Forum posts

Posted 9 years ago2015-07-15 11:22:11 UTC
in TWHL Tower: Source Post #326431
So, are you in or are you out??
I'm in!
Ep1 or HL2 and send you their map. The original entities will still work in Ep2 right
Compatibility is almost guaranteed. Most of the issues come from missing textures and models if you go backwards. So if Ghost does final compiles with Ep2, everything should work out fine.
...general SDK brokenness...
The folder:
Steamapps|Common|Half-Life 2|<game version>|bin
contains all your tools. AFAIK, faceposer is the only tool that remains broken, but I haven't tried to use it in over a year.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-14 19:55:28 UTC
in TWHL Tower: Source Post #326409
Why use custom code? Just because not everyone has EP2?
If we're going with custom code, might as well get fancy with it.
Change the HUD at least.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-13 19:42:19 UTC
in TWHL Tower: Source Post #326368
Oh you guys are screwed :D
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-09 19:51:51 UTC
in The Official HRAFD Progress/Troubleshoot Post #326271
You're correct; have your scripted_sentence trigger a multimanager.
That multimanager will play the ambient_generic sound at time = 0, and then start the next scripted_sentence after a specified time.

You shouldn't need a multisource, this is a simple trigger sequence.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-08 13:38:16 UTC
in Ammo instead damage Post #326261
well there goes my idea - sorry abbadon
Thanks for the tip PB
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-08 13:17:28 UTC
in Ammo instead damage Post #326258
perhaps remove the "{" and "}" surrounding it?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-08 11:07:11 UTC
in Ammo instead damage Post #326255
I still think that this:
{
pGun = DropItem( "ammo", vecGunPos, vecGunAngles );
}

looks really wrong to me.
There's no conditional statement or function declaration before the bracket.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-08 10:59:10 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326254
pengy pls
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-08 10:57:44 UTC
in The Official HRAFD Progress/Troubleshoot Post #326253
It could be too tight a passageway too.. try doing a test map with the same stairs minus the second floor.
If that works you'll have widen the passageway
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-07 19:02:11 UTC
in The Official HRAFD Progress/Troubleshoot Post #326247
Maybe it's entry / exit angles?
Try lowering the angle?

Can you post a screenshot of hammer
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-07 16:14:24 UTC
in Ammo instead damage Post #326241
can you place the "ammo" model in game with a cycler entity?
perhaps the model is crashing the engine?

Else, what if you take the existing dropitem code and use that instead?
Get your monster drop the W_357 then swap out your ammo once that works. I would think that if the copy-pasted code doesn't work, then your're missing a step somewhere.

I'm not a HL coder, but I read and write code for a living and I think smaller baby steps might work better than large jumps
Also, does the "dropItem" function require the owner to posses said item? Or does it just spawn a new instance
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-07 14:06:29 UTC
in The Official HRAFD Progress/Troubleshoot Post #326236
It might be easier on you AND your entity count to replace the stairs with a ramp, and have the stair edges themselves be a giant func_illusionary.
Then you'll only need a few info nodes along the ramp path
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-07 13:42:11 UTC
in Ammo instead damage Post #326234
{
pGun = DropItem( "ammo", vecGunPos, vecGunAngles );
}
1) that looks wrong to me
2)what ammo do you want him to give? I can't see any value being passed to that function
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-06 17:19:01 UTC
in The Official HRAFD Progress/Troubleshoot Post #326206
Use scripted_sentences for the scientists
http://twhl.info/tutorial.php?id=85

Ambient_generic should work if you're the player. It might sound odd depending on where the entity is in relation to the player.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-02 12:38:32 UTC
in Breakable Light Textures Post #326168
Yes. I use it in place of Hammer and I highly recommend it.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-02 11:34:24 UTC
in Post Your Photos Post #326165
Found this Walnut Sphinx moth a few weeks ago.
I only had my Phone on me so it's taken with flash at about 8" away.
Nexus 5 Camera.

Beautiful colors though - the flash really brought them out.
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-02 11:14:16 UTC
in Breakable Light Textures Post #326164
If this was source, then yes.
unfortunately, this is not source :(
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-02 11:01:34 UTC
in Breakable Light Textures Post #326161
perhaps you can reference this map?
http://twhl.info/vault.php?map=1941

copying and renaming entities is a real pain :( so if you can do anything to reduce your entity count, that's best.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-01 13:16:37 UTC
in The Official HRAFD Progress/Troubleshoot Post #326149
Arch tool for the win! If you're doing a curved hallway, 4 or 6 segments will produce a nice looking curve with a minimal performance impact.
So to do a 90 degree turn with 4 segments, make a circular arch with 16 or 24 sides. Specify the wall thickness to be the "hallway width", and you're all set! Split everything into 4 pieces and you can use the other pieces as legos.

