Forum posts

Posted 12 hours ago2019-03-25 09:02:45 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342328
Judging is done by the community. You can include anything you want, so long as the entry is centered around teleporting or otherwise transporting the player.
UrbaNebula UrbaNebulamonster_urby
Posted 14 hours ago2019-03-25 07:34:58 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342327
I have question. Does sharper shadows count in when judging time comes? I am asking because I am working on something, but there are some details I want to add. Some textures can't be scaled down, otherwise they are too little. So, does shadows count in?
AK47NATOR AK47NATORTerminator with AK47|Redline
Posted 17 hours ago2019-03-25 04:37:46 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342326
I have a really vague idea that I'm struggling to solidify into something...

I'm going to give it a shot anyway.
Strider StriderTuned to a dead channel.
Posted 23 hours ago2019-03-24 22:31:18 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342325
Yet unsure whether I'll try to enter, but there's an idea I based a map on before that was awfully half-assed... might make a new map from scratch with a similar premise to do the thing justice.
CPripyatUit CPripyatUitshe/her, they/them
Posted 23 hours ago2019-03-24 22:17:59 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342324
Once again I totally should be spending my time elsewhere and shouldn't be entering this competition...
Ooops...Ooops...
I guess I'm working on something then...I guess I'm working on something then...
I can't help myself. :(
UrbaNebula UrbaNebulamonster_urby
Posted 1 day ago2019-03-24 18:51:09 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342323
I mean, yes, hence the specific call-out.
Jessie JessieLadytype
Posted 1 day ago2019-03-24 17:32:36 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342322
Isn't basically any Portal map a teleportation map? :P

(obv it doesn't count but that was my first thought upon reading the brief)
CPripyatUit CPripyatUitshe/her, they/them
Posted 1 day ago2019-03-24 13:34:10 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342321
May we all have the serenity to accept the things we cannot map, the courage to map the things we can, and the wisdom to know the difference. Amen
Dimbeak DimbeakRotten Bastard
Posted 1 day ago2019-03-24 01:54:23 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342320
May we all have the courage to start early and the wisdom to not bite off more than we can chew in a month 😄
Jessie JessieLadytype
Posted 1 day ago2019-03-24 01:07:41 UTC
in The Hype-o-matic (Upcoming games) Post #342319
The original is cheap now too (as long as the sale lasts): https://www.gog.com/game/vampire_the_masquerade_bloodlines
Posted 1 day ago2019-03-24 01:06:10 UTC
in Navigation file doesn't work Post #342318
Maybe have a look at the Left 4 Dead nav-mesh documentation - it should be a similar system.
Posted 1 day ago2019-03-24 00:26:39 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342317
Another new mini competition is up and running! As the brief states, your goal is to make a map or mod that makes heavy use of teleportation or some other form of warping the player around.

As this is a mini competition, you must manage your time effectively. Don't bite off more than you can chew, and leave plenty of time for testing. Good luck and have fun!
UrbaNebula UrbaNebulamonster_urby
Posted 2 days ago2019-03-23 08:51:30 UTC
in Navigation file doesn't work Post #342316
Me i dont know it too
sample vodka sample vodkaThe religion is the opium for a country
Posted 2 days ago2019-03-23 08:50:56 UTC
in Para_ maps in Day of Defeat Post #342315
Ok yeah I use Day of Defeat 1.3 and sturmbot 1.6
But weird is on menu of bots when you choose add axis appear you spawn para soldiers with FG42
sample vodka sample vodkaThe religion is the opium for a country
Posted 2 days ago2019-03-23 01:56:34 UTC
in The Hype-o-matic (Upcoming games) Post #342314
Cadence of Hyrule??
Jessie JessieLadytype
Posted 2 days ago2019-03-23 00:14:26 UTC
in The Hype-o-matic (Upcoming games) Post #342313
Yeah, definitely keeping an eye on that with Mitsoda and Avellone both involved. The original is flawed, but a very well written and moody RPG.
Strider StriderTuned to a dead channel.
Posted 2 days ago2019-03-22 23:14:41 UTC
in The Hype-o-matic (Upcoming games) Post #342312
I was vaguely aware that a new Bloodlines might be coming, then I read earlier in the week that an announcement was imminent, and it's now been announced, so that's pretty good.

