Forum posts

Posted 8 years ago2016-04-13 07:05:53 UTC
in Post your screenshots! WIP thread Post #329876
O-ho. The doing there has been seen by me.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-12 20:56:13 UTC
in Post your screenshots! WIP thread Post #329871
Yeah, modding is purely a hobby for me. I would love to make money designing games, but it would need to be from the ground up.

I'd never charge for a mod for Source or Goldsource considering how much is already out there for free. Not to mention the hefty cost for the Source license.

You'd need to make something really special to make that money back, considering Steam's refund policy could very easily destroy you.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-11 19:45:20 UTC
in Post your screenshots! WIP thread Post #329831
You see about Urby has baby and he hasn't problem with money? If he releases free games than he doesn't know about money. Haha how does it happen with Urby's baby? Baby need foods, clothes and going to kindergarten than school.
Not sure if I misunderstood what you mean... I've never charged money for a game :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-10 20:39:46 UTC
in Sprinkel Water... Post #329782
Spirit of Half-Life has a particle entity (env_particle) with a setting called "Fountain" which I believe is what you are looking for.

If you're talking Vanilla Half-Life entities, probably going to need a lot of entity work with sprites or a model or some combination of the two. Not sure to be honest.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-09 13:13:40 UTC
in Post your screenshots! WIP thread Post #329744
You can just use the "lip" field on func_door to do that...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-04 19:33:36 UTC
in TWHL World - Community Project Post #329663
Lighting can be a bear. The trick is to keep it varied. There's nothing majorly special in terms of lighting in my map.

I am sticking to the following however:

Yellow Lighting - Large Interior Spaces / Accessible Doors
Red Lighting - Inaccessible areas / Locked Doors
Green Lighting - Temporarily locked doors / Inaccessible Areas
White lighting - Exterior sections
Blue lighting - Small Interior Spaces

I'm also being careful not to have one type for an entire room / hallway, to ensure there is always some form of blending light colour. If an area still isn't too interesting to look at once the main lighting is in place, I throw in a screen or a small light just to add something to break things up.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 19:56:21 UTC
in Post your screenshots! WIP thread Post #329655
I don't think you will legally be able to sell a GoldSource mod. Not without licensing the engine, if that is even possible these days...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 09:13:48 UTC
in TWHL World - Community Project Post #329646
I've been a little naughty. I am working on my entry during work breaks only, which is 2.5 hours a weeka at most... but I've been on holiday this week and kinda pushing to get this done. I've been on the Core primarily, but I should be done with my entry today, and if not I'm back at work tomorrow so will be done by next weekend at the latest.

I've only compiled a couple of times since my work PC uses Ubuntu so can't run any of the tools. I'll post screenies soon

Edit: Soon is upon us!
User posted image
User posted image
User posted image
User posted image
User posted image
I should note that all of the custom assets here are remnants of past projects or outdated Core stuff. I have quite a massive catalog of unused custom stuff. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-04-03 08:30:39 UTC
in Post your screenshots! WIP thread Post #329645
Those are some lovely hallways!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-20 03:46:35 UTC
in The Core Post #329470
This video was shot after moving house. Half of our stuff was still in boxes, we'd lost the house that we originally went for because the landlord pulled out but we'd already given notice to move out of our old place. All this with a three month old baby and generally not giving a shit how i look resulted in my looking like that nine months ago. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-16 23:36:10 UTC
in The Core Post #329400
Posted 8 years ago2016-03-16 07:47:43 UTC
in Alien Shock Post #329385
What's the problem? No time or something?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-11 15:11:47 UTC
in Lighting problem Post #329321
I'm going to say software, based on the pixellation of the textures (unless he's disabled the OpenGL filtering in the console)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-11 00:51:31 UTC
in Lighting problem Post #329315
Well, what you've outlined in that second shot is a shadow, I assume from the lantern style frame around your light. If you don't want the shadow, you'll need to change the frame to an entity such as a func_wall
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-11 00:46:29 UTC
in Can we... Post #329313
The .fgd is purely for how things render in Hammer / Jackhammer / Sledge.

It's to make things easier for you when making the map and doesn't concern other players.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-10 16:53:24 UTC
in Hello... English inarticulate again... Post #329297
No worries. :D
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-10 16:42:37 UTC
in Hello... English inarticulate again... Post #329294
You don't need multiple entities for this.

func_rotating with the 'not solid' Flag checked.

Boom. Done. :)
monster_urby monster_urbyGoldsourcerer
This post was made on a thread that has been deleted.
Posted 8 years ago2016-03-08 11:21:38 UTC
in TWHL World - Community Project Post #329258
TWHL Tower taught me that people are a pain.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-07 20:11:07 UTC
in Face light? Post #329250
Maybe there's a way making a texture emit light? Or something like that?
Texure lighting? You mean the ONLY way you SHOULD be lighting maps in Goldsource?

In your compile tools folder, you should have a "lights.rad" document that controls the texture lighting values when you compile your map. You can edit this with notepad. It will have lines like this:

TEXTURENAME 255 255 255 2000
TEXTURENAME2 128 255 0 200
and so on.

