Forum posts

Posted 16 years ago2007-12-23 16:00:37 UTC
in Flat-Life (HL2D) Post #241818
I'm started working on a free crosshair-movement thingy, will possibly be in RC2. Togglable ofcourse. :)
Steam Half-Life is a bit above 1.1.1.0, isn't it? 1.1.1.0 is the latest WON version.
Will change, no need for version for Steam-HL anyways. ;p

Switching to topdown mode should be as simple as placing a trigger_set_camera, selecting Topdown from the Camera Mode dropdown menu and triggering it. (Using a trigger_once or multiple, trigger_auto's won't work) It's possible it's more bugged up then I thought (It doesn't work to switch back to Platform mode :S), so it's been completely rewritten for RC2.
The other way to switch to topdown mode is entering "hl2d_camera 1 255" in the console. That always works afaik. ("hl2d_camera 0 255" switches back to platform)

In other news: There will be a Flat-Life christmas mappack in the next couple o' days, accompanied by RC2.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-22 12:28:17 UTC
in func_monsterclip off/on? Post #241720
Took a quick look in the code, func_monsterclip is based off func_wall, so nope, it can't be toggled.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-20 17:42:10 UTC
in custom xmas skins Post #241630
Yes, it's annoying. As is a shitload of custom sounds.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-20 09:31:15 UTC
in Flat-Life (HL2D) Post #241598
*The camera was too close in the tetris map, and I couldn't see anything which was comming.
After I died and it reloaded this map, the camera was fixed and was quite a bit further away.
Thought I fixed it, apparently didn't. Should work in next version.
*The game crashes on exit, so I need to shut it down a second time using Ctrl + Alt + Delete
Has something to do with Midi's, hm, appears to happen to random people.
The player on the latest top-down screenshot looks pretty damn short, or everything else looks really tall. How do you shoot the headcrabs? Does the player have 180 decrees auto-aim on the up/down axis?
In topdown mode the player can hit anything short while ducking.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-20 09:28:48 UTC
in HELP BEFORE I GO CRAZY -coding Post #241597
SetActivity( Activity NewActivity );
It sets the animation and ai for set activity, look it up.
(Activities also has to be defined in the model's .qc file)

An easier way to get just the animation is to use
pev-&gt;sequence = Number-of-animation.
pev-&gt;frame = 0;
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-17 16:59:45 UTC
in Spirit 1.4 source code Post #241368
Posted 16 years ago2007-12-17 15:50:25 UTC
in Spirit 1.4 source code Post #241353
Posted 16 years ago2007-12-16 11:09:02 UTC
in Monsters don't follow path_corner Post #241193
You have to tick the 'Repeatable' flag so he can use it again and walk back.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-16 11:04:04 UTC
in Post your screenshots! WIP thread Post #241191
I like this hunky mama
User posted image
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-16 07:30:47 UTC
in Open for TWHL3 Suggestions Post #241178
Yea, they stream, and I'm sure the limit is somewhere around 2 Gigabytes.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-16 07:11:55 UTC
in Need larger game title image! Post #241174
That's really weird, because I just tried creating a 512x512 sprite with Sprite Explorer, and it worked :P
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-16 07:06:15 UTC
in Need larger game title image! Post #241172
Hm, I'm fairly sure I've had a sprite larger than 256x256.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-15 22:16:06 UTC
in Open for TWHL3 Suggestions Post #241096
Stage6! High quality and good speed
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-15 09:52:38 UTC
in Flat-Life (HL2D) Post #241021
Trailer z0mg
Made mainly for MODDB, but you can watch it tooooo
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-13 12:55:50 UTC
in Flat-Life (HL2D) Post #240832
Yeah, why not?
Maybe a trigger where you can set any camera position and angle...

Sidenote: Shader water now works pretty good.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-12 15:11:51 UTC
in Map of the Year || Best of 2003-2006 Post #240763
Excellent idea! :)
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-12 06:46:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240725
Ehm. You're blaming me for making it look like you copied the code, which you did. (As did I) You were going to credit him for the coding anyway, so everyone would know you didn't make it, which you appearently want all the big "industry" guys to think.