I really enjoyed the original - it was really grindy in parts but it had a great setting and some great characters. Hopefully the sequel is more of the same.
Posted 2 days ago2019-03-22 23:10:08 UTC
in Post your screenshots! WIP thread Post #342311
Are you using texture lights?
Posted 2 days ago2019-03-22 23:09:29 UTC
in Para_ maps in Day of Defeat Post #342310
I didn't think para_ maps were a thing in the latest Day of Defeat. The last para_ maps were in beta 3.1 maybe?
Possibly they just don't work properly in the latest version.
Posted 2 days ago2019-03-22 23:08:35 UTC
in Navigation file doesn't work Post #342309
Hm, I think there are probably console commands to show the navmesh visually but I don't know.
Posted 2 days ago2019-03-22 22:20:52 UTC
in Post your screenshots! WIP thread Post #342308
Hey thanks UrbaNebula, I didn't know about that,

It's going to be a series of large maps for sven coop, set in a massive underground hub, trying to mix retro future with apocalyptic.
User posted image
Posted 3 days ago2019-03-22 21:08:05 UTC
in half life steam update? mod weapon issues. Post #342307
cool ;] heh this might be as close a it gets with valve releasing something for Half Life XD
Posted 3 days ago2019-03-22 19:57:37 UTC
in half life steam update? mod weapon issues. Post #342306
Valve released an update that fixes this issue. Update your game installation to get the fix.
Posted 3 days ago2019-03-22 15:17:43 UTC
in The Hype-o-matic (Upcoming games) Post #342305
Well... this is a game changer. I never played the original, but I know it's reputation as a reactive RPG and the fact that Chris Motherfucking Avellone (actual full name) worked on it is a very positive thing.
Trailer is a pre-rendered time waste, but as least it confirms that the game is coming. :D
Vampire The Masquerade: Bloodlines 2
UrbaNebula UrbaNebulamonster_urby
Posted 3 days ago2019-03-22 14:45:57 UTC
in The Gildryte Chronicles Post #342304
Also I don't think your implementation of laser projectiles would be difficult... Pretty sure we can steal the crossbow code for that.
That was my thought too. That or the hivehand secondary fire.
UrbaNebula UrbaNebulamonster_urby
Posted 3 days ago2019-03-22 14:10:38 UTC
in half life steam update? mod weapon issues. Post #342303
I found the cause: https://github.com/ValveSoftware/halflife/issues/2109#issuecomment-475634759

As a workaround you can rename the files to use a 3 letter extension, like .esc (Event SCript) for instance (.scr is a known extension so don't use that one).

Make sure to update your game code as well. I hope Valve will push a fix soon.
Posted 3 days ago2019-03-22 13:55:11 UTC
in half life steam update? mod weapon issues. Post #342302
Yeah i got the Invalid file type...skipping download of events/sshotgun.sc when i used the old empty files XD but looks like it work fine when i replace it with one of hl default ones.
Posted 3 days ago2019-03-22 13:34:41 UTC
in The Gildryte Chronicles Post #342301
I will be sticking with GoldSource modding
SCORE! The more I try to mess with Source lately, the more it repels my approaches... GLDSRC for the win!!
I'd love to contribute models! I love the story as well. I have subscribed to this thread.

