Forum posts

Posted 8 years ago2016-01-09 12:15:14 UTC
in Splash screen size? Post #328164
Make sure you use the CS1.6 Background Maker. Save yourself the headache of doing it all manually.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 14:31:51 UTC
in Splash screen size? Post #328150
Depends which version of Goldsource you're talking about. Steam backgrounds can go up to 1280 x 1024, possibly higher.

With WON I never tried anything higher than 1024x768.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 13:33:08 UTC
in The Official HRP "Halp!" Threa Post #328146
This is frustrating because I'm sure I've encountered this before. Having worked with MilkShape3D for model editing, I know that in the modelling app, the animation will show the character actually moving forward, whereas after they are compiled into .mdl files they run in place. This makes me think that it is related to something within the .QC file, but I can't check as I am at work. Gargh!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-08 11:34:47 UTC
in TWHL Tower Post #328145
There are a few issues still remaining. One player has had a crash due to a model path issue which didn't come up before. I think I know which map to check. :P

I'm not in any particular hurry to get this patch out since I really need to knuckle down and make some progress on The Core. I'll be making notes from feedback however and will release a patch in the next couple of weeks
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-07 12:19:01 UTC
in TWHL Tower Post #328119
Malle's map has been fixed now. I found the culprit.

Phillip from Run Think Shoot Live streamed tower! Go watch!
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-07 00:53:48 UTC
in Sledge (Hammer Alternative) Alpha Build Post #328123
Oh you bitch! :nya:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 17:11:28 UTC
in TWHL Tower Post #328114
How bizarre... I'll take a look.

Also, the MODDB page has had a stir of activity over the first day. 34 watchers, a bunch of comments and even got one from one of the ModDB staff. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 15:01:19 UTC
in Lighting prop models? Post #328111
Ah yeah, joints. Sorry, I got my words mixed up.

You just need the single base joint. If the model compiles then you've got everything you need. The position of that joint determines where the model gets it's lighting info from.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 14:50:08 UTC
in TWHL Tower Post #328110
Sure thing. I'll add it to my list of fixes for tonight. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 11:08:23 UTC
in Lighting prop models? Post #328106
Yeah, as abbadon said, lighting on models is determined by the first bone of the model. On non animated prop models, this tends to be directly in the center.

This can cause unusual lighting on prop models, which is why I only ever use props for small objects and clutter in GoldSource. Larger objects just look unusual and it's not exactly nice to look at.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 09:31:56 UTC
in TWHL Tower Post #328103
Thanks! I can work on these tonight.
I noticed you added small helpful arrows to most of the pickups in the tower, but not to the keycards in lobby, tjb's and muzzleflash's floors.
I can add these, except the lobby which was the first map to get an arrow...
jeffmod's assassin can still follow you thru the stairs and into the next floor. It's pretty hilarious
D'oh! I stopped him opening the door but never actually clipped him from leaving the office! Thanks
- the first scientist in status reporting floor might have a missing or wrongly named action animation. check its scripted sequences
I think this is intentional?
- malle's floor still has some volume or startsound thing set to 2550 (should be 255)
although I really like how you made the entire floor more user-friendly
Trawled through the entities in the map but had no luck with this one. I'll take another look to see if I can crack it before v1.1 goes online.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-06 00:45:12 UTC
in TWHL Tower Post #328098
Audio has been rerecorded for the final release so that Urby isn't a liar. Thanks for the feedback guys.

I've set the release day for the 8th (Friday) on ModDB, but been in touch with Phillip at Run Think Shoot Live and offered him access a little earlier, simply because I'm getting more and more involved with his site at the moment, what with The Core and all that.

If he does a playthrough, I'll be sure to include it here so we can all see how he handles our maps. :P

Mu guess is not well. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 12:52:24 UTC
in The Official HRP "Halp!" Threa Post #328095
Yeah, additive is the way to go with webs.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 11:51:16 UTC
in TWHL Tower Post #328094
Yeah, you can just leave if you like. The idea was for the portal to appear after the chopper goes down. However, the apache is a lying bastard when it comes to triggers.

