Forum posts

Posted 9 years ago2015-06-23 20:04:22 UTC
in The Official HRAFD Progress/Troubleshoot Post #326083
I guess you'd best take us step-by-step through what you did. I can't think of any reason why you'd end up with checkers.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-23 05:06:35 UTC
in Trigger random output? Post #326081
Random is easier with Spirit. Like, a single entity easy. But that's probably a moot point.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-23 04:10:45 UTC
in The Official HRAFD Progress/Troubleshoot Post #326079
The only time I've encountered purple checkers in goldsource at all (which was this morning, actually) was when I opened up m' map in Sledge using the wrong profile, one which did not have the .wad I was using whitelisted.
Fun fact.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-22 06:27:03 UTC
in Now Playing: ... Post #326064
User posted image

I really love this song.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-22 00:42:41 UTC
in Post your screenshots! WIP thread Post #326063
User posted image
This room, which arguably is the one I have to wing (and make sh*t up for) the most, is coming along nicely. Reference on the bottom right. You might also see what has prompted me to try and make a potion-esque health charger.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-21 23:24:10 UTC
in Post your screenshots! WIP thread Post #326061
Remind me what compile settings you're using for that lighting?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-21 02:40:23 UTC
in A wall exclusive for the player? Post #326048
I'm not sure I understand. Isn't an invisible wall exactly what you're talking about? You want an invisible brush that doesn't let the player through... yet you don't want an invisible brush?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-21 01:58:45 UTC
in Post your screenshots! WIP thread Post #326044
What a waste of power those lights seem.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-20 05:49:11 UTC
in Just Finished Gaming: ... Post #326034
Dankeschön, Lord TMA! I don't like to see a good sticky thread go to waste :glad:

Right, so, Duck Game. The deceptively simple appearance on the surface may make you think it has less depth than it really does. The gameplay could be described as a mix between Worms and Super Smash Bros.. Each round is won not necessarily by whoever plays the best, nor whoever kills the most other ducks, but simply by whoever is still alive after the smoke clears (if anyone is still alive after the smoke clears). This, combined with the typically very short lenth of the rounds, makes death feel far less like a penalty. Unless you're a very serious player who confuses "fun" with "winning", I can't see you being likely to get angry playing this game. You're more likely to just laugh at the silliness of the death. Penguinboy's custom title springs to mind: "Haha, I died again!"

Behind all the inanity, however, there's more than just a mindless laugh factory, and if you indeed are a serious player, that doesn't mean you won't get your fix here. The gameplay is very well balanced, with a lot of different ways to kill someone, and also a lot of different ways to defend yourself. Everyone starts a round evenly with no weapon; sometimes you'll all be spread over the entire level, sometimes you'll all be right next to each other. All levels have a different spread of weapons and layouts, and your approaches will have to adapt to suit. You might be on the level where everyone starts next to a sword and a suit of armour; do you pick those up and just try to hack each other to death, or do you try to make it to the single magnet gun in the middle and pluck people's swords right from their wings (or, indeed, latch onto the suits of armor with the ducks inside and drop them over the edge)? Maybe you've got a choice between the risky grenade or a trusty pistol — which one will do the trick on that duck waiting for me on the other side of this wall? Sometimes it all comes down to reflexes, but not as often as you might expect. More often, it comes down to your tactics. To be honest, besides Worms and Super Smash Bros., this game scratches the same itch as TF2 in a way I can't quite describe. Oh, and there's Worms Armageddon-esque challenges for singleplayer, if you're into that kind of thing.

Oh, and I almost forgot. There's a quack button. It makes you quack. It single-handedly distils every laugh, taunt, expletive and cheer into a simple, humble sound expressing so much more than it itself. Whether or not it's better than a voice is up to you, but I'd take a humorous little quack over a squeaky 12-year-old any day.

