Comments

Commented 2 years ago2022-04-13 20:02:06 UTC in journal: Bridging Cities With Minecraft Comment #104329
A team of 16 students from each sister city build landmarks of their city, and then the two teams from both cities collaborate to build a bridge connecting the two cities--all in Minecraft, of course.
Commented 2 years ago2022-04-13 08:29:44 UTC in vault item: bounfire Comment #104328
Awesome map!
Commented 2 years ago2022-04-13 03:35:30 UTC in vault item: Round-reset flooding Comment #104327
This is a little late, but if you come back @Captain Terror I finished that water map we talked about. I have a new system for triggering the water and it works perfectly. I post it in the vault as KM_SM_Splash_Splash. Hope all is well old friend.
Commented 2 years ago2022-04-12 08:21:36 UTC in journal: Bridging Cities With Minecraft Comment #104326
I like the aesthetic of the site. But I'm not sure I understand the purpose :). Is it for students from sister cities to get together and play in their minecraft worlds?
Commented 2 years ago2022-04-12 02:18:02 UTC in vault item: KM_SM_Splash_Splash Comment #104325
Neat
Commented 2 years ago2022-04-11 09:23:05 UTC in journal: Models Comment #104324
I took the easier path and will continue with these models I made. Like it can work cause high poly can look ugly at times. Also do anyone have an idea how to make an optimized texture storage for multiple eye textures? It was first gonna be uv offsetting but I got lost on that.
Commented 2 years ago2022-04-09 21:55:17 UTC in wiki page: Tutorial: Teleporters Comment #104323
info_teleport_destination entity does not exist. How do i solve this?
Commented 2 years ago2022-04-09 18:26:22 UTC in journal: What's 9 + 10? Comment #104322
aw i missed it, happy late birthday
Commented 2 years ago2022-04-09 17:17:23 UTC in wiki page: Tutorial: trigger_camera Comment #104321
I was able to use scripted sequences and a few multi_manager and i created a small machinima.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-04-07 09:19:45 UTC in wiki page: Tutorial: Customising the HUD colour Comment #104318
in my visual studio (using solokiller's hl updated sdk) i replaced if ( ulRGB == RGB_YELLOWISH ) with if (ulRGB == 0x00FFA000) and that seemed to do the trick as i was getting errors for some reason
Commented 2 years ago2022-04-06 22:44:13 UTC in news: Competition - Bridge the gap Comment #104317
Oh nice because I remember that back in the old days going over 1500 was frowned upon and 2000+ meant you were either crazy or incompetent.

After hours of optimization i went down from a max of over 5000 to slightly under 4000 but going lower is flat impossible.

Bless the func_detail though.

Cheers.
Commented 2 years ago2022-04-06 20:02:21 UTC in news: Competition - Bridge the gap Comment #104316
I certainly hope not. I forget how to make maps with less than 5000wpoly
Commented 2 years ago2022-04-05 12:16:16 UTC in journal: Models Comment #104315
Didn't want to make a new journal for this but how do I implement basic collision to my engine that works for complex 3D geometry and characters?
Commented 2 years ago2022-04-05 08:00:10 UTC in news: Competition - Bridge the gap Comment #104314
It's tradition round here to get an extension :P
Nice. I discovered the competition the Monday before it was due, but I still managed to get a nice map out in 3 days, with barely enough sleep. Now that I actually have time to polish this, my opponents will bitterly regret that an extension was given :crowbar:

On a more serious matter, are w_polys taken into account in the ruling? Because let's face it, big open spaces like this can only be optimized so much and I like my maps to be pretty.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-04-04 00:35:56 UTC in vault item: ANTI-Skybox Comment #104307
The basic idea is correct but the "also better" example is flawed: If you jump up (in low gravity for example) then some of the cliffs you should be able to see are behind a sky brush. You should never allow the player to get in a position where brushes are positioned on the other side of the sky. It's illogical and often causes visual glitches
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-04-03 17:03:24 UTC in vault item: 789_Menger_Sponge Comment #104303
10.0/10
Architecture — 10
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10