This way, the player can still get out if they really suck with rockets.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 11:11:46 UTC
in TWHL Tower Post #328092
Oh, haha. I'll fix that before the FINAL release.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-05 00:58:38 UTC
in TWHL Tower Post #328076
So, this project is nearly a year old now huh? Just kinda powering through to get this done now. Allow me to present the:

3rd of January, 2016 update post
I'll continue edit this post as I work on this, feel free to post below :P

Roof
  • Balance has shifted. Removed some grunts as this was nearly impossible on Hard, even when knowing the exact enemy placement
  • Explosives access. Helicopter now requires a small backtrack to destroy.
  • Began work on credit roll.
Lobby
  • Intro sequence with Urby, recorded, scripted and complete
  • Increased quality of index board texture considerably
2MuchVideoGames
  • Added Arrow sprite over keys as some could be easily missed.
MightyMuzz
  • Edited buckets to prevent up-fuckery during compile.
Overall
  • Autosaves added to each floor.
  • Several textures quality increased.
  • Added background image to menu.
  • Added background track to menu.
  • Added credits to titles.txt.
Wanted to get this out before returning to work and fried my brain until 2am last night. Not smart. Having some issues getting the trigger for the credits to work, but that's the only thing left to do.

UPDATE!

MODDB Page is now active! Follow to show your support (assuming you have an account...

Looking to get this released to the Map Vault, MODDB and Run Think Shoot Live before the weekend to get it out of my life! :P

Bye bye linky. You guys can play it again when it comes out officially. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-03 20:21:09 UTC
in Post your screenshots! WIP thread Post #328072
I really need to learn blender properly.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-01-01 15:18:46 UTC
in Good looking textures Post #328032
The number of units in hammer are directly related to the resolution of the image. The average crate size is 64x64 units, and so, most crate textures are 64x64 pixels.

Basically, if your door is 112 units high and 64 units wide, then the texture should be the same in pixels (112x64) or if you want higher quality textures, double it. (224x128 pixels)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-31 21:54:00 UTC
in Good looking textures Post #328016
By latest version, I assume you mean CS6? In which case, that's not the latest version. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-31 01:31:49 UTC
in Dev-C++ Compiler Error Post #327994
Did you test to see if the code compiled successfully BEFORE you made any changes? If it did, you've likely messed up some formatting somewhere, e.g. accidentally added a comma or something... If not then it's a deeper issue, either concerning the code or your software.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-30 17:04:05 UTC
in Changing the HUD color for Steam? Post #327982
Dr.Orange just told you exactly what you need to do and posted links to both the source code and the most in depth tutorial there is...

If that doesn't make it easy enough for you then you'd better learn to love the orange HUD. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-30 01:48:28 UTC
in Lets gonna play a game Post #327972
Um... no thanks.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-29 09:23:43 UTC
in TWHL Rocket League Post #327953
Never expected this game to effect me the way it has. Grabbed all the DLC last night... I even bought the soundtrack...

I'd be well up for a TWHL Tourney.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-26 07:59:06 UTC
in Building (or buying) a new desktop Post #327919
I skipped Windows 8, but I'd say even coming from Windows 7, it's a worthy update. Works like a charm for me.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 17:38:23 UTC
in Post your screenshots! WIP thread Post #327905
Same thing happened in Jurassic Park Trespasser. The first game I played with a full physics system. It was pretty open world as well, way ahead of its time. 3D objects would become sprites at a certain distance. That's an example of getting it very wrong though. It would happen at like, twenty metres.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 15:33:31 UTC
in Post your screenshots! WIP thread Post #327903
Like the back row alien grunts in the "bad" ending of Half-Life
I think that was purely for optimization in the late 90s. You wouldn't need to do that these days. It never looked great. :lol:
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 13:53:54 UTC
in How to prevent entities from crossing a Post #327901
Just NPC's, dead or alive as far as I recall

You couldn't take a func_pushable from one map to the next for example.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 10:06:29 UTC
in Now Gaming: ... Post #327899
I used to love OpFlash. Played it exclusively for about a year, just messing with the mission editor. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 09:37:32 UTC
in How to prevent entities from crossing a Post #327897
You can use the trigger_transition entity.

