Commented 7 months 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.
Well when I entered the test chamber, I think there was a trigger_autosave, but since I triggered the nuke as well before it might've been that I've died right after triggering the autosave? Which would then result in a loop.
I have yet to finish it, but what I played so far was awesome.
Though I was able to bug out one of the test chambers, not sure which one it was, but it included the option to nuke any lives remaining, when you then jump into the new chamber it just triggers an autosave/loading loop?
Edit: Okay finished it. The last round was pretty tough, not sure if it's just me. Once you got the egon I had to hide in a corner basically because I only had like 30hp left, so one strike from a vort and I'd be dead.
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And I think I kind of understand Richmans elevator now and why he used trigger_relays instead of env_global, my elevator is depending on timing, and so the doors bug out once the player moves while pressing the button(or atleast I think that's why). His however only turns the elevator itself on once all the doors are fully closed, and for that he's using a lot of trigger_relays and a multisource. I don't quite understand yet why all this, but propably so you can't interrupt the elevator by pressing the outer button.
But it sure did help me with my elevator bugging out, going to see if I can replicate his method of activating the elevator.
Ok so I got the elevator moving, but once it reaches the bottom path_corner and I want to ride it back up, it starts bugging out, because only the doors are moving upwards? Really strange.
So I followed the tutorial and apparently it's not working. Great, now how am I supposed to debug this? I can't find any mistake in naming the entities and using "developer 1" and "cl_showevents 1" does nothing, I can press the button but nothing happens.
Edit: It was "impulse 104" and apparently I forgot to set the next target for the upper path_corners... and a typo for the door multi_manager.
This was somehow easier to fix than I suspected, thankfully.
No scientists were hurt in the recording of the video, because Richman never finished that part, and it's also bugged in the way that the scientist gets stuck on the wall everytime.
That one perfectly explains my view on web design.
"Good design is as little design as possible."
The quote comes from Dieter Rams and he sure is right.
But I can also understand why things got more "simplified", for one sites like bitefellas or pouet feel "bloaty" to new users, atleast they did to me when I first visited them. And then we have bigger screen resolutions than back in the days, which relates to the bloat argument: if the screen resolution becomes bigger, you can fit more stuff, but it all gets bloaty even faster.
And then there's the fact that personal computers in the traditional form, tower + monitor, are slowly replaced by smartphones and tablets by most people. I bet pouet or bitfellas are a bitch to navigate with a touch screen... But in my opinion, websites shouldn't "degrade" just so they match the hardware, which has technical problems ever since to begin with.
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.
I'd suggest watching this, as he basically explains some of the pro/contras of the editors:
http://nemesis.thewavelength.net/index.php?p=12
And if you want realistic looking terrain: https://developer.valvesoftware.com/wiki/Digital_Elevation_Models
Though I was able to bug out one of the test chambers, not sure which one it was, but it included the option to nuke any lives remaining, when you then jump into the new chamber it just triggers an autosave/loading loop?
Edit: Okay finished it. The last round was pretty tough, not sure if it's just me. Once you got the egon I had to hide in a corner basically because I only had like 30hp left, so one strike from a vort and I'd be dead.
But it sure did help me with my elevator bugging out, going to see if I can replicate his method of activating the elevator.
Edit: It was "impulse 104" and apparently I forgot to set the next target for the upper path_corners... and a typo for the door multi_manager.
This was somehow easier to fix than I suspected, thankfully.
http://www.chiptune.com/ - This one is inspired by the Amiga OS, done with JavaScript
http://www.pouet.net/ - This is propably what you're looking for, packs a lot of info in just 3 vertical columns.
https://files.scene.org/
http://www.hitmen-console.org/
http://www.bitfellas.org/ - This one isn't 90s, but more like early 00s, reminds of a lot of clan websites, same as pouet with the 3 columns
http://tasvideos.org/
http://www.iquilezles.org/
Oh and then there's this as well: http://motherfuckingwebsite.com/
That one perfectly explains my view on web design.
"Good design is as little design as possible."
The quote comes from Dieter Rams and he sure is right.
But I can also understand why things got more "simplified", for one sites like bitefellas or pouet feel "bloaty" to new users, atleast they did to me when I first visited them. And then we have bigger screen resolutions than back in the days, which relates to the bloat argument: if the screen resolution becomes bigger, you can fit more stuff, but it all gets bloaty even faster.
And then there's the fact that personal computers in the traditional form, tower + monitor, are slowly replaced by smartphones and tablets by most people. I bet pouet or bitfellas are a bitch to navigate with a touch screen... But in my opinion, websites shouldn't "degrade" just so they match the hardware, which has technical problems ever since to begin with.