Comments

Commented 5 years ago2019-05-27 19:47:50 UTC in vault item: fy_canopy Comment #102018
Noice treeline. Would like to see some 3D tree brushwork from these textures :)
Commented 5 years ago2019-05-27 19:39:16 UTC in journal: Giant Dump Comment #102017
Literally each and everyone of us can get diagnosed with Autism today.
In my case depression turned out to be not doing something yourself you know you can do yourself, it all spun around that.
Commented 5 years ago2019-05-27 19:37:13 UTC in journal: Resident Alcohol Comment #102016
I brought a Mac for a reason.
Wow, you actually did do everything to ensure you´ll fail. Now that´s dedication.
Commented 5 years ago2019-05-27 18:40:51 UTC in journal: Resident Alcohol Comment #102015
I think you misunderstood me.
It is not about making a port of the mod. The mod itself will feature a part where you gotta homebrew some stuff. =3

And assets like textures, models and whatnot are pretty much universal, so a Mac will do as fine as anything else.
(the only problem is, I got no idea how to compile the HL SDK for Mac, so there's probably no easy way for you to play the mod xd)
Commented 5 years ago2019-05-27 16:12:51 UTC in journal: Resident Alcohol Comment #102014
But I don't want to make games for PC. I brought a Mac for a reason. But I can port any mod you would like cause I don't have anything else to do.

At-least when I get more than 64mb RAM on my home-brew Xbox.
Commented 5 years ago2019-05-27 16:09:39 UTC in journal: Resident Alcohol Comment #102013
I am working on a project I believe is gonna be one of the most ambitious HL mods ever.

So yeah, I'd like to see you in the team because of homebrewing consultation (does not involve porting the mod to a console, but rather h.b. within the mod), and making some assets if you'd like to.
Commented 5 years ago2019-05-27 14:27:44 UTC in journal: Giant Dump Comment #102012
Always good to have a vent. Sorry to hear about everything that's going on, but every cloud has a silver lining as they say. Best of luck to Lyssa! Strange that you should mention being diagnosed with autism. We're pretty sure that's what is coming with our daughter...

Happy to hear you're still working on SMJ, and I'd be more than willing to help out with the story anyway I can. I have no professional writing experience, but I certainly enjoy it.
Commented 5 years ago2019-05-27 06:18:17 UTC in journal: Resident Alcohol Comment #102011
You sure you´ll live long enough to see any of your games complete?
I hope so. I don't want to be an unknown person.
Ya know, I think I'll invite you to my mod team, Screamernail. :P
I have my own work, but I don't even think that I can work alone anyway so. I don't know.
Commented 5 years ago2019-05-26 23:06:21 UTC in journal: Resident Alcohol Comment #102010
Ya know, I think I'll invite you to my mod team, Screamernail. :P
Commented 5 years ago2019-05-26 21:37:48 UTC in journal: Resident Alcohol Comment #102009
You sure you´ll live long enough to see any of your games complete?
User posted image
Commented 5 years ago2019-05-26 16:05:26 UTC in journal: Resident Alcohol Comment #102008
Have a model. It's Zod

EDIT:
Remember that video named "Hiape"? I made it play on my 3DS. (Test unit) It's was from awhile ago. Think I should work more on 3DS games? Cause I think I should.
Commented 5 years ago2019-05-26 12:53:27 UTC in journal: Resident Alcohol Comment #102007
I should work on that total conversion, so I'll be starting with making a prop with physics. Some encouragement is highly appreciated. And some old tools for compiling bop ver19 maps.

Do someone have any of those? I can't make the home-brew without old source tools.
Commented 5 years ago2019-05-22 07:55:54 UTC in journal: Resident Alcohol Comment #102006
The Playstation 2 community is also active as I'm sure of.

It might be old but it's good enough to be undying. No matter what people say. Consoles will still be around.
Commented 5 years ago2019-05-21 23:00:46 UTC in journal: Resident Alcohol Comment #102005
Uh oh, looks like we're wrong. D:
Fortunately wrong. :D

It's quite inspiring to see that such communities are still active.
Commented 5 years ago2019-05-21 19:20:37 UTC in journal: Resident Alcohol Comment #102004
Commented 5 years ago2019-05-21 19:04:40 UTC in journal: Resident Alcohol Comment #102003
"but why would you spend the time and effort developing for something that is arguably dead"
Maybe he's doing it just for himself.
Alternatively, maybe he's doing it because there's no competition if it's already dead. Kinda like I took over the GameBanana Far Cry section - a good chunk of the page was nothing but my submissions, rofl.

