Commented 9 years ago2015-07-06 02:54:54 UTC
in journal: #8571Comment #52902
I'd make games. Maybe have minor roles in the occasional (no-studio) film. Learn Krav Maga and various other hand-to-hand/CQC forms. Since we're also talking about no monetary limits, buy and learn how to fly a helicopter.
And maybe, just maybe, learn how to talk to girls. Or where to find girls to talk to.
Commented 9 years ago2015-06-29 00:53:50 UTC
in journal: #8564Comment #52889
I am kind of concerned about all the people who say they're moving up here. Not only are they going to be sorely disappointed as per Instant's post, but they'll make a big fuss and try to make us go backwards. Also, most of them seem to be the kind of people who'd be anti-immigration, and I feel like the irony is lost on 'em.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 9 years ago2015-05-18 02:18:19 UTC
in vault item: UrbyComment #20883
Hilarious. The outer bounds were a bit empty, and the HDR exposure levels made the sky basically blindingly white, but the commentary itself made up for it.
Commented 9 years ago2015-03-31 16:56:44 UTC
in journal: #8529Comment #61212
EDIT: Aha! By pausing the compile window after RAD, (which was called after all) I've managed to get the following error-
C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\tools>hlrad.exe "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -extra -notexscale -softsky -bounce4 -smooth 50 -blur 1.5 -softlight COLOR SPECIFIED -estimate 0(No 1)-chart The system cannot find the file specified.
So is this saying it can't find the map, or it can't find hlrad.exe? I think I'm close to getting this to run, and hopefully once I do none of the other maps will have additional problems.
The bounce option doesn't seem to work - HLRAD gives an unknown option error with numbers such as 4 or 16.
Re-exporting to MAP was actually literally the first thing I did after I first encountered a problem - I realized that all the paths were wrong because of the different file structure on my new computer. I just figured I'd only have to do that.
Okay, I've got it to the point now where it's not spitting out an error (I made another temp directory to place the bsps in) Only problem left is that The Compilator is not running rad - either the 32 or 64 bit version. It is checked on the sidebar, and it has the following settings: Extra No Texture Scale Soft Sky Bounce 4 Smooth 50 Blur 1.5 Soft Light and Brightness 0
Anybody know any reason why Vluzacn's tools would not run under those settings?
Commented 9 years ago2015-03-31 15:41:15 UTC
in journal: #8529Comment #61211
I tried to run RAD. It occurs to me now that maybe it's because I was running the x64 version of HLRAD. I'll try it with the x86 version and get back to you. EDIT: Well, I managed to fix that problem via a combination of changing the HLRAD to x86 and splitting a brush that used to compile fine. Now I'm getting errors regarding the WADs which certainly exist.
Using mapfile wad configuration Wadfiles not in use by the map will be excluded Wadinclude list : [zhlt.wad] [42.wad]
Error: Could not open wad file 42.wad Error: Could not find WAD file Description: The compile tools could not locate a wad file that the map was referencing. Howto Fix: Make sure the wad's listed in the level editor actually all exist
Error: Could not open wad file decals.wad Error: Could not open wad file halflife.wad Error: Could not open wad file liquids.wad Error: Could not open wad file xeno.wad
--- END hlcsg ---
I'm going to give using wad.cfg a go. EDIT: And no dice from that, either. Though it may be because somebody at microsoft decided Win7 should use three spaces in the Program Files (x86) folder. Putting wads in a temp directory under C:\ got me back to the ambiguous leafnodes error.
Commented 9 years ago2015-03-22 20:59:12 UTC
in journal: #8525Comment #61202
Not really. I'm not going to do any further development work aside from a small edit to the furthest map and recompiling everything using Vluzacn's tools.
Aside from that it's just gathering my thoughts on stuff.
You are free to go ahead and finish it yourself if you like though, I'm going to release all the map source files (don't think I have the edited model source files anymore)
Commented 9 years ago2015-03-17 00:57:09 UTC
in vault item: Then and NowComment #14354
5 stars for improvement! The first version was the standard, blandly lit, nonsensical and empty rooms that we all started making.
The second version was much more coherent, organic feeling, and detailed, but with keeping the same setting and encounter constraints as the original.
+ Excellent use of textures + Good use of ambient and scripted sounds + Very detailed furnishings and props
+/- Itty bitty filing cabinets. Seem a bit off since we're used to the massive HL ones, but they're also so cute! :3
- Very dark. When there was lighting it was used exceptionally well, but I had to rely on my flashlight a lot just to get my basic bearings - No autosaves. I can see how you wouldn't think it was necessary, considering the short, simple, and mainly showcasey purpose, and I would not have normally noticed this, but I tried to kill the ichthyosaurs the first time, ran out of ammo, and then ended up in the Hazard Course.
I like it. I might consider doing a similar thing myself at some point, if not for my schedule and the fact that I don't think a single rmf from my early days still exists. (A mix of shame, lack of external backups, and harddrive failure/format-enabled reuse.) As 2much noted, 'escaping from jail' is used a lot - I know I used it at least once, and I can think of a few other people who did as well. I guess it gives an easy excuse to start with no equipment and give a feeling of persecution/pressure?
Commented 9 years ago2015-02-17 23:08:22 UTC
in journal: #8508Comment #44048
XD
I'll give it another watch to be sure, (and also because it's hilarious) but you didn't even hit the tank with that last shot, did you? He just exploded from a shot the chest?
