Comments

Commented 12 years ago2012-05-17 04:45:56 UTC in journal: #7797 Comment #43541
that's absolutely epic. thank you LOADS for sharing that :):)
Commented 12 years ago2012-05-17 02:03:36 UTC in journal: #7798 Comment #63301
Verify HL's cache.

(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.
Commented 12 years ago2012-05-17 00:59:41 UTC in journal: #7797 Comment #43544
"playing the hits while you play God"
Commented 12 years ago2012-05-16 22:34:27 UTC in journal: #7798 Comment #63298
You can try putting -d3d in the launch options.

I did some testing and the d3d, soft and gl launch commands seem a little buggy.
Commented 12 years ago2012-05-16 20:16:47 UTC in journal: #7797 Comment #43546
Lol, love Zero Punctuation
Commented 12 years ago2012-05-16 19:48:47 UTC in journal: #7798 Comment #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?
Commented 12 years ago2012-05-16 19:46:36 UTC in journal: #7797 Comment #43547
Awesome! Haha I really laughed for Half Life xD
Commented 12 years ago2012-05-16 19:26:57 UTC in journal: #7797 Comment #43545
Haha what.
Commented 12 years ago2012-05-16 10:40:24 UTC in journal: #7796 Comment #51447
D:

sleeeeeeep
Commented 12 years ago2012-05-16 08:51:57 UTC in journal: #7796 Comment #51446
LOL. Guess thats what happens when your awake for about 40 hours and have just done a 12 hour shift. Fatigue fucks everything up.
Commented 12 years ago2012-05-16 07:41:24 UTC in journal: #7796 Comment #51442
"Although I'll"

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.
Commented 12 years ago2012-05-16 06:18:14 UTC in journal: #7796 Comment #51448
SPARKLE SPARKLE
Commented 12 years ago2012-05-16 01:27:31 UTC in journal: #7796 Comment #51445
Incomplete journal is incomplete.

Also I think he's talking about Torchlight 2.
Commented 12 years ago2012-05-16 00:13:55 UTC in journal: #7794 Comment #45596
The lights are still there, you just can't see them from that angle anymore!

Thanks a lot for the comment <3
Commented 12 years ago2012-05-15 23:26:40 UTC in journal: #7796 Comment #51444
Twilight? It's not related to the movies I hope
Commented 12 years ago2012-05-15 22:54:34 UTC in journal: #7796 Comment #51443
User posted image
Commented 12 years ago2012-05-15 09:26:23 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19987
It wouldn't let me upload the testing map on this site so I used another site.
Link: http://www.2shared.com/file/pIuHThl7/test_map.html Dead link
Commented 12 years ago2012-05-15 08:47:02 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19986
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.
Commented 12 years ago2012-05-15 08:42:48 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19985
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: #7794 Comment #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 ;)
Commented 12 years ago2012-05-15 00:12:38 UTC in journal: #7794 Comment #45595
The explosion and weapon sounds have all been taken from L4D2. It's one of the very few elements of The Core that we haven't produced ourselves.
Commented 12 years ago2012-05-15 00:01:07 UTC in journal: #7794 Comment #45603
Nice and atmospheric, expansive, and the new textures are awesome!
Also, where did you get the AR sounds? Did you do them yourselves?
Commented 12 years ago2012-05-14 20:39:41 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19984
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

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
Commented 12 years ago2012-05-14 19:29:05 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19983
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.
Commented 12 years ago2012-05-14 19:14:05 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19982
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.
Commented 12 years ago2012-05-14 17:49:05 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19981
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 17:41:57 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19980
This is surely an interesting idea, if not original. Perhaps it would be interesting with 4 alternative bomb sites eh?
Commented 12 years ago2012-05-14 17:02:20 UTC in vault item: Interception PeTI Comment #19979
I fixed a possible exploit for the final step of the puzzle (updated on May 14).
Commented 12 years ago2012-05-14 16:53:43 UTC in journal: #7795 Comment #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 15:33:39 UTC in vault item: Herman Comment #19978
I never bought portal2, and i guess i never looked a any screenies too closely to notice?

They sure are sexy tho, it's really such a good idea :o
Commented 12 years ago2012-05-14 15:12:42 UTC in vault item: Herman Comment #19977
Ha, what rock have you been under for the past month, CT?

I always make a special effort to play your releases, satch! I'll try to give some feedback asap.
Commented 12 years ago2012-05-14 13:38:50 UTC in journal: #7794 Comment #45592
Cool stuff. Very atmospheric and calm, until that scientist explodes.
Commented 12 years ago2012-05-14 12:04:46 UTC in vault item: Herman Comment #19976
It is a screenshot taken within the new Puzzle Maker.
Commented 12 years ago2012-05-14 11:34:08 UTC in vault item: Herman Comment #19975
whoa really cool screenie pic Satch! Are these unique to portal2 of did you get it to render like that from scratch?
Commented 12 years ago2012-05-14 08:54:19 UTC in journal: #7795 Comment #60933
@JeffMOD - Don't worry. I've not forgotten, I'm just unreliable. I've got to do some lines for Joebama too, as well as The Core.
Commented 12 years ago2012-05-14 01:19:18 UTC in journal: #7795 Comment #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: #7795 Comment #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 ago2012-05-14 00:07:27 UTC in journal: #7795 Comment #60934
I just looked at your thingie on Valve wiki, never knew there were mods on there! =)

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?
Commented 12 years ago2012-05-13 18:55:48 UTC in journal: #7795 Comment #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 18:25:37 UTC in journal: #7795 Comment #60936
Those look nice...
Commented 12 years ago2012-05-13 18:17:49 UTC in journal: #7795 Comment #60943
Yes. I can also give you a better model to replace the leftmost model in the middle row.
Commented 12 years ago2012-05-13 18:11:41 UTC in journal: #7795 Comment #60938
I could probably get it uploaded at some point if you'd like.
Commented 12 years ago2012-05-13 18:07:21 UTC in journal: #7795 Comment #60942
That shotgun. Do want.
Commented 12 years ago2012-05-13 17:49:42 UTC in journal: #7795 Comment #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: #7795 Comment #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. :P
Commented 12 years ago2012-05-13 16:02:09 UTC in journal: #7794 Comment #45594
Gabe: You can contact me at Gay Ben...

Srsly though, thanks for the comments. You guys are lovely. <3
Commented 12 years ago2012-05-13 16:01:37 UTC in journal: #7794 Comment #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.
Commented 12 years ago2012-05-13 14:35:10 UTC in journal: #7794 Comment #45601
Valve will probably notice this. Hot Damn!
Commented 12 years ago2012-05-13 12:37:26 UTC in vault item: d3_lastbase_01 Comment #19974
3rd May, 2012:
Map started over.

13th May, 2012:
Map re-uploaded and finished.
Commented 12 years ago2012-05-13 06:32:58 UTC in journal: #7794 Comment #45597
Damn, that's some pro lighting...and the sexiest shadows I've seen in Goldsource oO

Great progress, can't wait to play it!