Comments

Commented 3 years ago2021-07-31 08:34:58 UTC in vault item: dm_leveldirector Comment #103637
Good stuff Archie! :crowbar:
This comment was made on an article that has been deleted.
Commented 3 years ago2021-07-30 19:20:27 UTC in vault item: dm_leveldirector Comment #103635
The latter one. Seems like a lot of fancy footwork is required to get anywhere high in this map.
Commented 3 years ago2021-07-30 18:34:29 UTC in vault item: dm_leveldirector Comment #103634
Too hard to navigate in terms of getting lost or because of clipping?

Jump pads were always a big element of the padmaps that this is inspired by, so they were always going to be included! :lol:
Commented 3 years ago2021-07-30 17:48:50 UTC in vault item: dm_leveldirector Comment #103633
Maybe I'm just a bit rusty, but I found this to be a little hard to navigate and I can't say I'm a fan of the jump pads unfortunately.
Commented 3 years ago2021-07-30 02:40:12 UTC in vault item: dm_leveldirector Comment #103632
In the end, it was a brilliant plan. Write your own minicompo and then make a gorgeous map to win it. Also I think being the only entrant but nevermind that.
Commented 3 years ago2021-07-30 00:34:47 UTC in vault item: dm_leveldirector Comment #103630
Why didn't you put this time to better use like- Oh, you've done that one. Carry on.

Oh yeah, good map or something.
Commented 3 years ago2021-07-29 13:30:36 UTC in news: TWHL Tower: Source Comment #103629
Submissions are open until December 1st 2021
You know what's funny, I think by the time we retire and TWHL is still present, the submission timeframe will again be lowered to about a month or two.

With that being said, at last I'll have the courage to produce something too for this compo.
Commented 3 years ago2021-07-28 22:03:02 UTC in wiki page: Tutorial: Detailing Maps Comment #103628
I feel there should be more things added like how you can replicate the examples shown, and some more things like floor detailing, and whatever else can be thought up
Commented 3 years ago2021-07-28 17:55:21 UTC in vault item: Underlab Comment #103627
that looks like a randmap level
Commented 3 years ago2021-07-28 07:19:28 UTC in vault item: Gantry Crane Comment #103626
Amen to that Striker and thanks for the upload Papa Smokes.
Commented 3 years ago2021-07-27 20:53:57 UTC in journal: #1 Comment #103625
I'm glad that Huseyn26 graced us with his presence one last time in 2015 with an English sentence that was properly written. God bless him.
Commented 3 years ago2021-07-26 20:11:04 UTC in vault item: Gantry Crane Comment #103624
Prefabs from 1998.... It's almost hard to believe in just a few years that would be 30 years ago.
Commented 3 years ago2021-07-26 19:30:55 UTC in vault item: Half-us Comment #103623
amogus
Commented 3 years ago2021-07-25 17:58:41 UTC in vault item: Canyon Comment #103622
10/10 watch out for spies
Commented 3 years ago2021-07-23 02:59:38 UTC in vault item: meatworld Comment #103621
I'll look at the third teleporter when I get some other stuff done
Commented 3 years ago2021-07-22 14:02:16 UTC in vault item: meatworld Comment #103620
Good, but I didn't like the following things:
  • Most enemies are easy to run past. You don't even have to shoot that much.
  • Could do more interesting open areas than those that are there. The portal frames are cool, etc., but the open areas are still rather underdetailed. Conveyors and those trench thingies don't help much.
  • Texture tiling is a bit too noticeable, mostly because of the previous point.
  • You get the shotgun but don't even get to use it properly.
  • The ending is abrupt. It's bad, because it made me and will likely make many other people try noclip'ing around the map to make sure it was truly the end.
  • Could've put something in the piss pool or whatever you call it, the yellow water thing. Either a goodie or a hazard. Could've also put more piss pools around the map.
The technical flaws that I've noticed:
  • You can skip the HEV suit, and will have to play the rest of the map without it. Nothing prevents you from doing that.
  • The third teleport's trigger_teleport seems to be active from the start, with no need to press the button.
  • The scientist before and after seems to change heads while you're not looking.
Don't be discouraged by all that, though. If I don't mention something, it's nicely done :D
And no stars cuz I suck at rating.
Commented 3 years ago2021-07-21 11:50:31 UTC in journal: Continuous Integration and Scrum on Goldsource mapping Comment #103619
Oh, nice! I really like your idea of of using _dev entities for test builds. I'm sure your script would be useful for some people. :)

This is giving me some ideas for improving MESS, a compile tool I made a while ago. Automating and speeding up the level-design process is an important reason why I made tools like MESS and WadMaker (and SpriteMaker, soon), and I'm thinking about making a 'smart' compile script that only runs csg with -onlyents if it does not detect any brushwork or lighting changes since the last compile.
Commented 3 years ago2021-07-21 06:58:17 UTC in journal: Continuous Integration and Scrum on Goldsource mapping Comment #103618
I liked the part about automating the process! gj :cool:

Made some basic scripts to move stuff around and export and import entities in the past but had no need to go further.
Having a script to remove dev entities might be really useful, though!

