Forum posts

Posted 9 years ago2015-02-14 19:36:58 UTC
in TWHL Tower Post #324123
Yeah, C'mon guys. I've shown off loads...

I'm going to post some more of the lobby now that it's basically finished. Just need to do the scripting, voice acting, skinning and make the index texture. Need everyone's maps before I can do that though.

...and here they go:
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User posted image
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monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-14 18:58:27 UTC
in Blue Shift as a "mod" Post #324122
Steam HL has multiplayer. Otherwise they are no different in terms of gameplay.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-14 15:21:01 UTC
in TWHL Tower Post #324115
A lot of people would beg to differ. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-14 14:43:42 UTC
in TWHL Tower Post #324113
While we are using goldsource, it's 2015. If you have the know how and want to include some high poly models, that's fine. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-14 09:19:08 UTC
in Top 5s (Final Form) Post #324107
Fallout 3 is one of my favourite games of all time. I totally forgot about the intro...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 21:12:50 UTC
in TWHL Tower Post #324100
I imagine we'll see a lot more progress now the weekend is here.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 19:26:41 UTC
in TWHL Tower Post #324098
Interesting. You gonna have zombie fights down there? :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 18:59:35 UTC
in TWHL Tower Post #324096
Yeah, I was gonna. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 16:05:02 UTC
in TWHL Tower Post #324088
lol. I was kinda planning on putting them on the board in the lobby map...
User posted image
I guess "B.M.H.A.S.R.A.A.F" will have to do there. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 15:11:38 UTC
in TWHL Tower Post #324085
...I'm gonna need a big plaque.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 13:30:54 UTC
in TWHL Tower Post #324079
Got it. Congrats on being the first. Have a free hammer :hammer:

I'll check any bugs and see if I can resolve on my end before the final release. :)

Also, what do you want to call your floor? There will be an index of the floors and their "administrators" in the lobby. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 12:57:43 UTC
in Blue Shift as a "mod" Post #324078
Adamant, perhaps?
That'll teach me to post using my phone...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 12:50:51 UTC
in Top 5s (Final Form) Post #324077
Top 5 intro cinematics / cutscenes

Let's keep this going!

5. Command and Conquer - Red Alert 2

If you can grit your teeth and get through the the hammy acting and dreadful CQ (which actually have a certain charm), you get this awesome little sequence of the Soviet Union invading the US in force. Also, Hell March is one of the best tracks in the history of anything ever

4. Syndicate Wars

One of my favourite games when I was younger. The graphics are shocking by today's standards. It's easy to compare it to The Matrix in many ways, with the chip implant that shows it's host a blissful 1960's USA, all the while disguising the real harsh reality that you live in a harsh, violent police state. All the while, the music is perfectly trippy. :P

DO NOT BE AFRAID. THIS IS THE WAY OF THE NEW EPOCH!

3. World of Warcraft

Blizzard have a knack for making incredible and epic cinematics. Every expansion has it's own intro and each is a masterpiece, but just watching this original intro for WoW makes me want to delve back into Azeroth again... but that's a slippery slope and I know better.

2. Dungeon Keeper 2

Another Bullfrog game, considerably better than back in their Syndicate Wars days. It's got wizards, dwarves, knights, skeletons and the horned reaper. It's all very silly and sets the mood of the game perfectly.

1. Warhammer 40k - Dawn of War

Just watch the fucking intro... Maybe count how many times the sergeant gets hit. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 08:25:36 UTC
in Blue Shift as a "mod" Post #324067
Yeah, Blue Shift and Opposing Force are both mods on Steam HL.

