Comments

Commented 3 months ago2023-12-24 16:42:33 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105783
Great tool! Especially when map sources were lost. I with texture and lightmap editing was easier. E.g. making textures "aligned to face" or scaling to -1. For lightmaps I see there's much planned ahead. Like exporting multiple faces, or adding flood fills. I'm looking forward to see more features in the future! Great work and especially nice to see small, fast and native code!
Commented 4 months ago2023-12-18 15:43:32 UTC in news: Competition - Half-Life 25th Anniversary: Vanilla HLDM Comment #105761
Whoa.. I'd really love to, but I'm swamped with code and models. :( But I'm making the best HLDM mod, so can relate :D
Commented 6 years ago2018-03-10 18:15:52 UTC in journal: #8920 Comment #38836
I know how that feels, bro
Commented 7 years ago2017-03-21 15:16:16 UTC in wiki page: Tutorial: Creating Overviews Comment #100613
While some of this is true, it's just soooo wrong.
Even the result is BAD. If you see green color in the game, you've messed things up.
Commented 7 years ago2017-03-05 12:57:07 UTC in vault item: doomify Comment #18443
Hi! Just fixed some sounds (only big ones due to lack of time) for ya:
http://rgho.st/6qCT86nh5

Don't feed HL with 44K/16bit - it really hurts it :(
Commented 7 years ago2017-03-01 11:15:39 UTC in vault item: dm_stalkfire_f1 Comment #18438
Downloading, looks promising!
Flagging as a candidate for "best maps of century" megaproject.
Commented 10 years ago2014-02-25 18:07:21 UTC in vault item: X-Half-Life: Deathmatch (XDM) 3.0.3.8 Comment #20489
Thanks!

(^_^)/ Finally, some VIDEOS: XDM playlist @YT
Commented 10 years ago2014-01-13 13:57:48 UTC in vault item: Pipe Prefabs HL Comment #20425
Neat!

PS: Don't use func_walls on multiplayer maps (ok, on ANY maps)! Use func_details. This way entity indexes won't be occupied by useless stuff.
Commented 10 years ago2013-12-27 20:54:43 UTC in wiki page: Goldsource Error: Larger than expected texture Comment #101162
I used 512*512 and 1024*32. No problems whatsoever. However, to prevent HL from resizing them, set gl_max_size to 1024.
Commented 10 years ago2013-12-27 20:51:29 UTC in wiki page: Goldsource Error: Unknown Command: VMod Enable Comment #101169
This command is handled by VoiceGameMgr. In singleplayer or early HL SDK it's not hooked to console, so it does not exist. Can be ignored. I've fixed this issue in my mod.
Commented 10 years ago2013-12-27 20:49:33 UTC in wiki page: Goldsource Error: WARNING! sound/mapsounds/arc_t Comment #101166
It's NOT meaningless!
Half-Life ONLY accepts 11025 8bit mono and 22050 8bit mon sounds!
16bit or stereo samples will not load (may crash the game), and other sampling rates will make the engine RESAMPLE the sound to 11025Hz! It will sound EXTREMELY BAD, so please, NEVER use 44100hz wavs in HL1!
Commented 10 years ago2013-12-16 05:11:42 UTC in vault item: Riverpool Comment #20359
Yup, still dead...
Commented 10 years ago2013-12-07 13:17:17 UTC in vault item: Secret Santa 2011 - Soup Miner Comment #20355
User posted image
:)
Commented 10 years ago2013-10-22 19:00:49 UTC in wiki page: Tutorial: Skewing textures in Hammer Comment #100955
HOW could I have forgotten about this technique?!! (T_T)
Thanks for the tutorial!

Also, I prefer to ALWAYS align textures to face, because when players draw decals on walls, they otherwise will be distorted.