Forum posts

Posted 8 years ago2016-05-06 09:46:33 UTC
in Driveable car Post #330056
Posted 8 years ago2016-05-04 14:53:44 UTC
in Can someone write/give me a gauss event? Post #330037
I made a quick event code, I'm not at home right now so I can't test if it works or if it will even compile : http://pastebin.com/FwMXd6QC.
Posted 8 years ago2016-05-02 21:15:21 UTC
in Can someone write/give me a gauss event? Post #330027
You should be able to retrieve the player's angles client side and trace a line to get the "destination".
Posted 8 years ago2016-05-02 11:52:13 UTC
in Can someone write/give me a gauss event? Post #330021
Most of the Gauss code that play the sound, show the sprites and so forth are in the Gauss's events. If you disable client side prediction by removing the "CLIENT_WEAPONS" define in both client and server projects properties, you can see that the Gauss will only play the draw, idle animations and the zap sounds.

So all you have to do is look at the Gauss's events to see how it's done.
Posted 8 years ago2016-05-01 21:27:00 UTC
in Post Your Photos Post #330016
Glad you liked the country Archie ^^

Yeah, we have different accents and some people are speaking their "regional languages".

I have around an hour of road trip by car from my house to Lille. I think I have 2 hours for Belgium and the Eurostar (France <=> UK).

I visited London with my school but I stayed like 5/6 hours there, couldn't enjoy everything.

Last year I went to the south west of France for my bro's wedding and we went to one of the best touristic city in France : La-Cirq-Lapopie. If I find the photos on my phone's backup.
Posted 8 years ago2016-05-01 20:08:49 UTC
in Post Your Photos Post #330012
Beautiful places indeed ^^

Porsche <3

You went to Nice ? Damn, I'm at the north of France, how did you like the country ? ^^
Posted 8 years ago2016-04-26 09:54:04 UTC
in Wall does not block vis Post #329987
It's true nowadays it is not necessary to optimize a goldsrc map as could it be 10 years ago, but I'm wondering the way that vis works in the game.
I disagree, some players are still running on Windows XP with 1 core CPU and a few hundred of Mb of RAM and GPU that barely support "modern shaders" and OpenGL versions (3.X, 4.X), it's not my case, but I know some people who does (and they aren't lying, they sent me screenshots of their report with HWINFO32).

Even with fast computers, optimizing to the max can save precious FPS.

"People say that you should not micro-optimize. But if what you love is micro-optimization... that's what you should do." - Linus Torvalds (father of Linux), (2012-06-14). Audience Q&A following interview panel at Aalto University Center.

And I think this is true as well for any aspect of game development and not only programming (level design, art, modeling...)
Rendering is not based upon line of sight. Roughly, if the area the player is in can see the geometry it will render.
To be more precise, it's the PVS (Potential Visibility Set).

Please note that my explanations may be incorrect and anyone is free to correct me if I'm wrong (I'm not very good at explaining stuff so I'll try to do my best)

In all maps there is a BSP tree and every "leaf" of that tree represent a "collection of polygons" or an "area" in your map if you prefer. In other words, all those BSP leaves form a single BSP tree which is the map itself.

Every in-game frame, the engine will determine on which BSP leaf you are currently in and calculate which leaves you can actually see and those you may be able to see. Once that process is done, the rendering is done. Bruce mentioned it in his post and I'm gonna post it again for the record : entities are treated differently.

Something you can do is try to help the compilers delimit those leaves thanks to SKIP and HINT brushes. This excellent tutorial will explain you how it works.

A word of warning : don't abuse HINT/SKIP brushes and use it intelligently otherwise you will have the exact opposite effect of optimization, they are here to help but not replace the job of the compilers.

In the case of your map, I would try to cover the warehouse door on the left, the back door on the right and the ventilation shaft entrance at the rooftop (from the level of the roof to the "ceiling" of the shaft). This will separate the "inner" and "outer" parts of your map.

UPDATE : Another good tutorial by Andy posted here on TWHL about HINT/SKIP
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-24 12:34:46 UTC
in Now Gaming: ... Post #329975
I wanted to replay the games the "Lytha way" but I quickly abandoned due to the difficulty xD

The "Lytha way" has 3 rules :
1) Play on Expert.
2) Grab all loot.
3) No damage should be dealt (by you, traps or whatever), exceptions are made if it's part of the mission (Cutty in the Cragsleft Prison of Thief Gold and the archers in the rooftops mission of Thief 2 for example).