While we're on the subject - Why are so many people amendment to stick with WON HL? You can get the entire goldsource collection on Steam for the price of a book.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-13 00:59:09 UTC
in TWHL Tower Post #324058
I spent way too much time on a truck for the ground floor...
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monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-12 17:29:50 UTC
in TWHL Tower Post #324045
Well, that's what testing is for. :P

Edit: How's everyone getting on?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-12 12:35:03 UTC
in TWHL Tower Post #324043
It will be fine. Spirit's features are added on top of the regular Goldsource features.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-12 11:56:36 UTC
in TWHL Tower Post #324039
Well then... There that is
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-12 08:08:16 UTC
in TWHL Tower Post #324037
You can reduce player movement speed with console commands. Sadly, I don't think there is a way to trigger console commands in game. :(
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 21:05:01 UTC
in TWHL Tower Post #324025
[REDACTED]
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 20:54:36 UTC
in TWHL Tower Post #324022
With sequence events you can essentially make an enemy hit twice or even three times as hard by duplicating melee attack events. There's also fun things like turning the Bullsquid into a shotgun, firing multiple globs at once, or giving the assassins sub machine guns. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 19:33:03 UTC
in TWHL Tower Post #324016
Oh God, the env_warpball as well. <3

The alien teleport effect from HL1 uses like eight entities that all need to be triggered at the ideal time to look good. A light, a sprite and six beams or more.

Spirit uses one entity.

...and now I'm getting excited about an engine I've been using for years...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 19:24:05 UTC
in TWHL Tower Post #324014
HA! Oh my God I love Spirit. No more faffing around with heals and freezing to take away the players armour. Spirit has a trigger to do just that. :P

You learn something new every day.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 18:51:15 UTC
in Post your screenshots! WIP thread Post #324010
Not specifying faces and have tried restarting multiple times.

Map is totally leak free.

Maybe HL2 still works as normal but Episode 2 definitely has issues...
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 18:35:15 UTC
in TWHL Tower Post #324009
Doctor Orange
Professor Satsuma
Medical Professional Citrus Fruit
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 17:44:43 UTC
in TWHL Tower Post #324005
I call bullshit
Bullshit won't answer. It's dodging your calls because you're a shitty person.

Dropbox is fine, Professor Satsuma.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 17:18:20 UTC
in TWHL Tower Post #324002
And why must we mail them? I don't feel comfortable leaving my mail adress to complete strangers. I only mail my friends and family. I'm trying to be anonymous on the internet here! Serious business.
I'm trustworthy.

The other option is to upload it somewhere safe and give me a link via PM.

The other other option is to keep it to yourself and not appear in the mod. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:57:51 UTC
in TWHL Tower Post #323992
Not really possible to get lost in it, it's goldsource. You don't NEED to use any of the new features.

Regardless, This is the closest you'll get to a full entity guide these days
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:39:44 UTC
in TWHL Tower Post #323986
@Dr.Orange: The Vluzacn Compile tools including textures were included in the initial mod download. I highly recommend them. :)
@Strider: You can use the cycler_sprite entity to add non-clipped models. But don't use it with the standard HL fgd, otherwise Hammer crashes.
If you're using a custom one, then go ahead, if it still crashes, use this fix I've made. smile - :)

Hope it helps.
Alternatively, env_model. We're on the Spirit Engine now Alberto. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:31:25 UTC
in Post your screenshots! WIP thread Post #323983
In episode 2 at least, they show as black after being built.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:28:08 UTC
in TWHL Tower Post #323981
Tet, you have combined my love for Goldsource and baked potatoes in a perfect analogy.

...I'm afraid we need to get married now.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:25:16 UTC
in TWHL Tower Post #323979
Also, Valve's compile tools are as old as... well Valve. Vluzacn's tools were updated LAST year and are much more efficient and powerful.

...I assume you're fairly new to GoldSource? Using Valve's tools for Goldsource is like using Windows 95 for... anything.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 15:20:59 UTC
in TWHL Tower Post #323977
Spirit is purely Half-Life with a few AWESOME additions. env_model is a good example. You can also change the behavior of NPCs as well as their models and skins. Triggers are a lot more powerful and there is a bunch of cool rendering entities that I haven't even looked into.

It's also completely non-invasive, so if you've made your map with regular HL entities, Spirit won't change ANYTHING. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 14:11:56 UTC
in HL extra weapons Post #323973
Sadly, even with Spirit you're going to need to learn coding in order to add new weapons.

The majority of the members here at TWHL are mappers / modellers with coders being few and far between, especially for GoldSource.

