and outs of the software. Still, things seem to take me much longer than other people in the modding community or working on the same project at work.

I've since reached out to my GP about possible undiagnosed ADHD and I'm awaiting a response from a consultant.

This could be a possible explanation and might even be a factor with your second point: Retaining the information that you're taking in while playing official maps for inspiration.

I am more accepting of blockouts these days since I HAVE to do them for work. I can appreciate that it's difficult to get a feel for the map while working with a blockout since I felt the same way initially and I just couldn't make it work. Now however, I think I will be blocking out all of my future levels. Blockouts mean that you can nail down the basic layout and gameplay for your map, and can make adjustments very quickly.

In the past I would just make areas look as nice as possible and then shoehorn gameplay into them, often having to move around a lot of small details where the gameplay demanded it. So my maps looked nice but played poorly. The one exception to this was Bridge the Gap, which I blocked out until I was happy with the gameplay, then textured and lit. The outcome was... a pretty ugly map that played OK. Then I made Bridge the Gap 2.0 based on the first map and put in more effort detailing. So I think blockouts can be tricky to get to grips with at first, but once you realise their true purpose (super basic gameplay focused template which can be quickly edited and compiled) they really do help.
Commented 1 year ago2023-01-17 13:17:26 UTC in journal: Meerjel Self Comment #105004
This is what I heard
Commented 1 year ago2023-01-17 12:00:07 UTC in journal: Little thoughts. Comment #105003
I gave it a go just doing Quake stuff and uhm. I think I'll keep trying for a little bit, seeing as I just started using it. But so far I'm actually finding it really hard and annoying to use. Probably just me being used to Jack though...
Commented 1 year ago2023-01-17 06:46:44 UTC in journal: Little thoughts. Comment #105002
You should try out Trenchbroom and watch Dumptruck_ds's videos, its a lot faster to work with than JACK. Though it doesn't really fully support half life it is still has some support and you can just import the map file to jack, export the jmf as a map and import that to trenchbroom, vice versa.

Whenever I make maps, I just go from one room to the next, not really planning a head too much (even if I have a general idea as to what I'm building) I just stick to one thing and then move on to the next, room to room and box to box. I've gotten used to JACK now but I do remember trenchbroom being better to actually make maps with.
Commented 1 year ago2023-01-14 19:35:32 UTC in vault item: Gemerald Comment #105001
First of all, I'm sure that this is referencing a franchise that I am not familiar with so I can't really comment on that side of things. I'm going into this totally blind.

From the perspective of a Half-Life mod and as a map pack, this is a strange one with some room for improvement. A series of incredibly short maps, some which feature action and some which do not. There is very little plot to guide the player, but basically when the action kicks off the mod is a grunt fest. On the hardest difficulty there isn't a lot of health for the player. I was stuck with 6HP for the last couple of fights (which included assassins) which quickly devolved into corner peaking, shotgun blasting tedium.

From a mapping point of view, there are a lot of little niggles throughout that make it obvious that the grid was either disabled or set really low in the editor. There are a ton of single unit gaps or lips on brushes which you can sometimes get snagged on as well as causing some ugly lighting issues.

Overall I would say this one is an oddity, maybe worth checking out but with a number of issues that can cause frustration.
Commented 1 year ago2023-01-14 13:03:28 UTC in vault item: Landmine example Comment #105000
Yea, I'm still lurking around here. I use the shoutbox regularly
Commented 1 year ago2023-01-14 11:48:32 UTC in vault item: Dev pack Comment #104999
I have my own set of dev textures which I prefer to use, but the hand drawn graphics representing the entities are great. :D
Commented 1 year ago2023-01-13 23:39:56 UTC in vault item: Memes.WAD Comment #104998
Download and use wadmaker, it will take no time at all to make textures with it. I assume you used something like walley or a photo editing software so this took you a while longer to make than it should have.
Commented 1 year ago2023-01-13 14:03:04 UTC in journal: What are your goals for this 2023 Comment #104997
Find a job that can give me a better work life balance
Commented 1 year ago2023-01-13 12:22:17 UTC in journal: Atmo Prototype Demo Comment #104996
Atmo Project Page
If someone's interested in knowing a bit about the game.
Commented 1 year ago2023-01-12 23:36:20 UTC in vault item: The Flow of Time's Source map files Comment #104995
pretty incredible geometry
Commented 1 year ago2023-01-12 12:54:08 UTC in vault item: Landmine example Comment #104994
Hi double M. Still want to talk to someone? I'm afraid I've found out something about that. It's not because of hate, it's because no one trusts one another. You can't trust them unless you can see their eyes.

