Comments

Commented 2 months ago2024-10-04 21:16:17 UTC in journal: Today is the birthday of the FSF! Comment #106443
Happy birthday! 🥳
Commented 2 months ago2024-10-04 21:08:36 UTC in journal: Today is the birthday of the FSF! Comment #106442
!!!
Happy birthday!
Commented 2 months ago2024-10-04 12:28:21 UTC in journal: 2^5 Comment #106441
How was the restaurant? Would you go back? :p
I'm def. going back. I tried grilled squid with a side of grilled veggies and was delighted. Over here, most restaurants offer meat with not much else. Like sure, ćevapi are great, but it does get boring after a while. I really need to find more places with seafood, been meaning to explore that front for a while now..
Commented 2 months ago2024-10-04 07:35:16 UTC in journal: 2^5 Comment #106440
Thanks you two! 😁
Commented 2 months ago2024-10-04 04:51:08 UTC in journal: 2^5 Comment #106439
Happy Birthday!
Commented 2 months ago2024-10-03 21:32:14 UTC in journal: 2^5 Comment #106438
Happy birthday. I hope you had a good day.
Commented 2 months ago2024-10-03 17:01:20 UTC in wiki page: Tutorial: Changing Levels Comment #106437
a super helpful guide, thanks!
Commented 2 months ago2024-10-03 13:08:16 UTC in wiki page: trigger_counter Comment #106436
Between 1.0.0.0 and 1.0.0.9 when the game_* entities were added, this entity is the only entity available for counting. Therefore, it's NOT just a "debug" entity, and I've removed that red notice.
Commented 2 months ago2024-10-03 07:14:00 UTC in journal: 2^5 Comment #106435
Better than half of them being burnt!
For plain popcorn I microwave them until it takes about 4 seconds between each pop. In my experience that's a good balance between getting as many popped as possible, without burning them :p

For pre-buttered popcorn I'd just do whatever the instructions say and play it safe. Those burn very easily.
Commented 2 months ago2024-10-03 07:00:56 UTC in journal: 2^5 Comment #106434
Half of the kernels did not pop :D
Commented 3 months ago2024-10-02 19:58:24 UTC in journal: 2^5 Comment #106433
Thanks! How did that go? 😁
Commented 3 months ago2024-10-02 19:06:51 UTC in journal: 2^5 Comment #106432
Happy birthday. Have a good one, its not easy being 30+.
Tried microwaved pop corn for the first time today lol
Commented 3 months ago2024-10-02 18:44:36 UTC in journal: 2^5 Comment #106431
Thank you, Admer!
How was the restaurant? Would you go back? :p
Commented 3 months ago2024-10-02 18:38:04 UTC in journal: 2^5 Comment #106430
Happy birthday Erty!!

I've been alright, visited a new restaurant today, it's got seafood and stuff.
Commented 3 months ago2024-10-02 13:02:40 UTC in journal: 2^5 Comment #106429
Thank you! 😄

