Commented 3 weeks ago2024-04-08 04:20:45 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106119
Yes, apparently Valve chose to split t0a0b into t0a0b1 and t0a0b2, but forgot to remove the original.
It's exactly the same except there isn't a loading screen before the target range
There is a level transition from t0a0b back to t0a0a, but it's broken. However, turns out it's possible to go from t0a0c to t0a0b by swimming back towards the underwater gate right before the HEV charger section. Whether this means the rats in t0a0b should be counted as well or not, I have no idea. Same goes for the ones in the Blue Shift, Dreamcast port and PS2 port iterations of the Hazard Course.
Who knew chasing rats would lead down a rabbit hole?
Commented 3 weeks ago2024-04-07 10:18:39 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106116
Yup, five is the total. t0a0b and t0a0b2 appear to be duplicates of the firing range map with the former being a little larger, including the flashlight area.
Commented 3 weeks ago2024-04-07 00:41:46 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106115
I suppose we could do a search for "monster_rat" in the vanilla maps to get a correct count, and to make sure it really is only within the Hazard Course.
Wikis are community driven, so information isn't guaranteed to be correct. Someone might have made a guesstimate without checking, and the number was never fact-checked. That happens all the time :p
Commented 3 weeks ago2024-04-07 00:22:39 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106114
Yeah, the rats weren't news to me either, but that particular rat above the hologram took me completely by surprise. The OverWiki says rats only exist in Hazard Course but doesn't say how many. The Fandom Wiki says there's four, and "none have been found elsewhere"...! I just think it's weird this one inconsequential detail has escaped the very wikis dedicated to documenting these inconsequential details.
Also, Drug Barons seems interesting, I'll check it out. Thanks!
Commented 3 weeks ago2024-04-06 20:51:17 UTC
in journal: 🐀🐀🐀🐀🐀Comment #106113
Yup, I've known about the rats in the Hazard Course for a looong time now. Not sure when I first learned about them. I didn't know there was even a rat model until I played Drug Barons, the first custom campaign I played for Half-Life back in 1999.
Commented 3 weeks ago2024-04-03 21:33:43 UTC
in vault item: Headcrab HuntComment #106109
Thanks for the feedback. Missing textures are likely from turning all my dev textures into null once I think I got everything. I simply didn't notice them. The pause zoom is a biproduct of binding an animated cvar to a -command like +mouse2 -mouse2. It can be fixed by not animating it, but it's not as fancy looking. I'm happy to hear that you found the tripmine platforms enjoyable. I hope to continue to develop them. I'm surprise you didn't mention the weird lights in the little food section. turns out you can't flip lights or toggle them either on or off independently. All the targeted light have to be either on or off, not some on or some off. If there's a way to do it, I don't know it. :<
As long as all the crabs were fun to look for, cosmetics aside, I see this as a success. If you looked for them for 1.5 hours, I'm surprised someone played the mod for that long at all.
Commented 3 weeks ago2024-04-03 21:05:36 UTC
in vault item: Headcrab HuntComment #106108
Heh, funny that you changed your mind and made such a nice detailed map in a short time span, I really did enjoy running around and trying to find all headcrabs. I didn't actually count the time but I think it took me 1 and a half atleast, the last few headcrabs were hidden pretty good. I also didn't understand the tripmines at first, but then I really enjoyed that mechanic. And I even abused them sometimes where I just spammed them at places, I guess if I hadn't I wouldn't have found every headcrab.
As for textures, I noticed a few missing ones, 3 to be specific:
the top trim under the hallway with the 69 above
the crate on the shelf near 1. is missing it's bottom
the top green metal crate is missing it's bottom
Also if you press Esc to pause and then Esc again to unpause, it also zooms, not sure if that's intended (as in no other way to do it) or if it's a bug? It's no biggie, just found it odd when I noticed it.
And I didn't notice any needs for optimization on my Intel I5-4590 with a Nvidia Geforce GT1030.
Commented 4 weeks ago2024-04-01 15:41:31 UTC
in vault item: Cirkuz 33 TexturesComment #106101
THE WORST WAD IN EXISTENCE (THIS IS SERIOUS)
Terrible. I have never seen a worse WAD ever. I gotta be honest, this is just the WORST thing ever made in the HL community. The worst thing ever uploaded on this website. The textures look like drawn by a toddler. You can't be serious with this one! Ugh, terrible.
Commented 1 month ago2024-03-29 00:43:48 UTC
in journal: Objective designComment #106097
IO Interactive (Hitman reboot) calls these spaces "Private Professional" (very cool GDC talk on that), that video was really helpful when I was thinking over this problem.
Commented 1 month ago2024-03-29 00:33:48 UTC
in journal: Objective designComment #106096
Yeah, my current idea, subject to change, is some sort of abandoned factory taken over and fortified by the combine. Industrial buildings are already semi-restricted by nature; they're not super fortified like an army base, but they're built by nature as spaces that are only open for a limited set of people (employees, contractors, etc), so that'd lend itself well to repurposing. Two main entrances and exits (main/employee entrance, loading bay), and enough stuff that could be snuck into (the usual ventilation system, drainage, etc.). I gotta think some more about what it could actually contain though.