I could have said this in a fitting place but I couldn't find one in my mind.
Commented 1 year ago2023-01-11 16:45:38 UTC in journal: What are your goals for this 2023 Comment #104993
  1. working and hopefully finishing my hl mod "The World Machine"
  2. continuing learning japanese
  3. reading books about religion, history, computer technology and whatever interests me
  4. getting back into drawing and painting
Commented 1 year ago2023-01-11 01:05:08 UTC in journal: What are your goals for this 2023 Comment #104990
-Make an actual comment for this journal
Commented 2 years ago2023-01-07 16:54:29 UTC in vault item: Outbreak Comment #104989
I can't judge the map too harshly as you said yourself that it is unfinished. However, what is there is pretty nicely detailed and textured. The major issue is the gameplay. Fighting zombies with a crowbar, especially on Hard is not really entertaining. On top of that, when I eventually found the pistol, I was forced into an unskippable cutscene and was killed by zombies. I assume this was the end of the map.

One small note, the plants in the park area block player movement... That's annoying. :P
Commented 2 years ago2023-01-07 04:33:50 UTC in vault item: Injured Barney for c2a1 (Power Up) Comment #104988
You should mod this so it shows up under models, too.
Commented 2 years ago2023-01-07 04:06:02 UTC in vault item: Authentic First-Person Weapons Comment #104987
I like everything except the shotgun. The rack on top gives it a massive difference between the V model and the p model. I also don't really like the reload animation, the way Gordon is holding the shells looks weird. You can't even see the shells. I do really like that we now have a detailed tip of the crowbar, though, I've been looking for that. The new sound for pulling the pin out of the grenade is really satisfying, and so is the new draw animation. Reminds me of the way he bounces it in Black Mesa. I also like how you have three different clips for the pistol, depending on if it's a partial or a full reload. Super good. My only suggestion would be to alter the shotgun model. Otherwise, good job.
Commented 2 years ago2023-01-07 03:58:04 UTC in vault item: Opposing Force grunts for Half-Life and Blue Shift Comment #104986
Used this pack in my large valve_addons folder I'm working on, and it really helps the feel of the game. Good work.
Commented 2 years ago2023-01-07 03:44:29 UTC in vault item: Memes.WAD Comment #104985
The original plan was to put together a massive wad containing random images AND memes, but as you said, I don't get a lot of free time.
Commented 2 years ago2023-01-06 19:22:42 UTC in journal: Spamming Journals Comment #104984
Mellia Turns Happi! And bothers Xejir.
Commented 2 years ago2023-01-06 07:54:50 UTC in journal: What are your goals for this 2023 Comment #104983
Oskar, yes pr0n poisons your heart and is actually really bad for your psyche - a good thing to try and leave behind!