Also I don't think your implementation of laser projectiles would be difficult... Pretty sure we can steal the crossbow code for that.
Tetsu0 Tetsu0Original Cowboy
Posted 3 days ago2019-03-22 13:20:42 UTC
in half life steam update? mod weapon issues. Post #342300
Are there errors like this in your console: Invalid file type...skipping download of events/powerup.sc
Posted 3 days ago2019-03-22 12:40:40 UTC
in half life steam update? mod weapon issues. Post #342299
They fixed exploits that could be used to download malware to clients.
Posted 3 days ago2019-03-22 11:51:08 UTC
in half life steam update? mod weapon issues. Post #342298
oh so there was a update ?
hmm stumbled on this looks like there is something going on ? XD

https://github.com/ValveSoftware/halflife/issues/2109
Still..why Valve is doing something like that? going back to the gold source engine??
interesting
Posted 3 days ago2019-03-22 11:42:46 UTC
in half life steam update? mod weapon issues. Post #342297
There was an engine update a few days ago, but i don't know what exactly was changed.
Posted 3 days ago2019-03-22 11:40:26 UTC
in half life steam update? mod weapon issues. Post #342296
Are the cl_lc and cl_lw cvars set to 1?
hmm looks like when i set cl_lw 0 seems to work fine but there is a strange "stuttere" in the melee weapons and my new weapon still doesn't work.

Anyway it looks like the problem was with one of my new weapon sc files Sshotgun2.sc with was empty for some reson 0o just copyd and renamed one of the base sc files (dont even know whats the purpose of those rly .-.) weird since i didn't do anything to those files for years and everything worked just fine ;/

THX Solokiller this gived me a lead to it XD

Still... don't really know how did this happen 0o there wasn't any updates/fix to the game recently right??
Posted 3 days ago2019-03-22 10:56:30 UTC
in half life steam update? mod weapon issues. Post #342295
Are the cl_lc and cl_lw cvars set to 1?
Posted 3 days ago2019-03-22 10:28:03 UTC
in half life steam update? mod weapon issues. Post #342294
Honestly i don't really know how to address this... for some reason now when i start my mod all the weapons except the shotgun fire without the sounds sprites decals and animation but still do damage to the npcs ;/ dont really know what could cause this ..

The only thing i did recently was make a svn repo for my files but everything works just fine after that for few weeks...
Did not compile my mods dlls for few months now i was just working on maps so was thinking this is some sort of game update ? honestly i have no idea .-.
So i recompiled my dlls and no error but i have the same issue in game ;/ Did i accidentally change some file in my mod folder??

heres a vid
Posted 4 days ago2019-03-21 17:11:40 UTC
in The Gildryte Chronicles Post #342293
You had me on space.
rufee rufeeSledge fanboy
Posted 4 days ago2019-03-21 14:28:31 UTC
in The Gildryte Chronicles Post #342292
Here is a list of the planned enemies so far. Some of these are easy to implement and shouldn't require any coding (outside of .qc manipulation, skill.cfg and modelling). Some of the other points I would need to enlist a developer, or at least somebody to guide me on where to make the changes.

Bestiary (part 1)

Crew Member

Base: Scientist
Requirements: Reskin/Voice Acting
Implementation: Very easy. Behavior would not need to change at all.
Description: The run of the mill crew member. Unarmed walking plot device, target and/or meal.

Security Guard

Base: Barney.
Requirements: Reskin/Voice Acting/Coding
Implementation: Hard. Behavior would not need to change at all. Weapon would need to fire laser projectiles.
Description: Faithful security officer. Armed with a laser pistol, a can do attitude and security clearance that outranks the player’s.

ESPO Team

Base: HGrunt.
Requirements: Reskin/Voice Acting/Coding
Implementation: Hard. Behavior would not need to change at all. Weapon would need to fire laser projectiles.
Description: The Elite Security and Planetside Operations team are hot-headed and dim-witted. Months cooped up on a ship with nothing to shoot has driven them to near breaking point. With one order, they would willingly turn to the ship into a warzone.

Vull Rat

Base: Headcrab.
Requirements: Modelling.
Implementation: Very easy. This would simply be a new model, otherwise it would basically act like a standard headcrab.
Description: Offspring of an lab rat escapee, infected by the Vull. These creatures scuttle through the various pipes and ventilation shafts, spreading the alien plague to crew members.