Scrum.. now it feels more like product development rather than a hobby :biggrin:
Commented 3 years ago2021-07-20 05:29:23 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103617
@Little-Bot
No problem!
I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end. :)
Commented 3 years ago2021-07-19 09:22:38 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103616
@I have a plan
Ok, fix it. Thx for the tips. Btw, I saw an error about the missing trip mine model in the FGD. Managed to fix it by just using the p_tripmine.mdl file.
Commented 3 years ago2021-07-18 13:30:23 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103615
@Little-Bot
Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites

The regular Hammer sprites will work if you manually edit them in.
Specifically, You'd have to change this area: @PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light
to this: @PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light to get the OG one back (provided you have it in the right directory, which should be here sprites/Hammer/lightbulb.spr).
Commented 3 years ago2021-07-18 06:19:12 UTC in vault item: Rat Hunt Template Comment #103614
Thanks!
Commented 3 years ago2021-07-18 02:31:24 UTC in vault item: Counter-Strike: Condition Zero Deleted Scenes FGD Comment #103613
Hello, I just notice the light entity doesn't use its light icon sprite in the hammer. Just a purple small cube.
Commented 3 years ago2021-07-16 03:01:56 UTC in vault item: Teleport With Effects Example Comment #103612
np man
Commented 3 years ago2021-07-15 14:20:48 UTC in vault item: Teleport With Effects Example Comment #103611
Thanks! It helped me to create the telefrag effect!
Commented 3 years ago2021-07-14 14:51:21 UTC in wiki page: Tutorial: Custom Textures Comment #103610
@StanleyLikesCyan:
For me, this works to really embed textures into a bsp file:
-wadautodetect -wadinclude "..."
I'm not using "-nowadtextures".
This is using the "Vluzacn's ZHLT v3.4" tools. :)
Hope that helps!
Commented 3 years ago2021-07-13 16:50:28 UTC in wiki page: aiscripted_sequence Comment #103609
I have noticed that the AI Schedule when done (m_iFinishSchedule) seems to have an effect for me; when using this entity to place a headcrab in a ventilation duct with a transparent, breakable entrance, the headcrab will fling itself at the player on sight with m_iFinishSchedule set to Default AI (0), but will wait until the vent is broken when that keyvalue is set to Ambush (1).
Commented 3 years ago2021-07-12 22:13:04 UTC in vault item: New Mesa City Comment #103608
10 minutes well spent !

You nailed the city atmosphere, reminds me cs 1.6 maps.

Good pace, action packed. Lovely map. Goldsrc rocks !
Commented 3 years ago2021-07-11 11:38:26 UTC in journal: Graduation Comment #103607
News just came in, I'm 6th by total score. By being in the top 55, that means... well... I'm in. ^w^

@s0nought
I hide all my cheats in the skull. There's a chance they may evaporate that way, but... it works pretty well.
Commented 3 years ago2021-07-11 09:25:27 UTC in journal: Graduation Comment #103606
I signed up for college. Got 85% on the entry exam, not too bad, I suppose.
sv_cheats 1 :sarcastic:
Commented 3 years ago2021-07-10 20:22:50 UTC in journal: Graduation Comment #103605
I signed up for college. Got 85% on the entry exam, not too bad, I suppose.
Commented 3 years ago2021-07-10 15:00:22 UTC in vault item: Reflection Comment #103604
This shit loooks so cool
Commented 3 years ago2021-07-05 23:25:54 UTC in vault item: de_dust2_2020 Comment #103603
The best remake of de_dust2, with made tech of 2020. Next one in 2050, I'll not gonna last that long. But my kids will play it till that day.

Keep up the good work :)
Commented 3 years ago2021-07-05 23:24:05 UTC in vault item: Really Bad Map With A Prop For A Far Far Away Detail Comment #103602
Looks like the Borealis
Commented 3 years ago2021-07-05 23:05:17 UTC in vault item: Alpha Texture on HD Barney Comment #103601
I must say, this is pretty good
Commented 3 years ago2021-07-05 09:13:03 UTC in wiki page: Tutorial: Custom Textures Comment #103600
For some reason, even after doing -nowadtextures as well as -wadinclude. After I compile my map, remove the wad file from the valve directory, and load up the map again just to see if it works without requiring the wad file, it doesn't. Please help, I've tried searching on many sites and they all tell you the same thing and it never works.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-06-22 15:45:02 UTC in journal: #1 Comment #103596
is this the oldest user?
Commented 3 years ago2021-06-21 17:01:57 UTC in vault item: Reflection Comment #103595
never knew ctrl+c and ctrl+v makes such good stuff.
Commented 3 years ago2021-06-21 17:00:06 UTC in vault item: Alpha Texture on HD Barney Comment #103594
the face looks better than the retail hd pack lmao
Commented 3 years ago2021-06-16 08:50:57 UTC in vault item: Half-us Comment #103593
pretty sus ngl
Commented 3 years ago2021-06-12 20:46:37 UTC in journal: Graduation Comment #103592
Bravo Admer :) Good will and good luck with your youthful future.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-06-12 19:23:22 UTC in journal: Graduation Comment #103590
Hey Admer456!

Congratz :)

P.S. Don't forget to offer me the tester position >:D
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.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.