Commented 9 years ago2015-01-07 05:18:11 UTC
in journal: #8490Comment #46068
I suppose that in itself is a fair point. Though the exaggeration of life that happens on stage generally tends to make the acting anything but stiff and wooden.
Commented 10 years ago2014-11-18 19:06:52 UTC
in journal: #8469Comment #61194
3 weeks from now for the first prototype. Then a semster for the rest of the game.
I've been doing modular assets, because I thought it would save time, but frankly that just makes things more time consuming the way things are happening. I have to assemble a scene in Maya from the modular pieces to get their locations, then I have to manually type that into a text file.
If I didn't have the restriction of one texture per model, I'd just take the assembled modular assets and turn them into a massive scene then load up just the one model and the game entities to save typing, but as is that's not an option.
Since we're also talking about no monetary limits, buy and learn how to fly a helicopter.
And maybe, just maybe, learn how to talk to girls. Or where to find girls to talk to.
Happy Birthday!
Great news on both the game and the wedding! ^_^
EDIT: Oh good, you've already gotten a mic.
Also, most of them seem to be the kind of people who'd be anti-immigration, and I feel like the irony is lost on 'em.
Thanks for the help, Muzz!
C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\tools>hlrad.exe "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life\COLONY42\maps\intro.map" -extra -notexscale -softsky -bounce4 -smooth 50 -blur 1.5 -softlight COLOR SPECIFIED -estimate 0(No 1)-chart
The system cannot find the file specified.
So is this saying it can't find the map, or it can't find hlrad.exe? I think I'm close to getting this to run, and hopefully once I do none of the other maps will have additional problems.
The bounce option doesn't seem to work - HLRAD gives an unknown option error with numbers such as 4 or 16.
Re-exporting to MAP was actually literally the first thing I did after I first encountered a problem - I realized that all the paths were wrong because of the different file structure on my new computer.
I just figured I'd only have to do that.
Okay, I've got it to the point now where it's not spitting out an error (I made another temp directory to place the bsps in)
Only problem left is that The Compilator is not running rad - either the 32 or 64 bit version. It is checked on the sidebar, and it has the following settings:
Extra
No Texture Scale
Soft Sky
Bounce 4
Smooth 50
Blur 1.5
Soft Light and Brightness 0
Anybody know any reason why Vluzacn's tools would not run under those settings?
EDIT: Well, I managed to fix that problem via a combination of changing the HLRAD to x86 and splitting a brush that used to compile fine. Now I'm getting errors regarding the WADs which certainly exist.
Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]
[42.wad]
CreateBrush:
(0.22 seconds)
CSGBrush:
(0.26 seconds)
Error: Could not open wad file 42.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist
Error: Could not open wad file decals.wad
Error: Could not open wad file halflife.wad
Error: Could not open wad file liquids.wad
Error: Could not open wad file xeno.wad
--- END hlcsg ---
I'm going to give using wad.cfg a go.
EDIT: And no dice from that, either. Though it may be because somebody at microsoft decided Win7 should use three spaces in the Program Files (x86) folder.
Putting wads in a temp directory under C:\ got me back to the ambiguous leafnodes error.
Also, it's not that quiet. Then again I always use headphones.
Aside from that it's just gathering my thoughts on stuff.
You are free to go ahead and finish it yourself if you like though, I'm going to release all the map source files (don't think I have the edited model source files anymore)
Fixed.
The first version was the standard, blandly lit, nonsensical and empty rooms that we all started making.
The second version was much more coherent, organic feeling, and detailed, but with keeping the same setting and encounter constraints as the original.
+ Excellent use of textures
+ Good use of ambient and scripted sounds
+ Very detailed furnishings and props
+/- Itty bitty filing cabinets. Seem a bit off since we're used to the massive HL ones, but they're also so cute! :3
- Very dark. When there was lighting it was used exceptionally well, but I had to rely on my flashlight a lot just to get my basic bearings
- No autosaves. I can see how you wouldn't think it was necessary, considering the short, simple, and mainly showcasey purpose, and I would not have normally noticed this, but I tried to kill the ichthyosaurs the first time, ran out of ammo, and then ended up in the Hazard Course.
I like it. I might consider doing a similar thing myself at some point, if not for my schedule and the fact that I don't think a single rmf from my early days still exists. (A mix of shame, lack of external backups, and harddrive failure/format-enabled reuse.)
As 2much noted, 'escaping from jail' is used a lot - I know I used it at least once, and I can think of a few other people who did as well. I guess it gives an easy excuse to start with no equipment and give a feeling of persecution/pressure?
I'll give it another watch to be sure, (and also because it's hilarious) but you didn't even hit the tank with that last shot, did you? He just exploded from a shot the chest?
Though the exaggeration of life that happens on stage generally tends to make the acting anything but stiff and wooden.
I fail to see how the medium has anything to do with the quality of acting.
The computer stuff is nice too.
SOMEONE GIVE THIS MAN A JOB
Edit:
Actually, have you considered doing new human grunt voices for The Core? That'd be sweet.
I've been doing modular assets, because I thought it would save time, but frankly that just makes things more time consuming the way things are happening. I have to assemble a scene in Maya from the modular pieces to get their locations, then I have to manually type that into a text file.
If I didn't have the restriction of one texture per model, I'd just take the assembled modular assets and turn them into a massive scene then load up just the one model and the game entities to save typing, but as is that's not an option.