Forum posts

Posted 17 years ago2006-11-21 15:31:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #203555
Names for the Mod I didn't Choose

Vertigo
Flip Doctor
The puzzle Mod
Sancefar Sport
Dire Choice
Triggerfly
Lockpick
Puzzle Hero
Jack of the Blocks
Game of the Air
Border World Collosuem
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-20 15:14:40 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #203386
Excerpt from Journal. Sorry to repeat.

The Awsome:
  • Mod is still alive.
  • Has room for great graphical qualities that cannot be done in any other game, which is still being developed.
  • The use of music and hi quality sounds makes the mod all that more nicer aesthetically and professionally, yet the file size will still be low because of the lesser need for lots of dynamic content like character models, weapons models, and the sounds that go with them. A good thing about give and take.
The Good:
  • 6D is probably more stable and compatable than ever.
  • Still has room for innovations.
  • Has been getting good reviews and feedback, regardless of the conditions set.
  • Still easy to map for, as well as texture.
The Bad:
  • Has room for improvements are far as glitches go.
  • Potentially third person, but lacks control and aim in that view.
  • Entity work is more involving then before, not an issue after things have been set up correctly.
  • Storyline is a thought, but is discouraged due to the nature of this mod and its genre.
The Ugly:
  • Trying not to make things too complicated that it feels unpolished and cluttered with funny aspects. Such as the ability to grab and pick up pushables. The triggers required to do this requires two more special binds on the controls, and only allows 1 box on the map that can do this. Any more would require another two binds specifically for it. This is messy.
  • Hard to model for since that resource is really limited.
  • The Map View function has been eliminated due to an upgrade in the code that makes it disfunctional and useless.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-17 16:14:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #203029
isn't it called adquedit?

I found it. I have a knack for rare stuff. :nuts:

Edit: That's not it. I thought it would do it.

I nearly destroyed this mod over the weekend. I think its about as far as it goes.
Since the code upgrade, the map view isn't supported and was scrapped. I can't find a decent alternative for it. Any suggestions would be great. I thought this was going to happen, its either the map view or the instability. Choose.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-17 14:55:20 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #203017
heh, gmen.

I upgraded the code from 1.4 to spirit 1.5alpha4

hopefully it'll be stable enough to keep. As you know i can't tell if any of the problems will persist, so i'll throw out an update to everything, including the templates.

unfortunately, 1.5alpha4 has bad issues with the autosave when it reloads, yet it claims to be the most stable version. I tweaked it so it would autosave to the quick save file and and load from it aswell. This solved the problem, and the little "Saved..." text that pops up has a nice aesthetic feel to it at the beginning of each map.

Some of the templates may need to be updated. Hopefully this doesn't screw with anyone's mapping.

OH YEAH!
how do you change the background image for the console?
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-15 14:11:50 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202818
yeah, i'm still experimenting with that aspect, only its not as easy.

The best alternative is to actually rotate the entire level. With a decently setup sky box that rotates with it, it could get ugly. but i'm still working things out.

Pushables are funny with the rotations, still trying to figure something out with those as well. and even if i did, what would you do with the pushable after that. Maybe the pushable block has its own goal portal and you have to solve the pushable puzzle before you solve your own?

geez, start mapping! figure something out!
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-14 15:03:11 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202721
source will be the death of me if i don't get fragged by my illnesses first. :zonked:

There's not a whole-lot more I can do with 6-D. I'm trying to add elements to make it more exciting. So far, gun turrets are an interesting twist on things... mwahahahahaha!
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 20:35:13 UTC
in Desktop of November Post #202667
http://img515.imageshack.us/img515/9534/
mikeku9.jpg
Heh, looks like my desktop. :P

I like the fact that its cleaner than mine, but has a folder of "Tons of Shit." I have a "Fucking Shit" folder.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 19:52:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202660
so... can you bind mouse1 to be "fire" ? that's all i did.

Actually I did alot with exec script.cfg
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 15:41:26 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202633
similiar in source.. I would add twists too
The ability to carry object proves a whole knew point to the game that can make it definitely awsome.

There isn't a "fire" command in source, is there... :
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 10:03:50 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202614
remake it for source habboi, should be quite easy to get a coder to add a remote trigger on click command.
Haha, i did something you can't do in source :P

Anyway, what do you guys think about making this a group project?

...and NO! i'm not going to let you map the fun stuff and pass it to me to do the hard stuff. That's just being a bitch. I will provide as much as I can in templates and such, but only after I have some time straighten things out in my non-HL life.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 20:13:55 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202440
No HL1? oddness.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 14:38:52 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202421
cant we just whip up a puzzle, then whore it into your fancy environment?
then everyone gets what they want...
Yeah, ok. I was hoping to reduce some work :(
I get the point, we'll do things that way.

