Commented 2 years ago2021-10-20 17:58:37 UTC
in journal: My Whole Half LifeComment #103784
Now I'm curious. I got born on the 23rd of February 2002, and I joined here on the 16th of January 2016. That'd be 5075 days. Today's the 20th of October 2021 as Archie said, and... dayum. That's 7179 days.
I've been a TWHLer for 29.3077% of my life. Nice. It'll be 50% on the 8th of December 2029.
I think the very first thing I googled, when HL: Alyx came out, was the ending. xD But, by the time I get a VR headset and finally play the game (2026/2027), I'll probably have forgotten it, so it's gonna be a brand new experience for me.
Anyway, nice review.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-04-22 10:20:43 UTC
in journal: Opening a new chapterComment #103534
I have finished my last high school exam. Just gotta finish a project for Entrepreneurship class and then I'm truly done.
My parents are against the idea of working for a couple of years and then going to college, and I understand why, so I'll try doing both. I've discovered that, in the first 1 or 2 years in that college, they really just revise whatever I've had in high school. Basics of C++, basic IT theory, complex numbers and stuff in Maths, and some English stuff. If it turns out very easy, it might be more feasible to work and study at once.
So with that said, I figured I'll go to college for a couple of months to get used to that, then try finding a job and get used to that. If it works out, great! If it doesn't, I'll just keep going to college and see if I can get a job after it. I don't care about social life, and I sleep in the bus, so it's gonna be exactly what I was used to.
Either way, I did some estimations and if we assume:
a stable job with a pay of 1000 KM per month (500€ per month, 6000€ per year),
that I'll live with my parents,
that my parents and I will be alive for the next 5 to 10 years,
then I will need to work for about 5 (+/- 20%) months in order to buy the things I need. Mainly some software licences, VSTs, electronics and hardware upgrades, basically.
Here's the plan if anyone's curious:
The bus ticket price can be eliminated once I start driving, but considering the price of getting a driver's licence, I think the average is gonna be about the same, if not higher.
@NineTnine Ah, good ol' times. Not so good now that I read through my old posts, but whatever.
Commented 3 years ago2021-04-16 14:28:12 UTC
in journal: Opening a new chapterComment #103516
Yes, I cheated a tiny bit. One morning, I had a test in Computer Architecture. I took out my phone and opened a PDF with some of the lessons we needed to learn, cuz' I was lazy and there were many lessons. The time limit was about 15 minutes, and there were 20 questions, and I managed to get about 90% lol.
I'm gonna have another test from the same subject in Monday, buuuuut I'm pretty sure I won't cheat on that one. It's gonna be easier and will have fewer lessons since this is pretty much the end of the school year. Other than that, I got a German test, a Maths test, and a Databases test by the 26th of April. Then I'm finally a free bird, at least for a little while.
Commented 3 years ago2020-12-15 23:50:12 UTC
in vault item: ve_tractoriadeComment #103137
IKR, anything can be a vehicle if you try hard enough! My brother was the one who suggested to put a porta potty on the big rock, and we just couldn't stop laughing. In fact, the thought alone still makes me laugh as I'm typing this.
@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.
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 ago2020-11-20 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.
But I know I'll get hugs one day
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 3 years ago2020-11-01 18:47:14 UTC
in journal: GoldSRC + Godot = ???Comment #103001
The truth is, I don't even have to use VISAREA brushes. I can quite simply mark everything "between" VISPORTAL brushes as a visarea, basically what idTech 4 does. The only issue with that is the consequential existence of leaks, whereas with the system described in the journal, leaks don't have to exist. If I gain any greater understanding of VHLT, I might as well implement this idea in HL. xD
Anyway, I moved the project from Godot back to idTech 3. A month's worth of work has been undone, for the greater good.
In a nutshell, I underestimated the required amount of work to do the new entity system properly. The plan was to integrate a common entity interface between the game DLL, client DLL and the server part of the engine. But, since I need to start making a game in January or February, and finish a demo by May (for a local gamedev competition), I decided to drastically decrease the needed work (and time) by keeping the entity interface only in the game DLL.
So what this means is, the engine and client only know about something called sharedEntity_t, which is kinda like GoldSRC's edict_t and entvars_t, while the game DLL will have a bunch of different entity classes.
It's not a big deal. I can still implement entity components the way I imagined, and I can get rid of the old game entity (gentity_t) system.
Commented 3 years ago2020-10-20 12:55:03 UTC
in vault item: 2020 PracticeComment #102981
Given these screenshots, I'd say it's a pretty solid work in progress. It's always good to see someone learning by basically trying out everything the game offers you (in terms of entities), like I did when I started out. Definitely gives a very solid understanding of things and whatnot.
So with all that said, I'm looking forward to updates and stuff. ^^
Commented 3 years ago2020-10-17 19:34:52 UTC
in journal: Unity Game Dev.Comment #102962
Well, you could freely contact me if you want C# mentoring in general, I'd say I'm good enough at it lol.