For me, I just want to get a new job, maybe travel overseas and decide if its time to move back home
Commented 2 years ago2023-01-05 14:57:16 UTC in wiki page: trigger_push Comment #104982
looks like the target never gets triggered on this entity
Commented 2 years ago2023-01-04 16:08:24 UTC in vault item: Reflection Comment #104978
meh too
Commented 2 years ago2023-01-04 16:08:10 UTC in vault item: Haphazard Comment #104977
meh
Commented 2 years ago2023-01-03 23:17:50 UTC in vault item: A bunch of old and unfinished maps. Comment #104976
Some of them arent unfinished, i think they are meant to be played in Blue Shift or other mods/expansions, like the map "danger"
Commented 2 years ago2023-01-03 19:43:21 UTC in vault item: Memes.WAD Comment #104975
7 random images really, rather than memes. I assume you don't get a lot of free time.
Commented 2 years ago2023-01-03 19:01:37 UTC in journal: What are your goals for this 2023 Comment #104974
Im so happy to hear everyone here. Happy new 2023.
Commented 2 years ago2023-01-02 19:22:28 UTC in news: Competition - The Whole Goop Life Comment #104973
It's TWHL's equivalent of the academic quarter
Commented 2 years ago2023-01-02 19:16:38 UTC in news: Competition - The Whole Goop Life Comment #104972
it's TWHL tradition to extend competition deadlines at the last minute :P
Commented 2 years ago2023-01-01 22:16:32 UTC in vault item: A bunch of old and unfinished maps. Comment #104971
Checked them all out. It reminds of the various test maps I made when I first started mapping. Back then I never had access to the Internet and TWHL certainly didn't exist, but a part of me wishes I had held on to some of my earlier test maps.

Though these maps are largely unfinished and in some cases a little pointless, it is fun to explore your early mapping days. Thanks for the upload. :D
Commented 2 years ago2023-01-01 02:24:19 UTC in journal: What are your goals for this 2023 Comment #104970

My goals for 2023

1.Practice playing the guitar and keyboard
2.Finish my HL1 mod
3.Improve my music and release my 2nd album
4.Improve my art and animation and also upload animations more often
5.Improve the quality of my maps
6.Become more social
7.Improve on my video editing
8.Practice 3d modeling
9.Practice coding in different languages

Guaranteed I'm not going to do half of these things
Commented 2 years ago2022-12-31 14:34:23 UTC in journal: What are your goals for this 2023 Comment #104969
  • Release new Counter-Strike maps
  • Organize some unfinished works and projects on another hobbies, like vintage hi-fi and art, for example
  • Study a lot
  • Buy more old Sony and Aiwa audio equipments for my collection
  • Check some unfinished Half-Life mod projects
  • Move to another home
  • Take care of my mental and physical health and keeping them okay
Commented 2 years ago2022-12-31 13:31:01 UTC in vault item: dm_cardboard Comment #104968
I didn't know that the glue here was international.
Commented 2 years ago2022-12-31 13:30:36 UTC in vault item: Cs_Canbunk Comment #104967
Ending 2022 and yet this map wasn't find
Commented 2 years ago2022-12-30 23:48:03 UTC in vault item: Abandoned School of Monsters Comment #104966
Having now played the map with the missing models now included in the download, I have to say it still seems a little broken in places. The skybox in the screenshots doesn't appear to have been included either which means the map is dimly lit while occurring in broad daylight.
User posted image
The first map simply consists of an exterior with a loading screen once you approach the front door. What's inside is fairly basic. Almost entirely pitch black rooms some of which have a few headcrabs or headcrab zombies inside between very chunky furniture. You can find a magnum on the second floor, along with a crowbar which I never used. It's also possible to climb back outside via the window in the magnum room.
User posted image
There are a number of custom textures used, but a lot of them are fairly blurry, like the lockers in the entrance and what I think are medicine cabinets in the nurses office?
User posted image
There does appear to be a secret passage up to the roof where you can find a radio, but otherwise this map doesn't appear to have an ending.

Certainly not a bad map for a first attempt, but there's a lot of mistakes with the upload and there isn't a whole lot of challenge on offer.
Commented 2 years ago2022-12-30 19:59:37 UTC in journal: What are your goals for this 2023 Comment #104965
  • Try relaxing more instead of breaking my back with constant development tasks
  • Improve my work performance
  • Finish the current chapter of my game, as far as level design is concerned
Commented 2 years ago2022-12-30 03:04:20 UTC in vault item: Plucked from Reality Comment #104964
Thank you Sjaak-atijd-raak! I hope you guys had fun playing. :)
Apologies for the late reply.
Commented 2 years ago2022-12-29 22:21:06 UTC in vault item: Abandoned School of Monsters Comment #104963
Your map will not run, it is missing essential model files:
User posted image