If I have anything to say against it, it's that a number of game-customising features are currently exclusive to local on-the-couch play. According to discussions I've seen on the Steam Hub for it though, they're working on extending them to online. Playership also seems a little low.

tl;dr: http://www.giantbomb.com/videos/quick-look-duck-game/2300-10243/

tl;dw: This is one of the few games I've encountered where winning is completely irrelevant to enjoying yourself.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-19 12:13:29 UTC
in Now Gaming: ... Post #326029
Oh my god. I have now played but five rounds of Duck Game; two with randoms, three with friends.

It is so much goddamn fun.

I implore you, get this damn thing. And feel free to invite me to every game you play.

I might write a mini-review if the stickied "Just Finished Gaming..." thread is unlocked.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-19 08:24:06 UTC
in How long does it take for a Tutorial to Post #326025
Self-regulation? Neat.
Will the rating system for tutorials be made a little more visible, in that case?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-19 00:05:41 UTC
in The Official HRAFD Progress/Troubleshoot Post #326020
Surely you could take any old texture and add "SCROLL" to the start of it. Just boot up Wally and rename some copies.

If you don't have Wally, I'm sure someone can drop a link in.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-18 05:31:11 UTC
in Post your screenshots! WIP thread Post #326016
User posted image
Burnt myself out trying to create a concept alternate health charger potion-style. While this one works, it's not going to work for what I had in mind.

I can example-map it if anyone is interested. Meanwhile, I'm probably going to have to settle for something that looks a little shoddy when empty (or that doesn't empty at all).
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-17 01:37:45 UTC
in Steam Summer sale 2015 Post #325998
To Pengy and anyone else waiting for a sale, it's here: The Talos Principle, 66% off. I.E. $13.59 USD. Having just finished it, I'll say it's one of those few games worth its full price. I'd put a post in that stickied "Just Finished Gaming" thread, but it's time-locked with three posts in it.

Also, System Shock 2 is a buck. I should probably get it now.

EDIT: Terraria, $2.50. If a server ever happens again, maybe you can be prepared =P
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-15 00:44:16 UTC
in Now Gaming: ... Post #325950
User posted image

The fact one of those two survived this onslaught surprises me. (I had backup coming, but they were several turns of movement away, not to mention had some enemies of their own to deal with.)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-13 07:59:54 UTC
in Steam Summer sale 2015 Post #325923
Crypt of the NecroDancer is flash-selling right now for $7.50. I wholeheartedly recommend it.

And Rogue Legacy is flashing for $3! Also recommended!

Also, they were all sneaky; The Witcher franchise is on daily sale, but Witcher 3 is still what is was before. This is why I don't end up with the bigger titles until years after everyone else; I'm not comfortable paying three times the price for a game compared to others I might enjoy just as much.

After watching this, I'm totally tempted to pick up Duck Game. I've posed an open invitation to my friends, but in the event they aren't as enthused, I'll probably be looking here.

EDIT2: And if it goes on daily/flash, I'm also now recommending Massive Chalice. It's pretty fun!
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-12 09:15:19 UTC
in Steam Summer sale 2015 Post #325917
Sounds like ONS-Primeval.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-12 07:28:04 UTC
in Steam Summer sale 2015 Post #325913
PANCAKE!
Good ol' UT2004. Might go a round of that now, actually. ONS-Tricky with stunt vehicles on, methinks.

I scrolled through the front store page until Steam seemed to be scratching the bottom of the barrel, and didn't see anything else that appealed to me. Anyone got any good recommendations?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-11 22:22:32 UTC
in Steam Summer sale 2015 Post #325904
I've got three things on my wishlist at the moment (well, four, but the Steam Controller doesn't count): Kerbal Space Program, Witcher 3 and Massive Chalice. The first two have not got good enough deals to persuade me to buy them yet. Chalice was already scores cheaper than them though, so it doesn't have to try as hard. I may get that sooner rather than later.
Oh, and bought Blue Shift and Opposing Force because I apparently didn't have them on Steam.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-10 22:47:43 UTC
in The Official HRAFD Progress/Troubleshoot Post #325881
monstermaker => Monster Type: ammo_*. Configure as necessary.
Easy peasy.

