Forum posts

Posted 8 years ago2015-12-08 02:49:31 UTC
in Dynamic lights in GoldSrc? Post #327680
It'd be tough to fake with actual lights too, because you'd bump into the old "too many light styles on face" problem.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-12-01 10:44:48 UTC
in Post your screenshots! WIP thread Post #327609
Please to be telling me what tools you have used here.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-11-30 13:24:38 UTC
in We Should Play Space Station 13 Post #327599
I would be thankful you took the hit for all of us if I thought anyone was likely to play it.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-11-29 15:22:21 UTC
in func_rotating_door origin placement? Post #327590
The origin brush pretty much just defines a point of origin for rotation, etc. Without it, I believe the origin is considered the center of the map.

Point is, as Unq said, nothing about the origin brush really matters other than where its center is.

P.S. It seems you have a lot of questions; you might consider putting them all into a single thread rather than spreading them over a bunch of different threads.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-11-28 05:12:16 UTC
in Problem with .bsp to .map Post #327578
Yep. One way or another, if you only have the BSP(s), you're going to have the remake the maps. Using decompilation, you at least have a stencil of sorts to recreate it.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-25 06:28:25 UTC
in We Should Play Space Station 13 Post #327535
I don't know about ugly. I don't cringe when I look at it.
Shouldn't confuse simple with ugly.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-23 03:15:00 UTC
in Goldsrc inventory Post #327507
You could probably code another slot in the weapon select menu to be an inventory of sorts, sure.
I mean, I couldn't, but someone might.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-20 23:47:55 UTC
in Goldsrc inventory Post #327499
I'm sure just about anything is possible through coding. The trick is finding someone familiar enough with it to be able to help you :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-20 00:41:07 UTC
in Can you trigger events based upon a dama Post #327491
Under certain circumstances, you may be able to fake it with particular trigger setups. If you were shooting a target on a wall, say, having a func_button or something else nearby triggered by damage but concealed from non-explosive fire might be able to mimic that sort of function. But it'd be pretty limited in how it could be used, methinks.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-16 23:32:51 UTC
in back to menu when player dies Post #327457
Perhaps a trigger_relay that kills the multi_manager? I've never tried stopping a multi_manager, so I'm just assuming you can.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-09 10:23:51 UTC
in The Official HRAFD Progress/Troubleshoot Post #327434
Not a very good one, IIRC.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-04 23:40:22 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327409
Oh yeah, also my computer with the map I was making on it is... compromised right now, so that's put a bit of a dent in my workflow, too.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-11-02 09:20:48 UTC
in The Official HRAFD Progress/Troubleshoot Post #327384
Links or it didn't happen.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-30 22:04:37 UTC
in Post your screenshots! WIP thread Post #327368
Feel free to press it within Sledge.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-30 01:40:49 UTC
in Halloween 2015 Post #327361
I know, right? You'd barbecue them first, not go eating them raw. Weirdo.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-25 00:22:13 UTC
in TWHL Tourney Post #327331
Ricochet incoming
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-25 00:19:50 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327330
I've just been busy with real life stuff lately. I most certainly will attack this soon.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-14 09:14:58 UTC
in ambient_generic playing constantly no ma Post #327267
Haven't tested this, but do you suppose it still does that when the amb_gen is set to not be a looping sound? Could you rig up a looping multi_manager to trigger a non-looping sound (the music)?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-12 22:52:42 UTC
in Need Funny Mapping Competition Maps Post #327254
Competition 34: Re-map CS_Canbunk
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-11 23:57:16 UTC
in Need Funny Mapping Competition Maps Post #327248
cs_canbunk continues to elude us...
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-09 00:01:55 UTC
in TWHL Tourney Post #327228
TWHL's competitions are not the same thing as tournaments. One is for mapping, the other is for playing :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-08 22:46:36 UTC
in Now Gaming: ... Post #327227
That third picture looks familiar...

Yeah, from what I've seen, that game looks like it'll be alright for people into that type of game and/or the Star Wars. I'm not a really a member of either demographic.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-04 11:57:11 UTC
in Easy light_spots Post #327197
I'm curious — in your video, why multisources?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-04 09:15:19 UTC
in TWHL Tourney Post #327194
Is that necessary? =P

How's about that new F2P Unreal Tournament? (I think it's free, anyway.)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-04 05:09:27 UTC
in Easy light_spots Post #327191
Don't tell me this was another one of those been-doing-it-for-ages-and-didn't-realise-not-everyone-knew-it-was-possible things.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-03 23:36:15 UTC
in TWHL Tourney Post #327188
Duck Game =3

(Except high pings can be rough in that game.)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-03 14:35:16 UTC
in TWHL Tourney Post #327178
I have put zero hours into any form of that game.
Oh yeah, I don't own it.

... Actually, I don't know the slightest thing about it.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-03 07:27:27 UTC
in TWHL Tourney Post #327165
Hmmm... MvM usually needs a decent spread of classes, and most classes score points at different rates. Might not be fair in regards to the tourney.

/At least for 6 players, anyway
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-03 04:56:51 UTC
in TWHL Tourney Post #327163
Our events don't usually seem to generate enough numbers for a decent game of TF2.

