Comments

Commented 7 months ago2024-06-01 15:00:45 UTC in vault item: cross_stalk_tribute Comment #106193
`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`
Ah yes, stalkyard needs more appreciation, good to see there's people who still love to play this map, same goes for boot_camp
Commented 7 months ago2024-06-01 12:15:41 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106192
we love you rim(pository)
Commented 7 months ago2024-06-01 02:00:02 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106191
Just updated the collection with .rmf and .map formats for you and others, just redownload. Happy to help.
Commented 7 months ago2024-05-31 21:47:25 UTC in wiki page: env_shake Comment #106190
env_shake doesn't work for players who are not on ground at the moment env_shake is fired, at least in counter strike
even trigger_relay with trigger state on doesnt seem to bypass this, and neither does globalshake flag for env_shake
note that delay before trigger attribute can alter timing of firing
Commented 7 months ago2024-05-30 22:32:01 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106189
I don't use Jack, is there any way to use these prefabs in Hammer?
Commented 7 months ago2024-05-28 17:38:37 UTC in vault item: Jump Arena V1 Comment #106188
Reminds me of Timesplitters 1's mapmaker.
Commented 7 months ago2024-05-25 16:34:42 UTC in journal: My mod is gonna be good Comment #106187
Just make sure to add maps, enemies and weapons and you're golden. :crowbar:
Commented 7 months ago2024-05-25 03:23:58 UTC in journal: #6605 Comment #106186
For fuck sake potatis.
Commented 7 months ago2024-05-23 20:44:32 UTC in journal: Level Boundaries Comment #106185
I was always impressed with the L4D games and their approach to this. Not always flawless, but the player was guided really intuitively through level design
Commented 7 months ago2024-05-20 17:00:07 UTC in vault item: Half-Life map logic visualizer Comment #106184
Thanks for the feedback! I also think that empty fields would look better, but at this stage the code become so messy that I afraid to touch even such a small thing. The whole code even depends on this entity list table.
Commented 7 months ago2024-05-20 01:57:22 UTC in vault item: Half-Life map logic visualizer Comment #106183
Whoa this is super cool. Ill test it out at some point. Suggestion just from looking at the screenshot: instead of saying "NO" on fields that have nothing, can it just be left blank? or maybe "n/a"? because i could see it being kind of confusing for boolean fields where they're actually a yes/no or true/false
Commented 7 months ago2024-05-19 21:41:28 UTC in vault item: CP_TWHL4 Comment #106182
I saw people talking about the deathmatch server, but where is that? In the past there was a link on the frontpage I think.

As for the map, delicious clean architecture and texturing in the Rimrookian style we're used to :D.
Commented 7 months ago2024-05-18 13:03:19 UTC in vault item: sewagex3 Comment #106181
I love your maps. All of them are 10/10.
Commented 7 months ago2024-05-16 21:49:40 UTC in vault item: Portal Cubes Comment #106180
That is actualy so cool
very good job
Commented 7 months ago2024-05-16 17:25:22 UTC in vault item: sewagex3 Comment #106179
Really stinkin beautiful with the brushwork detail! It might hinder playability but ya can't deny it's a very cool place to gawk at things. Especially that gantry crane, gyatt damn!
Commented 7 months ago2024-05-15 01:04:42 UTC in vault item: sewagex3 Comment #106178
I like it
Commented 7 months ago2024-05-14 08:28:02 UTC in vault item: BSP Runner [v1.1.1] Comment #106177
Looks useful if you want a more advanced launch stage of one's compilation process, great work! 👌
Commented 7 months ago2024-05-09 21:36:48 UTC in journal: My mod is gonna be good Comment #106176
good luck!
Commented 7 months ago2024-05-08 18:59:45 UTC in wiki page: scripted_sequence Comment #106175
funny, i can understand the entity pretty well (i think)
the flowchart just demonstrates how confusing it really apparently is :P
This comment was made on an article that has been deleted.
Commented 7 months ago2024-05-03 16:46:46 UTC in journal: Code of interest Comment #106173
Oh. Didn't know about that :|
Commented 7 months ago2024-05-03 16:45:33 UTC in journal: Code of interest Comment #106172
All that's gonna do is crash once you have a big enough array. All those function calls are gonna add up and eat the stack.
Best to use a for loop in this scenario.
Commented 7 months ago2024-05-03 15:04:00 UTC in journal: Code of interest Comment #106171
Instead of a For loop I used a countdown method to execute code from an array by a decreasing integer. I think it'll make the program work faster.
Commented 7 months ago2024-05-03 13:33:35 UTC in journal: Code of interest Comment #106170
But why recursive?
Commented 8 months ago2024-05-01 05:21:10 UTC in wiki page: func_conveyor Comment #106169
The scroll speed of scroll* textures for the entities are encoded in a hacky way by hijacking FX Color (rendercolor) and you can control the speed of scroll* textures in any brush entity, and even change them with env_render (I tested, it works! 😁)

