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 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.
You are as welcome here as I am. Talk about whatever you want, it's the journals!
That job sounds really dull, but I suppose it's better than nothing.
The mappack sounds pretty cool. I've yet to use MESS myself... hell, I haven't really made a GoldSRC map in ages outside of my tutorial videos.
I woulda written a longer reply, but I am so terribly low on time these days. I'm glad you decided to write this though, it's good to see what you're up to. Remember when I streamed STALKER SoC for like New Year 2022? I completely forgot about it until a few days ago and I'm absolutely HOOKED. I wish I got back to it earlier.
Since I always think of logistics, I strongly feel that reusing your unused stuff (even used, sometimes) is one of the best situations you can find yourself in. If you have a library of reusable stuff, and cut stuff, you are only saving yourself time.
Anything that helps you get the map/mod quicker into the hands of players - that is legal and still offers a unique experience, isn't just low-effort reuse - is ultimately good. Plus, you can still tweak the stuff you've reused.
Commented 5 months ago2024-10-04 12:28:21 UTC
in journal: 2^5Comment #106441
How was the restaurant? Would you go back? :p
I'm def. going back. I tried grilled squid with a side of grilled veggies and was delighted. Over here, most restaurants offer meat with not much else. Like sure, ćevapi are great, but it does get boring after a while. I really need to find more places with seafood, been meaning to explore that front for a while now..
Commented 6 months ago2024-09-11 17:41:49 UTC
in journal: fragMOTIONComment #106388
Much as I'm a Blender addict, I'd appreciate seeing some guides for other tools, at least out of curiosity. I think it'd bring value to the community overall.
This is a good idea NGL. There could be omitted visgroups ("export only visible objects") and non-planar faces.
Edit: ack, the visgroup part doesn't make too much sense since you don't see them anyway when disabled. Bah! It can still happen under some circumstances.
Commented 10 months ago2024-05-03 16:45:33 UTC
in journal: Code of interestComment #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.
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'm def. looking forward to playing around with it when it gets released, doing some experiments and whatnot. Maybe I'd even port my real-time moss mod to it. My only hope is that Pathos will be licenced under something permissive like Apache-2.0, BSD3 or MIT.
Honestly the model format isn't a huge deal. If we get the headers for it, someone else can fork TrenchBroom and add support. An alternative is to add GLTF support to the engine, something I'd probably be willing to do, and TrenchBroom would then automatically be supported. J.A.C.K. isn't exactly a custom Hammer binary BTW, it's a Qt project likely built from the ground up.
Commented 1 year ago2024-02-02 01:53:19 UTC
in wiki page: multi_managerComment #105949
I think that's Sven Co-op-specific, isn't it? opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of #N there. It is always USE_TOGGLE. Either way though, good to know!
Commented 1 year ago2023-11-26 16:25:15 UTC
in journal: Worth the weight?Comment #105662
Another update: winter is right around the corner, which means I'll be gaining some weight again. But! This summer I managed to reach 79 kg. I'm extremely happy, you've no idea.
I once drank iced coffee in the afternoon and managed to stay up til 6 in the morning.
Never doing that again unless I really really reallyyyy have to. Few things in life are worth sacrificing one's sleep.
Commented 1 year ago2023-11-02 14:55:05 UTC
in vault item: Learing HL sdkComment #105615
Hai! This ain't looking too bad.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
I do not believe that is exactly right. I'll have to test this on my brother's Athlon 200GE rig with no dedicated GPU.
From what I know CS2's Hammer has this fancy lighting preview mode, which uses RTX. There should hopefully still be a CPU raytraced fallback.
Happy birthday!
Edit: like truffle? Twuhhle?
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.
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.
That job sounds really dull, but I suppose it's better than nothing.
The mappack sounds pretty cool. I've yet to use MESS myself... hell, I haven't really made a GoldSRC map in ages outside of my tutorial videos.
I woulda written a longer reply, but I am so terribly low on time these days. I'm glad you decided to write this though, it's good to see what you're up to. Remember when I streamed STALKER SoC for like New Year 2022? I completely forgot about it until a few days ago and I'm absolutely HOOKED. I wish I got back to it earlier.
Anything that helps you get the map/mod quicker into the hands of players - that is legal and still offers a unique experience, isn't just low-effort reuse - is ultimately good. Plus, you can still tweak the stuff you've reused.
I felt a bit like this when my brother and 2 cousins started competing, seeing who would speedrun my game prototype the fastest.
Happy birthday!
I've been alright, visited a new restaurant today, it's got seafood and stuff.
g -> h
r -> t
Each of these is 1 key to the left of its original.
The ' and " part I'll leave as an exercise to the reader.
There's a little trap in that part.
Happy birthday also!
I'm glad to hear you're doing better, Overfloater
Edit: ack, the visgroup part doesn't make too much sense since you don't see them anyway when disabled. Bah! It can still happen under some circumstances.
Please post your question in the forums, not here.
Best to use a for loop in this scenario.
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!
blackmesascientist
Very good journal 10/10
Honestly the model format isn't a huge deal. If we get the headers for it, someone else can fork TrenchBroom and add support. An alternative is to add GLTF support to the engine, something I'd probably be willing to do, and TrenchBroom would then automatically be supported. J.A.C.K. isn't exactly a custom Hammer binary BTW, it's a Qt project likely built from the ground up.
opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of
#N
there. It is alwaysUSE_TOGGLE
. Either way though, good to know!Never doing that again unless I really really reallyyyy have to. Few things in life are worth sacrificing one's sleep.
You can get J.A.C.K. instead of using Hammer. You can find it in the tools section on our Wiki. You may also ask questions on the forums here and/or on the Discord server. Happy mapping!
From what I know CS2's Hammer has this fancy lighting preview mode, which uses RTX. There should hopefully still be a CPU raytraced fallback.