He released it under open source license, I and everyone else has the right to use it... (It wasn't easy to implement either, I just made an enormous hack. It doesn't WORK per say, there's memory leaks and god knows what. Making it work properly would take a lot more work.)
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 17:02:18 UTC
in Flat-Life (HL2D) Post #240663
You're absolutely right! :P I always forget some damn file. You'll need to put this in the hl2d/maps/ folder. Original release also fixed. Sorry :P
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 16:43:26 UTC
in Flat-Life (HL2D) Post #240658
User posted image
Hey THar!
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 14:34:45 UTC
in Flat-Life (HL2D) Post #240648
I sure hope the screen doesn't rotate as you turn. That would be nauseating.
Heh, sure does. Tried the other way around. Didn't like it.
Could add a CVAR to toggle it though.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-11 14:32:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #240645
Oh, nice! Might try to add that to HL2D, too.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-10 16:27:45 UTC
in Flat-Life (HL2D) Post #240505
Here it be! Flat-Life 1.0 RC1! Fairly untested, so please report any bugs!

User posted image


Shitload of new features, the main ones:
Topdown camera support
Alot of bugfixes and gameplay improvements!
Improved flashlight with mapper definable color and radius
Support for multiple sentences.txt
Level Selection
Custom weapon model system (Like in Sven-Coop)
Dynamic crosshair

Complete changelog and explanation in Manual.

Download! ^^

I'm also working on a few topdown maps. (Topdown mapping is awesome ;))
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-08 07:36:18 UTC
in Team Fortress 2 Graphics Problem Post #240219
I believe it lacks the shader support you need.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-07 12:54:46 UTC
in Flat-Life (HL2D) Post #240130
Thankyou good sir, but the "newest" release is oooold 0o
The new one will be out this weekend I think.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-07 11:40:00 UTC
in Flat-Life (HL2D) Post #240127
Yes! Yes! Yes! This is exactly what i was just thinking about! Can you switch between gameplay mode in-game or with map properties.
In-game trigger
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-05 16:16:30 UTC
in Flat-Life (HL2D) Post #239959
Got an idea, why just platform-gameplay?
Could have the mod as a platform for all kinds of 2Dish gameplay types, so I just added an entirely new type of gameplay. Flat-Life now features Platform and TopDown Shooter-type maps.

Get the video! (XVid)
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-04 15:22:57 UTC
in Cool Sounds Post #239874
Can't see no advantage of WON. Really.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-04 15:21:06 UTC
in Lightmap for texture too large Post #239873
Yeah, you probably haven't tied the aaatrigger to an entity. It has to be.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-04 03:02:26 UTC
in Christmas avatars Post #239838
Oh behold!
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-02 14:48:34 UTC
in Spirit 1.5 cl_dll problem Post #239648
Spirit 1.5 already has a CVAR for hud color.
hud_color RRR GGG BBB
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-01 20:48:36 UTC
in filesystem.dll?!!?!?! Post #239597
There is workaround. Change Game executable to
Your-Steam-Directory/steam.exe -applaunch 70
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-12-01 13:12:33 UTC
in Flat-Life (HL2D) Post #239564
does the player's jump animation play again when you double-jump or wall-jump? so the player doesn't look like a stiff board bouncing around the map.
Yep it does, just forgot to put in changelog. :P
Another thing that's not in the log is that scripted_sequences now work properly.
ChickenFist ChickenFist<Witty Title>
This post was made on a thread that has been deleted.
Posted 16 years ago2007-11-29 15:22:16 UTC
in Flat-Life (HL2D) Post #239405
The new menu
Yeah, I decided to stick with Flat-Life for simplicity.