@ Kachito: Couldn't a similar effect be doable with just a plain colour brush and a certain Render Mode: Texture value? Seems like the Black texture would work fine. (Have not tested. Probably won't.)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-10 06:31:14 UTC
in The Official HRAFD Progress/Troubleshoot Post #325873
Y'know, if your 1. question is referring to your rising water, the sort of thing Kaching suggests could be done. It would be a bit of a pain to rig up, but certainly doable.
(I think it would depend on whether you're using waves with that water though. If you were, it might spoil the effect.)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-09 19:34:43 UTC
in The Official HRAFD Progress/Troubleshoot Post #325869
Alright, try this. Make the water as it would be in the level when it's completely flooded. Set the angle to Down, and check the Starts Open flag. (I imagine you'd want the Toggle flag checked, too.) Trigger as per usual.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-09 19:20:05 UTC
in The Official HRAFD Progress/Troubleshoot Post #325867
Use the lip parameter. By default, it'll move its height in distance; a positive lip decreases the distance, a negative one increases it. Of course, given the nature of water, you wouldn't want it to move up and leave empty air at the bottom of the water, so you may well have to extend the water below the area as far as you intend to move it up.

Also, I tested my theory; looks like all liquid textures are fullbright, so you can't surrogate the water like I was thinking.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-09 19:01:55 UTC
in The Official HRAFD Progress/Troubleshoot Post #325865
1. I believe, based on a question I had in the past, that water is always fullbright. Unless some solution to this has revealed itself since then, I don't think there's really a way to fix it.
Actually, a thought occurs. I'mma test something and get back to you about that.

2. If you look at the properties, you'll see func_water has a lot of parameters and flags in common with func_doors. I'm quite sure you can use them in pretty much the exact same way.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-09 06:04:22 UTC
in Func_Door and its Uses Post #325854
Questions are good, it makes us feel like we hang around this site for a reason.
... Maybe that's just me.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-08 09:07:15 UTC
in Now Gaming: ... Post #325844
I folded.
User posted image
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-07 22:13:56 UTC
in Now Gaming: ... Post #325835
Yes, let's all go and build a little fort and pretend there's cubes and buttons and portals for little imaginary people to go through while we criticise them.

Just because something can be done in the real world, doesn't necessarily mean that's the ideal way to experience it in general, let alone taking personal preferences into account.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-05 23:58:15 UTC
in Func_Door and its Uses Post #325820
Assuming it's all set up right, it seems to me like you shouldn't be having any trouble. Hmm.

You say the key isn't disappearing? That implies a problem with the trigger or the multi_manager. Make sure the names/targets are all matching and such.

If all else fails, slap the section of map you're working with onto the map vault and someone can take a look at it and find out where it's going wrong.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-05 23:46:23 UTC
in Func_Door and its Uses Post #325817
What's your setup for "picking up" the key? Seems like the ideal one for what you're doing is
trigger_once -> multimanager
multimanager -> func_wall_toggle (the key; hides it)
multimanager -> multisource (the master for the door; unlocks the door)
where the trigger_once is the area in which you pick up the key when you enter it.

Is that what you have at the moment?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-04 06:57:22 UTC
in WallHeath Charger: time between use Post #325790
Hmm. func_healthchargers don't seem to have a "master" parameter, so I don't think you can lock one out in that way (incidentally, not sure exactly what would trigger a lockout; the chargers themselves don't have any innate triggering ability). Assuming this is from vanilla HL, I'm not sure there's anything you can do to move the charger out of the way parenting-style...

I'm guessing func_healthcharges are like buttons and can be pressed through walls/doors, etc., excluding the possibility of rigging up a "cover" of sorts.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-02 22:32:35 UTC
in How to put jumpscares? Post #325784
Horror is horror mod cancer. :zonked:
Jessie JessieTrans Rights <3
Posted 9 years ago2015-06-02 02:26:16 UTC
in CS 1.6 Water Flooding Post #325767
If you're not already, make sure you put whatever files you're uploading in a zip folder.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-31 09:43:05 UTC
in funk_breakable "pressure related&qu Post #325744
Before I go dig up how I was making switchable texlights in my TWHL Tower map, if your green light is working properly but not the red one, have you tried setting up the red one the same way as the green one?

