Forum posts

Posted 15 years ago2008-12-18 18:47:27 UTC
in MOD Poll... Post #260226
Save yourself some trouble and just make some HL Single player with little modification.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-17 04:48:17 UTC
in Kid kills parents over Halo 3 Post #260131
... sexually explicit.
Halo? pffft...
At least it wasn't GTA Faggotry.

His dad forigves him because he has a christian image to keep. He says he forgives him for his own benefit.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-15 18:14:53 UTC
in Cat-Life HL1 Mod Recruiting Post #260021
lol but thats not as cool as being a lump of goo that spikes marines in the face from the drain of a drinking fountain.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-15 17:32:57 UTC
in Cat-Life HL1 Mod Recruiting Post #260017
I dunno why, but I like the micro/macro scale of this mod, being something so small that can fit into smaller areas. Be kinda cool to have a mod where the player is a little blob that can go down the toilet, crawl through tiny cracks, hide in absolutely obscure places like inside trash cans, etc. I kinda get that same sort of sense from this mod.

Any release date?
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-15 15:49:04 UTC
in Christmas, Ho Ho Ho Post #260011
Jesus was born on September 10th, some how it was merged with the Greek celebration of the winter solstice and the good will towards men with lots of gifts (and gay sex). It wasn't until sometime in the 1200's when a German monk in a red robe named Nicholas brought toys to the poor children of a local village on winter solstice still being celebrated. They nick named him Sinterklaus, or St. Nicholas, not to be confused with the chrstian St. Nicholas.

How Jesus got thrown into it is beyond me, but I think it was adopted since the gift of the birth of Christ, and how people share gifts gifts in the stable likely has something to do with it.

I think I've typed this for the last 3 years now. sorry for the nerdage.

On topic, do I believe in Christmas? Yes. I believe it the spirit of it more than the icons that sell it.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-15 14:20:33 UTC
in Cat-Life HL1 Mod Recruiting Post #260005
oh lawd.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-10 17:54:26 UTC
in New Terminator Salvation movie trailer! Post #259739
looks...

...shit.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-10 16:42:16 UTC
in Interesting Facts Post #259727
Posted 15 years ago2008-12-10 04:10:20 UTC
in Desktops of Decembre Post #259705
User posted image
mah laptop. my other comp's image didn't change so meh.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-09 17:19:24 UTC
in Map of mappers Post #259672
User posted image
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-08 15:44:32 UTC
in Map of mappers Post #259590
Added. I should go steal World Crafter and Grim for a night out of drinking and TF2 or L4D.

...yyyyyeeeeeeeaaaaaaahhhhhhh........
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-07 14:23:30 UTC
in Competition 26 Post #259524
Well... I could say whats keeping them but I'm not at liberty to say. I can say that they have a very good reason for taking so long, and it is not their fault.

Patience, find something else to do in the mean-time.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-05 09:50:31 UTC
in (rant) Stay away from this site (/rant) Post #259439
The following is about the worse treatment you can get on TWHL.
plz close this before it gets TOO stupid
Too late... IT'S CATURDAY!
User posted image
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-05 04:41:10 UTC
in (rant) Stay away from this site (/rant) Post #259431
TWHL is because everyone is friendly
Mostly friendly, but still we're peachy keen compared to some others. I've avoided reading my comments and messages from Youtube. People there are just looking for fights. At least here there is some understanding from the admins and moderators, as well from its members.

...anyway...

WELCOME BACK TO TWHL! Here, have a free kitten!
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-04 15:05:28 UTC
in zm_city_encore [screens, work in progres Post #259394
try dumpsters, primitive brush cars, barrels, and if there is going to be crates, have at least 10 different kinds for variety.

Despite that, this could turn out nicely.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-03 18:16:51 UTC
in Yet ANOTHER Model search... Post #259375
isn't the name tag a texture? but shop it out.
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-02 03:53:01 UTC
in i_slave (vortigaunt) player model Post #259314
meh.
User posted image
The morph is very fugly, hardly looks like a vort aside from a few distinguished features. it doesn't have the geometry to support the level of animation, unlike the suit next to it. Plus its proportions can't get much better since it is constricted to the bones.

EDIT: SAJO, post the one with missing animations, I can finish that up and it would likely be better than what I'm trying to do.