The ent setup is included with the prefabs. Also, start with template.rmf since that already has the falling triggers and some base ambience and lighting.

Drag, Drop, Edit! Compiles will take 3 seconds since there's not much to the map.

Its fun for me, since its easy! :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 09:28:14 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202399
mm-hmm...

http://m0px.net/rimrook/6dtemplates.zip

Have at it guys. :cyclops:
I trust everyone knows where to put the prefab file.
(6D Elements.ol)
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 09:23:48 UTC
in Holiday Avatar's Post #202397
IT IS NOVEMBER PEOPLE.
Not according to the media. :
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-09 23:34:21 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202374
ok. I'll spend time developing textures and and stuff.

Maybe this can be a joint effort. But be advised that only the l33test of maps will be in the actual game. Not so much the difficulty, just no shottyness. Also, there should be a huge variety of difficulties, ranging from easy to insanely hard yet possible. Even though the puzzle part is simple, the environment counts the most, so does ambience.

Where's Kasperg? :nuts:

I should be thinking about themes. Maybe the first area of the game is this cavernous area with trees, roots, and moss and dirt, all nature stuff. I'll make this one next after I polish off the training globe.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-09 17:18:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202355
tommorrow. (11/9/06)

EDIT:
M_garg, why the hell are you watching me on ModDB? I report here first anyways! :|
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-08 14:27:37 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202281
k

EDIT: is the death sequence when you fall take too long? someone at ModDB was complaining about it... well its only annoying when you constantly fall off... heh...

I did do some remixing of some music. However, the one from the video really doesn't fit the tone of the training globe. I now remember that i was saving it for someplace in the actual game.

no major progress, minor tweaks and fixes atm.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-07 17:07:24 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202225
Just listened to the song and I think the song in the trailer would be more fun...Has a nice beat to it.
I'll remix that track to fit in-game. I have a few other tracks, but they are not designed for continuous play, and i'm avoiding them being annoying.
Oh and again why is it you have 200 HP in the vid but not in the demo?
I used some adopted code from turnstile. Its gone now as well as other things. This mod developed fast, so i thought it was expected.
Easter Eggs on sale
Haha! i thought no one would find that!
Trickery with the eyes
heh. The more advanced levels will be more screwy and defy gravity :badass:

On another note, is anyone up for mapping for this? I have templates and prefabs so you can nearly drag-drop stages. :biggrin: Just change a few names and targets and make up some block shapes.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-07 16:38:17 UTC
in Gone With The Blastwave Post #202222
heh, giant moth...

The tank drop one was good too.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-07 09:41:16 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202173
hmm... ok.

I'm still working on it. I'll let you know probably next week. I need to catch up on my homework and work on a report.

Like i said, if everyone can run spirit 1.4 without any problem, i'll use that code instead of 1.2. Any updates will happen sometime next week, so try spirit 1.4 and tell me if there are any problems, maybe just replace the dll's?

still... i don't understand why these errors appear. :
Rimrook RimrookSince 2003
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Posted 17 years ago2006-11-06 15:19:15 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202087
possibly.

Can everyone run Spirit 1.4?

I can use that and it might fix some bugs. However, the loss of the Map-view affect playability slightly, unless I can get my hands on the original thirdperson commands someplace. :/

Well did anyone even use the Map-view?

EDIT: Yeah, I think I can use the chase-cam commands rather then the cam commands i'm already using.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-06 15:07:08 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202083
How come fmod works absolutely fine for me?

I'm using a version of Spirit that has fmod already intact. Perhaps that version is meant for steam? I dunno...

I will see what I can do.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-06 14:46:33 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202079
Double Post :(

Well, i'll see if i can clean things up and make an update.

I'll also release the template and prefab files so maybe someone can try map for this. Anyone want to try? Its really fun :P
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-06 14:41:59 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202077
Zero to demo in 9 days. gimme a break.

Yeah, of course I can clean up the folder. And honestly, I don't know what cg.dll and cgGL.dll do. I pretty much copied my spirit folder and made 6D.

It should work with Steam... I dunno... I know i haven't made a splash for Steam yet, but I'm getting to it.

DID fmod work? has everyone who tried it hear music in-game?
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-06 09:42:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #202063
They are...

...and guess what, its Monday!

The fifth puzzle is a bit lazy. but meh, i had to try it :D
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-03 19:08:15 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201843
you mean my many months of CS jumpmaps has finally paid off?
Apparently.

I made a sacrifice and did homework last night instead... but now i have all saturday! Monday there will perhaps be something. Keep your hopes up.

