Rooms (mini co-op project) Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Posted 15 years ago2009-02-25 01:18:10 UTC Post #263245
Yay.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-25 02:22:43 UTC Post #263249
Can I still join?
Of course you can! = ) (did you finally ditch the inferior ATI product?)

Muzz: Sweet, perfect timing. = ) I also made some changes with the elevator going from your map to zeeba's... I got it working almost perfect, but i'll send you a link to check it out... maybe you can make improvements/suggestions?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-02-25 05:58:30 UTC Post #263256
did you finally ditch the inferior ATI product?
Actually, this card is fucking awesome. I just lower the hardware support when I want to map.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-25 06:00:34 UTC Post #263257
how do you do that?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-02-25 06:08:21 UTC Post #263258
Windows XP:

Right Click
-> Properties
-> Settings
-> Advanced
-> Troubleshoot
-> Hardware Acceleration Slider (Use 3rd notch from the left)

You have to switch it back to full in order to load HL (unless you want software mode) and you have to close your map each time you alter the slider otherwise hammer crashes but fuck it. Its as good a temporary solution as any.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-25 11:03:29 UTC Post #263265
Maybe muzz can write you a Visual basic program to fix that.
Like you load the program, and there's a launch hammer / launch halflife button.
When you load hammer, it lowers the 3d-accel level, then when you launch half life, it saves hammer, raises the accel back, and boots half life. ;)

I can't do it. I forgot 100% about everything regarding Visual basic.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-02-25 11:22:32 UTC Post #263266
Maybe muzz can write you a Visual basic program to fix that.
Like you load the program, and there's a launch hammer / launch halflife button.
When you load hammer, it lowers the 3d-accel level, then when you launch half life, it saves hammer, raises the accel back, and boots half life.
Hmmmm... don't know if that actually saves time. What do you think, Urb?

Oh and Terror, that room pack you send to me, please make a minimod of it. I don't feel like having coop room content spread all over my valve\ folder.

I already made one myself, here's the liblist.gam contents:
game "Rooms - TWHL COOP Project"
gamedir "rooms_coop"
url_info "" //link to this thread?
url_dl "" //link to this thread?
version "1.0"
hlversion "1110"
size "00000000" //unkown
type "Singleplayer"
startmap "room01"
//trainmap "training01"
gamedll "dlls/hl.dll"
cldll "0"
svonly "0"
The mod folder should be named "rooms_coop". Feel free to change it into something else, as long as you distribute each release as a minimod.
Posted 15 years ago2009-02-25 11:25:36 UTC Post #263268
I doubt it'd be very easy to do something like that in .NET. But hey, you never know...

Or there may be some easier way that nobody has thought of yet O:
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-02-25 19:20:12 UTC Post #263287
Hey, anything that makes the process less fiddly and more practical would be a winner.

I would personnally shag the first person who came up with a solution.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-25 21:38:47 UTC Post #263292
No offense, but that makes me not want to come up with the solution. I don't 'roll that way'.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-02-25 22:08:10 UTC Post #263293
Hopefully It's safe from Urby all the way down here in Australia... >_>
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-02-25 22:50:57 UTC Post #263294
I would think so, who would ever want to go to Australia?
Posted 15 years ago2009-02-25 23:16:14 UTC Post #263295
Only legends.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-26 02:46:40 UTC Post #263297
watch it.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-02-26 06:30:02 UTC Post #263301
I would think so, who would ever want to go to Australia?
I would. I've got some programmers to shag. ^_^
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-26 06:56:12 UTC Post #263302
Don't dinosaurs and megalodons still run free down there?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-02-26 07:11:00 UTC Post #263303
Nah, Kangaroo's boxed them all and the Emu's ate their remains.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-02-26 17:55:51 UTC Post #263350
Thats a lie! Dinosaurs only exist on that island 100km away from the LOST island!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-02-27 08:14:37 UTC Post #263393
Dinosaurs exist on Isla Nublar and Isla Sorna, both off the coast of Costa Rica.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-02-27 09:50:50 UTC Post #263397
I'd love to join in again, but all my files are gone... everything.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-02-27 10:28:28 UTC Post #263398
Dinosaurs exist, but in the form of you.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-02-27 15:05:39 UTC Post #263412
WRARRRRR, ... did anyone see my pink sock?
Posted 15 years ago2009-02-27 15:24:38 UTC Post #263415
No, because Peanut connects with the rarest remedy throughout the enabling lemon.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-02-27 17:43:12 UTC Post #263421
Wtf are you talking about? I just got lost there.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-01 02:20:05 UTC Post #263495
NEW Rooms Version available!
Now, includes additional maps by MuzzleFlash and zeeba-G! = )

