Commented 15 years ago2009-08-29 01:23:37 UTC
in wiki page: target_cdaudioComment #101125
You can replace the original half-life mp3s with your own, by finding/making some mp3s and dropping them in the Valve\Media directory!
They can be a bit buggy tho--at least for me--, so here are some problems/fixes regarding custom target_cdaudio mp3s:
Problem:i'm trying to replace the mp3s with my own for target_cdaudio entity, but half-life overwrites them when i play the game, and plays the originals and not mine own.
fix: After you copy/rename--(half-life01, half-life02, etc) your own mp3 to the half-life media directory, make them read-only, and they should not be overwritten by the originals from the gcf file. ***
Problem: I've renamed my own mp3 track to the proper filename--"half-life03.mp3" or whatev--, and i've made it a read-only file as well, but when i try to trigger it, STILL, some other song comes on?!
fix: fsr, at least for me, half-life renames your tracks in that, when you call on your file, say "half-life03", you would actually have to call up "half-life022" to make your custom song play.
The only way i know of to figure what HL has renamed your file to, is to create a test map of all 30 possible target_cdaudio sounds, with buttons, and go around clicking until you find your right file. THEN, you can enter the proper filename and your song will play.
Good news is it's static, once you figure out what it is, it should never change unless you delete it. ***
Problem: You've done all of the above, but none of the buttons activate your custom track?!
fix: check the button targets and track numbers for your cdaudio "test file" and make sure everything is correct. (I have a test map and will upload it shortly, if anyone ever needs it) ***
Problem: custom target_cdaudio: custom mp3s aren't playing, even though every other conceivable thing looks correct.
Fix: Try restarting steam. Sometimes, track changes will not execute unless you restart. ***
Commented 15 years ago2009-08-20 02:16:41 UTC
in wiki page: Tutorial: GlobalsComment #100502
great tutorial! this got me to be able to use env_global and multisource across 2 maps! I only wish the tutorial had specifically mentioned you need the multisource in BOTH maps! (though you can see that by loading the example map) Also i wish the point of the "global state to set"/"global state master" was better a little better explained--it seemed to simple but it's probably just me.
Commented 15 years ago2009-08-17 16:31:21 UTC
in vault item: de_betamidComment #4455
i hear ya... and you can't take anything too seriously if you enjoy it. i always get criticized from my friends for spending so much time mapping and not making any money with it... if they understood how much i enjoy it, they probably wouldn't say that..
Commented 15 years ago2009-08-14 14:57:16 UTC
in vault item: de_betamidComment #5631
Superb!
this map reminds me of office a lot and dust in a couple parts but it's surely no clone of either map. this is a very skillfully created map and also very subtly and unassumingly presented--maybe a little too subtle and unassuming?
Looking closely tho reveals errorless, pretty construction with some nice texturing--in most spots--, GREAT r_speed performance and decent if not very varied lighting.
Some great medium-sized detail items like drain pipes,ladders railings, and a bunch of other things, but map could use maybe some small detail stuff and maybe some detailed interiors of some sort.. big detail stuff is a bit unimaginative, using mostly crates--a bit overused and crates don't always have to be cubes remember!), but some dumpters and shipping containers too which were nice. maybe some big cars/trucks/forklift and other large detail items to spice it up a bit?
theme for the map is quite generic but whatevs, it seems the map would lend itself to some fun combat.
Sounds? i don't remember any, were there some in there?
Anyway enough of that VERY NICE MAP! this will get a 5 rating from me when it's finished.. = )
Commented 15 years ago2009-08-13 10:02:53 UTC
in journal: #5998Comment #41078
means is easy, interface is very simple. money is another thing...
)
you don't need the clone software, it just makes your life easier, particularly cloning your whole machine in case of a irrecoveralbe failure, you don't have to reinstall/reconfigure all your stuff--(takes me like a month to get everything back to normal if i have to install from scratch!)
Commented 15 years ago2009-08-13 09:56:02 UTC
in vault item: dm_fallsComment #5648
AMAZING WORK FOR 13 hours!?!
really great stuff for such a small timeframe. And, I LOVE the curved, vaulted hallway with the routered top piece... DEF one of the more original. superbly done hallways i've seen with half-life!
I'll give more of a review after i've played it for more than just a couple of minutes...We should totally get this on a server to test the gameplay!
