Commented 3 years ago2020-12-07 15:56:26 UTC
in vault item: Car Assault v1Comment #103125
Ohhhh I remember this game. I forgot the name, but I remember I received the CD of it to play it on my Pentium 2 when I was about 8 years old. It was only over the weekend, and the game only ran with the CD in. I was instantly obsessed with it but then lost it forever when I had to return the CD :(.
@Alberto Yes. My main support is for TrenchBroom (Quake 3 map format, w/o patches for now) and J.A.C.K. (true Quake 3 map format). I am assuming that TB will eventually get true Q3 format support, with patches. Patches are actually those curved planes you're talking about. They can also be cylinders, cones, terrain etc., basically meshes inside the BSP like Source displacements.
Hammer 3.x is less likely, BUT, as long as you have a q3map2 that supports the Valve 220 format (J.A.C.K.'s q3map2 does), you'll be fine. It's of lower priority TBH. However, a big issue with Hammer is the textures. Since using GoldSRC-specific formats (MDL, WAD3, HL BSP etc.) is technically illegal in engines outside of GoldSRC, and I wanna make paid games with this engine (and put 'em on Steam at some point), yeah. No. We can forget about Hammer support here.
Anyway, another update: now brush entities are solid and can be collided with. I am almost ready to begin re-implementing some of the most needed entities.
When you say that JACK, TB and Hammer can be used, you mean that we can use the standard GoldSRC configuration to map for it? Because JACK supports Quake 3 mapping which has some differences like the way you can manipulate the UV map to round a texture on a curved plane, something that the GoldSRC configuration doesn't have (unless it can be added/hacked in it).
Commented 3 years ago2020-11-27 14:47:46 UTC
in news: TWHL Tower 2 is out!Comment #103095
This mod was superb! Makes me regret I didn’t take part in it, but then, I would have needed the deadline to be extended at least a few (more) dozen times, considering my usual productivity.
Commented 3 years ago2020-11-26 21:40:26 UTC
in vault item: Vanilla sprite trainComment #103092
Nice! I noticed that zhlt_usemodel also ensures that the 'template' entity whose sprite or model is used will be put before the entities that use it, so the map won't crash because the sprite or model hasn't been loaded yet. If you use model instead you'd have to be careful to create the sprite/model entity first.
If you make tetra terrain have fun solving the clipping issues where you fall through gaps in the floor. Also if you make them func_detail then the backside of the terrain wastes other resources too like clipnodes and worldleaves
Commented 3 years ago2020-11-25 13:03:17 UTC
in vault item: Switchable TracktrainComment #103089
I downladed this map and launched it with JACK. At first it was plain black in the game but there was no problem with the map. The line +0~LIGHT3A 255 255 255 10000 was commented in the ligths.rad inside my HalfLife tools folder (D:\Steam\steamapps\common\Half-Life\tools). Once I had removed the double slash // it was lit very well. Now I am to study this puzzle. Thank you for this interesting sample!
Commented 3 years ago2020-11-25 00:51:24 UTC
in vault item: awp_tokyo_v2Comment #103087
The T and CT spawn are more darker because I have not included lights directly above especially on those four corners (balconies). So func_detail entity would make these pillars located in these corner to cast shadows making those areas even darker. Subsequently, this would be hard especially for T players to spot CT players as they would in a way blend in the dark.
First, download this file there is a jmf file included also. Second, render two bsp files where in one you tie the pillars to func_wall and second to func_detail. 3. Compare the results then tell me what do you think.
Commented 3 years ago2020-11-24 21:04:10 UTC
in vault item: awp_tokyo_v2Comment #103086
In what way? Wallbanging or would the map be darker overall? If wallbanging is the issue, then you can set ZHLT lightflags to "Opaque + concave fix", so that func_wall is gonna cast the shadows and all.