EDIT2: Nevermind. Nabbed it from a previous post. Will see what can be done by me to help my brother who is in trouble there said Rimrook aloud. [/nerd]

EDIT3: There is a lot missing from that model, but luckily its mostly the blending poses for the various weapons and aiming angles. there's only about 50 of them... yeah it may take a while.

What is this for exactly? just HL1DM or a mod?
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-01 23:28:30 UTC
in i_slave (vortigaunt) player model Post #259307
eh, vorts also have a third arm ;/
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-01 20:00:49 UTC
in i_slave (vortigaunt) player model Post #259299
yeah i wasn't serious about the burrowing. I'll certainly give it a shot.

what kind of team matches are they? it is important since the silhouette should be rather variant from the other team. Also, are other skins a possible necessity?

oh, i guess i should locate that HD slave someplace....
Rimrook RimrookSince 2003
Posted 15 years ago2008-12-01 17:19:24 UTC
in i_slave (vortigaunt) player model Post #259290
I could tweak around with one until it works. I've been experimenting with player models and they are (so far) the easiest thing to do as far as modelling goes.

what say you?

If I do it, it would likely be really humanoid since it does need to fit on the skeleton.

Also made a hilarious discovery, I can burrow the players the same way i burrow the Glizards for 6D. I could change the ducking animation to be underground. It'd be friggin lulzy to do it. :P Talk about some serious hide-and-seek.
Rimrook RimrookSince 2003
Posted 15 years ago2008-11-30 12:24:51 UTC
in Sprite/Texture combination Post #259239
You will have to manually place the sprites there yourself, and there is no way for them to be scattered randomly.
Rimrook RimrookSince 2003
Posted 15 years ago2008-11-24 15:40:50 UTC
in L4D Community Campaign Post #259008
Dude, chernobyl looks friggin BAD ASS from google maps' satellite photos.

Coordinates: 51.277977, 30.215449

Take from the Pripyat photos combined with the layout from the google map and your set!

I really do fancy the derelict ship yard north of the town. :heart:
Rimrook RimrookSince 2003
Posted 15 years ago2008-11-24 09:44:13 UTC
in OpenGL VS Direct3d and software. Post #259004
You have a graphics card? What are its settings?

I had a problem like this when I got HL on my new desktop. Only my problem was fucked textures. If the card is set to a "high quality mode" or something similar, it does mess with HL a bit, its 10 years old ya know. I set my card to the default setting and it works fine.

I hope that provides some kind of insight.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-23 14:45:58 UTC
in Modeller needed Post #258979
moar.

http://maprookie.com/random/deskmodels.zip

and they fit the original color and texture scheme, as requested. As well, I included a chair only, desk only, a chair tipped over, and a desk tipped over (and can be used for cover ;))

In total, 5 models. Enjoi!
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-21 13:35:13 UTC
in Competition 26 Post #258850
yes
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-21 11:17:22 UTC
in Competition 26 Post #258848
Here is a drawing of a spider.
User posted image
I value this drawing at 540.6 octillion dollars.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-21 09:55:07 UTC
in We're Not Wasting Time at TWHL Post #258844
I've had enough to drink.

but... hurrah!
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-19 14:22:33 UTC
in Vac Bands Post #258741
Cheating is bad mmmkay.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-18 13:39:54 UTC
in Max_Map_Miptex, but in an odd way Post #258702
who knows?
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-18 13:14:43 UTC
in Max_Map_Miptex, but in an odd way Post #258699
Try making them smaller, like 128 px.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-17 18:51:00 UTC
in Guitar Heroism and Rocking Bands Post #258666
I master Tetris, some would say that is a waste of time.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-16 16:50:28 UTC
in Team Deathmatch Post #258622
Yeah, a track with raised sides. Of course it'll be easy to hop on, and a good speed would have to be figured out as well.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-16 06:33:39 UTC
in Team Deathmatch Post #258596
deleted maybe, on my topic alerts, it said 2 and i only found 1. The post is a fact. But what do you think of the train siege thing idea.

EDIT: forgot a bit on that description. Upon scoring, both teams are reset (killed?) and the train must be taken from the base to the goal in the opponent's base.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-16 04:52:27 UTC
in Team Deathmatch Post #258594
EDITED: Read Below.

creating a lan server with teamplay on. It still doesn't work, but when I run Kasperg's tp_sacrifice, it works perfectly fine!

