Comments

Commented 3 months ago2024-01-18 19:32:27 UTC in journal: A new home Comment #105896
I'm honestly happy to hear you're getting along with Malta so well! For others, moving abroad might be quite daunting of a task, but it seems you blew that phase right out, and I'm glad it's been pleasant so far! That dinner looks scrummy too. :P Gotta love must...

And about the whole leaving Sweden part, I must say it's funny that when you wrote this initially, I was in Stockholm. :)
Coming from Romania, I must admit I absolutely loved the country, and I believe it might just draw me in enough to get me to move there someday...

Wonderful folks, spent an amazing Julafton with some swede pals and was treated to some tasty national dishes as well.

Point being, life's just one big cycle of differences, ain't it? Enjoy your new life in Malta, and I hope for many happy memories and, most importantly, health! :walter:
Commented 3 months ago2024-01-18 17:58:10 UTC in vault item: CoolDown Comment #105895
I already gave you my feedback on discord,but really great work, this genuinely could have been an official release map. An insane number of ideas and details, I'm jealous ...
Commented 3 months ago2024-01-18 17:32:35 UTC in vault item: Damnation Comment #105894
Cool map, not too big, with a lot of passages, I appreciate that the contest have at least one map that use outdoors of black mesa. Maybe it would have need more details in the brush and texture work, but I overall liked the very vanilla vibe like early HL maps. good job :)
Commented 3 months ago2024-01-18 17:01:11 UTC in vault item: Upsilon_Annex Comment #105893
great map, loved it, nice ambience, texture and brushwork creativity... maybe the layout a bit convoluted ?
Commented 3 months ago2024-01-18 11:31:26 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105892
Looking forward to seeing results!
Very curious indeed )
Commented 3 months ago2024-01-18 09:04:42 UTC in vault item: CoolDown Comment #105891
This Is an Amazing work! I see a lot of effort here!
This map has got One of the most good thumbnail!
Commented 3 months ago2024-01-18 09:04:39 UTC in vault item: CoolDown Comment #105890
Proud of you!
Continue mapping!
Commented 3 months ago2024-01-18 09:02:27 UTC in vault item: Amplified Comment #105889
This Is awesome!
Amazing brushwork!
Commented 3 months ago2024-01-18 06:19:14 UTC in vault item: Amplified Comment #105888
Fantastic brushwork and use of vanilla textures, had a blast checking it out with you!
Commented 3 months ago2024-01-18 05:10:52 UTC in vault item: Amplified Comment #105887
wOW
Amazing brushwork and design
Great Job!
Commented 3 months ago2024-01-17 10:49:46 UTC in vault item: EscapeTheFacility Comment #105886
thank u guys for the reviews and also ill answer ur questions

1 (Jazveh): No unfortunately they dont move, the rest of the garage doors are just fakes/props.
2 (Combined): If you mean the G-man that walks by the window in the 2nd room I used an animated_sequence. I followed
this tutorial by VheTutor: https://www.youtube.com/watch?v=h5jNKWcX8Io&t=461s

(and if i got any of your questions wrong by mistake please let me know :biggrin:)
Commented 3 months ago2024-01-17 07:03:16 UTC in vault item: EscapeTheFacility Comment #105885
Hi, how you done the player that walks alone?
Commented 3 months ago2024-01-17 02:08:35 UTC in wiki page: monster_bullchicken Comment #105884
The cooldown between spits is apparently reset when it loses sight of you, so you can cheese the bullsquid to turbo-spit you by timing the LOS between you and the bullsquid; immediately block LOS on or after the frame where the projectile spawns, then immediately unblock LOS the next frame (maybe even the same frame)
Commented 3 months ago2024-01-16 20:07:41 UTC in vault item: A random mod I've been working on for Half Life 1 (MDMOD/Singularity) Comment #105883
Short is an understatment lol...
But I'm making progress with models and such. Also, made a cool menu.
v0.2 incoming (with a total of 2 - yes, 2 - unfinished maps! WOW!)
Commented 3 months ago2024-01-16 10:04:45 UTC in vault item: EscapeTheFacility Comment #105882
Well done! It's a great first map. One question - was there a way to activate the other doors (the ones with controls and next to them) in the large room right before the Apache area?
Commented 3 months ago2024-01-16 09:48:15 UTC in vault item: Get to the water tower Comment #105881
Come to think of it, I might do just that. I want to build upon what I've learned so far, and this game idea I have is just going to take time away from LD.
Commented 3 months ago2024-01-15 20:57:42 UTC in vault item: Lunchtime Comment #105880
Not bad, i liked the Scripted Sequences
Commented 3 months ago2024-01-15 18:42:39 UTC in vault item: EscapeTheFacility Comment #105879
It's beautyful!
I had fun playing this!
Continue doing Maps
Good job man!
Commented 3 months ago2024-01-15 17:26:23 UTC in vault item: Get to the water tower Comment #105878
Return here, and keep doing half Life Maps
Commented 3 months ago2024-01-14 10:43:17 UTC in vault item: Computer_Lab Comment #105877
Hi the problem with the Barney was that he was in a Scripted Sequence, and i didn't set no interruptions and ovverride ai.
So thanks anyway for your time to test and review my map.
I really aprecciate.
Commented 3 months ago2024-01-14 08:59:21 UTC in vault item: Backrooms Map Comment #105876
Thanks man!
I've got an older backrooms map pack I made which is worse than this one, and more of just a walking sim than actual gameplay, so if you want I could upload that to TWHL. But I appreciate the comment!
Commented 3 months ago2024-01-14 00:46:47 UTC in vault item: Snow (sky) Comment #105875
I like your skyboxes!
Thanks!
Commented 3 months ago2024-01-13 12:55:26 UTC in vault item: On The Other Side (2005) Comment #105874
I quite like it. The view into the apartment had great lighting, and the bed was really nicely made. It felt cozy overall.
Commented 3 months ago2024-01-13 12:35:36 UTC in vault item: Get to the water tower Comment #105873
Thanks for the comments and for playing, guys! I'll spend more time on combat encounters next time. I'm actually learning Godot, so I'm not sure when I'll be working on a Valve game next, but I will take into consideration what you said.
Commented 3 months ago2024-01-13 12:32:14 UTC in vault item: Computer_Lab Comment #105872
This has potential, keep learning and experimenting! It's a good first map. I actually like that the button for releasing the HEV suit has to be hit with the crowbar. I don't know if it was just me, but when I got to barney, he glitched inside me. Someone more knowledgeble might give some insight as to why that happened there.