Commented 3 years ago2020-11-24 08:44:04 UTC
in vault item: TWHL Tower 2Comment #103085
That's a lot of high-quality maps! Some interesting gameplay mechanics and ideas, and the level of detail in some of the maps is just excellent. I've tried to summarize my thoughts on each map:
Warm welcome: I like how the gameplay mechanics were communicated through visual clues (red lasers + red glow on turrets, orange pipes). Pest control: The cubicles combat area setup was nice, with vorts being able to flank the player. Standard HL gameplay but nicely done. Phantom lab: Visually very nice, good use of available space, also good use of satchels/tripmines. I wasn't expecting a hidden item search and found the G-man sequences a bit too long, and the intro was weird, but a great map nonetheless. The tomb: Fun introduction and great atmosphere, especially the 'artifact grab' and the cheesy 'ending'. Instakill traps were a bit frustrating, but still a fun map. Cargo specimen #798: Interesting monster use. It wasn't always very clear how to proceed though. The start and end 'sequences' were a fun touch. Food court: Finally, after all these years, Gordon gets to eat something besides medkits and morphine... Half-Pint: Fantastic! Manages to be both predictable and surprising at the same time. Definitely one of the highlights of this mappack. Memories: These kind of maps aren't really my cup of tea. Orange corp: Nice visuals and 'storytelling' that builds up suspense before the final 'discovery'. Tele office: Visually more basic, but the combat and especially the 'finale' were actually quite fun. Training course: Refreshingly different in style. Combat was maybe a bit too though but it was never dull. Smash & grab: Very well done. Visually appealing, distinct mechanics that were clearly explained, and not too easy either. Saviour?: Good sense of place and level of detail. Interesting use of windows and layout, so the player can see the AI taking initiative, which makes them look smart. Xen garden: 1/10 would never relax here again. 'domesticated' headcrabs, yeah right... But seriously, this one looked very pretty. Apartments: I don't like horror maps so I skipped this one. Not much of a turnabout: That's a cool little detective story. Very nice! Headley & Crabb: Not bad visually, but not the most interesting combat-wise. I'm not sure why Barney was hostile? Darkwoods penitentiary: Not really my style, but I'm glad I stuck around to see the ending. Flippant: An interesting idea, but enemies were rather difficult to hit (due to a hitbox issue?) and combat was too hard overall for my taste. Von Braun: This floor felt like a different game altogether. Very well done. The hint system was a good idea, given how little 'room' there was to introduce the different gameplay mechanics. Cupid's queue: A bit rough around the edges, with some rooms not making much sense. I did like how it gave you a glimpse of the secret cd. Trial by fire: More horror, so another skip for me. Hard inferno: Nice idea about exploration versus direct confrontation. Ending was pretty frantic. Repechage: Visually very pleasing, interesting gameplay mechanics, chock-full of secrets, but above all, great fun to play. One of my favorite maps in this mappack. All foyered up: Visually very nice (chrome tv effect!), but the final room felt a bit too cramped for a grande finale. Cenodrome XL: I'm not sure whether I'd be able to beat this without cheating, but it's an interesting idea for sure. The connection with Repechage is a nice touch.
Commented 3 years ago2020-11-20 10:26:01 UTC
in journal: #8888Comment #103075
Not entirely alone. I found my comfort in an Internet relationship with a Hungarian girl, who I'm hoping to meet one day once I've a job and a car. Hungary's pretty damn close, unlike the countries of all my previous relationship partners (mainly the USA and the UK).
It kinda sucks that I've been starved of physical affection for years. Certainly, there are many people out there who are the same. Haven't had a hug, haven't kissed anyone, haven't been kissed... but alas. If I've gone through this year like that, I'll go through the next 5 ones just like so.
Not .vmap_c? O.o
I can enjoy the map within SteamVR Hammer then. >:3
Minimicus will definitely go up there.
Also, Mission McPoker
In my defense, I made that map while on Prozac.
Also I don’t even have the map anymore, it was on an old computer. ;( feel kinda bad about all this.
Still, I’m rather impressed you found them all. It wasn’t my intention to tease. Congrats!
Yes. My main support is for TrenchBroom (Quake 3 map format, w/o patches for now) and J.A.C.K. (true Quake 3 map format). I am assuming that TB will eventually get true Q3 format support, with patches. Patches are actually those curved planes you're talking about. They can also be cylinders, cones, terrain etc., basically meshes inside the BSP like Source displacements.
Hammer 3.x is less likely, BUT, as long as you have a q3map2 that supports the Valve 220 format (J.A.C.K.'s q3map2 does), you'll be fine. It's of lower priority TBH.
However, a big issue with Hammer is the textures. Since using GoldSRC-specific formats (MDL, WAD3, HL BSP etc.) is technically illegal in engines outside of GoldSRC, and I wanna make paid games with this engine (and put 'em on Steam at some point), yeah. No. We can forget about Hammer support here.
Anyway, another update: now brush entities are solid and can be collided with. I am almost ready to begin re-implementing some of the most needed entities.
By the way, great job my friend!
After making a couple of games with Unity myself, I would highly recommend this guy: Jason Weimann. His videos contain a lot of good practices in a very understandable manner. He has videos on full 2D games and 3D with networking (very recent).
And also check out this channel: Infallible Code, it is more talk oriented than code, but can give you a lot of insight about Unity.
