Comments

Commented 19 hours ago2024-05-15 01:04:42 UTC in vault item: sewagex3 Comment #106178
I like it
Commented 1 day ago2024-05-14 08:28:02 UTC in vault item: BSP Runner [v1.1.0] Comment #106177
Looks useful if you want a more advanced launch stage of one's compilation process, great work! 👌
Commented 5 days ago2024-05-09 21:36:48 UTC in journal: My mod is gonna be good Comment #106176
good luck!
Commented 1 week 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 1 week ago2024-05-03 16:46:46 UTC in journal: Code of interest Comment #106173
Oh. Didn't know about that :|
Commented 1 week 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 1 week 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 1 week ago2024-05-03 13:33:35 UTC in journal: Code of interest Comment #106170
But why recursive?
Commented 2 weeks 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 2 weeks 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 2 weeks 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 2 weeks ago2024-04-29 15:59:17 UTC in vault item: Borealis Prefab Comment #106166
Yes, you can use it.
Commented 2 weeks ago2024-04-28 20:05:02 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #106165
Yay! The new XEN plants are released. You're a god for doing that. Downloading now. :)
Commented 2 weeks 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 2 weeks ago2024-04-28 10:20:59 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #106163
This is really an impressive collection. Thanks for sharing and updating!
Commented 2 weeks 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 2 weeks ago2024-04-26 21:17:07 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 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 2 weeks 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 2 weeks ago2024-04-26 02:12:46 UTC in vault item: Riverpool 2 Comment #106159
SOMEBODY PLEASE HOST THIS MAP, THANKS 🙏‍
Commented 2 weeks ago2024-04-25 18:58:45 UTC in vault item: Map2Curve v0.8 Comment #106158
Amazing
Commented 2 weeks ago2024-04-25 11:57:31 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #106157
Are those high poly trees for goldsource? other than that looks really good. thanks
Commented 2 weeks ago2024-04-24 22:24:32 UTC in vault item: model chargers pack (works with vanilla HL!) [v1.0.1] Comment #106156
Amazing
Commented 2 weeks ago2024-04-24 22:11:58 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #106155
I use this on my maps, these prefabs are amazing.
Commented 3 weeks 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 3 weeks 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.
Commented 3 weeks ago2024-04-20 20:14:23 UTC in vault item: some map Comment #106152
real
Commented 3 weeks ago2024-04-20 15:50:07 UTC in vault item: some map Comment #106151
This sure is some map. One of the maps of all time.
Commented 3 weeks 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.
Commented 3 weeks ago2024-04-20 14:38:21 UTC in vault item: some map Comment #106149
There's not much to show yet... there's even only one enemy you can actually get to...

..but i did it anyway
such amazing boxes
Commented 3 weeks ago2024-04-20 14:05:13 UTC in vault item: some map Comment #106148
It would be nice to see some screenshots of the map.
Commented 3 weeks 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 3 weeks 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 3 weeks 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 3 weeks 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
Commented 3 weeks ago2024-04-19 22:34:42 UTC in journal: Hiking Comment #106143
Mountain hikes are always agonizing, but somehow always worth it. The inner peace you get having that view at the tops is unique.

@Urby: What do you mean "gives us free access". Do you have to pay to go on hikes in UK? :O
Commented 3 weeks ago2024-04-19 22:27:04 UTC in vault item: model chargers pack (works with vanilla HL!) [v1.0.1] Comment #106142
You have to keep doing it.. no one created a masterpiece on their first try.
Commented 3 weeks ago2024-04-19 22:25:16 UTC in journal: Hiatus(Yes, again) Comment #106141
Sabbaticals away from all the virtual stuff are like honey for the mind.
I hope you find the time to recharge and face the problems in life. Godspeed!
Commented 3 weeks ago2024-04-19 22:24:28 UTC in vault item: my first map Comment #106140
You have to keep doing it.. no one created a masterpiece on their first try.
Commented 3 weeks ago2024-04-19 17:18:05 UTC in vault item: dm_perthowned Comment #106139
You are genius.

