Commented 12 years ago2012-05-16 19:48:47 UTC
in journal: #7798Comment #63303
I tried using the cry of fear launcher and it allows me to play in OpenGL. So I need help to make the half life go back to D3D again. Any advice please?
Strange..I don't get any errors. Btw I think I managed to make it work. Right now I'm testing it and if it works I'll post another pic with the sketch.
EDIT: Okay so it works. I can make them alternate. Walls will never be both visible or invisible. But I still have a problem. If a player join after the round has begun he will trigger all this thing again and he will trap players in one side of the map while he is in the other.
Anyway, If you understood my earlier post...well...I made two "devices". One got door1 as primary target and the other has door2 as primary target. door1 starts invisible and door2 starts visible. So when both "devices" are triggered, one door turns "on" and the other turns "off". Next time the devices are triggered again they will turn "on" the wall that's invisible and turn "off" the one that's visible.
Kinda dizzy I know xD No easy way with no complex entities.
I tried, but I give up before I take a hammer and crash my computer... Just the game constantly shows me "Bad surface extents at 544/0 (x,y,z)" error and I already rebuilded a couple of brushes(apparently 20) and I think it will force me to rebuild the whole map.And THAT is what I don't have nurves for...
Commented 12 years ago2012-05-15 07:02:36 UTC
in journal: #7794Comment #45598
On second thought, at the last evolution process (with the grunts), I kinda liked those lights at the top of the columns, had a nice mood to it. Sure, the vent shaft gave the area more detail, but they could still be there. Just a little nitpick, everything else is still mind-blowingly awesome
I managed to make this. But it works like this: activate door1, activate door2, deactivate door1, deactivate door2. So it happens that both paths would be blocked or opened, and you gotta step on b1 > b2 > b1....and so on. I hope I'll spark your brains xD
It wouldn't be bad though to make both b1 and b2 triggers in a dark room so when players would spawn they would activate both and then goes through a teleport in their original spawn. It would be a mess to make many teleports but it would be fine xD
Haven't thought about that yet. But I think it would be pretty obvious since the walls, that will be blocking one path, will be few units away from spawn. Anyway, if I manage to make those blocking walls work, I could easily attach to them an arrow decal showing the open path.
Don't know how to do it in Goldsource, but if you figure it out make sure there's something to tell players immediately from spawn which way is blocked and which way is accessible, otherwise they'll waste valuable round time going the wrong way only to be blocked.
Well I just saw a tutorial few months ago about how you could change a box place each round. Unfortunatly I can't find it anymore. This week I reinstalled Hammer and I was thinking about making a map for the server I play on. I remembered about that tut and I was thinking about blocking paths on a map to make it a bit smaller when there are few players. I'm not sure if it's original but for sure it would be awesome if people would make use of this trick. At this moment all I know is that it's possible, but I'm not an advanced mapper so I thought some help would be good
Commented 12 years ago2012-05-14 16:53:43 UTC
in journal: #7795Comment #60941
Hey, ever played Operation Black Thunder? I remember it having a shotgun that is prolly just like what your shotgun is doing now! Feel free to check it out.
Anyway glad the mod is still up and gunnin'. If you need map ideas I can recommend some space colony themed mods for you to try out. Nice modelling so far!
Commented 12 years ago2012-05-14 01:19:18 UTC
in journal: #7795Comment #60935
<runs to read original thread again for more info>
also, I feel the thread bump thingie should be less agressive than it is, or at least the bump request button should be working (I don't think it works for me)
Commented 12 years ago2012-05-14 00:19:48 UTC
in journal: #7795Comment #60940
The (outdated) page on the VDC is basically the only thing on the mod outside of TWHL. I never got around to making a profile for it in MODDB, and I don't currently have my own website. There's really not a whole lot of media for the mod. (Hell, there's barely a mod!)
Commented 12 years ago2012-05-13 18:55:48 UTC
in journal: #7795Comment #60939
Joe: You've got a community-made dead barney model I can hack that head onto? Sounds good to me, the less Gearbox-made NPC parts, the better. I'd like to get that shotgun model to you, but Game Front is being uncooperative on my default connection, my highspeed bandwidth is capped out for the rest of the month, and I don't really have any other hosting options to speak of. I'll try again later. Striker: Thanks!