As for texturing, there's a neat trick to auto-align adjacent surfaces:
Enter the texturing tool and select a face. Hold ALT then Right-Click an adjacent face to apply the texture and perfectly align it.
If you align all the inside edges, then individually wrap them around, it makes the minor tweaks super easy.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-29 00:57:17 UTC
in Post Your Photos Post #326133
Nice explanation!
I hope the ceres dots are something incredible. But im guessing it was a massive comet they left behind ice insode the impact crater.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-25 02:43:22 UTC
in The Official HRAFD Progress/Troubleshoot Post #326102
Just make sure that wad is in your Valve folder or mod folder- you should be fine.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-24 18:24:07 UTC
in The Official HRAFD Progress/Troubleshoot Post #326095
Yeah man. Get the latest tools and then you can literally trace a path to the leak with a "pointfile".
TIEM FOR UPGRAYEDZ
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-22 16:28:12 UTC
in Post your screenshots! WIP thread Post #326070
I have a bad feeling that i'll spend so much time admiring The Core's levels that i'm going to die every 10 seconds.

Jessie, what's that you're working on? Your work is pretty spot on compared to the reference shot. Though the ladder could be shifted a bit more right.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-22 16:12:35 UTC
in E3 2015 Post #326069
Penguinboy - oddly enough, I found this Friday night:
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-21 20:38:19 UTC
in A wall exclusive for the player? Post #326060
What about an agressive func_push only set to player?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-18 02:53:47 UTC
in Typical Hammer Problem Condition death? Post #326014
Unq is correct (see the dam levels).
I wasted many hours attempting to get it working for nothing
I promise that these are all fixed in the source engine - it's VERY POWERFUL
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-17 01:06:26 UTC
in Typical Hammer Problem Condition death? Post #326002
I'm very interested to see the answer to Stu's question!!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-17 01:04:57 UTC
in The Official HRAFD Progress/Troubleshoot Post #326001
Bad surface extents is usually always...
It can also be caused by a water brush (or similar) having a non-water texture on one side.
No vis information, direct lighting only.
Also, by that little piece of compile log, it says you're not running vis for some reason.

Investigate the Vis part of the compile further. Post the whole log if you're still having issues
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-16 17:13:15 UTC
in Typical Hammer Problem Condition death? Post #325989
I have no ideas for the moment.
I know Source has trigger filters, but not GoldSource.

It's unfortunate that enemy bullets activate triggers...
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-16 14:51:13 UTC
in Typical Hammer Problem Condition death? Post #325987
the env_global only affects entities that are referenced between maps, else it's just a copy of a local variable.

I suppose you can force kill the osprey and then trigger something else once that's done (from the same multi_manager)

Other than that... perhaps put an invisible world brush in front of your sky - where the osprey could also crash... and have that trigger your other outputs.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-16 02:27:30 UTC
in E3 2015 Post #325973
I have Shenmue for the Dreamcast. I got about 3 hours into it and got bored. It's really slow, so unless it quickens or gets more interesting, I'm not sure I want to play it again.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-14 23:39:53 UTC
in Lighting? Error Post #325949
seemed to be solved by recreating the brush
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-14 22:15:05 UTC
in Lighting? Error Post #325946
either a leak or a texture that's not supposed to be used on a brush
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-12 13:34:25 UTC
in Proper dark style of my map: which light Post #325919
Penguinboy, if you're listening, can we please have a 'Favorite Post' option?
Archie just threw down some gold!

Also
if theyre all without a name or with the same name theyre gonna be treated like one light style
Thanks Bruce. IDK why, but I didn't know that.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-12 13:31:02 UTC
in Steam Summer sale 2015 Post #325918
I'll probably grab Fallout 3 if it's cheap enough.
I've never played any of the Fallouts
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-11 19:56:02 UTC
in Steam Summer sale 2015 Post #325898
what WOULD you get, Stu?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-11 19:55:35 UTC
in Proper dark style of my map: which light Post #325897
i always ran into the light styles error with a lot of different color lights.
maybe i've been doing something wrong.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-11 16:52:37 UTC
in Proper dark style of my map: which light Post #325892
the "too many light styles on face" error only comes up with different colored lights, and if you have a lot of dynamically flickering lights.