Cameras are, really, just points in space with some extra properties (FOV, far clipping plane, near clipping plane). In the case of 2D, they just have an XY position, a zoom factor, and a single angle. So, if you'd like the camera to follow Spike, you'd do something like this:
// Somewhere in some Initialize method: (assuming your player entity contains a Camera component and a Player component of some sorts)
playerComponent = GetParent().GetComponent<PlayerComponent>();
// Somewhere in some OnUpdate method:
cameraPosition = playerComponent.GetTransform().GetPosition();
So what's gonna happen is, the camera grabs a reference to your current player, and tracks the position. So wherever the player moves to, the camera follows along. The real fun happens when you start experimenting.
Commented 3 years ago2020-10-16 19:52:54 UTC
in journal: Unity Game Dev.Comment #102959
Why did you disable embedding? <w< But anyway, that looks cute.
My only complaint would be the very noticeable usage of FL Slayer in that song, assuming you made the song. I'd recommend getting some clean electric guitar samples (actually, FL Slayer without any post-processing will do) and Guitar Rig 5. Guitar Rig 5's demo has enough functionality to distort a guitar sound real good.
Commented 3 years ago2020-10-15 18:16:36 UTC
in journal: Unity Game Dev.Comment #102957
Oh right, I was talking about 3D when I mentioned map geometry, lol.
The reason behind going straight through geometry is that triangles are infinitely thin. The physics engine isn't aware of the "volume" of the mesh, so of course it's gonna screw up the collision at high velocities. You can think of it like treating each triangle as a separate physics object, completely disregarding the big picture. If it worked flawlessly, taking into account the volume of a concave mesh, it'd be very slow. xD
Generally, what people do in that situation is make a dedicated group of convex collision meshes (e.g. a table would have 1 wide rectangular prism, and 4 thin cylinders for collision), in which case it's easier for the physics engine to process it and it's aware of the volume. Dunno how that one works in Unity, but at least you can use a bunch of box & cylinder colliders to approximate the mesh.
Commented 3 years ago2020-10-15 17:00:20 UTC
in journal: Unity Game Dev.Comment #102955
While I don't have any significant experience with Unity (not to say I didn't try it out), I can tell you about modern engines in general:
map geometry is all made of models; although some engines like Godot and Unity have decent CSG plugins
as you've already witnessed, you start from scratch; you must invent your own movement physics or use a physics engine, you must invent your own system for this and that, specific to your game, basically everything is from scratch and all the engine does is handle the lower-level stuff like allocating memory for entities & components, render stuff and stuff like that
as you might've also noticed, asset importing is much easier; you can just drag'n'drop stuff, either into the editor's asset explorer or into some folder in your project
I think you made a nice choice if you haven't messed with programming before. C# is easier and forgiving compared to C++. At some point, you might also wanna try out Godot which also supports C# (alternatively, it offers its own scripting language GDScript), and there's a TrenchBroom plugin for it to directly import TrenchBroom maps or something.
I, personally, occasionally experiment with Unigine 2 and CryEngine 5, which are big behemoths (but still perform better and run better than UE4 AHAHAHA), and otherwise I work with idTech 3 (Quake 3 engine) and idTech 4 (Doom 3 engine), with which I've done some more significant progress. Though, I'm also planning to do some stuff in Unity and Godot.
I got born on the 23rd of February 2002, and I joined here on the 16th of January 2016. That'd be 5075 days.
Today's the 20th of October 2021 as Archie said, and... dayum. That's 7179 days.
I've been a TWHLer for 29.3077% of my life. Nice. It'll be 50% on the 8th of December 2029.
It's okay. You're not useless.
But, by the time I get a VR headset and finally play the game (2026/2027), I'll probably have forgotten it, so it's gonna be a brand new experience for me.
Anyway, nice review.
@s0nought
I hide all my cheats in the skull. There's a chance they may evaporate that way, but... it works pretty well.
My parents are against the idea of working for a couple of years and then going to college, and I understand why, so I'll try doing both.
I've discovered that, in the first 1 or 2 years in that college, they really just revise whatever I've had in high school. Basics of C++, basic IT theory, complex numbers and stuff in Maths, and some English stuff. If it turns out very easy, it might be more feasible to work and study at once.
So with that said, I figured I'll go to college for a couple of months to get used to that, then try finding a job and get used to that. If it works out, great! If it doesn't, I'll just keep going to college and see if I can get a job after it.
I don't care about social life, and I sleep in the bus, so it's gonna be exactly what I was used to.
Either way, I did some estimations and if we assume:
- a stable job with a pay of 1000 KM per month (500€ per month, 6000€ per year),
- that I'll live with my parents,
- that my parents and I will be alive for the next 5 to 10 years,
then I will need to work for about 5 (+/- 20%) months in order to buy the things I need. Mainly some software licences, VSTs, electronics and hardware upgrades, basically.Here's the plan if anyone's curious:
@NineTnine
Ah, good ol' times. Not so good now that I read through my old posts, but whatever.