This will only carry over entities that are within it when the level change occurs.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 00:55:22 UTC
in Post your screenshots! WIP thread Post #327884
Eek, not a fan of the sprites to be honest. I prefer making things as best I can with brushes. Then again, it's not my project, so I'll be over here, shutting up.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-24 00:52:33 UTC
in Now Gaming: ... Post #327882
I was just pissing about in GTA Online when we crossed into Christmas Eve... and it started snowing.
User posted image
I didn't even need to buy this snow, it just happened. For free! Like every other expansion in GTA Online to date.

cough EA Games, take note cough
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-23 21:45:54 UTC
in The Official HRP "Halp!" Threa Post #327867
One thing you can also try in Wally, is to change the 255th colour in the palette to something else entirely, like solid green.

Then, if the image doesn't change, you know that the texture isn't actually using the 255th colour. Then, simply use the fill tool in Wally to ensure that the 255th colour is used. Then change it back to solid blue.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-23 09:46:09 UTC
in The Official HRP "Halp!" Threa Post #327854
Sounds as though you've done everything right... Just to confirm though, you say that the colour value in Wally is definitely 0,0,255? I would assume if the original BMP was saved at 256 colours then it should be fine, but Wally can be... odd.

Other than that, I can't really think of anything else without seeing the files. :(
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-23 07:51:46 UTC
in Now Gaming: ... Post #327851
Classic
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-22 12:54:49 UTC
in Clipping objects lead to errors Post #327837
It all depends on how you're actually clipping the object, but the six sided cylinder (I assume when actually using the cylinder tool) makes me think that you may have something configured incorrectly. Six sided cylinders are actually very basic even by goldsource standards. I'm also assuming you aren't trying to make them too small or anything...?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-22 10:12:48 UTC
in Quick Question About 512x512 Textures Post #327835
Probably. It's old. People need to stop using it. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-19 12:11:47 UTC
in Now Playing: ... Post #327813
They Might Be Giants - At The End Of The Tour

A song about a horrific, fatal car crash, disguised as a love song. Good old TMBG
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-16 16:06:35 UTC
in Mods: What's most important? Post #327788
Good day to you, TWHLers. I just got a thought in my head to make this thread to discuss what you think is the most important thing you look for in a mod.

Story?- I want an involving experience

Naturally, you want an original and coherent plot to follow, right? You don't want to just be dropped in a room, given a crowbar and a horde of zombies and be simply told to 'Have at it!' Even if the overall setting is the same and you are dropped into Black Mesa or some district of City 17, you want to be guided to some degree, and to meet new and interesting characters.

Visuals?- Eye candy or GTFO

You certainly want it to look good. Anything that is orange mapped or put together in MS Paint simply won't do, am I right? If the developer hasn't taken the time to put in the time and effort, why should you bother even taking it seriously? It needs to look good and the setting should well realised.

Something new- I don't want to play Half-Life again!

It needs to be new. You don't want to shoot headcrabs anymore! You know their attack patterns off by heart and could dispatch them in your sleep. It simply isn't challenging anymore. You demand something fresh! In fact, maybe you don't want to shoot anything! You want a puzzle platformer that will challenge you in an entirely different way!

Something else?- Urby! You didn't mention mash up mods! I love mashup mods and I am also a moron who deserves to get some kind of disease that only really stupid people get!