I won't be doing much to celebrate, just going to bake a cake and cook a fancy dinner and enjoy some stout beer ^^
Commented 3 months ago2024-10-02 11:27:37 UTC in journal: 2^5 Comment #106428
Welcome to the club. Happy Birthday! How are you celebrating?
Commented 3 months ago2024-10-01 18:43:19 UTC in journal: "FREEMAN, YOU FOOL!" Comment #106427
You FooF!
Commented 3 months ago2024-10-01 15:23:10 UTC in journal: #5761 Comment #106426
I still write JavaScript (well, TypeScript to be more precise) when I'm bored: https://www.npmjs.com/package/cmath-js
Commented 3 months ago2024-09-29 21:12:41 UTC in journal: Reasons why a crying christian kid called Isaac can beat every half life character Comment #106425
Never played that game. Is it good?
Hell yes. You should give it a try.
Commented 3 months ago2024-09-29 14:04:56 UTC in journal: It's my birthday today! Comment #106424
Happy belated birthday Jeffrey
Commented 3 months ago2024-09-29 05:51:48 UTC in vault item: Custom Skybox Creation Template (Blender files with example skybox and HL1 map included) Comment #106423
Np, someone dm'd me over Discord about making skyboxes so I figured I'd whip something up and make it into a resource. There's probs some better methods when it comes to getting the TGA files, but with what I say in the thing is that it's just how I've personally been doing it all this time. You might be able to export the right type of TGA files right out of blender without needing to get a second software how I did but it's just something I'm not fully knowledgeable on, but at least I know my method still works ig lol.
Commented 3 months ago2024-09-28 20:06:32 UTC in vault item: Custom Skybox Creation Template (Blender files with example skybox and HL1 map included) Comment #106422
Severely useful, thanks for sharing.
Commented 3 months ago2024-09-27 19:38:17 UTC in vault item: Pool Table Prefab Comment #106421
Finally.
Commented 3 months ago2024-09-27 15:06:35 UTC in vault item: Pool Table Prefab Comment #106420
Nice. Maybe you can make another one with the balls scattered on the table. This one for Before Disaster and the other one for After Disaster.
Commented 3 months ago2024-09-26 04:21:10 UTC in wiki page: func_monsterclip Comment #106419
blocking hull0 (point hull) entities like snarks might require a completely separate method: An invisible func_wall with "passable" set to yes (zhlt_noclip = 1) which makes it have no clip for monsters using other hulls but solid to entities using hull0.
Commented 3 months ago2024-09-25 21:59:59 UTC in vault item: Kyle's Item Pack [Inspired by items from HL2] Comment #106418
I know these are inspired by HL2, but they actually make me think of Science & Industry more.
Commented 3 months ago2024-09-25 14:15:44 UTC in wiki page: monster_scientist_dead Comment #106417
There's actually only 6 poses. Hanging doesn't exist, probably for a good reason.
Commented 3 months ago2024-09-24 23:48:23 UTC in wiki page: monster_cleansuit_scientist (Half-Life: Opposing Force) Comment #106416
Commented 3 months ago2024-09-24 18:31:44 UTC in journal: It's my birthday today! Comment #106415
The code seems to be shifted one key to the left.
g -> h
r -> t
Each of these is 1 key to the left of its original.

The ' and " part I'll leave as an exercise to the reader. :walter:
There's a little trap in that part.

Happy birthday also!
Commented 3 months ago2024-09-24 13:47:47 UTC in journal: It's my birthday today! Comment #106414
This does not work on a UK layout keyboard.
Commented 3 months ago2024-09-24 05:35:26 UTC in vault item: Half-Life Murder Drones crossover Comment #106413
Можешь ещё сделать модельки для кс 1.6
(Джей, син, тессин и ви) как для теров как и для спецназа, пажалуйста пжпж 🙏🙏🙏
И ещё желательно для кс сорс(необязательно)
You can make models (J, Syn, V and Tessyn) for CS 1.6 as for terrorists and special forces, please
Commented 3 months ago2024-09-24 05:10:16 UTC in wiki page: monster_cockroach Comment #106412
🪳
Commented 3 months ago2024-09-23 22:12:27 UTC in journal: It's my birthday today! Comment #106411
Happy birthday 🥳
Commented 3 months ago2024-09-23 22:05:17 UTC in journal: It's my birthday today! Comment #106410
Happy birthday! I'm too lazy to write down that link, but the solution is to step one key forward. For example, g = h, r = t, o = p, that means that "grroa://" = "https://". It's a YouTube video link, by the way.
Commented 3 months ago2024-09-22 06:16:33 UTC in wiki page: Tutorial: Create a working battery with light Comment #106409
Be careful with this. You only have 31 named lights to work with per map.
A more optimized way, that comes free with most entities, is to use entity effects (effects) property.
Commented 3 months ago2024-09-20 10:59:18 UTC in wiki page: VERC: Torching Open A Door (Half-Life) Comment #106408
There's a way to use just a single set of path_corner's by using both a boundingbox brush (center of path) and an origin brush (center of beam targets) for the func_train's. while traveling on the path both trains would align their `boundingbox`-es to the path, but have different origins, so the beams and lasers continue to work.