Latest Rooms mappack
Latest Hammer files

Contains maps by:
Captain Terror
JeffMOD
hlife_hotdog
raver
Rimrook
Tetsu0
SpaG
nefarious
TJB
MuzzleFlash
zeeba-G


Those of you with maps still out there, no rush, there is no deadline. I'll update the mappack as new entries come in. = )

(I tried putting the mappack in Mod format, but multiple things go wrong/don't work fsr when you play it as a minimod... If anyone would like to test/troubleshoot, pm me and i'll send you a link to the minimod source.)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-01 03:08:52 UTC Post #263498
well instead of wadincluding each level just include the wads. the more levels you have the more you save space
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-01 03:12:35 UTC Post #263499
nothing is wadincluded, not that i can see that causing the errors i'm getting in minimod format:

-triggers stop working
-doors and other brush-based entities become invisible
-some brush-based entities(doors)seem to disappear altogether?!

-
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-01 05:33:10 UTC Post #263507
stay away from urby...
Jessie JessieTrans Rights <3
Posted 15 years ago2009-03-01 22:13:35 UTC Post #263568
are you using the proper global settings?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-03-03 06:42:27 UTC Post #263629
in what way that would make the game behave differently in minimod format than running the map out of the valve directory? I guess i don't really understand what you're suggesting :|

If you want to try testing the game in minimod format yourself i'll send you a link?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-03 14:59:47 UTC Post #263667
Minimods make the valve folder so much less cluttered. The original ETC map pack wasn't in mini-mod format and despite it running with no issues at all it completely fucked over my original Half-Life installation (replaced a few files that the game needed)

Also, I'd like to make use of the titles.txt in my room but I don't want to edit the one in the Valve folder as other titles may not work afterwards. Of course if you don't want to use minimod format I guess my room can just be another 'just-run-through-and-look-at-the-design' entry.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 15:07:48 UTC Post #263668
I totally want to use the minimod format, but my hands are tied if it won't run properly that way. Like muzz said, i don't want to clutter peoples valve folders with custom content, and i didn't even think of the "titles" issue you mentioned.

You want to give it a test and see how it runs on your machine? At the very least maybe you could examine the mod folder format and find a glaringly obvious error or omission causing the troubles...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-03 15:35:34 UTC Post #263670
I shall take a glance now.

EDIT: Gah! Or at least I will do once I reinstall WON HL.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 16:05:03 UTC Post #263672
Ill do it.

So i have to look for:
  • triggers stop working
  • doors and other brush-based entities become invisible
  • some brush-based entities(doors)seem to disappear altogether?!
Works fine for me. It must be your HL or something.
I did noticed something weird in my map:

Some light with a strobe effect is hitting some areas in my map. It did'nt do that before. Did you placed an animated strobe light somwhere?

And i thought i'd removed that server room! Well, actually, i VIS grouped it and made it invisible so it still exists in the rmf but is not accounted for during compile. This is why i still get "Too many entities in visible packet list" errors, and this error was the reason why i removed that server room in the first place.

So Captain, when you compile a new version of the project, make sure that the server room in my map is VIS grouped (invisible) and that Only Visible is checked (on the HLFix tab).

