Commented 2 days ago2025-01-21 09:11:05 UTC
in vault item: deeplongComment #106619
One of the coolest maps I have played. There is action on every corner. It's creative and funny. And you must play the map at least twice to see all of it. Would not feel out of place if it was part of the original game.
A tightly-made map that leverages infighting and interesting puzzles, and is all around well polished in terms of gameplay. There are two different paths to take and several secrets to find. Don't let the screenshots deter you - the map isn't as dark as it might seem. In fact, it's quite well lit and does not forget about colored lighting. It's constantly trying to entertain you with fun combat situations and setpieces, prioritizing entertainment over fancy brushwork tricks.
It's a fun ride, and a wonderful first release. Give it a shot.
This isn't a bad way of doing it, but quite easy to cheese if you know where to shoot.
I've set something up like this recently using buttons that activate when damaged and then reset immediately. These buttons then target a multisource entity which targets the breakable door or wall. Unless all of the buttons are hit at the same time with a reasonable amount of damage, it's impossible to break the target, so you can't cheese it by shooting at a single spot.
Pretty out of date at this point. There is no mention of TrenchBroom Linux package now is in an AppImage form, unless built from Github code by the end user. So for new users there is no longer a "Linux: /usr/share/TrenchBroom/games/", by default they live inside the Appimage package. So you can show them how to mount an AppImage to copy those files or direct them to where those config files live on Github:
As of version 2024.2 (Released 31 Dec 2024), there have been two relevant changes:
GameConfig.cfg now includes compilation tool paths by default. This means the subsection about tool paths in "Setting up VHLT" is now obsolete. (Also, the lighting tool's variable was named ${rad} instead of ${light}.)
User config files are stored properly now, so the caveat about making the game's name in the cfg match that of the folders no longer applies.
Commented 2 weeks ago2025-01-04 02:16:09 UTC
in wiki page: func_pushableComment #106597
Based on testing, pushable collision with the world seems to be fixed to 32x32 OR 64x64 regardless of hull choices.
If the entity is smaller than 32x32 it will act like it's 32x32.
If the entity is larger than 32x32 it will act like it's 64x64.
In both cases the effective size is aligned to the bottom left corner of the entity.
Yes, it's all counter to what we read in code. I have no explanation why.
Commented 3 weeks ago2024-12-30 21:39:36 UTC
in wiki page: Tool TexturesComment #106591
It's great, kimilil!
SDHLT also has BEVELHINT, CONTENTSKY, and CONTENTSOLID.
ZHLT supports the env_sky tool texture, which is apparently to be used with Spirit of Half-Life's "Unreal-Tournament style sky view" (3D skybox) entity also called env_sky.
Thanks, English is my second language and ive never had proper capitalisation and in german, we write almost every word capitalised. as for GoldSource, ill change them once I am working on the page again.
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now.
Alrighty, nice then.
Tarek, this is good work so far. I have some feedback about capitalisation:
Yours:
These are provided with every Install of a Source Game, along with the VHE.
Proper:
These are provided with every install of a Source game, along with VHE.
Most words are not capitalised in English, only personal names and brand/company names are, e.g. "Microsoft Visual Studio" is capitalised, but "Microsoft's code editor" is not capitalised because that's not a branded name, that's just a generic couple of words.
Also please write GoldSource instead of GoldSrc, since that is the convention on TWHL Wiki, even if people sometimes write just GoldSrc (or me personally: GoldSRC) in the forum threads.
I very much disagree. If anything, I think we could split the Tools and Resources page into a GoldSrc section and a Source section.
"TWHL is a site that focuses on GoldSrc"
Not really. This is The Whole Half-Life, and even the tagline is "Level design resources for GoldSource, Source, and beyond".
The prevalence of GoldSrc content and guides has more to do with the userbase than the site itself.
The work gone into compiling this list of resources is of course appreciated.
the "delay before trigger" might actually work. reading ReGameDLL_CS code it inherits from CBaseTrigger like the other trigger_ entities, which has both delay and killtarget. it's just that the FGD definition of the entity isn't inheriting from the Targetx base class (that adds delay/killtarget)
@Admer456
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now. Please let me know any further feedback you have.