Keep going. I'm eager to play more maps from you. :)
Commented 3 months ago2024-01-13 04:08:15 UTC in vault item: Interactive_Vehicle_Frmk Comment #105871
谢谢。
Thank you.
Commented 3 months ago2024-01-13 03:27:26 UTC in vault item: cross_stalk_tribute Comment #105870
Please provide feedback here if something needs to be fixed.
Also, if you're running a server, please add it to a map rotation. This actually 'saves' Stalkyard, as no one is playing it now - and running to a Bunker is always fun
Commented 3 months ago2024-01-13 00:20:03 UTC in wiki page: VERC: Doors With Glass Comment #105869
I discovered a trick with using User posted image BOUNDINGBOX brush which eliminates the lip math. You make it the same width as the main door and tie it to the glass part. No messing with lip value for the glass door; use the same value as the main door.
Commented 3 months ago2024-01-12 19:37:24 UTC in vault item: A random mod I've been working on for Half Life 1 (MDMOD/Singularity) Comment #105868
In this state, it's very good, even if it's short.
I see a lot of effort here, and effort Needs to be premied!
Commented 3 months ago2024-01-12 19:35:50 UTC in vault item: Snow (sky) Comment #105867
I like your skyboxes!
Commented 3 months ago2024-01-12 19:34:33 UTC in vault item: Backrooms Map Comment #105866
So cool!
Commented 3 months ago2024-01-12 19:32:35 UTC in vault item: cross_stalk_tribute Comment #105865
Cool, i liked It!
Commented 3 months ago2024-01-12 19:29:20 UTC in vault item: Get to the water tower Comment #105864
Honestly i liked it
Commented 3 months ago2024-01-12 19:27:02 UTC in vault item: Interactive_Vehicle_Frmk Comment #105863
Very good!
Commented 3 months ago2024-01-12 19:26:40 UTC in vault item: Interactive_Vehicle_Frmk Comment #105862
It's so good!
Commented 3 months ago2024-01-12 16:13:57 UTC in vault item: Computer_Lab Comment #105861
Thanks, It was the First even incomplete map that i ever done. I surely learn more about Jackhammer
Commented 3 months ago2024-01-12 14:26:16 UTC in vault item: Computer_Lab Comment #105860
Its a good map, im proud of you that you made this! Hope to see some full levels soon!
Commented 3 months ago2024-01-12 12:51:46 UTC in vault item: Interactive_Vehicle_Frmk Comment #105859
不客气。
You're welcome.
Commented 3 months ago2024-01-12 09:11:27 UTC in vault item: Interactive_Vehicle_Frmk Comment #105858
Thank you Lei Shi, very cool.
Commented 3 months ago2024-01-11 22:13:41 UTC in wiki page: scripted_sequence Comment #105857
Would someone be willing to make that flow chart? I might actually need it.
Commented 3 months ago2024-01-10 08:15:28 UTC in vault item: Get to the water tower Comment #105856
4.4/10
Architecture — 5
Texturing — 4
Ambience — 5
Lighting — 5
Gameplay — 3

Rather empty, I feel like it needed a lot more combat scenarios. A lot of areas could have been great for Combine arenas instead of just Zombies being there. Zombie spawns could have also been better as well, they just appear in front of you and weren't much of a threat. A Fast Zombie or a Poison Zombie here and there would have had some risk to the encounters.