An algorithm you can use is:
  • R - 0 if positive, 1 if negative
  • G - abs(speed) // 16 (floor division)
  • B - floor( abs(speed) * 16 ) % 256 (modulo or remainder)
Commented 8 months ago2024-04-30 10:53:09 UTC in journal: Reporting in Comment #106168
That view looks amazing! I'd love to go back to the snow sometime, especially a place like that!
Commented 8 months ago2024-04-29 20:38:45 UTC in vault item: Riverpool 2 Comment #106167
That’s by design kinda. Using additive made it way too bright. Unless there is a major issue, it’s not going to be updated.

Also, has anyone found any secrets yet?
Commented 8 months ago2024-04-29 15:59:17 UTC in vault item: Borealis Prefab Comment #106166
Yes, you can use it.
Commented 8 months ago2024-04-28 20:05:02 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106165
Yay! The new XEN plants are released. You're a god for doing that. Downloading now. :)
Commented 8 months ago2024-04-28 12:33:18 UTC in wiki page: Vlatitude: Elevator Level Transition Comment #106164
DO NOT USE trigger_auto on the second map. trigger_auto fires only once.
DO USE instead "change target" in trigger_changelevel of the first map to fire eleend_mm on the second level. This makes it repeatable and reliable.
If the elevator is to be used both ways, the reverse setup is also needed.
If you want to study how Valve does it, use newbspguy and open any Half-Life map with elevator changelevels.
Commented 8 months ago2024-04-28 10:20:59 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106163
This is really an impressive collection. Thanks for sharing and updating!
Commented 8 months ago2024-04-27 03:04:34 UTC in vault item: Riverpool 2 Comment #106162
It seems really nice, although I'll hold off on rating since I also haven't played it.
I did notice a minor issue in that the render mode for the forcefield around the rpg seems to be set to texture rather than additive
Commented 8 months ago2024-04-26 21:17:07 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106161
Yes, the trees and everything is all for goldsource. I tried to keep the trees at a polycount that isn't terribly high so you can use a lot of them in a map or scene. They were all built with optimization in mind and the philosophy of "what if these were made in 1998." I hope you enjoy them.
Commented 8 months ago2024-04-26 21:13:54 UTC in vault item: Riverpool 2 Comment #106160
I would love to see how it actually plays too.
Commented 8 months ago2024-04-26 02:12:46 UTC in vault item: Riverpool 2 Comment #106159
SOMEBODY PLEASE HOST THIS MAP, THANKS 🙏‍
Commented 8 months ago2024-04-25 18:58:45 UTC in vault item: Map2Curve v0.81 Comment #106158
Amazing
Commented 8 months ago2024-04-25 11:57:31 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106157
Are those high poly trees for goldsource? other than that looks really good. thanks
Commented 8 months ago2024-04-24 22:24:32 UTC in vault item: model chargers pack (works with vanilla HL!) [v1.1.0] Comment #106156
Amazing
Commented 8 months ago2024-04-24 22:11:58 UTC in vault item: The Rimpository v1.07 - Just more stuff I suppose... Comment #106155
I use this on my maps, these prefabs are amazing.
Commented 8 months ago2024-04-24 14:57:00 UTC in vault item: Borealis Prefab Comment #106154
Can i use this in a project of mine? i can give you credit if you want.

thanks
Commented 8 months ago2024-04-24 13:38:04 UTC in vault item: Vehicle Prefabs Comment #106153
Can I add these to the rimpository with credits? These are absolutely excellent.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 8 months ago2024-04-20 14:46:08 UTC in journal: Reporting in Comment #106150
Heya Striker! Good to see I'm not too alone in maintaining a bit of positivity despite the times.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 8 months ago2024-04-20 12:04:46 UTC in journal: Reporting in Comment #106147
Ah, a fellow snowboarder! 😃
Those mountains look lovely! I bet that slope was fun!
Commented 8 months ago2024-04-20 11:46:59 UTC in journal: Hiatus(Yes, again) Comment #106146
Taking breaks and resting is very important. No matter if it's work or hobby or chores.
I hope things get well and you get the rest you need 🙂
Commented 8 months ago2024-04-20 11:13:05 UTC in wiki page: Tutorial: Coding Fog Comment #106145
This tutorial sends messages to the player on every spawn, which is probably not something we want in multiplayer.

Suggested change, in CBasePlayer::Precache function, add m_bSendMessages here:
if ( gInitHUD )
{
    m_fInitHUD = TRUE;
    m_bSendMessages = TRUE;
}
Commented 8 months ago2024-04-20 08:08:59 UTC in journal: GUYS I FIGURED IT OUT Comment #106144
why did it send my comment twice is there a delete button