Almost done with the new version now, so here's the changelog. If you know any bug that's not on the list, please let me know!!1

[quote]
Flat-Life 1.0 RC1:
  • Mod is now known as Flat-life due to there already being a mod named HL2D :(
  • Modified Training Mission, now includes Tetristis by hlife_hotdog.
  • Updated Manual included. (Manual/ dir)
  • Fixed crossbow attack animation not playing.
  • Fixed bug where camera distance would not reset when changing map, or while loading game.
  • Fixed bug that sometimes caused camera angles to b0rk at load.
  • Fixed hl2d_physics command, now works.
  • Fixed ladders, can now be climbed.
  • HL2D Triggers can now be activated by trigger_autos and monsters.
  • Added Level Selection menu.
  • Added reloading text.
  • Added custom weapon model system, like in Sven-Coop.
  • Added different crosshairs for different weapons.
  • Added r_crosshair_dynamic cvar
  • Added trigger_changelevel_simple entity.
  • Added trigger_keyboard entity.
  • Added hl2d_info console command
  • Added hl2d_playerinfo console command
  • Added hl2d_monsterinfo console command
  • Added mp_movementdebug cvar
  • Removed env_zoom. It was hacky and the same effect can be made using trigger_set_camera.
  • Player can now be turned. See example rmf for, well, an example.
  • Added trigger_turn_player
  • Added hl2d_turn console command
  • Greatly improved monster handling.
  • Added spawnflag for monsters allowing them to ignore 2D movement restrictions.
  • Player model changes now works in dev mode too
  • Changed the way player models is defined, player models can now be set ingame using a trigger_set_model.
  • Added trigger_set_model (Can change both Player model and monster models ingame)
  • Removed info_map_parameters
[/quote]
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-11-28 05:33:50 UTC
in TV/Movie thread Post #239316
Just saw Planet Terror and Benders big score. Both awesome movies.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-11-27 19:20:31 UTC
in The Artifact Post #239297
It's on hold, I really don't feel like doing any mapping at the moment.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-11-25 14:05:08 UTC
in Silent Fear Post #239149
You'd probably have to make them
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-22 14:36:18 UTC
in Flat-Life (HL2D) Post #239005
Just added quite the awesome feature ;p
I remade the menu to have an automatic level selection, and it also gets information about updates and new maps from the internets.

Screenshot later.

I've also made the base for updating certain textures from the internet such as signs and billboards at runtime, but i'm not sure if I'm gonna finish it.

You should be getting the new version in a few days. ;p
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-19 15:35:19 UTC
in Broadband dilemma Post #238816
Aye, lookup network bridging.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-19 09:53:29 UTC
in Coding Weapons: Events in Weapon Files Post #238801
Have you based your class on CBaseWeapon or CShotgun (or whatever the shotgun class is called)?
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-15 17:48:51 UTC
in Flat-Life (HL2D) Post #238563
Next version is coming soon, and it'll be awesome, fixing all mentioned bugs and adding a lot of new features.
Still haven't decided on name, though.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-09 14:50:48 UTC
in Flat-Life (HL2D) Post #238018
Here. It's for HL2 though.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-09 11:48:56 UTC
in Flat-Life (HL2D) Post #238013
Seems you'll get your way, there's already a mod on moddb called Half-Life 2D, so I can't register it :(.

Guess it'll be Flat-Life.

Also Spike, no multiplayer.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-06 17:24:56 UTC
in Flat-Life (HL2D) Post #237802
Nah, think I'll stick with HL2D, though "Half-Life : 2D or 3D if you like" is kinda awesome.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-03 20:42:03 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #237589
Nice effects, especially the fire!
Worst video compression ever, tough :P
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-02 06:38:28 UTC
in Flat-Life (HL2D) Post #237486
Yeah, that feels pretty pointless.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-11-01 14:15:48 UTC
in Func_train & func_conveyor in one brush Post #237456
Retexturing the gib model with a lava texture would probably look ok.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-31 08:01:30 UTC
in Flat-Life (HL2D) Post #237405
Done! trigger_set_model will be in next release.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-29 18:18:07 UTC
in Flat-Life (HL2D) Post #237269
The problem is that the player model should be set before the player spawns, so you'll have to use the info_map_parameters to change player model. For now anyway.

Edit: Or wait, does it have to? I'll check it out.
ChickenFist ChickenFist<Witty Title>
Posted 17 years ago2007-10-29 18:07:28 UTC
in Flat-Life (HL2D) Post #237265
There's already an entity in spirit that does this, trigger_changevalue.
playing the jump animation again when you wall-jump and double-jump, did that get fixed yet by any chance?
Working on it, most probably fixed in next release.
ChickenFist ChickenFist<Witty Title>