There are a lot of good talks about Unity, here are two of my favorite ones: Unite Austin 2017 - Game Architecture with Scriptable Objects, Unite Europe 2017 - Squeezing Unity: Tips for raising performance
In fact, I believe this could be done within a HL mod. But, I won't experiment with that until 2022.
Debating whether to resume hunting or just give it up.
Update: OK, found the final button. I was expecting evil but I just missed an easy one.
However, the door never actually opens, you evil tease! Though I had a look, seems like bigdoormm is missing?
warms the beacon
zhlt_usemodel
also ensures that the 'template' entity whose sprite or model is used will be put before the entities that use it, so the map won't crash because the sprite or model hasn't been loaded yet. If you usemodel
instead you'd have to be careful to create the sprite/model entity first.The line +0~LIGHT3A 255 255 255 10000 was commented in the ligths.rad inside my HalfLife tools folder (D:\Steam\steamapps\common\Half-Life\tools).
Once I had removed the double slash // it was lit very well.
Now I am to study this puzzle.
Thank you for this interesting sample!
First, download this file there is a jmf file included also. Second, render two bsp files where in one you tie the pillars to func_wall and second to func_detail.
3. Compare the results then tell me what do you think.
Thank you
If wallbanging is the issue, then you can set ZHLT lightflags to "Opaque + concave fix", so that func_wall is gonna cast the shadows and all.
Warm welcome: I like how the gameplay mechanics were communicated through visual clues (red lasers + red glow on turrets, orange pipes).
Pest control: The cubicles combat area setup was nice, with vorts being able to flank the player. Standard HL gameplay but nicely done.
Phantom lab: Visually very nice, good use of available space, also good use of satchels/tripmines. I wasn't expecting a hidden item search and found the G-man sequences a bit too long, and the intro was weird, but a great map nonetheless.
The tomb: Fun introduction and great atmosphere, especially the 'artifact grab' and the cheesy 'ending'. Instakill traps were a bit frustrating, but still a fun map.
Cargo specimen #798: Interesting monster use. It wasn't always very clear how to proceed though. The start and end 'sequences' were a fun touch.
Food court: Finally, after all these years, Gordon gets to eat something besides medkits and morphine...
Half-Pint: Fantastic! Manages to be both predictable and surprising at the same time. Definitely one of the highlights of this mappack.
Memories: These kind of maps aren't really my cup of tea.
Orange corp: Nice visuals and 'storytelling' that builds up suspense before the final 'discovery'.
Tele office: Visually more basic, but the combat and especially the 'finale' were actually quite fun.
Training course: Refreshingly different in style. Combat was maybe a bit too though but it was never dull.
Smash & grab: Very well done. Visually appealing, distinct mechanics that were clearly explained, and not too easy either.
Saviour?: Good sense of place and level of detail. Interesting use of windows and layout, so the player can see the AI taking initiative, which makes them look smart.
Xen garden: 1/10 would never relax here again. 'domesticated' headcrabs, yeah right... But seriously, this one looked very pretty.
Apartments: I don't like horror maps so I skipped this one.
Not much of a turnabout: That's a cool little detective story. Very nice!
Headley & Crabb: Not bad visually, but not the most interesting combat-wise. I'm not sure why Barney was hostile?
Darkwoods penitentiary: Not really my style, but I'm glad I stuck around to see the ending.
Flippant: An interesting idea, but enemies were rather difficult to hit (due to a hitbox issue?) and combat was too hard overall for my taste.
Von Braun: This floor felt like a different game altogether. Very well done. The hint system was a good idea, given how little 'room' there was to introduce the different gameplay mechanics.
Cupid's queue: A bit rough around the edges, with some rooms not making much sense. I did like how it gave you a glimpse of the secret cd.
Trial by fire: More horror, so another skip for me.
Hard inferno: Nice idea about exploration versus direct confrontation. Ending was pretty frantic.
Repechage: Visually very pleasing, interesting gameplay mechanics, chock-full of secrets, but above all, great fun to play. One of my favorite maps in this mappack.
All foyered up: Visually very nice (chrome tv effect!), but the final room felt a bit too cramped for a grande finale.
Cenodrome XL: I'm not sure whether I'd be able to beat this without cheating, but it's an interesting idea for sure. The connection with Repechage is a nice touch.
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10
I found my comfort in an Internet relationship with a Hungarian girl, who I'm hoping to meet one day once I've a job and a car. Hungary's pretty damn close, unlike the countries of all my previous relationship partners (mainly the USA and the UK).
It kinda sucks that I've been starved of physical affection for years. Certainly, there are many people out there who are the same. Haven't had a hug, haven't kissed anyone, haven't been kissed... but alas. If I've gone through this year like that, I'll go through the next 5 ones just like so.