Optional but add more fun :
  • Don't purchase anything in the Loadout screen.
  • Reduce Garrett's health to 1 HP (in other word, a single damage and you die)
  • No blackjacking
I've never seen someone finishing the games that way, you have to be very good to do that ^^
Posted 8 years ago2016-04-24 00:19:08 UTC
in I need my heartbeat. I need music... Post #329966
Posted 8 years ago2016-04-24 00:06:21 UTC
in Now Gaming: ... Post #329965
First time I finish Thief 2 in Expert and I'm moving on Thief Gold (in Expert too).

Between classes at university or when I'm in the train or bus, I start the PSX emulator on my phone and play Driver ^^
Posted 8 years ago2016-04-24 00:03:56 UTC
in Rotate decals Post #329964
Looks like I was wrong, but I'm happy because I've learned something, gonna sleep less stupid this day ^^
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-21 21:38:36 UTC
in Rotate decals Post #329943
Unless someone says I'm wrong : you can't.
Posted 8 years ago2016-04-20 14:22:55 UTC
in I need my heartbeat. I need music... Post #329940
Posted 8 years ago2016-04-19 21:00:46 UTC
in Now Gaming: ... Post #329936
I've been replaying the Thief games ^^
Posted 8 years ago2016-04-18 00:14:55 UTC
in Hard Duty - A Half-Life mod Post #329927
My holidays are over too, time will be highly consumed by university ^^
Posted 8 years ago2016-04-17 13:28:38 UTC
in Hard Duty - A Half-Life mod Post #329921
I think I can do most of the work, if you want to contact me to see how progress is going on or you have any questions or anything else, feel free to add me on Steam (you can ignore the "disclamer" thingy on my profile page).
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-12 11:56:18 UTC
in Can't close the door Post #329861
I modified this value but the player still collides with the clip button you put inside. I don't understand why you make it this way :?
I think he has done this in order to be able to get out of the trash. Players don't jump like Iron Man ^^
Posted 8 years ago2016-04-12 11:54:35 UTC
in Create a Dice Game with random trigger Post #329860
The best solution is the one that works
And optimized ^^
Posted 8 years ago2016-04-12 04:55:12 UTC
in Minecraft Server Post #329855
Seems not, but the author is awesome
Posted 8 years ago2016-04-12 00:09:19 UTC
in Can't close the door Post #329845
Delay before close ?
Posted 8 years ago2016-04-11 21:35:36 UTC
in I need my heartbeat. I need music... Post #329840
Posted 8 years ago2016-04-11 20:59:37 UTC
in Post your screenshots! WIP thread Post #329836
I didn't made Prospekt. If I was the author, I would already be ashamed of myself.
Posted 8 years ago2016-04-11 20:27:12 UTC
in Post your screenshots! WIP thread Post #329834
Your problem! I don't do free because I need earn for my life. My wife is from the Philippines and I bring she to Germany - I must pay for visa. It is not free and it is very expensive ( ca 3000 Euro surprised - :o because embassy of Germany is very strict. That is why I want "sell" my finished source mod. And I want enjoy rich life for my future.
Please note that what you are going to read below is not meant to discourage you. I'm just telling some facts that you need to be aware of before diving into the unknown.

TL;DR
  • You want to make a paid Source game ? Get ready to give some money to Valve Software.
  • I won't spend money (and a lot of players will do the same) on a "map pack".
  • Don't make games because money is the only thing in your head. Make games because it's something you love to do and because you want to satisfy your (future) players.
  • Don't make your first mod/game a paid one, make it free to see how well you are doing and once you are confident enough, go into the commercial area.
Long version

Assuming you want to sell your Source game :

1) Prepare the $25 000 (21 907 euros) to buy the Havok licence, if you are using Bink/Miles Sound System, you will need to pull more money, and here's my reliable source if you don't trust me.