Again, an amazingly cohesive work very little time... bravo! = )
Commented 15 years ago2009-08-12 16:06:50 UTC
in journal: #5998Comment #41077
very pretty stuff!
as far as backing up, i'd look into clone-drive software. i have yet to find one i like completely tho myself, but acronis is ok... I'll add too that clone drive software is one of the few pieces of software i would actually buy, as you are risking all of your data on backup..
clone drive pacakages are nice because:
you can make scheduled or individual, full-backups in a a short period of time. (it takes me 30 minutes to archive a 80gb drive, and the final file size is about 20-30 gb, saving you space)
compressed backups are accessible almost in real-time, meaning you can access individual files--with a slight lag--, without unpacking the whole archive.
you can also do a full-machine clone copy and make "factory restore" bootdisk, just in-case you ever get a catastrophic error or virus that kills your os.
[/rant over]
This comment was made on an article that has been deleted.
Commented 15 years ago2009-08-07 16:30:05 UTC
in vault item: Bad day at workComment #5695
c1a0
this one crashes for me after the first room, but quality of everything looks pretty good, 'cept the scale is a bit big and squished in parts, especially doors and all the props in the bathroom.
c1a2
-Great design and detail -super-cool scenes with dead scientists and monsters eating them.. = ) -good puzzles that are not too easy or hard(really nice..) -nice traps and trickery(that fan in the duct got me 3 times before i figured what to do!) -nice lighting -scale a little bit off on some things again, but all very passable -very good/fun gameplay! = ) -i made it to the autoturret--which i tried to kill when i could have just run past it?--before i had to give up and get back to work.
This is some superb mapping, not to mention some of the most fun gameplay i've ever done with original half-life, and just as fun or more than the original game. I'll finish when i have more time, as well review the rest of the levels!
excellent stuff man!
c1a3
mapping looks pretty good, but i was annoyed that after 5 times i could not get past the baby headcrab onslaught, so i quit. = (
c1a4
this map wouldn't load for me at all, it simply jumps back to the splash screen when i try to load the map from console
spacearena
very neat map! i like how you can spawn the monsters using the buttons! i nver usually play sven, but i was very impressed at the behaivor of the weapons.. much improved from the original! = )
Commented 15 years ago2009-07-30 19:21:14 UTC
in vault item: ka_breakableComment #8034
pretty cool, but the implementation of the blocks could be better. half the time i destroyed the medium-sized blocks inside before the big one, which shouldn't be possible.
This is a really cool idea tho, even though it's been done many different kinds of ways.
it would be cool to to see one of these maps that the breakable chunks aren't exact squares either, but whatev...
= )
This comment was made on an article that has been deleted.
Commented 15 years ago2009-07-29 19:48:19 UTC
in vault item: The LabyrinthComment #9166
lol you spelled labyrinth wrong in your title, so i couldn't find it right away...
seems like a really neat, intriguing concept for a cs map. i was able to rescue the hostages, but never found my way to the fort in the middle..
you could make the hedges wider, more nicely brushed, and obvioiusly new textures but other than that it seems pretty well made. I won't rate since it's obviously unfinished.
Commented 15 years ago2009-07-26 13:28:41 UTC
in vault item: de_snare2Comment #17691
This is a great looking map with superbly low r_speeds, proof that some nice texturing goes a lot farther than fancy architetrue. Everything is very cleanly done, and there are even some nice sounds thrown in to break things up. Refreshingly also, some really nice lighting. = )
My only suggestions would are superficial ones:
-the smokestacks look sillily unrealistic compared to the rest of the map... you could easily make them better, as well add some other urban/industrial buidings in the background maybe... you definitely have spare wpolys to work with.
-the entire map is devoid of small detail, props, or anything to actually make it look "lived in". again, you definitely have some resources to spare, and while these things don't affect the gameplay, adding little props here and there definitley adds to the immersion when you're just walking around.
Commented 15 years ago2009-07-23 15:28:13 UTC
in vault item: New Old HomeComment #17678
The map looks beautifully constructed to my eyes, especially for your first source map. Point of the compo, it seems to constrict to the prescribed layout pretty well as far as i can tell.
I love the design and the interior section is very nicely constructed. I do agree with huntey the outside areas are quite barren and unnaturally empty, and also too about the lack of phsyics props and the invisible walls issue.
I also get a weird hdr reflection off all the weapons and static props, as well i see the aaa texture on pole part of the windmills. Besides those, and the lack of detail items outside, this is a really nice-lookng work imo, which i would expect nothing less from world crafter.
since i am a total noob at source mapping, i don't really feel right about rating, so i won't. in my noob i would rate a 4 probably, or withhold it until you make improvements, as i would probably disable ratings altogether for my first map in a new engine.
Commented 15 years ago2009-07-21 17:07:48 UTC
in vault item: dm_undergroundlabComment #17671
absolutely amazing. with every new map you put out your skill increased. I love the design of the archways and the way you have the neat trim "cutting" into them.