I'm thinking about changing it up a bit to cope with classic dm rules.

EDIT: Just developed a great idea so here goes. It still involves teams however. Which can be bad, unless the server can be set to teamplay for just one map, I dunno.

Two bases are present, and there is a train track the connects the two bases. In a new game, The train car is set in the middle of the map. The two teams fight over it for control.

To score a point for the team, a player must ride the train through the goal in the enemy base while the enemy defends, and the offensive team aboard the train must also fire back and make sure they get through.

If there is no one on the train and it makes it to the goal, no points are scored. However, an opponent can always jump on it and reverse its direction and gain control of the train at any time along the way.

The team who earns the most goals win.

What say you?
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-15 15:49:40 UTC
in Team Deathmatch Post #258560
actually I found that Team Deathmatch is a server setting, and the TWHL server is set to regular.

Also, the triggers are giving me quite a lot of hell. I don't know how Kasperg managed to get them working, and I copied his entity setup straight from the decompile and still no luck! :(
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-14 13:37:55 UTC
in Left 4 Dead Post #258531
if i have a daughter, i'm naming her Mirrori. Or Svou, or Seven, or Aviel, or Penguinboy.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-14 13:34:01 UTC
in Team Deathmatch Post #258517
I plan to NOT be lazy and scratch an uber fun/nice map together for the server. But I was wondering how one may set up a map for Team Deathmatch, or if the TWHL server can even run in team mode?

When I get home, I'm looking through all the old files I still have of Kasperg's maps and doing something clean and simple. No more Art-Project crap cuz I'm a tad sick of it. I just want to make 12 textures and map. Anyway, I digress.

I aim to map something like the unreal maps where you must jump through a ring on the other side of the map to score a point for the team. I may need some help with the triggers, but that will be later.

MADNESS INSUES!
edit: with screens and concepts, of course.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-14 02:18:08 UTC
in Problems with Flat-Life Post #258313
Cool.

There are 77 player animations, most of them are similar and are blend poses because HL doesn't have any dynamic way of handling any of it. It'd be tedious but I could go through and re-adjust the existing animations and perhaps add more if they are needed. That'd be a good first step.

EDIT:

3 bugs I found:
  • Reloading after death really is broked.
  • Can't push Func_Pushables to the left.
  • Monsters sometimes fail to move and interact, or use the nodes.
...is anyone listening?

Either way, what would be nice is a ClipAll brush that would clip bullets, monsters, players, etc. Just like the clip brush but for everything. It will have its uses, since using the clip brush will still allow bullets and monsters to walk through. But it can't be an entity like func_clipall, it would be nice to spam it where ever needed without fluffing up the entity count.

Oh, one more: make it somehow where the the spread of the bullets from the various weapons don't go into the background or forground but stay on the 2D plane.

Also, ADD A FUCKING OPTION TO TURN OFF FALL DAMAGE!!!

TL;DR -- Just complaining.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-14 01:21:45 UTC
in Modeller needed Post #258507
I made the model and sent him a PM, but I don't think he'll check back to even get it!
Well... no good deed shall go unpunished.

Here's a fucking desk model.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-11 04:21:09 UTC
in Problem Compiling HL MDL Post #258361
Just occured to me, are all the animations use the same exact skeleten as the reference model? It is incredibly picky about names.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-11 04:19:25 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #258360
Heehee, thanks.

I should have Grim remaster them so they sound movie-quality, but again, I need the right away from him, plus I can't remember what he said about something sometime ago I think I was durnk.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-10 19:55:05 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #258348
Grim is right. School is putting my in bad positions all the time.

Daubster is reworking the code again from last I heard and Grim hasn't been able to buy a piano keyboard for his mewzik.

Here's something to add to your MP3 player.

6D Theme
Nothing in your Hands
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-10 09:09:01 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #258336
5-D did exist at one point, but was lasted no more than an hour because I soon realized it was impossible in Goldzorz.

Although I have rethought it, and could make 4-D.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-10 06:58:09 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #258330
Yeah, and we can throw in "FREE 6D FOR THIS WEEKEND ONLY" even though its free anyway.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-10 05:59:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #258323
contact valve to put it on steam for a little price
Yeah the fuck right...
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-09 07:30:42 UTC
in How to set this up? [AGAIN] :) Post #258291
yeah it can be done.