Enjoy the weekend.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-03 16:15:59 UTC
in Kasperg is teh famous! Post #201823
Architecture geeks
Haha!

grats!
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-03 16:12:23 UTC
in KinetiX: CALLING ALL VOICE ACTORS! Post #201821
I found a great way to simulate telekinesis if you want it, its the same system I use for 6D, but it can be used for triggering all sorts of random events and using objects. Its spirit's fire command. You can fire more than you can use, which opens up a lot of possibilities.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-03 09:43:29 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201806
...maybe...

each puzzle has many solutions. I can't predict the way some people will do one of those crazy HL jumps that wins them the puzzle.

If you can jump really good, you have an advantage.

I don't think you can hit buttons like mad and win with this mod...

:|
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-02 23:11:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201780
well... has it all been done already or is it too late?
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-02 18:12:32 UTC
in HL2 Zombies (Freaky) Post #201724
saying "OH GOD" might offend someone...

also, i like that part barney says "FUCK YOU!"

shrugs
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-02 17:58:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201722
srry is right, the music was not coming from the game. However, i liked the feel of it and later i got fmod to work while taking it off of the Turnstile code. Unfortunately, the lobby doesn't work anymore. everything else works better than good.

i can play mp3's and such, so music is no longer an issue. plus since i write then music myself, i can render the sound to be really compressed and still be crystal clear. I love FL Studio :glad: :heart:

Demo is really near, i already have 4 puzzles done and 2 maps to go (lobby and last puzzle) there isn't much to map, so maybe by the end of the week... or tonight... or the end of my caffeine high...

I'll join moddb once the demo is properly evaluated by TWHL. :nuts:

I'll also throw in a wad and lots of puzzle template pieces, so anyone who wants to try map for it, can certainly try.
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-31 15:31:04 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201507
holy crap, i never thought anyone was gonna be this enthusiastic about a puzzle game... especially in an action shooter genre.

This mod will be alive, since the mapping is easy and the triggering is all set up for almost the entire game already. Throw in some better textures and artwork and think up some new puzzles and the whole game will be done.

A remaining question is length... how long should the game be, or how many puzzles?

Another question is an excitement factor. There is always puzzles and such, but other things outside the puzzle should also have some attention to affect the gameplay.

As said before, very few problems. Its all a matter of mapping and such.

If you would like to place an ad in the obby, send me a 256x256 image to put on the wall. There can be a lot more ad boards in the lobby, so just post the image and I'll work it in as much as I can.

There will be NO ADS for the rest of the game, only in the training globe lobby. If all of the spaces fill up, first come, first serve. I apologize in advance.

It would be too easy to release this slowly in waves and updates, and can go on infinitely until something stops.

I can release a puzzle template so maybe some mappers from TWHL can jump in and try to construct a puzzle. Maybe even make some nice ones with the versitility of the SoHL triggers, so i guess mapping positions are available.
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-31 01:15:38 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201428
ITS TRAINING GROUND! ITS BASIC!!!

I PULLED 2 ALL-NIGHTERS FOR THIS!!!

will be sexier in time.

hopefully i can get some homework done so i can develop it more.
yearly awards next week
oh sure... i'll submit this next year, i'll pass.
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-31 00:49:41 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201424
Hi-Res Video
Lo-Res Video

I made this in one take 40 minutes before class while eating and commenting.

Enjoy.
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-30 15:29:57 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201350
Its awsomely usefull.

The template is all set up with cameras and render settings.

A sky image should be twice as wide as it is tall, and really high-res if possible. Make a really smooth sphere in max and (in editable poly) select the faces and [flip] them. You will get an inverted sphere. Place it in the center of the world and apply your image. Render the six cameras and save them as TGA's with compression if you like, HL doesn't care and the gain from it can cut the file size considerably, the image isn't harmed either.

That. Is. It.

I'll send it to you later today. As well as post the 6D video.
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-30 14:56:25 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201340
Why is it floating?
Say your kidding me please!

This IS the world of Sancefar, beit better represented with plants and high poly archetecture.

Why didn't anyone ever question why Sancefar floats?

The risers and such you see is stationary. The blocks in the center of the area is the puzzle itself. As shown in the screen, its a training ground.

I know i can throw blocks in a sky and call it a puzzle, but the stunning and fantasy-sci-fi element is in the scenery, and how it works with the puzzle itself. Without something to relate to, how do you know what side you are really on?

Perhaps even hide secrets... :glad:

...and the Sancefarian is of roman decent and advanced so beyond that they create stone and all of their technology from elements in the air, making their billion-pound structures float.

...and being roman, they like games and stuff...

The trees are from a map i got a while ago. i don't model if i don't have to. I do plenty for school anyway.