I love the layout and texturing throughout. It's not too big or small, too complex or too simple. while most all the areas look great, some areas seem to be pretty wide open, though there is still cover points all around. I love the way the lighting looks through most areas(did you use different colors under some of the archways?), it's varied and light coming from the little floor trim lights and computer consoles looks neat.
I didn't notice any sounds except in the cave room, some more would probably be nice, maybe some computer sounds announcements, or anything really.
WE SHOULD TOTALLY GET THIS MAP ON A SERVER!
The cave room is extraordinary but a couple nitpicking notes:
1. It's super hard to appreciate exotic brushwork in goldsource. you could have made the cave structure 2/3 less complex, and it would look almost identical with the same texturing. the only way around this is to maybe use a different texture or smaller texture scale, or even tweak the alignment, to make your individually hewn out faces you worked so hard on, to show up better. You can also try using the lighting down but then you get some harsh shadows and completely dark faces sometimes.
2. I only saw one visual glitch in the cave room above the little room at the top of the stairs.
3. the ductwork looks unnaturally bright like it's glowing. I know it was probably a challenge to light this room properly, so you might have it as good as it can get. Possibly darkening the whole cave area might solve this and other problems, but probably not.
Sorry i just got done seeing District 9 again, YEAH?!
P
They can be a bit buggy tho--at least for me--, so here are some problems/fixes regarding custom target_cdaudio mp3s:
Problem:i'm trying to replace the mp3s with my own for target_cdaudio entity, but half-life overwrites them when i play the game, and plays the originals and not mine own.
fix: After you copy/rename--(half-life01, half-life02, etc) your own mp3 to the half-life media directory, make them read-only, and they should not be overwritten by the originals from the gcf file.
***
Problem: I've renamed my own mp3 track to the proper filename--"half-life03.mp3" or whatev--, and i've made it a read-only file as well, but when i try to trigger it, STILL, some other song comes on?!
fix: fsr, at least for me, half-life renames your tracks in that, when you call on your file, say "half-life03", you would actually have to call up "half-life022" to make your custom song play.
The only way i know of to figure what HL has renamed your file to, is to create a test map of all 30 possible target_cdaudio sounds, with buttons, and go around clicking until you find your right file. THEN, you can enter the proper filename and your song will play.
Good news is it's static, once you figure out what it is, it should never change unless you delete it.
***
Problem: You've done all of the above, but none of the buttons activate your custom track?!
fix: check the button targets and track numbers for your cdaudio "test file" and make sure everything is correct. (I have a test map and will upload it shortly, if anyone ever needs it)
***
Problem: custom target_cdaudio: custom mp3s aren't playing, even though every other conceivable thing looks correct.
Fix: Try restarting steam. Sometimes, track changes will not execute unless you restart.
***
)
DRRRAMA!
)
P = P = P
(
Happy Birthday Sir!
)
Happy Birthday!
P
= )
anyway, this helped me out a lot. great tutorial!
P
)
okey I WILL.. = )
again, very nice map keep it up!
= )
this map reminds me of office a lot and dust in a couple parts but it's surely no clone of either map. this is a very skillfully created map and also very subtly and unassumingly presented--maybe a little too subtle and unassuming?
Looking closely tho reveals errorless, pretty construction with some nice texturing--in most spots--, GREAT r_speed performance and decent if not very varied lighting.
Some great medium-sized detail items like drain pipes,ladders railings, and a bunch of other things, but map could use maybe some small detail stuff and maybe some detailed interiors of some sort.. big detail stuff is a bit unimaginative, using mostly crates--a bit overused and crates don't always have to be cubes remember!), but some dumpters and shipping containers too which were nice. maybe some big cars/trucks/forklift and other large detail items to spice it up a bit?
theme for the map is quite generic but whatevs, it seems the map would lend itself to some fun combat.
Sounds? i don't remember any, were there some in there?
Anyway enough of that VERY NICE MAP! this will get a 5 rating from me when it's finished..
= )
)
you don't need the clone software, it just makes your life easier, particularly cloning your whole machine in case of a irrecoveralbe failure, you don't have to reinstall/reconfigure all your stuff--(takes me like a month to get everything back to normal if i have to install from scratch!))
really great stuff for such a small timeframe. And, I LOVE the curved, vaulted hallway with the routered top piece... DEF one of the more original. superbly done hallways i've seen with half-life!
I'll give more of a review after i've played it for more than just a couple of minutes...We should totally get this on a server to test the gameplay!
Again, an amazingly cohesive work very little time... bravo!