If you want more effect to it, use a func_breakable. You can also set up health and all that, but it also falls a part. It can fire a trigger when destroyed. Doesn't really have to be a button really.

Where ever you put the tank, make a master for it. Small problem is when the master is on, so is the tank. I think "on" is destroyed for a breakable. Type the breakable's name in as the master for the tank.

Not sure about the respawning part. But that's off the top of my head 2 cents. I like the idea btw.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-09 07:01:49 UTC
in Problems with Flat-Life Post #258287
I'm experimenting with custom player models. If you can clean it up, maybe we can work together a little to get some better player animations. Like when the player jumps, or stand and float upwards on a ladder. These things erk me.

Also I swear you said you made the player model play the jump animation again on a walljump or doublejump. Oh well, a minor thing to tweak I guess.

If anything, ask Daubster what version of Spirit he's using for the base of 6D, its stable and I think its 1.5a4 or something crazy like that. 1.2 had some flaws remaining. Also ask him about the FMod thing being only triggered through the console and not map entities. A strange and pointless thing we found a while back. The MOD music is nice, but I would like to write my own tracks and use mp3s.

Why all of a sudden? I did some commission work with a guy on his 2D side scroller. I was inspired to try something with this. Also helped him clean up his mod a little script wise. Something that HL needs is a "if falling and hadn't jumped, play fall animation." so when you walk of an edge, you don't keep running and your legs kick at ever increasing speeds. For a ladder, get the player to face the ladder properly, not angled up or down like when you aim up or down, and play a different walk cycle animation which in turn would be a climbing one. Perhaps you can look at the swimming code to see how to change the animations up. I think its possible.

-- TL;DR -- Persuading Chickenfist to clean up Flatlife.

EDIT: Also, I had recently played Little Big Planet and was surprised how simple, pretty, and fun it was. This mod would be killer to have a grav gun powered by some 6D code. With Daub's permission tho, its still in the works and its ever evolving with refining and rewritings. That would add a new level depth to the mod. It wouldn't steal 6D's thunder though, it'd be using the code differently. I'm not worried of fact that it would be out before 6D either, the Unreal3 engine was used before Unreal Tournament 3 had even came out.

EDIT2: I fixed the player's looking animations. Now the player can look and aim straight up and down without wobbling around. Also, I made a spiffy somersault jump that looks fucking awesome, and so far everything is working perfectly. Still, the above mentioned tweaks need to be done, but the jump animation needs to play when the player is ducking and jumping. Just another tweak. None of what I had done was very hard, all I do is play with the rig and animation files, which is really easy and fun. :)

My what a long post.

-- TL;DR -- Fix the animations, some more refined animation had already been added.
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-08 09:13:59 UTC
in You Laugh You Lose - Revisited Post #258258
User posted image
You can get the direct link to any image by clicking "Advanced Linking" at the very bottom once your image is uploaded.

gee thanks... (fuckin overwatch)
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-08 06:26:40 UTC
in Problems with Flat-Life Post #258260
I just got all of the updated files for version 1.2 and loaded it in just fine, except for the FGD. Hammer kicks out an error saying:

Error Parsing c:/SIERRA/hl2d/flatlife.fgd; Line 5959; Expected Integer.
Error Parsing c:/SIERRA/hl2d/flatlife.fgd; Line 5989; Expected Integer.

Within line 5959 and 5989 is the trigger_set_physics which allows for the enabling of walljump, doubljump, etcjump.

A tweak of the FGD could fix it, but I've looked over it and I don't really understand the script. It looks like it would work to me, but it needs experienced investigation.

An easy fix is to use the console command hl2d_physics command, but every combonation of the syntax I type in, it tells me this:

Syntax: hl2d_physics <walljump 0|1> <doublejump 0|1> <jumpheight 0-999>

and no matter what I type in, it repeats that as if I had typed it wrong or somehting, and the command doesn't go through.

Could someone provide an example of how to type that command in exactly so I can at least trigger it using Spirit's trigger_command entity?

Also, reloading after death crashes Flat-Life. Spirit 1.2 I'm guessing?
Rimrook RimrookSince 2003
Posted 16 years ago2008-11-06 08:21:57 UTC
in Open for TWHL3 Suggestions Post #258215
What happened to TWHL Projects for mods with the corresponding headlines feature for the front page?

(have a new av by Urby, F5 that shit)
Rimrook RimrookSince 2003