2) I agree with Tetsu0 on the fact that programming is needed even for a sold Source game. Look at "Prospekt" and take this as a lesson, at the time I'm writing this, it has a 46/100 Metacritic. Rock Paper Shotgun, ValveTime, myself and probably a lot of others journalists rated this "game" BAD. Why ? Because it's a 10 euros "map pack" and a "map pack" isn't worth 10 euros, not even 5 euros. To resume : don't make a paid "map pack". If you stick to the HL universe, try to add some interesting new stuff.

3) Don't become like "Overkill Software", I played and followed them for years by pre-ordering/playing/buying the DLCs of PAYDAY 1 and 2 because they were developers that listened to gamers and cared for the community. In other words, they were making games for us (the players). But after the 10th DLC and more specifically the micro-transactions and Crimefest, I stopped because I realized that the developers that I followed for years were obsessed with my wallet and I'm not a money machine. Making games because you want money is not the way to go, you make games because you enjoy that and you want to give to your (future) players a game that they will enjoy for a long time and even play it.

4) Finally, if you have never released a mod/game before, it will be very hard (close to impossible) to meet player's expectations. Making your very first game paid instead of free is a big mistake, because you will have no idea if you will get your money back and/or regain the players trust about your current and maybe future games.
Posted 8 years ago2016-04-11 18:56:09 UTC
in Post your screenshots! WIP thread Post #329825
Posted 8 years ago2016-04-11 12:18:09 UTC
in Hard Duty - A Half-Life mod Post #329816
I've been tracking it for weeks already and the progress is nice indeed ^^

For the programming side, I can give a little hand, not on my full time because I already have ARRANGEMENT, TWHL World, other untold projects and university. It depends on what you want exactly : more weapons ? more NPCs ?
Posted 8 years ago2016-04-10 22:53:06 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329795
@Jessie : they were talking about the "floating precision"
Posted 8 years ago2016-04-10 22:24:35 UTC
in Hammer will not snap point entities to g Post #329793
Just by curiosity, does this issue also appear with another editor like Sledge or Jackhammer ?
Posted 8 years ago2016-04-10 22:08:22 UTC
in Hammer will not snap point entities to g Post #329791
If you try to compile, does it cause a compile error ?
Posted 8 years ago2016-04-10 21:49:30 UTC
in Hammer will not snap point entities to g Post #329788
Which FGD are you using ?
Posted 8 years ago2016-04-10 21:47:01 UTC
in Sprinkel Water... Post #329787
If it's for CS, forgot the particles.

If you don't mind that the effect will be 2D always facing the player, go for a sprite. It's the easiest solution.

Otherwise, you will have to use an animated model and this will be likely complex (unless you find an already existing model).
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-10 20:32:09 UTC
in Sprinkel Water... Post #329779
Animated "env_model", "cycler" or whatever.
This post was made on a thread that has been deleted.
Posted 8 years ago2016-04-10 20:13:06 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329777
Oh no Urby is right because I can not sell Goldsource Mod, Shit that is why I must convert from old Goldsource into Source.
If you want to stick to GoldSource. You can send an e-mail to Valve to see if they still allow you to purchase a full GoldSource licence. If you want to sell a Source engine game, you will need to buy the Havok license which is $25k and if you are using Bink/Miles Sound System buy those licenses too.
But Sven Coop has "old version" of Half-Life Engine
I thought they were using the latest version. I don't remember SC 5.0 having Direct3D support or scrapped off the SDL2 binaries. Are you sure it's really the case ?
Posted 8 years ago2016-04-10 17:21:24 UTC
in Sledge (Hammer Alternative) Alpha Build Post #329769
That is why they won't release next version of Valve Hammer Editor because it is enough to use.
That version already exist and is called Hammer 4, it is designed for Source 2004 to Source 2013 and the "next-gen" version of Hammer is already developed and it's for Source 2 (see Dota 2 Workshop Tools).
Why do Americans not develop expand of map range from -/+8192 to -/+32768.
Valve has stopped the support of GoldSource for years. After they released the 2013 update and fixed the majority of problems, they were done with GoldSource, they moved to Source 2013, Source 2, Steam, HTC Vive, CS:GO, Dota 2 and insert the rest here.
I can not understand because they are sensitive. But Id Software , Quake Mapping hasn't problem to expand map range upto -/+131072.
Do you want to know why we can extend the map limits on id Tech engines ? It's because id Software always released the FULL source code of their engines/games and the only people to get their hand on the FULL GoldSource/Half-Life engine are people who either paid for it or earned it (Sven-Coop). It's a shame that id Software stopped that tradition since id Tech 4 (RAGE/Wolfenstein The New Order/Wolfenstein The Old Blood/The Evil Within).
But you can't because map format is "Valve220" just it is not same of Quake map because it is different structure of Goldsource and Quake are very differently. I know you say me reasons....
The format isn't a barrier, how Linux is able to read/write on NTFS (Windows) partitions which Microsoft never released the specs for it ? Reverse engineering and testing. How can Jackhammer export to RMF ? Reverse engineering and testing. This how mods for "un-moddable games" are born.
Posted 8 years ago2016-04-10 09:07:08 UTC
in How the heck do you use SoHL? Post #329757
Might work, there aren't many differences between VS2008/VS2010
Posted 8 years ago2016-04-10 09:05:17 UTC
in Create a Dice Game with random trigger Post #329756
func_button
OnPressed -> random -> PickRandom