The progression to the water tower was great though, it did actually feel like I went through a journey and being able to see the tower from the beginning and being able to see where you began at the end was nice. I would suggest that for your next map that you focus on combat scenarios. Maybe put little spins on them as well for an extra challenge.
Commented 3 months ago2024-01-09 22:56:28 UTC in wiki page: Tutorial: Compiler charts and limits Comment #105855
I wrote a short journal entry on how all 15 lumps relate to each other. I used the relational model to visualize it.

Because the referencing of entries by other entries is done with indices into the lump using mostly 16-bit shorts, it places a hard limit on how many of the target lump's entries can exist before their indices becomes out of bounds for the data types used. In addition, Carmack makes a few of these data types do double (sometimes triple) duty e.g. positive values refer to one type, negative values means entirely different type, and 0 means null, so that halves the capacity of a type's max index. clipnodes suffer the most from this; an entire half (the negative half) of addressable values in 2^16 is used to assign only 2 significant values -1 and -2.

I've incorporated the information into the first section of this page. You can read the table as:
The resource A has a limit of X because it is referenced by JKL with data type T, using [Remark]
The resource clipnodes has a limit of 32768 because it is referenced by other clipnodes with data type short, using positive values > 0
Commented 3 months ago2024-01-09 13:16:25 UTC in wiki page: VERC: MAP File Format Specification Comment #105854
Additional context:
  • This version of the map format is colloquially known as Valve20 to differentiate from the original Quake version
  • Valve20 is now the de-facto map format all Quake-based and Quake-derived editors and compilers support due to the precision in texture alignment
  • TrenchBroom uses the OS's clipboard for copy and paste (not the case with JACK/VHE3.x) and uses the map format to represent brush & entity data to be pasted. It also means clipboard-based IPC can be done using the map format.
Commented 3 months ago2024-01-08 05:43:44 UTC in wiki page: func_tankrocket Comment #105853
在反恐精英中不起作用。
It doesn't work in Counter-Strike.
Commented 3 months ago2024-01-06 18:48:27 UTC in vault item: Cliffs and Caves Update! - The Rimpository v1.05 Comment #105852
It is really cool of you to do this, Rimrook, I love it ❤️

I'll be sure to take a look once I have a PC again
Commented 3 months ago2024-01-06 06:24:22 UTC in wiki page: env_fog (Counter-Strike) Comment #105851
请问有人可以提供关于“Fog Affects Skybox”生效的截图吗?
Can anyone provide a screenshot of the effect of the "Fog Affects Skybox" flag?
Commented 3 months ago2024-01-06 06:19:43 UTC in wiki page: func_detail Comment #105850
What I can gather from the community's collective wisdom:
  • func_detail does not reduce world leaves
  • func_detail instead reduce VIS portals generated by HLBSP. if without it HLBSP makes VIS portals around detail geometry, with it it just treat the surrounding area as a single VIS leaf
  • func_detail is gone at the end of HLBSP, and is world geometry after that point
  • hence HLRAD cannot treat it in any way other than opaque world brush because it's gone by the time it's run
Commented 3 months ago2024-01-05 19:03:39 UTC in vault item: Lo-fi Train (Showcase Map) Comment #105849
Not bad. Nice vibes with the music playing.

One thing I will say though is that the reflection isn't done well. There should not be a huge gap between objects and their reflection. The reflection of the wire is where this is most obvious and you can even see it in the screenshot. The reflection would show on the floor's surface, so objects ON the floor would be in contact with their reflection.
User posted image
User posted image
Commented 3 months ago2024-01-05 12:12:36 UTC in wiki page: func_tracktrain Comment #105848
Some findings about func_tracktrain:
  • wheels distance is only measured forward from origin. To make the train travel as much on the path as possible, the origin needs to be located at the center of the back axle.
  • wheel distance defaults to 100.
  • target of a path_track is fired when the origin passes the path_track.
  • the position and angle is set wrt the origin point as follows:
    1. trace a line forward.
    2. if there's enough distance to the end of the current path, keep heading
    3. if wheel distance > distance to next path, subtract current distance to next path, then iterate the path forwards until the distance fits the path. the point where distance is 0 is the new heading.
    4. origin moves forward
    5. angle is adjusted to point to the heading. this will in all cases be shorter than wheel distance; the sharper the curve the more noticeable. this also means the front wheel part will always overshoot the path. but the origin is guaranteed to always be on the path.
Commented 3 months ago2024-01-05 11:41:49 UTC in vault item: Bloody Christmas Comment #105847
You can eat candies instead of cookies so with that it should be enough :) I can't make the player eating everything neither