Vull Afflicted

Base: Zombie.
Requirements: Modelling.
Implementation: Very easy. This would simply be a new model, otherwise it would basically act like a standard zombie. Alternate heads based on the model can easily be changed with minor .FGD changes. Blood would need changing to Human/Red.
Description: Having come into contact with the Vull, this individual has become corrupted. All traces of their humanity stripped away, they take up the nearest weapon they can get their hands on and bludgeon anything living they can find.
UrbaNebula UrbaNebulamonster_urby
Posted 4 days ago2019-03-21 13:56:41 UTC
in Para_ maps in Day of Defeat Post #342291
I have Sturmbot installed and when I play in "para_" maps the allies spawn but axis not, they appear as dead.
Any idea why happen me this?
sample vodka sample vodkaThe religion is the opium for a country
Posted 4 days ago2019-03-21 10:52:34 UTC
in Post your screenshots! WIP thread Post #342290
2 sakna
All those shots you have posted a while ago look very impressive! It this just a map (Sven Co-op?) or something more?
Posted 4 days ago2019-03-21 09:12:33 UTC
in Post your screenshots! WIP thread Post #342289
I don't know what it is, but I love it.

Some kind of cyberpunky space bar?
Strider StriderTuned to a dead channel.
Posted 4 days ago2019-03-21 08:09:29 UTC
in Post your screenshots! WIP thread Post #342288
You have my attention... :zomg:

(Have you considered using the "constant glow" FX setting for your light glow sprites? It would stop them being clipped by the brushwork ;)
UrbaNebula UrbaNebulamonster_urby
Posted 4 days ago2019-03-20 22:44:31 UTC
in Post your screenshots! WIP thread Post #342287
Posted 5 days ago2019-03-20 14:05:21 UTC
in Up for Quake? Post #342286
Blimey. I don't think I've played Quake coop since I did on a LAN with my dad. I have Quake on Steam so might see if I can get in.

As for Half-Life Deathmatch, I think Archie's server is also up and running indefinitely.
UrbaNebula UrbaNebulamonster_urby
Posted 5 days ago2019-03-19 23:17:25 UTC
in Up for Quake? Post #342285
me and rufee prepared a Quake coop server for anyone who wants to enjoy some ancient Quake action. You can connect with pretty much any Quake or QuakeWorld client. Like WinQuake, GLQuake, Quakespasm, EzQuake. Even DOS Quake in theory should work. For now it should run 24/7. The address is:
quakeroach.net:27051

Also we have a Half-Life deathmatch server running for years now 24/7. Many maps, many from mappers on TWHL. Fast map download enabled.
quakeroach.net:27019

http://www.quakeroach.net
Posted 6 days ago2019-03-19 21:47:15 UTC
in Navigation file doesn't work Post #342284
I use Zbot
sample vodka sample vodkaThe religion is the opium for a country
Posted 1 week ago2019-03-17 20:19:24 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #342283
Yay, I won! Thanks guys, and thanks to everyone who voted for my entry!
Posted 1 week ago2019-03-17 14:35:54 UTC
in Cleansuit scientist won't move Post #342282
They do, they use the follower behavior from that class. That's why i said to use breakpoints in the FollowerUse method, to see what it does.
Posted 1 week ago2019-03-17 13:16:51 UTC
in Cleansuit scientist won't move Post #342281
Oh, i thought that scientists used talkmonster as a base for all their actions.
Posted 1 week ago2019-03-17 13:10:54 UTC
in Model has too many sub files Post #342280
Done, edited the model and got rid of the unnecessary files. Thanks for the help everybody!
Agreed, well deserved first place. Congrats to all!

Weirdly had a dream that you were the winner, however you also created the next competition which meant building a foosball table that had to include memes. I was shooketh and frustrated
Instant Mix Instant MixTitle commitment issues