I mean, I totally would, but it's hard to stuff around with, like, 5 a side.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-10-01 14:51:18 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327135
I suppose there's nothing stopping you from still doing that. Just rig up the blinding and teleporting your own dang self either in or just outside the airlock, Apprehension-style maybe.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-30 15:54:17 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327118
Oh man, for some reason I had only considered descending underground.

Wouldn't change the setting of what I'm working on, but I might be able to make the area make a little more sense now. Maybe.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-30 12:30:17 UTC
in TWHL Tourney Post #327114
Always wit' the CS, oy.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-29 13:18:17 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327094
@froghair
2. Maps can be as big as you like, but MUST focus on descending. Regardless of what occurs in your map, the player must finish lower than the point at which they started.
I.E. It doesn't matter what specifically happens in your map, be it puzzles, or running and gunning, or just looking at pretty eye candy. The only thing that matters from a rules perspective is that it has a focus on descending.

Look to the first project, TWHL Tower, to see an example of what types of map you could create. Some were just pretty, some were mostly gameplay, some were puzzles, some were neat effects, and some were Strider's (A.K.A all of the above).

It's a very open prompt, so just think about how you can use the descending theme in an interesting way.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-28 23:46:16 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327081
I think we can trust the people around here to use the whole descending thing properly.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-28 03:26:34 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327052
I think a project like this does benefit from a definite, standardised transition, IMO.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-27 21:16:38 UTC
in TWHL: Bakurai (TWHL PROJECT 2) Post #327049
Like I've said, I've already started on my map. I'll send you a PM to make sure the angle I'm going for is okay, though.

Needless to say, I'm in.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-21 12:46:04 UTC
in Post your screenshots! WIP thread Post #326998
I'll try Sven Coop as soon as I have friends.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-19 05:15:50 UTC
in Sledge (Hammer Alternative) Alpha Build Post #326989
Is there any chance of the grid being able to go to sub-unit scales (like, 0.5 of a unit) in the future?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-17 14:22:21 UTC
in Post your screenshots! WIP thread Post #326979
They're not stalkers, they're strikers. I mean, striders.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-16 00:42:27 UTC
in Big Map Doesn't Fully Compile Post #326967
Is that some default thing? Can't copy everything over to a new map?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-10 01:45:50 UTC
in Post your screenshots! WIP thread Post #326935
User posted image
Not so much a WIP as concept art. I'm not sure how I want to proceed with this theme yet :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-09 14:09:18 UTC
in The Official HRAFD Progress/Troubleshoot Post #326934
I assume there's a deeper hurdle than that, else he'd just have one. Course, we've not much to go on with that he said :P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-09-03 13:54:20 UTC
in Now Gaming: ... Post #326904
Armello

An interesting little gem, this one. Sort of a fantasy board-game-y type of thing. I want to say it's almost like across between Magic the Gathering and Settlers of Catan? And yet it's not really like either. It's got a lot of interesting mechanics, like the Rot and the card-burning. It leans on RNG a decent amount, and yet it rarely feels cheap about it; so far I've never felt like I was getting screwed over out of pure bad luck.
Lovely art throughout, and plays with animation in some satisfying ways. It also balances the lighter expectations of a game with semi-anthropomorphic creatures against more realistic, darker themes in a very pleasant manner.
Most importantly, it's pretty fun! I'm going to recommend this one.

This video shows it off decently. It was made while it was still in Early Access, but as far as I can tell, there's nothing crucially different within.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-29 03:11:20 UTC
in The Official HRAFD Progress/Troubleshoot Post #326870
Yeah, it would all depend on resolution. Pixels could be two metres squared and still be pixels.

/notactuallysureaboutthatbutwillingtosayitanyway
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-28 13:45:02 UTC
in The Official HRAFD Progress/Troubleshoot Post #326863
I think he was referring to
Since level units are basically a pixel, wouldn't that make Half-Life maps tiny in real life?
I'm still not entirely sure what he was asking there, but yes, in terms of texturing, if a texture isn't scaled, a pixel is a unit.

And yeah, I've never tried anything with the Nihilanth, and I don't know of any sources that pick apart how he's used. They may not exist.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-26 13:40:08 UTC
in The Official HRAFD Progress/Troubleshoot Post #326841
I thought you couldn't tie clip brushes to entities, or that doing so caused problems, or something.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-26 00:28:37 UTC
in The Official HRAFD Progress/Troubleshoot Post #326832
If it's possible in this scene, you'd want to be careful that the player couldn't just follow immediately behind him and get through before the door closes.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-25 11:40:00 UTC
in The Official HRAFD Progress/Troubleshoot Post #326825
So, is there a way I can trigger events to take place after a monster's death if it is spawned from a monstermaker?
I don't believe so.
Though, another thought: IIRC, sequences have an "instantaneous" move to paramater. Prehaps that in place of the teleport.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-24 11:47:58 UTC
in Weapon creation guides? Post #326819
And I cant do copypaste the closest weapon, because the weapon is a pile of books :)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-08-23 02:05:45 UTC
in The Official HRAFD Progress/Troubleshoot Post #326804
Yeah, there's a flag on the teleports that let monsters use them.

Note that what I described may be the stupid way to do it. It's been a long time since I've used monstermakers, I can't remember what they're capable of in regards to scripted_ entities.
Jessie JessieTrans Rights <3