And that elevator light is still horrible. Its just a bright square. I want a light emitting texture, thank you very much. :)

Sorry i bitch so much about my room, but its just not what i had in mind. :)
Posted 15 years ago2009-03-03 16:36:22 UTC Post #263676
I noticed a load of dodgey strobe lighting throughout the maps. It was annoying as hell and extremely unpleasant to look at. Remember, little things like that can cause headaches.

Also, the minimod version seems to run better for me. The messages in each room didn't work for me earlier.

BTW Muzz, your room is awesome.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 17:01:30 UTC Post #263677
weird weird. I don't recall any such "dogey strobe lighting" in any of the maps, but i'll play it again when i get home. (xcept maybe in JeffMod's map and hallway) Weird also, that the minimod version works fine for you guys but not for me... hmpf. again, i'll retest it when i get home.

Muzz: yeah, after i had that little problem i told you about using "visible objects only" i don't use it anymore. I can remove the server room in the next compile though totally. again, i don't remember the strobing at all in your map. did you playtest the other version--non-minimod--, and see if the effect still happens?

Anyway, i'll retest later and get back to you guise! thanks for looking at it! = )

edit: did you guise test in steam or WON? i've only tested in steam as my x64 will not allow me to install won...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-03 17:16:27 UTC Post #263679
I tested in WON seeing as it wasn't configured for a steam mod. :P
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 17:49:19 UTC Post #263691
"dogey strobe lighting"(xcept maybe in JeffMod's map and hallway_
Strobe... Lighting? I did'nt put in anything exept texture lights and a light_enviroment.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-03 18:23:14 UTC Post #263692
Also, I can still see glitches through JeffMOD's glass roof.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 18:30:03 UTC Post #263693
I tested in WON seeing as it wasn't configured for a steam mod. tongue - :P
That does'nt mean it won't run in Steam HL, because it does. I played it in WON HL as well though.
Posted 15 years ago2009-03-03 19:17:45 UTC Post #263694
That doesn't mean it won't run in Steam HL, because it does.
Oh right. I knew you could get Steam mods to run in WON but not vice versa. I tried with both my GoldSource projects, HL:OiFH and Complex Opinions, to run with Steam HL but both crashed at the menu.

EDIT: Yeah, made this for WON menu in case we stick with the minimod thing:
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-03-03 19:32:10 UTC Post #263695
Nice splash. But... I still don't see how my room got strobe lights.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-03 19:44:03 UTC Post #263697
I just tried it in the mod. format and my hl crashed..
Posted 15 years ago2009-03-03 20:11:33 UTC Post #263699
I tested in WON seeing as it wasn't configured for a steam mod.
well fuck that's what's causing my problems with running the mod then? I guess we'll have to provide separate WON and Steam versions?

URBY/MUZZ: run it in steam--not minimod version--, and tell me if you get the lighting bugs. Also, you SHOULDN'T see the glitches through JeffMOD's roof(in steam version at least), as i ran full vis so the skybox will hide things behind it.

URBY: Splash wins, me likey! = )
Strobe... Lighting? I didn't put in anything exept texture lights and a light_enviroment.
That's right you didn't, but i took certain liberties with your map. I can change back, but why don't you play the current version first, and tell me if you like any of the changes? I also added a small surprise if you "use" the laptop, heh. :badass:

zeeba-G: See if it crashes the normal way--not in minimod but through the valve folder). It doesn't crash for me in minimod, but like i posted earlier, causes lots of errors. So, at least i'm not the only one who's having problems with the minimod version then?(did you run it in WON or Steam?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-03 21:35:00 UTC Post #263709
Nothing happend when I used the laptop. (I downloaded the source, does that have soemthing to do with it?) I like what you did with the laptop and TV, aside from the strobe. The signs in the exit make it look a lot like a lab, too. Aside from the ugly strobe, I have not complaints. maybe make it less noticiable and more white?
Oh, and I got locked out of the room. that needs fixing too.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-03 22:47:39 UTC Post #263714
You're not supposed to be able to go backwards, so the locked door is on purpose. If you walk in front of the laptop and hit the use key, it should trigger a multimanager triggering sounds, but i can't say why it didn't work for you = ( So there are three strobes: 1 for the vending machine, 1 for the tv, and one outside the door... shall i eliminate them all?