Commented 1 month ago2024-03-28 09:56:50 UTC
in wiki page: momentary_rot_buttonComment #106092
Findings:
Door hack flag makes the entity un-use-able but solid (default is useable but not solid)
Not useable flag has no effect [not implemented?]
[bug] the entity only works well with positive distance (clockwise opening). Negative distance makes the internal value "start open". The linked momentary_door will always be opening when the momentary_rot_button moves clockwise and vice versa.
solution: have all linked momentary_rot_buttons have positive distance, and rotate the entity's yaw 180 degrees to make it spin counterclockwise (and now lighting needs to be taken to consideration)
[bug] [Related with negative distance also,] if there are 2 or more linked momentary_rot_buttons and the other has different signed distance then the other button will keep spinning past the end (and the internal ratio value would go past the 0 ≥ x ≥ 1 range)
solution: same as above
If 2 or more linked momentary_rot_buttons have different distance/speed the one being USEd will dictate the speed and distance of the others. Then when it reaches the full distance all the others will snap to their fully opened/closed positions.
As per RUST: Creating Proximity Doors triggering the momentary_rot_button every 0.1s does move it at the prescribed speed, but if "auto return" is not set it'd just continually ping-pong between opening and closing.
Commented 1 month ago2024-03-26 01:06:50 UTC
in wiki page: activatorComment #106087
In vanilla SDK, there is no way for any entity to specify the activator in the target field. However in SoHL and clones (e.g. Sven Coop and Featureful) the special name !activator
can be used for this.
Commented 1 month ago2024-03-25 22:03:56 UTC
in journal: Objective designComment #106085
You say that you've written yourself into a corner, but really the planning phase is where it's the least hassle to adapt your plans. Better to make changes at this stage than when you've got a fully detailed and scripted map that you then realise doesn't make sense.
The planning phase is where you draft the overall play through steps, think up a theme and the kinds of engagements you want the player to have. The block out phase is where you work on a very basic layout with some mock up encounters throughout and can easily make changes if something doesn't work the way you intended.
Neither of these phases are "easy," but they are when the map is at its most adaptable.
As for your current theme, the combine facility in an urban environment accessible to citizens, that certainly wouldn't be a secret. What it would be however, is fortified. The United Nations building in New York isn't a secret, but it's not exactly inviting people in either. There could be a secret entrance though.
I wonder does this Method Possibly Work with The default studiomdl from the Half-Life SDK for WON Half-Life? (Even though I have the Seven Co-op studiomdl due to it being in the Half-Life Absolute Zero Development Drive)
I've started writing my level design briefs. It's actually how they managed things over at Slipgate Ironworks. Everyone was assigned a level and given some key points (map introduces these 2 enemies, map introduces these new weapons, etc). Level designers then had two weeks to plan their map out entirely on paper (or in confluence), before getting that signed off and starting on the blockout phase.
The documentation would be divided up into segments with the occasional rough sketch of the layout.
WE TRUE HOMIES
WE RIDE TOGETHER
WE DIE TOGETHER
Send this GUN to everyone you care about including me if you care. See how many times you get this, if you get 13, you're A TRUE HOMIE!
If you care about me, please send it to me. I only need one more to hit 13 and achieve my dream of becoming a TRUE HOMIE 🙏
For my project "The World Machine" I drew the maps beforehand in an isometric view. Always concerned about how the player shall traverse the rooms and hallways. It turned out that this workflow works for me at least. When actually making the maps there was always room for changes from the initial drawing concept. Don't be too rigid.
Commented 1 month ago2024-03-19 10:40:20 UTC
in vault item: cs_sarajevo testingComment #106074
I got in contact with the original author He sent me everything from testing. Sadly, as he said, it's not the complete map, it's mutliple maps with certain parts of it as it was impossible to compile back then. I tried talking to a guy who compiles maps but he didn't have the time. Don't know will we ever see this amazing piece of work in full spirit.
Planning a map isn't only done by sketching ideas, but definitely can be done by just writing down ideas or even writing it as a kind of story.
In fact, writing down ideas is always a good thing to do as it helps preventing you from forgetting about it, and even if it gets unused in your current project it can be archived in an "idea bucket" where you can come back to later on to reuse ideas for new/other projects.
Myself, I like to do a combination. I start out writing down the main ideas and keywords etc I have for a project, and try to write a story of what I want to happen in the project, and sketch out things I have a visual idea for to help remembering it and to start fleshing out details I didn't think of first.
I can tangentially relate to this. I mapped for Far Cry 1 for a while which was an entirely different beast to GoldSRC.
One excelled at scripting and sequences (there was literally a keyframe-based sequence editor), and the ability to create new types of NPCs, weapons & vehicles just by editing some text files. And of course, very large open spaces with lots of vegetation.