But yeah, Screamernail, he's saying that you are developing for a dead platform (the original Xbox). Nobody's gonna play that.
Commented 5 years ago2019-05-21 10:30:02 UTC in journal: Resident Alcohol Comment #102002
What does that mean?
Commented 5 years ago2019-05-21 09:56:08 UTC in journal: Resident Alcohol Comment #102001
I'm all for you, but why would you spend the time and effort developing for something that is arguably dead and appeals to a virtually nil audience?
Commented 5 years ago2019-05-20 18:13:38 UTC in journal: Resident Alcohol Comment #102000
Autism.

I have not been able to work on that HL2 TC yet. Maybe I should do that Morrowind TC first cause it's easier to modify.
Commented 5 years ago2019-05-20 17:59:24 UTC in journal: Resident Alcohol Comment #101999
I kinda realised that a while after I posted that. Oops!
Commented 5 years ago2019-05-20 00:38:09 UTC in journal: Resident Alcohol Comment #101998
I'mma say he was referring to the journal.
Commented 5 years ago2019-05-19 17:58:10 UTC in vault item: The_Tube2019 Comment #101997
I just checked this out. Having not played the original before and only experiencing this version running around on my own, the improvements seem minimal at first. However, I cannot deny that some of the more major changes are a definite improvement. The 2019 map is more open, which would allow for some interesting firefights. There are also far fewer item and weapon pick ups in dead ends which were a big no-no in the original. The texture changes mean that you can differentiate the various sections more easily and the clip and illusionary brushes for doorways and signs respectively mean that you aren't getting snagged while long jumping around the corridors.

Would love to try this out on the server some time.
Commented 5 years ago2019-05-18 20:57:19 UTC in journal: Resident Alcohol Comment #101996
Hey, I only said there's one. I'm not letting anyone know where it is, in fact, I forgot where I even found it. UwU
Commented 5 years ago2019-05-18 16:20:52 UTC in journal: Resident Alcohol Comment #101995
why
Commented 5 years ago2019-05-17 19:11:57 UTC in journal: Resident Alcohol Comment #101994
Yeah, there's a Source 2007 leak, it's just illegal as hell. :P
Commented 5 years ago2019-05-17 13:45:39 UTC in journal: Resident Alcohol Comment #101993
Isn't Source open? I thought that I Heard about that one somewhere.
Commented 5 years ago2019-05-17 11:59:47 UTC in journal: Resident Alcohol Comment #101992
I knew it. I so knew it. It was an obvious reference to homebrewing. But yeah, good luck on that. Hopefully if GoldSrc goes OpenSrc one day, a proper Xbox sourceport could be made. :D
Commented 5 years ago2019-05-17 05:54:50 UTC in journal: Resident Alcohol Comment #101991
Resident(Residence(Home)) Alcohol(Make(Brew))

And ORIGINAL Xbox is what I meant to say, I have gotten to work with someone's Xash3D port for the Xbox and are encountering unexpected interferences with it. (Crashes cause it's more than 64mb)

When I get a 128mb ram it'll be changing. But for now I'll be trying to make things work again.
Commented 5 years ago2019-05-16 21:06:41 UTC in wiki page: SKY texture Comment #101990
Correction: the "treat as one" in Hammer Editor's texture application tool is not intended to apply a texture on all the faces of a brush at one time. Instead, use SHIFT+click to select all faces and CTRL' to select multiple objects.
Commented 5 years ago2019-05-16 20:17:06 UTC in journal: Resident Alcohol Comment #101989
Have some slivovitz while you're at it. :D
User posted image
JK don't, I hear it's even deadlier than generic rakia and vodka together. xd
Commented 5 years ago2019-05-16 19:38:35 UTC in journal: Resident Alcohol Comment #101988
so youre drunk now? good, im drunk too. i dont know what og is but dont og or youll end up like this guy:
https://www.youtube.com/watch?v=TjvHy-IYET8

anyway dont mix beer with work and modding for consoles is far more difficult than for PC afaik
Commented 5 years ago2019-05-15 17:28:12 UTC in vault item: Dynamic Light Comment #101987
@stertyr