All: upon further testing i noticed some of the errors you mentioned:

-Sky glitch in JeffMOD's room: I found you could actually see HLife's map through the sky... i can't believe i never noticed that before!.. i made some adjustments, so hopefully you won't see the glitch anymore (compiling now)

-Strobes. I left the strobes in the cave hallway, because i think it fits, but if the general consensus is it's ugly, i'll eliminate it. (It's actually not a strobe, but light_spots with custom appearance to give a "flickering lanteren" look.

-strobes between raver's/rimrooks map: I eliminaged the flickering light_spot from that hallway.

-strobes in muzza's map: yeah you're right, there is erroneous flickering on the top part of your map, which seem to coincide with the flickering texture lighting i put in the elevator. I rendered the server room invisible, so maybe that change in the map and a recompile will be enough to fix the glitch, but if not, i'll just remove the flickering texture from the elevators.

If I've left anything out, or if anybody finds more issues, pleez let me know and i'll try to address them in the next version. I'm also going to delete my HL content and redownload it from steam, and then try playing it in minimod format again to see if my HL is just buggered. As i said before, I have no way to test for WON, because i can't install it on my machine..

Cheers all and thanks for the help playtesting! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-04 11:38:47 UTC Post #263737
-strobes in muzza's map: yeah you're right, there is erroneous flickering on the top part of your map, which seem to coincide with the flickering texture lighting i put in the elevator. I rendered the server room invisible, so maybe that change in the map and a recompile will be enough to fix the glitch, but if not, i'll just remove the flickering texture from the elevators.
Good. Note that the Only Visible flag on HLFix really does work. So i don't know why your having difficulties with it.

Two more things (no offence to JeffMod and Tetsu0): Remove the mp5 in JeffMod's room, its useless because there's no combat in any of the maps ahead.

That rather long camera sequence in Tetsu0's map rather annoys me. Whats the point of having a camera sequence when you can just as well explore the map yourself? I'd say remove it.
Posted 15 years ago2009-03-04 17:53:19 UTC Post #263758
So there are three strobes: 1 for the vending machine, 1 for the tv, and one outside the door... shall i eliminate them all?
All but the TV. make it less bright, less noticable.
If you walk in front of the laptop and hit the use key, it should trigger a multimanager triggering sounds, but i can't say why it didn't work for you
In the current source files, the laptop is a func_breakable or func_wall, no button in front.
Remove the mp5 in JeffMod's room, its useless because there's no combat in any of the maps ahead.
Yeah, OK. and remove everything the Vort in my room triggers on death. Also, I'd make my room better to get up to everyone else's quality, but I'm a bit busy now.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-03-05 12:25:12 UTC Post #263780
Updated link, everything in one file, in minimod format:
Latest Rooms Beta
If you get glitches, try extracting the gfx/maps/models/sound/models/rooms.wad to your valve folder, and see if you still get the glitches that way. (depending on when you downloaded last time, you may not have got the latest version, due to a filefront hosting problem which was my fault(if someone knows how to update filefront files while preserving the download link, please let me know!)

JeffMOD: you should see some, but not all, of the requested changes in this version.

Muzz: Yes I know it works, but remember i told you of two times when i used the 'visible objects only' flag, and those parts of the map hidden were all turned to world brushes? Whether the flag was the culprit or not, i don't use it anymore just to be safe. (i just put a big block around any items i don't want compiled now, works just as well...)

I agree too that the camera sequence should be tweaked but not eliminated. Tetsu0 did that so he could have a more complex room, and still stay within the rules of the project...(making the other areas explorable would make it more than one room technically).
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-03-05 13:39:29 UTC Post #263818
There are still flashing strobe lights in my map:
User posted image
You have two strobe poster thingies in the elevator. Could that be the cause?

I also notices a nulled face in Rimrooks map:
User posted image
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