Nevermind, guess I missed your edit.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-29 22:52:15 UTC
in funk_breakable "pressure related&qu Post #325725
May as well post it here if you need to.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-29 21:40:09 UTC
in Transport Hub 11th January, 2006 Post #325723
Found the official thread. Perhaps some insight can be gleaned as to why it was a failure.
Link
From my quick scan, it sounds like it was a Source-only competition, and people didn't take to that. There was probably other factors too.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-29 08:04:31 UTC
in funk_breakable "pressure related&qu Post #325713
If it's a func_tracktrain, could you use the Fire on Pass parameter of a path_track to break the signs when the train passes them? I imagine that would work much like the trigger_once option you suggest, except you can specify the break by where the train is rather than the player.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-28 19:29:09 UTC
in Your Apex Map — Your Mapex Post #325703
"Should we fix this plane? I mean, it's our job, and it is quite obviously missing three of its four engines."
"Nah, it was like that when it landed, so it's meant to be that way."

Dr. Orange kinda reminds me of Karl Pilkington, except he isn't funny.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-27 09:57:08 UTC
in Your Apex Map — Your Mapex Post #325690
"or so I have read"
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-26 11:14:29 UTC
in Your Apex Map — Your Mapex Post #325671
As mapping goes, this RPG stuff is starting to sound pretty sexy.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-25 18:54:11 UTC
in Your Apex Map — Your Mapex Post #325666
"I don't like it, therefore it's bad."
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-21 21:55:38 UTC
in Post your screenshots! WIP thread Post #325626
Pretty o.o
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-21 08:22:38 UTC
in Post your screenshots! WIP thread Post #325610
Yes please.

And how you diddat?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-20 05:59:01 UTC
in Your Apex Map — Your Mapex Post #325599
Let's say for a moment that you're an amazing Goldsource/Source mapper, the best mapper (regardless of whether you already were, you smug bugger). You have the skill, experience and creativity to create any map (or map-pack) you can conceive, be it an intricately precise real-life reconstruction, a convoluted psychedelic mind-trip, a genuinely gripping film noir tale... anything. (You're able to mod to some extent, but not too far out of the realm of GLDSRC/SRC.)

What do you create?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-20 02:38:32 UTC
in Func_Door and its Uses Post #325595
I imagine the speed of the texture and the push are matched, but I haven't used conveyors for some time, so I don't recall. Easily solved if not.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-20 02:37:59 UTC
in How's everyone been? Post #325598
Nice to see the long-lost names around every now and then :)
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-19 19:36:33 UTC
in Func_Door and its Uses Post #325589
It's a func_conveyor, I take it? The speed parameter should change the speed of the texture too, IIRC.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-18 20:05:15 UTC
in Apollo XXX Post #325579
It wouldn't appear to, at least not on the quick test I did just now.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-18 08:56:01 UTC
in Apollo XXX Post #325576
Normally, doors will move their full height/width/breadth when opened. The lip parameter changes how far the door moves.

Example:
You have a simple door that opens upwards and is 128 units tall.
Without lip, it will move 128 units up when opened.
With a lip of 28, the door will move 100 units up when opened.
With a lip of -28, the door will move 156 units up when opened.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-18 05:42:44 UTC
in Post your screenshots! WIP thread Post #325574
Apparently when I said "basic texturing", I meant "take the textures straight from the game".
User posted image
I'll probably adapt the textures using the originals as a base though, so this is a start. And obviously the brushwork will evolve as I go.
Jessie JessieTrans Rights <3
Posted 9 years ago2015-05-17 08:23:18 UTC
in Halloween 2015 Post #325560
It's early I know
Not like he didn't acknowledge it XD

Anyway. There's nothing I could contribute to this thread I didn't contribute to the last one. Mainly about not doing Halloween and if I did, Monster Hunter armour of some variety.
Jessie JessieTrans Rights <3