It looks to me that there's just a single light source at the top of the dome. If you're looking to get rid of the yellow, put more red into your orange. Try 255 70 2 113
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-11 16:46:56 UTC
in Acceptable modern r_speeds? Post #325891
For inaccessible areas, you could cover the entire area with a clip brush. It'll cut your compile time down too.

I'm not sure about clipnodes' effect on actual gameplay, but I know the compiler throws a fit if you have too many. func_illusionaries drastically cut down on clipnodes.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-11 14:10:50 UTC
in Acceptable modern r_speeds? Post #325886
Hey Silvertongue!
So I was recently a part of a CS1.6 mapping contest where team TWHL pushed the limits of goldsource - http://twhl.info/vault.php?map=6044 - I was lead optimizer.

Here are some things I've learned:
1) definitely null every face you don't need - Some people have null as a base texture and then put a texture on the seen faces. really, it's up to you. Keep in mind that any face touching the void will be nulled at compile, but it's always good practice.

2) func_illusionary > func_detail / func_wall - Why? - Func_wall and func_detail create clip nodes even if they're set to be non solid. They render the same regardless. And if you have super detailed geometry, just clip over it EXAMPLE. If you have some world geometry that's in an inaccessible area, take parts, and func_illusionary them. Trust me; I've ran the tests, and If you don't believe me, I"ll do some more and share the results.
Behind the func_illusionaries, use a large-scaled texture (Scale: 5-10) to block vis. You could use null, but if you have any visible parts behind your illusionary details, you'll get the hall of mirrors.

3) hint brushes are your friend - At one point during the level development, we were hitting around ~10K wpolys (Almost the entire map was rendered at points even thought the player couldn't 'see' it. Don't quote me on the exact w_poly count though, it's been a while and I don't remember the exact number) I put a hint brush across every major room threshold and even split large vertical rooms in half or thirds. I managed to take the W_polys down about 60%!

4) Modern computers can handle GldSrc easily but I'd recommend blocking out rooms first and then detailing inward from there. The worst thing is when you have an insanely detailed map and you have to go back and clean it up. Mapping clean from the start will save you time down the road. "If you have time to go back and fix something, you have time to do it right the first time" - Probably every dad ever.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-10 18:17:53 UTC
in Sledge (Hammer Alternative) Alpha Build Post #325878
You can just map everything to the proper folders manually.
That's how I have it working.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-09 17:02:05 UTC
in 80% off with coupon Post #325862
Hey all!
My publisher (Packt Publishing) is giving away an 80% off coupon code for e-books and video tutorials.

https://www.packtpub.com/survey?utm_source=Sentori&utm_medium=Email&utm_campaign=Skill+Up+-+Chris

just fill out the survey i guess.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-09 13:43:54 UTC
in Func_Door and its Uses Post #325861
Yeah! What she said.
Love the moddb page! I can't wait for a demo :D

Also, if you want to make a dev thread, post it in maps and mods. We've already answered this thread's main question.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-08 21:57:15 UTC
in Func_Door and its Uses Post #325851
I have no idea - I always just tossed one into a water brush.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-08 14:56:01 UTC
in Now Gaming: ... Post #325849
I've been trudging through HL2 and the Episodes - stopping to smell the flowers, so to speak.
I've been really trying to focus on how the levels 'steer' the player, and I've also been hanging around with the NPCs trying to get them to talk.
I highly recommend taking your sweet time while playing through the HL2 games.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-07 23:55:05 UTC
in Now Gaming: ... Post #325838
Like... i mean really... a fat kid would be sweating WAY MORE than that dude if he/she were playing basketball.
amirite?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-07 23:53:54 UTC
in Func_Door and its Uses Post #325837
render mode: texture
fx amount: 0
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-07 16:21:13 UTC
in Now Gaming: ... Post #325832
holy shit that looks good
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-06 12:16:46 UTC
in Post your screenshots! WIP thread Post #325825
Because thats straight 1:1 movement. The hud is like 50x smaller than the level so with the measure movement entity you can set movement ratios.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-06-06 03:01:53 UTC
in Func_Door and its Uses Post #325823
Well, I want to see it, so good luck finishing it!
Tetsu0 Tetsu0Positive Chaos