The Skybox was made in Max.
@muzz: did i ever send you the skybox template?
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-30 14:37:05 UTC
in World Trade Center Post #201336
Just say its in loving memory. people eat that crap up.

I know its wrong to bomb it, but i've played whitehouse maps, airliner maps, etc. Its wrong to bomb anything...

...those poor crates in de_dust...

just do it. :cyclops:
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-30 09:40:12 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #201309
User posted image
OOH! ALL NIGHT AWSOMENESS WEEKEND OF JUSTICE!

I built a new portal system for HL, its pwns so hard. A VIDEO! SOON! JUST NEED FRAPS!
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-27 18:48:29 UTC
in New Map: Gyradell Forever! Post #201105
I hope you don't get stopped by the engine's limits!
...again.

yeah, its a HLDM map... barely. I've dodged a lot of bullets to make it happen. :)

@Habboi: What are you talking about?
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-27 14:36:32 UTC
in New Map: Gyradell Forever! Post #201070
User posted image
This is a developemental Screen, with a crappy compile.

Yeah, that's a spireon from Poison Garden, only smaller and retrofitted. I know Poison Garden wasn't marked as a Gyradell map, but it was. The name would've been too long.

This is a screenshot after 6 weeks of work... its not very pretty but its (slowly) coming to life. Probably have several weeks of work left, and not having max at home is crutching me right now. :(

I do what i can each night with this, and the rest of the time is spent on developing 6D.

As it developes, more infor will be released.

I decided to untertake this project when I realised that the Gyradell has had its 3rd year anniversary. Its also the most favorite and populous of themes, as well it has its own mod compliments of The Hunter.

Don't worry, all of the source files will be included in the zip.

...and i'll post the layout sketch, i just don't have it with me atm. :|
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-26 21:23:53 UTC
in ice ice baby Post #201009
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-25 17:41:03 UTC
in Jack Thomspon May Be Sent To Jail Post #200831
he's a crackpot.

Video games are labled with ratings, warnings, and health issue banners about extensive exposure and seizures, as well as the stunts performed and the mischief caused. All gamers know to game responsively. If a person kills a guy over a game of hldm or something, blame the person, not the game DUH!

If i mispell a word, is it the pens fault?

But really. some people get caught up in their beliefs to the point where its dangerous for others. Like holy wars. This guy thinks he'll make the world better by limiting games to non-violent means. Which would result in people not having any tension or stress release, thus making the world more violent.

I dunno about you, i get frustrated in some parts, but when you get past it, it feels good. This is something that is relative to life and may even provoke newer ways of thinking about situations.

I'm not gonna rant for long. Games have a thick lining of psychology and philosophy, from Chess to HL2.

Either way, Jack lacks research. He won't last long and he could easily be sued (jailed?) for overvigilancy.
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-25 12:44:17 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #200797
[u][i]UPDATE![/u][/i]

w00t! Ironically, the setup that works is a func_rotate. I have a nice smooth rotation on the islands, with a nice easing motion in and out using friction. You can target the island of choice and toggle it and it will begin rotating, and click it again to stop it at any angle you choose.

The Awsome:
I almost got motion-sick. A few times i got really confused and fell off like a drunken bastard.

The Good:
All of the glitches, getting stuck, crush damage, and full rotational problems have all been fixed.

The Bad:
Its hard to determine how the puzzle can be completed. Since you can crawl over the islands anyway you want, you may take shortcuts that defeats the purpose of the puzzle. Careful planning can fix this easily. Other than this, there are no more playability issues and the format is easy enough to understand and play.

The Ugly:
No Crosshairs. I used a game_text entity to stick one on there, but it goes away after a few minutes. I believe i fixed the problem using spirit's advanced multi_manager to retrigger the text crosshair after it goes away. Also, instead of +use, i replaced it with spirit's "fire" command. This toggles any entity you see at a distance, but its based your line of sight and only activate objects within a certain range that is closest to you. (range is like 1024 units or so) Your toggling ability can be blocked by walls and func_walls, i might use this as a puzzle element, as well as different kinds of pieces and entities to make this mod more exciting.

Overall:
A demo is in order, after the video of course.
:glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-24 13:42:15 UTC
in in-game advertising, is it right? Post #200699
games are trying to mimic real life. if games are anything like real life, there would be random ads all over. like in real life.

and yes, it ruins the experience of the game a bit. I kinda disapprove of it, but it IS a good way to get some extra funding for the project to make the game better... is it not? :|
Rimrook RimrookSince 2003
Posted 17 years ago2006-10-18 16:30:59 UTC
in The corrupt wish Post #200037
Granted, but your ability to see internet porn clearly causes you to masturbate until you go blind.

I wish my ex-girlfriend wasn't a cheating slut. :P
Rimrook RimrookSince 2003