Hello there. A question from 2022 lol. So I install the map using the Drop method with the Gearbox and Valve folders, but Do I need the .VMF file (789sponge3.vmf)? If so do I just drop it into the "Common folder" where the Half Life folder is, along with Half Life 2 etc? That would seem to be the file structure, or is it not needed? It does look very cool though!
Commented 2 years ago2022-04-03 04:01:45 UTC in vault item: fun_pitch-black Comment #104300
  1. The map is not completely black. It's almost fullbright. False advertising.
  2. That rainbow sign in the middle in the screenshot? It doesn't load. I think you included the wrong version of your WAD. WARNING: texture lump "-!?.-_m6" not found
  3. I don't get it. Why? What? Why? Again, why?
Commented 2 years ago2022-04-03 03:44:09 UTC in vault item: sk_death Comment #104299
It's a simple AK/M4A1 aim map but with buy zones, grenades and stairs. Climbing the stairs is very risky but I like some verticality in an aim map.
Commented 2 years ago2022-04-03 03:27:46 UTC in vault item: CS:S Arena (remake) Comment #104298
You can find the same gameplay in most aim_ maps. When your map is a cube, the most obvious way to make it more interesting is to make it not a cube.
Commented 2 years ago2022-04-02 16:48:07 UTC in news: Competition - Bridge the gap Comment #104297
Was the deadline moved or is the countdown bugging?
It's tradition round here to get an extension :P
The competition page is correct.
Commented 2 years ago2022-04-01 20:48:51 UTC in wiki page: Tutorial: Titles.txt Comment #104296
I remeber there was another setting that worked like a trigger, but i think they removed it.
Commented 2 years ago2022-04-01 15:20:40 UTC in journal: Models Comment #104295
I decided to follow some step-by-step tutorials and got a better hang on 3D. I also was afraid of the limits but the OG Xbox was a powerhouse in the past so I shouldn't be too scared of it. Not for what I'm trying to do for it. These models aren't perfect and I will make new ones for my game engine.
Commented 2 years ago2022-04-01 15:08:12 UTC in journal: Models Comment #104294
nice work, looks better than any character model i've tried to do :crowbar:
Commented 2 years ago2022-04-01 12:04:54 UTC in wiki page: path_corner Comment #104293
New train rot. Speed (yaw_speed) was listed as an attribute but that doesn't seem to be implemented, so I removed it
Commented 2 years ago2022-03-31 20:48:45 UTC in vault item: SnowWater (sky) Comment #104292
ngl too HD for me but its very good. i recommend
This comment was made on an article that has been deleted.
Commented 2 years ago2022-03-31 15:51:14 UTC in wiki page: Tutorial: Modelling for Goldsource with Gmax Comment #104290
Nevermind i found one here
Commented 2 years ago2022-03-31 15:50:13 UTC in wiki page: Tutorial: Modelling for Goldsource with Gmax Comment #104289
Anyone knows where i can get a workaround? Been looking for hours
Commented 2 years ago2022-03-31 09:49:33 UTC in news: Competition - Bridge the gap Comment #104288
Hi,

Was the deadline moved or is the countdown bugging?
I wouldn't want to miss it on the account that I may have more time.

Cheers.
Commented 2 years ago2022-03-30 23:32:22 UTC in vault item: dm_perthowned Comment #104287
9.6/10
Architecture — 10
Texturing — 10
Ambience — 10
Lighting — 9
Gameplay — 9

This map is actually one of the best maps i have ever played, but there are a few problems:
1. There is almost no interaction between the player and the map itself (Ex: Opening a door with a button that is in the other side of the map)
2. Optimization. The map sometimes kills my FPS entirely
3. Some lights seem to be placed/aligned in the wrong part of the map. Idk if its a technical issue, but its only happening on this map.
Still, this is a very good map that i would definitely recomend
Commented 2 years ago2022-03-30 04:37:42 UTC in journal: Cool little feature Comment #104286
cat
Commented 2 years ago2022-03-30 00:50:26 UTC in poll: Tis the Season Comment #104285
Never again. Winter is cancelled.
Commented 2 years ago2022-03-29 17:33:58 UTC in vault item: bounfire Comment #104284
Love this idea! Will add to the TWHL hldm server when i finish work
Commented 2 years ago2022-03-29 01:16:05 UTC in vault item: lago (lake, sky) Comment #104283
I've seen you post of few of these now. These are very nice skyboxes. Thanks for the uploads! Hey if you have any night ones post them too!
Thanks! :D
Unfortunately I don't have any at night, I don't know how to skybox at night, apart from the fact that the program I use is very limited (except terragen 4)
Commented 2 years ago2022-03-28 23:46:42 UTC in vault item: bounfire Comment #104281
:heart:
Commented 2 years ago2022-03-28 22:10:48 UTC in vault item: lago (lake, sky) Comment #104280
I've seen you post of few of these now. These are very nice skyboxes. Thanks for the uploads! Hey if you have any night ones post them too!
Commented 2 years ago2022-03-28 16:59:04 UTC in vault item: bounfire Comment #104279
Damn, I had an idea like this years ago too... :(
Commented 2 years ago2022-03-28 16:40:56 UTC in vault item: bounfire Comment #104278
I love this lol
Commented 2 years ago2022-03-28 14:24:04 UTC in wiki page: Entity Flag: Not in Deathmatch Comment #104277
I think we can add this to every GoldSrc entity's list of flags, even though it's not included for most entities in the standard .FGD files
Commented 2 years ago2022-03-28 02:41:42 UTC in wiki page: Goldsource Error: "MAX_TRI_EDGES", "MAX_TRI_POINTS", or "MAX_TRI_TRIS" Comment #104276
I added download links to ZHLT and VHLT but I think it would be better to have articles written about each compiler set and we could link to those articles instead. That way we could provide more information and keep the downloads in one place whenever we need to refer to ZHLT or VHLT
Commented 2 years ago2022-03-27 22:15:53 UTC in vault item: cs_napal2 Comment #104275
In case anyone is wondering, naoko actually was an alt account for simehong2000. See the contact details at https://gamebanana.com/members/227983 , the email address simehong posted here https://twhl.info/vault/view/5385 (same as the one in naoko's profile), and the identical spelling and grammatical mistakes.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-03-27 01:35:05 UTC in vault item: We got work to do...! Comment #104273
You couldn't upload the screenshot because it was a BMP with a .jpg file extension.
Commented 2 years ago2022-03-26 22:42:44 UTC in journal: Cool little feature Comment #104272
The cat is a lie