'But why bother?', you ask? Well, less entities mean less surface area for mistakes.
Commented 3 months ago2024-09-19 23:53:32 UTC in vault item: Scientist window climb example Comment #106407
This tutorial helps me a lot! I'm not talking about now but I'm talking about one year ago :heart:
Commented 3 months ago2024-09-19 07:23:08 UTC in wiki page: Reference: Half-Life entity class hierarchy Comment #106406
NOTE TO SELF:
  • CBaseDelay::SUB_UseTargets has delay and killtarget. descendants:
    • item_airtank
    • all weapon_ entities
  • CBaseEntity::SUB_UseTargets doesn't have delay nor killtarget. descendants:
    • all other item_ entities
    • all ammo_ entities
  • CBasePlayerAmmo don't call SUB_UseTargets so both target and killtarget are useless.
Pickup target results:
  • ammo_* = none
  • item_* = target only, no delay/ killtarget
  • weapon_* and item_airtank = all of target/ delay/ killtarget
Commented 3 months ago2024-09-18 05:20:19 UTC in wiki page: Tutorial: The packing (and non-packing) of bodygroups and skin groups in GoldSource models Comment #106405
Well done. About time we got a tutorial going into detail about the body property packing. 🙂
Commented 3 months ago2024-09-18 02:00:38 UTC in wiki page: Tutorial: Recompiling light only Comment #106404
[new]bspguy update needed
Commented 3 months ago2024-09-18 01:45:55 UTC in wiki page: func_tankcontrols Comment #106403
You can maybe have an ambient_generic play a cocking up sound (just like when using the emplaced pulse gun in hl2) by having it have the same name as the tank, so the func_tankcontrols triggers both of them.
Commented 3 months ago2024-09-16 18:34:51 UTC in journal: A bigger Pathos update dropped Comment #106402
Thank you Admer!
Commented 3 months ago2024-09-16 16:52:40 UTC in journal: A bigger Pathos update dropped Comment #106401
LET'S GOOOO PATHOOOOS

I'm glad to hear you're doing better, Overfloater
Commented 3 months ago2024-09-16 04:13:24 UTC in vault item: Xen Escape Comment #106400
I'm not normally a fan of Xen maps, but this is good!
Commented 3 months ago2024-09-15 15:09:55 UTC in wiki page: light_environment Comment #106399
NOTE TO SELF: VHLT rolls pitch into the pitch component of angles. World and model lighting should just work.
Commented 3 months ago2024-09-15 07:01:53 UTC in poll: Favourite HL Title Comment #106398
@DaSalba, good point. I agree with your arguments, HL2 is still my number one due to sheer nostalgia... hard to choose between HL1 and HL2 for me though. I never really clicked with any of the expansions
Commented 3 months ago2024-09-14 12:16:09 UTC in journal: A bigger Pathos update dropped Comment #106397
Thank you! I am feeling better, my health has improved greatly, thanks!
Commented 3 months ago2024-09-14 11:27:22 UTC in journal: A bigger Pathos update dropped Comment #106396
Great to see you're back to working on Pathos Engine! 😄
I hope you're feeling better now 🙂
Commented 3 months ago2024-09-13 20:25:19 UTC in journal: Reasons why a crying christian kid called Isaac can beat every half life character Comment #106395
Never played that game. Is it good?
Commented 3 months ago2024-09-13 07:20:16 UTC in wiki page: Tutorial: The Complete Guide to Lighting Comment #106394
I'm shocked to find today that for whatever reason default builds of VHLT removes all falloff code from the executable. No _falloff KV, no -falloff # argument. Codebases that have #ifdefs removed outright removed the code for the feature altogether! Idk how falloff even functions now.