Commented 12 years ago2012-05-13 17:49:42 UTC
in journal: #7795Comment #60937
Which reminds me, I have to remind you about those lines I sent you a while back. I know you have much more on your plate than I do, so there's no rush, but I want to make sure you haven't completely forgotten.
Commented 12 years ago2012-05-13 16:25:32 UTC
in journal: #7795Comment #60932
Mapping can be a pain sometimes when it comes to new ideas. All I can recommend is playing other mods and getting ideas from them. If your mod is set in space then I highly recommend the chapter "Cyan" from reissues. That's what's inspiring the labs in The Core at the moment.
I'm still looking forward to this though. Goldsource has a special place in my heart.
Commented 12 years ago2012-05-13 16:01:37 UTC
in journal: #7794Comment #45593
Valve Guy: Hey Gabe! Check out this mod! They're doing some pretty cool stuff with GoldSource. Gabe: That's cute I guess. Bring me some pie. In fact, bring me all the pie.
(right click, properties, local files, verify integrity of cache)
If you're struggling with OpenGL in a 1998 game it might be time for an upgrade, though.
I did some testing and the d3d, soft and gl launch commands seem a little buggy.
sleeeeeeep
Good idea! In the meantime I'll look into
But yeah, strange journal entry. I'm thinking either very tired or slightly drunk or a combination of the two.
Also I think he's talking about Torchlight 2.
Thanks a lot for the comment <3
Link: http://www.2shared.com/file/pIuHThl7/test_map.html Dead link
Btw I think I managed to make it work. Right now I'm testing it and if it works I'll post another pic with the sketch.
EDIT: Okay so it works. I can make them alternate. Walls will never be both visible or invisible. But I still have a problem. If a player join after the round has begun he will trigger all this thing again and he will trap players in one side of the map while he is in the other.
Anyway, If you understood my earlier post...well...I made two "devices". One got door1 as primary target and the other has door2 as primary target. door1 starts invisible and door2 starts visible. So when both "devices" are triggered, one door turns "on" and the other turns "off". Next time the devices are triggered again they will turn "on" the wall that's invisible and turn "off" the one that's visible.
Kinda dizzy I know xD
No easy way with no complex entities.
Just the game constantly shows me "Bad surface extents at 544/0 (x,y,z)" error
and I already rebuilded a couple of brushes(apparently 20) and I think it will force me to rebuild the whole map.And THAT is what I don't have nurves for...
Also, where did you get the AR sounds? Did you do them yourselves?
But it works like this: activate door1, activate door2, deactivate door1, deactivate door2. So it happens that both paths would be blocked or opened, and you gotta step on b1 > b2 > b1....and so on.
I hope I'll spark your brains xD
It wouldn't be bad though to make both b1 and b2 triggers in a dark room so when players would spawn they would activate both and then goes through a teleport in their original spawn. It would be a mess to make many teleports but it would be fine xD
PS: I'm newbie...I couldn't upload the sketch on this site so I used another.
http://i1149.photobucket.com/albums/o600/andorei/sketch.png
Anyway, if I manage to make those blocking walls work, I could easily attach to them an arrow decal showing the open path.
Anyway glad the mod is still up and gunnin'. If you need map ideas I can recommend some space colony themed mods for you to try out. Nice modelling so far!
They sure are sexy tho, it's really such a good idea
I always make a special effort to play your releases, satch! I'll try to give some feedback asap.
also, I feel the thread bump thingie should be less agressive than it is, or at least the bump request button should be working (I don't think it works for me)
Do you have a webpage with more media on it? also i would think you'd have a link to that or your moddb page ore something in your profile?
I'd like to get that shotgun model to you, but Game Front is being uncooperative on my default connection, my highspeed bandwidth is capped out for the rest of the month, and I don't really have any other hosting options to speak of. I'll try again later.
Striker: Thanks!
I'm still looking forward to this though. Goldsource has a special place in my heart.
Srsly though, thanks for the comments. You guys are lovely. <3
Gabe: That's cute I guess. Bring me some pie. In fact, bring me all the pie.
Map started over.
13th May, 2012:
Map re-uploaded and finished.
Great progress, can't wait to play it!