Someone might be able to point you in the right direction though.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 14:09:59 UTC
in Post your screenshots! WIP thread Post #323971
Having done some work with Episode 2 recently, I can't help but notice that cubemaps are b0rked... Is there any way around that?
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 13:57:33 UTC
in TWHL Tower Post #323969
As powerful a mod as it is, Spirit isn't going to win any awards for code presentation.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 13:35:12 UTC
in TWHL Tower Post #323966
Well spotted that man. I suck. Spirit download has been updated... again
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 13:09:38 UTC
in TWHL Tower Post #323964
If you download the files linked above, then yes. :D
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 12:29:49 UTC
in TWHL Tower Post #323962
Yup.

Half-Life is a cheese pizza. Spirit is the pepperoni
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 11:34:03 UTC
in TWHL Tower Post #323960
Sledge didn't exist when the last version of Spirit came out so I guess they decided to ignore the error that Hammer throws out. Turns out it's just a case of some missing characters.

It's amazing how much HTML/CSS support work actually transfers over to other coding languages.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 11:30:43 UTC
in TWHL Tower Post #323958
That spirit fgd has an issue that stops it being added in sledge, but works ok in Hammer.

EDIT: I fixed it. If you got the spirit files above, redownload them now.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 10:42:15 UTC
in TWHL Tower Post #323956
Alrighty, I believe that THIS should be all you need. I can't really test at work...

Just drop these files in your twhltower folder and change your hammer/sledge settings to use the spirit.fgd

I shall now be making TWHL staff for the lobby after all, but low poly versions. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-11 08:30:54 UTC
in TWHL Tower Post #323948
I'm just wondering if it's possible to litter props around (like a garden) without that error now? Like I said... woefully out of practice with Goldsource.
Not with Vanilla. Spirit has the env_model entity which lets you choose skin, scale and whether or not it's solid... It's lovely.

Kinda wish I'd used spirit as the base for this mod now. Offers a lot of choices regarding enemy models and triggers as well... :(

I guess it's not too late to switch if you guys don't mind.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 23:52:02 UTC
in Post your screenshots! WIP thread Post #323938
Actually, doesn't it have a feature where light bounces are affected by the colour of the texture?
Yeah, that's a Vluzacn's compile tool feature. It's pretty sweet
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 22:35:01 UTC
in TWHL Tower Post #323931
I'm afraid I can't map for this then if there isn't a basement. My map wouldn't make any sense if it wasn't one.
Tell you what, because I'm such a nice guy, you can have a basement.

I'll make the door to the upper floor in my lobby locked and I'll work something out when I get your files. :P

EDIT: Genuinely forgot I just posted in this thread... Hey ho, MORE LOBBY PROGRESS!
User posted image
User posted image
In other news, changes. The mod now includes the original low def models, the player has barney's hands, the HEV suit is now silent and the human grunts are using opposing force models (Still low def but considerably better)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 21:46:30 UTC
in TWHL Tower Post #323930
How about an invisible texlight? That way you don't even need to mess with the original texture.
I'd still prefer to make my own. TWHL screenshot for example. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 18:17:44 UTC
in TWHL Tower Post #323914
I appreciate the sentiment but that's a bit of a hollow argument. In 2011 Duke Nukem Forever wasn't released.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 18:04:13 UTC
in TWHL Tower Post #323907
I prefer texture lighting in gold source. The entity "light" shines in all directions like a bulb and isn't always feasible. Light_spot is good for getting really crisp shadows but is too restrictive for general lighting. I tend to avoid using light entities at all.

Edit: yeah, just checked. In our mod The Core, out of all my [REDACTED] maps so far, I've used maybe 3.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 16:11:52 UTC
in TWHL Tower Post #323899
Light entity. Gurgh shudder. I'll make a custom texture with a lights.rad value
Are we allowed to use VOX (Black Mesa Announcement System) in our map?
Go for it! :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-10 15:44:14 UTC
in Post your screenshots! WIP thread Post #323894
My WIP shots are in another thread...
User posted image
monster_urby monster_urbyGoldsourcerer