= )
as far as backing up, i'd look into clone-drive software. i have yet to find one i like completely tho myself, but acronis is ok... I'll add too that clone drive software is one of the few pieces of software i would actually buy, as you are risking all of your data on backup..
clone drive pacakages are nice because:
you can make scheduled or individual, full-backups in a a short period of time. (it takes me 30 minutes to archive a 80gb drive, and the final file size is about 20-30 gb, saving you space)
compressed backups are accessible almost in real-time, meaning you can access individual files--with a slight lag--, without unpacking the whole archive.
you can also do a full-machine clone copy and make "factory restore" bootdisk, just in-case you ever get a catastrophic error or virus that kills your os.
[/rant over]
; )
)
c1a2 -Great design and detail
-super-cool scenes with dead scientists and monsters eating them.. = )
-good puzzles that are not too easy or hard(really nice..)
-nice traps and trickery(that fan in the duct got me 3 times before i figured what to do!)
-nice lighting
-scale a little bit off on some things again, but all very passable
-very good/fun gameplay! = )
-i made it to the autoturret--which i tried to kill when i could have just run past it?--before i had to give up and get back to work.
This is some superb mapping, not to mention some of the most fun gameplay i've ever done with original half-life, and just as fun or more than the original game. I'll finish when i have more time, as well review the rest of the levels!
excellent stuff man!
c1a3 mapping looks pretty good, but i was annoyed that after 5 times i could not get past the baby headcrab onslaught, so i quit. = (
c1a4 this map wouldn't load for me at all, it simply jumps back to the splash screen when i try to load the map from console
spacearena very neat map! i like how you can spawn the monsters using the buttons! i nver usually play sven, but i was very impressed at the behaivor of the weapons.. much improved from the original! = )
Specs: Here's mine
Hammer 3 works amazingly on my computer! ; )
This is a really cool idea tho, even though it's been done many different kinds of ways.
it would be cool to to see one of these maps that the breakable chunks aren't exact squares either, but whatev...
= )
seems like a really neat, intriguing concept for a cs map. i was able to rescue the hostages, but never found my way to the fort in the middle..
you could make the hedges wider, more nicely brushed, and obvioiusly new textures but other than that it seems pretty well made. I won't rate since it's obviously unfinished.
"I'm surprised my ISP hasn't yelled at me yet."
i know right?! i'm waiting for the call any day now...
= )
My only suggestions would are superficial ones:
-the smokestacks look sillily unrealistic compared to the rest of the map... you could easily make them better, as well add some other urban/industrial buidings in the background maybe... you definitely have spare wpolys to work with.
-the entire map is devoid of small detail, props, or anything to actually make it look "lived in". again, you definitely have some resources to spare, and while these things don't affect the gameplay, adding little props here and there definitley adds to the immersion when you're just walking around.
Great map!
P
I love the design and the interior section is very nicely constructed. I do agree with huntey the outside areas are quite barren and unnaturally empty, and also too about the lack of phsyics props and the invisible walls issue.
I also get a weird hdr reflection off all the weapons and static props, as well i see the aaa texture on pole part of the windmills. Besides those, and the lack of detail items outside, this is a really nice-lookng work imo, which i would expect nothing less from world crafter.
since i am a total noob at source mapping, i don't really feel right about rating, so i won't. in my noob i would rate a 4 probably, or withhold it until you make improvements, as i would probably disable ratings altogether for my first map in a new engine.
Nice map and compo entry bravo!
I love the layout and texturing throughout. It's not too big or small, too complex or too simple. while most all the areas look great, some areas seem to be pretty wide open, though there is still cover points all around. I love the way the lighting looks through most areas(did you use different colors under some of the archways?), it's varied and light coming from the little floor trim lights and computer consoles looks neat.
I didn't notice any sounds except in the cave room, some more would probably be nice, maybe some computer sounds announcements, or anything really.
WE SHOULD TOTALLY GET THIS MAP ON A SERVER!
The cave room is extraordinary but a couple nitpicking notes:
1. It's super hard to appreciate exotic brushwork in goldsource. you could have made the cave structure 2/3 less complex, and it would look almost identical with the same texturing. the only way around this is to maybe use a different texture or smaller texture scale, or even tweak the alignment, to make your individually hewn out faces you worked so hard on, to show up better. You can also try using the lighting down but then you get some harsh shadows and completely dark faces sometimes.
2. I only saw one visual glitch in the cave room above the little room at the top of the stairs.
3. the ductwork looks unnaturally bright like it's glowing. I know it was probably a challenge to light this room properly, so you might have it as good as it can get. Possibly darkening the whole cave area might solve this and other problems, but probably not.
)