One morning, I had a test in Computer Architecture. I took out my phone and opened a PDF with some of the lessons we needed to learn, cuz' I was lazy and there were many lessons. The time limit was about 15 minutes, and there were 20 questions, and I managed to get about 90% lol.
I'm gonna have another test from the same subject in Monday, buuuuut I'm pretty sure I won't cheat on that one. It's gonna be easier and will have fewer lessons since this is pretty much the end of the school year.
Other than that, I got a German test, a Maths test, and a Databases test by the 26th of April. Then I'm finally a free bird, at least for a little while.
https://twitter.com/halflife_txt/status/1218941189715419138
@I have a plan
I did the tests, and 100%-ed them lol. But it was just simple HTML and CSS stuff, nothing special.
@Captain P.
I expect to become... very old.
My brother was the one who suggested to put a porta potty on the big rock, and we just couldn't stop laughing. In fact, the thought alone still makes me laugh as I'm typing this.
Not .vmap_c? O.o
I can enjoy the map within SteamVR Hammer then. >:3
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.
In fact, I believe this could be done within a HL mod. But, I won't experiment with that until 2022.
warms the beacon
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.
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.
VISAREA
brushes. I can quite simply mark everything "between"VISPORTAL
brushes as a visarea, basically what idTech 4 does. The only issue with that is the consequential existence of leaks, whereas with the system described in the journal, leaks don't have to exist.If I gain any greater understanding of VHLT, I might as well implement this idea in HL. xD
Anyway, I moved the project from Godot back to idTech 3. A month's worth of work has been undone, for the greater good.
So what this means is, the engine and client only know about something called
sharedEntity_t
, which is kinda like GoldSRC'sedict_t
andentvars_t
, while the game DLL will have a bunch of different entity classes.It's not a big deal. I can still implement entity components the way I imagined, and I can get rid of the old game entity (
gentity_t
) system.It's always good to see someone learning by basically trying out everything the game offers you (in terms of entities), like I did when I started out. Definitely gives a very solid understanding of things and whatnot.
So with all that said, I'm looking forward to updates and stuff. ^^
Cameras are, really, just points in space with some extra properties (FOV, far clipping plane, near clipping plane). In the case of 2D, they just have an XY position, a zoom factor, and a single angle. So, if you'd like the camera to follow Spike, you'd do something like this: So what's gonna happen is, the camera grabs a reference to your current player, and tracks the position. So wherever the player moves to, the camera follows along. The real fun happens when you start experimenting. This will make the camera never move up'n'down, only left-right following the player, just like Super Mario Bros. for the NES. xD
Keep in mind that I got no Unity scripting experience so this code won't apply, it's more like pseudocode to get the idea across.
But anyway, that looks cute.
My only complaint would be the very noticeable usage of FL Slayer in that song, assuming you made the song. I'd recommend getting some clean electric guitar samples (actually, FL Slayer without any post-processing will do) and Guitar Rig 5. Guitar Rig 5's demo has enough functionality to distort a guitar sound real good.
The reason behind going straight through geometry is that triangles are infinitely thin. The physics engine isn't aware of the "volume" of the mesh, so of course it's gonna screw up the collision at high velocities. You can think of it like treating each triangle as a separate physics object, completely disregarding the big picture. If it worked flawlessly, taking into account the volume of a concave mesh, it'd be very slow. xD
Generally, what people do in that situation is make a dedicated group of convex collision meshes (e.g. a table would have 1 wide rectangular prism, and 4 thin cylinders for collision), in which case it's easier for the physics engine to process it and it's aware of the volume. Dunno how that one works in Unity, but at least you can use a bunch of box & cylinder colliders to approximate the mesh.
- map geometry is all made of models; although some engines like Godot and Unity have decent CSG plugins
- as you've already witnessed, you start from scratch; you must invent your own movement physics or use a physics engine, you must invent your own system for this and that, specific to your game, basically everything is from scratch and all the engine does is handle the lower-level stuff like allocating memory for entities & components, render stuff and stuff like that
- as you might've also noticed, asset importing is much easier; you can just drag'n'drop stuff, either into the editor's asset explorer or into some folder in your project
I think you made a nice choice if you haven't messed with programming before. C# is easier and forgiving compared to C++.At some point, you might also wanna try out Godot which also supports C# (alternatively, it offers its own scripting language GDScript), and there's a TrenchBroom plugin for it to directly import TrenchBroom maps or something.
I, personally, occasionally experiment with Unigine 2 and CryEngine 5, which are big behemoths (but still perform better and run better than UE4 AHAHAHA), and otherwise I work with idTech 3 (Quake 3 engine) and idTech 4 (Doom 3 engine), with which I've done some more significant progress.
Though, I'm also planning to do some stuff in Unity and Godot.
Send a private message to Captain P. about the map, he's still online from time to time ^w^
Happy 25th birthday lol