You probably can. It's a hacky setup and the keyvalue is used for some other internal purpose by the game most likely. You can experiment and try changing the value of the key to some other numbers. I recall that you can also get the yellow particles appear around the entity (usually you see them if a monster is stuck) or get a huge version of the dlight instead. Also you can get combinations of these effects, but I don't remember the exact values. I remember though that they loop at some point, so entering some huge number could give you the same result as entering something very small.
Commented 5 years ago2019-05-15 10:13:29 UTC in vault item: Dynamic Light Comment #101986
@Windawz

Thank you for explaining. I am using Quake Army Knife for mapping. I guess I just need to add effects at specific.
How to increase brightness radius of this entity? I tried almost every parameter. Only speed is working.
Commented 5 years ago2019-05-15 08:51:10 UTC in vault item: env_sound Sample Map Comment #101985
Thanks, this is very useful.
Commented 5 years ago2019-05-13 23:47:03 UTC in vault item: Dynamic Light Comment #101982
@stertyr

In Hammer-like editors (Hammer, Sledge, Jackhammer aka J.A.C.K., etc.), SmartEdit is a feature that replaces internal keyvalue names with more readable and comprehensible ones if there are any listed in the loaded fgd file. It also enables dropdown lists or color pickers on some keyvalues so you don't have to set the values by hand. But it's fgd-dependent too.

The point in turning SmartEdit off is that with it turned on you can't add custom keyvalues and can only edit the ones predefined in the fgd file. The "effects" key isn't listed in most fgds (or likely none at all), so you either have to add it by hand with SmartEdit off or add the key to your fgd file, making it appear in the entity's properties as you want it to with SmartEdit enabled.
Commented 5 years ago2019-05-13 16:28:48 UTC in vault item: Dynamic Light Comment #101981
Whats smart edit?
This comment was made on an article that has been deleted.
Commented 5 years ago2019-05-12 18:09:19 UTC in vault item: env_sound Sample Map Comment #101979
I love the env_sound, I need to make more use of it in my maps
Commented 5 years ago2019-05-12 17:15:55 UTC in vault item: Infodecal Sample Map Comment #101978
It is helpful. You can open it and replace the light_env properties or RAD compiler properties, compile it and check how it will be rendered in the game. And other stuff.
This comment was made on an article that has been deleted.
Commented 5 years ago2019-05-10 22:24:26 UTC in vault item: Infodecal Sample Map Comment #101976
Uhm... why exactly?
This comment was made on an article that has been deleted.
Commented 5 years ago2019-05-07 02:21:35 UTC in vault item: Never Ending Comment #101974
Those toxic waste pipes are just awesome :D
Really cool map!
Commented 5 years ago2019-05-06 13:27:23 UTC in journal: #1 Comment #101973
harvested
This comment was made on an article that has been deleted.
Commented 5 years ago2019-04-30 20:05:07 UTC in journal: Try Again Comment #101971
Cool. :)
Commented 5 years ago2019-04-28 07:58:18 UTC in vault item: Metropolice Outpost Comment #101970
Thanks for feedback everyone.
I've updated the map a little by adding some weapons, ammo, grenades, health kits, health chargers, armor charger and armor batteries around the map, so it's should be a lot more fair for now. It's kinda problematic cause when you test your own map it feels too easy, especially when you played it a ton of times.
Also added ambient occlusion to lightning.
And thanks for playing :)
Commented 5 years ago2019-04-26 08:29:12 UTC in journal: Mapping out the future Comment #101969
old crusty club!
Commented 5 years ago2019-04-25 22:13:46 UTC in vault item: Alternator Comment #101968
I was originally going to have it all be combine themed rooms but it just looked really bland. I then thought of making each room a different theme, starting with the grassy/nature area. I kept one of the walls there a metal texture and covered it with rocks to make it seem like the simulation was worn down :cool:
Commented 5 years ago2019-04-25 20:38:59 UTC in vault item: Alternator Comment #101967
I like maps with multiple environments. :)