Yea I wrote that under my forum Post, if it would be better to just integrate it, I shouldve consulted the Admins, but I didnt even know how to contact them, Ill ask the admins to delete the page or integrate it depending on whether or not the admins want it to exist or not.
I am not sure if this page is a very good addition to the wiki. We already have a Tools and Resources page which you could extend with Source-specific tools, but I would highly advise you to consult admins about this first.
Commented 4 weeks ago2024-12-25 08:19:35 UTC
in poll: New HL game announced?Comment #106574
I highly doubt Valve will build upon the Gearbox expansions or give them sequels.
If I were to guess, I'd say they might announce some new hardware or if it's a game it'd be something HL universe adjacent at most.
Commented 4 weeks ago2024-12-25 06:15:38 UTC
in vault item: BowieworldComment #106573
I was so confused by this map when I first tried it. Now that I was looking at some old game videos I made the connection.
This is an excellent map pack.
Commented 4 weeks ago2024-12-25 02:30:05 UTC
in vault item: CarbaseusComment #106572
Having been around HL1 since the WON days, its hard to imagine that a map that has this quality was made so long ago. Some of the best maps in the vault come from mappers who don't release maps except every so often. Their magic is in their persistence, patience and attention to detail. K7 needs to get his ass back here, a lot of us can learn a few things from him.
It's so full of action and fun ideas. There's always stuff to explore and multiple paths.
A must play!
airex
aaaaaaaaaa
Texturing — 5
Ambience — 8
Lighting — 8
Gameplay — 10
It's a fun ride, and a wonderful first release. Give it a shot.
QR Board of Directors approval status: Verified
I've set something up like this recently using buttons that activate when damaged and then reset immediately. These buttons then target a multisource entity which targets the breakable door or wall. Unless all of the buttons are hit at the same time with a reasonable amount of damage, it's impossible to break the target, so you can't cheese it by shooting at a single spot.
"https://github.com/TrenchBroom/TrenchBroom/tree/master/app/resources/games/Halflife"
There are wad sorting issues with current TrenchBroom 2024.2 release. The last best build currently is TrenchBroom 2025.1 RC1.
There are already map compile tool options in Half-life game preferences.
https://twhl.info/thread/view/20806
Could never get the engine to use the pointhull for entity-world collisions. Will try to implement it myself someday when I get some free time.
GameConfig.cfg
now includes compilation tool paths by default. This means the subsection about tool paths in "Setting up VHLT" is now obsolete. (Also, the lighting tool's variable was named${rad}
instead of${light}
.)Güzel olmuş, eline sağlık.
If the entity is smaller than 32x32 it will act like it's 32x32.
If the entity is larger than 32x32 it will act like it's 64x64.
In both cases the effective size is aligned to the bottom left corner of the entity.
Yes, it's all counter to what we read in code. I have no explanation why.
Announce? Yes.
Release? No.
SDHLT also has BEVELHINT, CONTENTSKY, and CONTENTSOLID.
ZHLT supports the env_sky tool texture, which is apparently to be used with Spirit of Half-Life's "Unreal-Tournament style sky view" (3D skybox) entity also called env_sky.
Valve's wiki lists more textures
https://developer.valvesoftware.com/wiki/Tool_textures_(GoldSrc)
Tarek, this is good work so far. I have some feedback about capitalisation:
Yours: Proper: Most words are not capitalised in English, only personal names and brand/company names are, e.g. "Microsoft Visual Studio" is capitalised, but "Microsoft's code editor" is not capitalised because that's not a branded name, that's just a generic couple of words.
Also please write GoldSource instead of GoldSrc, since that is the convention on TWHL Wiki, even if people sometimes write just GoldSrc (or me personally: GoldSRC) in the forum threads.
The prevalence of GoldSrc content and guides has more to do with the userbase than the site itself.
The work gone into compiling this list of resources is of course appreciated.
delay
andkilltarget
. it's just that the FGD definition of the entity isn't inheriting from the Targetx base class (that adds delay/killtarget)Wrong though.
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now. Please let me know any further feedback you have.
Sincerely, GoldSoup
I am not sure if this page is a very good addition to the wiki. We already have a Tools and Resources page which you could extend with Source-specific tools, but I would highly advise you to consult admins about this first.
If I were to guess, I'd say they might announce some new hardware or if it's a game it'd be something HL universe adjacent at most.
This is an excellent map pack.