Seriously though you using texture lighting for most of your map. Entity lighting in Goldsource rarely looks good.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-04 15:01:10 UTC
in Dumb Entity Game Post #329184
Yeah. Zoner's is correct. Never would have got it.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 16:51:12 UTC
in TWHL World - Community Project Post #329171
I think it's been well established that any Source projects are doomed to fail here, so Goldsource is the sensible choice
I'm also just gonna put this here. Unless the Source team is gonna pop up with a surprise map pack that they have been working on behind the scenes... :rly:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 14:01:45 UTC
in Dumb Entity Game Post #329164
I know it, but I aint talkin'
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 13:03:08 UTC
in Now Playing: ... Post #329160
Deadmau5 - Professional Griefers

@work: Hammering my eardrums while I hammer out code :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 12:06:37 UTC
in Face light? Post #329158
Yeah, I'm basically a God damn genius. :P

Modest too
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 08:57:20 UTC
in Dumb Entity Game Post #329148
First one is definitely xen_plantlight as DiscoStu said
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-03 07:51:24 UTC
in Dumb Entity Game Post #329146
Second one could be Source (sauce)

Last one... Not sure. Deathmatch?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 18:21:02 UTC
in Dumb Entity Game Post #329138
Nope.
Perhaps expand it a bit beyond just entities? Mapping-related things in general?Perhaps expand it a bit beyond just entities? Mapping-related things in general?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 15:58:09 UTC
in Dumb Entity Game Post #329120
Haha! Load pointfile!

(This probably shouldn't be this much fun)
User posted image
Go bitches!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 11:58:27 UTC
in Dumb Entity Game Post #329113
Monster_Alien_Controller

Haha. Love it
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-02 10:52:51 UTC
in Dumb Entity Game Post #329108
The second image makes me think Multi_Manager, but I don't understand the purpose of the juice.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 23:32:51 UTC
in TWHL World - Community Project Post #329096
Mua ha ha ha! Adding it to The Core as we speak! :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 21:36:13 UTC
in TWHL World - Community Project Post #329091
Pretty sure you need to include the RMF there as well :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 20:11:08 UTC
in NEED TUTORIAL URGENTLY Post #329089
Our very own Tetsu0 has you covered HERE

Gah, Ninjas everywhere...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 11:39:43 UTC
in Face light? Post #329069
I think I understand the issue.

The door will be lit depending on where it is positioned when the map compiles. If you want a door to start open, have it closed in the editor, then check the "Starts Open" flag.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-26 16:51:11 UTC
in Lighting prop models? Post #329032
Shhh
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-26 16:49:04 UTC
in TWHL Tower Post #329031
We're always watching :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-26 12:20:01 UTC
in TWHL World - Community Project Post #329023
Looking forward to seeing what comes out of this. There haven't been very many WIP shots at all...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-24 09:43:12 UTC
in The Core Post #329003
I'm pretty damn certain that people will still be modding for Goldsource in 2017 :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-23 12:06:02 UTC
in TWHL World - Community Project Post #328992
First drafts are due on the 1st of March
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-22 13:06:55 UTC
in Half-Life Vodka: Putin's Revenge Post #328978
I've made this point before, but messup/troll mods are the cancer of moddb. Do we really need it here as well? :(
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-22 12:23:22 UTC
in The Core Post #328977
I know I'm biased because it's originally my mod, but The Core is looking pretty sexy these days. Mostly Archie's sections :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-18 13:35:25 UTC
in Playing music in Half-Life Post #328932
put 4 of the same ambient generics outside the fighting arena. tick the 'play everywhere' flag and it'll minimize the stereo effect.
Ah, ghetto play everywhere. :D

We used to have to do that in The Core. :P

Don't forget to reduce the volume of each to 25% what it was, to prevent it being amplified four times.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-16 23:48:42 UTC
in Playing music in Half-Life Post #328909
Unfortunately it's a bug that comes with Steam Half-Life. It might be possible to fix, but you'd be looking at coding.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-15 10:31:57 UTC
in Lightning not compiling problem. Post #328891
Yup, here's your issue
'Texture axis perpindicular to face'
As Penguinboy said, use Alt+P to pull up the problems window, then highlight any of those error messages and click "Fix all of type"
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-14 14:48:19 UTC
in Set maximum Hz for better quality sounds Post #328876
Why don't people just work within Goldsources limitations anymore? If they aren't satisfactory, move onto Source. :P

It's like all those mods that add dynamic lighting, physics and HD effects. Why try to make Source when Source was a thing 12 years ago...
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-09 23:03:29 UTC
in trigger_once game crash Post #328798
You should use game_text for maps for Half-Life, whereas you can make use of env_message and titles.txt if your making a mod. This means you can make small tweaks if you made a typo, without needing to recompile any maps. :)

"All Clients" flag should only be required in multiplayer maps. I've never used it and not encountered any crashes.

The only time I did get a crash caused by an env_message was when I was actually entering the message text into the "message" field, which was too long. This was before I learned to use the codes from titles.txt

Derp... :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-09 07:30:47 UTC
in The Official HRP "Halp!" Threa Post #328785
One way to do that is to make them in the same way you would a transparent texture. With a solid background color that becomes transparent in game.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-02-08 12:20:36 UTC
in Alien Shock Post #328775
Heh, I commented on this last night. Didn't realise it was your mod. :)
monster_urby monster_urbyGoldsourcerer