Those who complain on optimization must have computers from 2000's. My 10 years old computer runs it just fine.
Commented 3 weeks ago2024-04-18 15:43:30 UTC in journal: Hiatus(Yes, again) Comment #106138
Thanks for your kind words and for your best wishes. I'm glad you find Pathos promising, and responses like these are what make me reinforce that I want to keep supporting it.
Commented 3 weeks ago2024-04-18 15:13:34 UTC in wiki page: Tutorial: Setting up Crowbar for Half-Life/GoldSrc Comment #106137
^ Crowbar is only a frontend for whichever studiomdl you choose. The problem you're facing seem to be errors with the .qc file referencing smd files that doesn't exist.
Commented 3 weeks ago2024-04-18 14:33:31 UTC in wiki page: Brush Entity Comment #106136
My FGD's ZHLT BaseClass is like this:
fgd
@BaseClass = ZHLT
[
    zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 =
    [
        0 : "Default"
        1 : "Embedded Fix"
        2 : "Opaque (blocks light)"
        3 : "Opaque + Embedded fix"
        6 : "Opaque + Concave Fix"
    ]
    light_origin(string) : "Light Origin Target"
    zhlt_hull1(target_destination) : "info_hullshape (standing)"
    zhlt_hull2(target_destination) : "info_hullshape (big monsters)"
    zhlt_hull3(target_destination) : "info_hullshape (crouching)"
    zhlt_usemodel(target_destination) : "ZHLT Template Model Target"
    zhlt_copylight(target_destination) : "ZHLT Copy Lighting From Target"
    zhlt_noclip(choices) : "ZHLT No-clipping" : "" =
    [
        "" : "Default clipping"
        1 : "No clip"
    ]
    zhlt_invisible(choices) : "ZHLT Invisibility" : "" =
    [
        "" : "Default (visible)"
        1 : "Invisible"
    ]
    zhlt_customshadow(string) : "ZHLT custom shadow (Alpha/RGB)" : : "Float value that specifies opacity of this brush entity. 0.0 (opaque) -> 1.0 (no shadow). Enter three values for RGB."
    zhlt_embedlightmap(choices) : "ZHLT embed lightmap" : "" =
    [
        "" : "No"
        1 : "Yes"
    ]
    zhlt_embedlightmapresolution(choices) : "ZHLT embed lightmap resolution" : "" =
    [
        "" : "[UNSET]"
        1  : "1 "
        2  : "2 "
        4  : "4 "
        8  : "8 "
        16 : "16"
        32 : "32"
        64 : "64"
    ]
    skin(choices) : "Contents" : "" =
    [
        ""  : "[UNSET]"
        -1  : "Empty"
        -2  : "Solid"
        -3  : "Water"
        -4  : "Slime"
        -5  : "Lava"
//        -6  : "Sky"
        -15 : "Translucent"
        -16 : "Ladder"
        -17 : "Fly field"
        -18 : "Gravity fly field"
        -19 : "Fog"
    ]
]
Commented 3 weeks ago2024-04-18 08:34:02 UTC in journal: Hiatus(Yes, again) Comment #106135
Life will do as life does, everything else must take a back seat. Sorry to hear that things are rough, and I wish you the best. The Pathos Engine stuff I've seen is really quite promising. :)
Commented 4 weeks ago2024-04-17 15:28:08 UTC in vault item: Stencil shadows - Example mod Comment #106134
Oh, okay, I didn't actually pay much attention when I specified the license. I've changed it to a more permissive one. Thanks for noting it.
Commented 4 weeks ago2024-04-15 23:04:15 UTC in poll: New Poll? Comment #106133
Favorite hl chapter. List them all.
Commented 4 weeks ago2024-04-15 22:02:03 UTC in vault item: Tunnels Comment #106132
Thanks for the feedback, I appreciate it a lot. But if you'll allow me to defend myself a little...

The rubbish chute was originally going to be the way out of the room but I changed it to the shootable window in order to shorten the map. I decided not to close the lid fully because I thought it looked pretty good hanging ajar like it is, I completely forgot that it's a passable func_detail.

There are supposed to be large and very noticeable cracked glass decals on the window telling the player to shoot it but that screenshot seems to suggest otherwise which is weird. I tried placing ammo nearby with the dead guard in the cafeteria to hint at it but I guess that was probably stupid because of the space of the room, the difficulty accessing it, the distance the ammo is from the window and the bullsquid.

It never occurred to me that you could use the cart to jump over the crates. The aim was to give the player something to do while entering the wall grate besides just walking into it, if that makes sense. Climbing over the crates is actually a better way to use it though I think.

Overall, this is an old map that I made when I had just started seriously making maps. I didn't think about idiot proofing the lights in the lift shaft and I thought the brush lights didn't look that bad. I also didn't think to change some things for players who don't have the same settings applied to the game as I do, obviously I prefer the default gamma and the HD models.
Commented 1 month ago2024-04-14 20:01:30 UTC in vault item: Tunnels Comment #106131
8.2/10
Architecture — 10
Texturing — 9
Ambience — 8
Lighting — 7
Gameplay — 7

Alright, here's some feedback:

In general:
  • The brushwork and detailing is very, very nice indeed - maximalist, but not too crazy, and pretty consistent throughout.
  • Good use of inaccessible areas, they really help achieve that classic Half-Life illusion where places seem like a part of a bigger world.
  • Sequences are very well executed (that scientist with the gun startled me as much as I startled him, lol), and the use of sentences is spot on.
  • Most of the map is pretty silent, could use some more ambient noises (especially in larger areas)
  • There aren't many enemies or weapons - if it were an intro map in a campaign that would be fine, but since it's a single level it feels a bit lacking.
Specific issues I found:
  • These types of light brushes are too solid-looking, a lower FX Amount (renderamt) value would make them more transparent.
User posted image
User posted image
  • The pushable cart in the beginning can be used to climb past the crates blocking the corridor, but there is no way to get back from there.
User posted image
Seems like an excellent place for a secretSeems like an excellent place for a secret
  • There's a null face in the room with the barney and scientist that is visible from the vent (if you look hard enough).
Between the table and the chairBetween the table and the chair
Closer lookCloser look
  • The player can jump down this rusty shaft and get stuck.
Just make the lid solidJust make the lid solid
  • I'd recommend placing the crowbar around here instead of later, to encourage the player to break this window.
I usually avoid breaking things with bulletsI usually avoid breaking things with bullets
  • This whole area down here is a bit too dark, the ladder is barely visible.
My gamma is 2.2, maybe that's whyMy gamma is 2.2, maybe that's why
  • A foolish player can wedge himself between the large elevator and the light on the wall, a clip brush is needed here.
The cables got de-syncedThe cables got de-synced
Overall it's a very nice level. The ending's pretty abrupt, but that's to be expected from a single standalone map. I'd like to see it make a return as part of a larger campaign.
Commented 1 month ago2024-04-14 18:05:51 UTC in vault item: Stencil shadows - Example mod Comment #106130
ok thank you very much. i asked because you have the project on all right reserved.

thank you agian
Commented 1 month ago2024-04-14 16:55:56 UTC in vault item: Tunnels Comment #106129
8.0/10
Architecture — 9
Texturing — 9
Ambience — 8
Lighting — 7
Gameplay — 7

it was fun and I liked the parts with the scientists, but I fell in a trash chute and was stuck and had to noclip out like midway through. the gameplay wasn't groundbreaking but it was pretty good, and the level design looked great.