Maybe you look to get something else entirely, that I haven't suggested. Pitch in! Let's hear it.
  • - -
My Thoughts

Of course, a combination of all the above would be nice, but is rare. If I had to chose the most important aspect, I would say visuals. I can forgive a total lack of plot and an overall objective if I get something pretty to look at. Story is certainly a close second for me though.

As for completely new experiences, meh. I could quite happily run through a thousand different peoples take on Black Mesa, or even if the environment is completely different I would be totally cool with Half-Life's FPS mechanics as standard.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-13 08:56:30 UTC
in Post your screenshots! WIP thread Post #327772
Looks good! My only nit pick is the upper wall texture, specifically where it's slanted.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-11 14:09:22 UTC
in TWHL4 Suggestions Post #327751
I really enjoyed making the MOTMs back in the day, but the strict schedule didn't tie in well with other projects and a general cannotbefuckedification.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-11 13:24:15 UTC
in TWHL4 Suggestions Post #327749
Should video reviews become a thing again, (I'm looking to pick mod reviews back up after The Core is released in 2 million years), will YouTube embedding be possible? :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-10 00:19:01 UTC
in TWHL4 Suggestions Post #327731
I personally think at least one screenshot should be mandatory. Then again, I guess if people didn't want to include a screenshot then they could still just upload a random image. I certainly wouldn't download it though. :P
That feature is planned for TWHL5! Coming 2087!
Holy crap! That soon? Don't overdo it, man.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-04 14:31:34 UTC
in Can't load map and get this console mess Post #327666
Which game is this for and are you sure the map is compatible?
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-03 13:18:16 UTC
in Post your screenshots! WIP thread Post #327648
Sexy battery, Alberto
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-03 09:47:45 UTC
in Spirit Of Half Life Problem Post #327643
Depends what you're looking to do with it. Here's the features post from the ModDB page:

Well when it comes to features SoHL has a lot: -weather effects -lightning -reflections -physics -supports advanced rendering (code it yourself) -supports bump mapping (code it yourself)

First off is the well know aurora particle system that has been implemented in SoHL, with this you can multiple sprites as particles to make rain, snow, fog, and clouds. The Locus system allows you to link events with entities and this allows for more advanced calc_entities. SoHL also added many new special effects in its fgd like: env_shockwave, env_quakefx, env_decal, env_warpball, env_rain, env_beam, env_laser, env_sprite, env_fade, env_dlight, and env_elight. Along with special effects SoHL has drastically improved triggers and scripted sequences.

My personal favourite feature is being able to change NPCs alliances and how they act, as well as their model and skin. So you could have a three way battle between red, blue and green grunts for example, without any coding. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 15:24:06 UTC
in Pets! Post #327633
I must admit, it's a real pain in the arse finding a rental property if you've got a cat.

Archie very nearly went to a shelter this year... :rly:

Fortunately we found the ideal place in time. :D
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 10:53:28 UTC
in Spirit Of Half Life Problem Post #327631
Depending on the version of Spirit you have gone with, you may need to place some files in your root Half-Life directory as well. You may have a directory in the spirit folder called "Additional Files You May Need"

As far as I recall though, the latest version of Spirit (1.8) shouldn't require this.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-02 10:50:45 UTC
in Pets! Post #327630
Archie has a twin
WHAT HORRIFYING REALITY IS THIS YOU SPEAK OF!?

Also, just noticed that the auto focus on my phone camera focused on Archie the cat's plates, rather then his face... Stupid phone.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 20:06:51 UTC
in Pets! Post #327621
User posted image
This is Archie, affectionately referred to as 'Little Shit Bag' around the house.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-12-01 16:32:39 UTC
in Your Fallout Settlements Post #327617
Eventually, I will make it back to my settlement and be able to contribute to this thread. Keep getting bloody side tracked...

Screw Bethesda, filling their worlds with awesome crap.
monster_urby monster_urbyGoldsourcerer