The other excelled at its ease of creating unique set pieces and richness in player interaction. I've wanted the best of both worlds for a while.
I've seen bits and bobs of Arma 3 modding so I totally kinda get what you're saying. Hopefully your venture with VScript goes well!
I think the map's cool, but I also think the CS:S assets (from Inferno I think?) kinda clash with the HL2 assets from a style perspective. Along with that really green grass texture which I don't think fits with most of the desaturated HL2 materials.
Who knew chasing rats would lead down a rabbit hole?
Wikis are community driven, so information isn't guaranteed to be correct. Someone might have made a guesstimate without checking, and the number was never fact-checked. That happens all the time :p
Also, Drug Barons seems interesting, I'll check it out. Thanks!
You can have an intuitive preview of the lighting styles on this page:
https://www.bilibili.com/read/cv26034264/?spm_id_from=333.337.0.0
Kind of reminds me of the mountains in southern Spain 🙂
As long as all the crabs were fun to look for, cosmetics aside, I see this as a success. If you looked for them for 1.5 hours, I'm surprised someone played the mod for that long at all.
As for textures, I noticed a few missing ones, 3 to be specific:
And I didn't notice any needs for optimization on my Intel I5-4590 with a Nvidia Geforce GT1030.
THE WORST WAD IN EXISTENCE (THIS IS SERIOUS)
Terrible. I have never seen a worse WAD ever. I gotta be honest, this is just the WORST thing ever made in the HL community. The worst thing ever uploaded on this website. The textures look like drawn by a toddler. You can't be serious with this one! Ugh, terrible.My goldsource days are likely over but if I ever decide to go back I know where to go for prefabs ^^
0 ≥ x ≥ 1
range)Images are more worth than thousand words...
!activator
can be used for this.
The planning phase is where you draft the overall play through steps, think up a theme and the kinds of engagements you want the player to have. The block out phase is where you work on a very basic layout with some mock up encounters throughout and can easily make changes if something doesn't work the way you intended.
Neither of these phases are "easy," but they are when the map is at its most adaptable.
As for your current theme, the combine facility in an urban environment accessible to citizens, that certainly wouldn't be a secret. What it would be however, is fortified. The United Nations building in New York isn't a secret, but it's not exactly inviting people in either. There could be a secret entrance though.
I'm currently trying to compile the Early Python - https://combineoverwiki.net/wiki/File:357_beta.jpg RPG - https://combineoverwiki.net/wiki/File:Rpg_view_E3_1998.png and E3 Shotgun - https://combineoverwiki.net/wiki/File:Spas_view_E3_1998.png (Which were in the 2023 HL: Source Repo Leak even though the RPG's Mesh Has been in the SDK - https://web.archive.org/web/20190612095724mp_/https://forum.facepunch.com/games/sqrb/VALVE-CUT-CONTENT-V2-1-Digging-through-Valve-s-trash-since-2003/23/#postnqcrp plus the Worldmodel) and the MP5 that was in the SDK - https://combineoverwiki.net/wiki/File:Sdk_smg_view.png with the 0.52 Alpha Textures (I'm using Overwiki Photos since I can't attach my kwn pictures unless I upload them to an external Hosting Site) but I couldn't get the MP5 and Phython to compile (e.g. the Console outputs "forcedperspective.smd doesn't exist") Even with Crowbar so I'm wondering do i need to put <library2> at the Start of the Options even if I'm compiling for the WON Version?
The documentation would be divided up into segments with the occasional rough sketch of the layout.
that is some good review
....../ `---___________----_____] = = = = = D
.....==o;;;;;;;;______.:
.....), ---.((_) /
....// (..) ), ----"
...//___//
..//___//
.//___//
WE TRUE HOMIES
WE RIDE TOGETHER
WE DIE TOGETHER
Send this GUN to everyone you care about including me if you care. See how many times you get this, if you get 13, you're A TRUE HOMIE!
If you care about me, please send it to me. I only need one more to hit 13 and achieve my dream of becoming a TRUE HOMIE 🙏
example
In fact, writing down ideas is always a good thing to do as it helps preventing you from forgetting about it, and even if it gets unused in your current project it can be archived in an "idea bucket" where you can come back to later on to reuse ideas for new/other projects.
Myself, I like to do a combination. I start out writing down the main ideas and keywords etc I have for a project, and try to write a story of what I want to happen in the project, and sketch out things I have a visual idea for to help remembering it and to start fleshing out details I didn't think of first.
One excelled at scripting and sequences (there was literally a keyframe-based sequence editor), and the ability to create new types of NPCs, weapons & vehicles just by editing some text files. And of course, very large open spaces with lots of vegetation.
The other excelled at its ease of creating unique set pieces and richness in player interaction. I've wanted the best of both worlds for a while.
I've seen bits and bobs of Arma 3 modding so I totally kinda get what you're saying. Hopefully your venture with VScript goes well!