logic_case - random
OnCaseX -> diceX -> Enable
OnCaseX -> diceY -> Disable

func_wall_toggle - diceX
Posted 8 years ago2016-04-06 20:44:56 UTC
in Minecraft Server Post #329702
I finish my whole mess for the slime chunk first, if I have no luck. I move to the stronghold.
Posted 8 years ago2016-04-06 20:41:39 UTC
in bulletproof wall (CS 1.6) Post #329701
NULL brush thick enough
Posted 8 years ago2016-04-06 15:13:17 UTC
in Minecraft Server Post #329693
I think it was your first stronghold (the one with the "villager prison").

There are multiple "obsidian towers" of different height with a block on top of them, we need to destroy them with bows and arrows otherwise the dragon will regenerate his health over time.

Once we destroyed enough blocks (or all of them), then we have 2 choices :

1) Standard way : keep spamming arrows until he dies.

2) Fun/fast way : use the fact that beds explode in The End to create "a timed TNT" but this will require us to have armor, potions against explosions or health regeneration to prevent death (Enderman won't attack us if they got hurt by beds).
Posted 8 years ago2016-04-06 08:18:04 UTC
in Minecraft Server Post #329689
I'll try to be there for saturday.

For those who aren't aware yet, I'm building a slime farm (for sticky pistons), I'm at the first phase which is finding a slime chunk. I've already dig a 3x3 chunks space but I had no luck, so I am extending it to 5x5 chunks and in the worst case scenario, I'll have to extend it to 10x10 chunks. Any help is appreciated because digging takes a lot of time.
Posted 8 years ago2016-04-03 21:34:28 UTC
in TWHL World - Community Project Post #329657
Looks awesome ! ^^
Posted 8 years ago2016-04-03 08:04:14 UTC
in How to include wad into map? Post #329642
Or why do you not use with Patch Compiler by Nem?
I think you mean Batch Compiler ?

IMHO, I don't find this tool useful, to compile my maps, I write my own Batch files or compile directly from Jackhammer. If I need an info about a compiler's parameter either I Google it or I just write the compiler name in the CMD and I got all the info I need.

As a bonus, here's a script I have written and using for final compiles :
@echo off
title Compiling map...
hlcsg.exe -estimate mymap
hlbsp.exe -estimate mymap
hlvis.exe -estimate -full mymap
hlrad.exe -estimate -extra -bounce 8 mymap
del /F /Q mymap.ext
del /F /Q mymap.prt
del /F /Q mymap.wa_
Advanced users can tweak it to add a variable or make it "drag 'n' drop to compile"
Posted 8 years ago2016-04-03 07:49:52 UTC
in Invalid solid structure Post #329640
So Sledge align the floating points to the grid automatically ?
Posted 8 years ago2016-04-02 13:52:30 UTC
in Minecraft Server Post #329626
I'm gonna do a quick test on my PC about Forge. Something worth a note : at the time I am writing this, Forge is available for 1.9 and not 1.9.2 yet.

UPDATE : I installed a Forge server on my PC with the Minecraft Flight Simulator mod (because it's the first 1.9 compatible mod I've found). The first time I attempted to connect, the server rejected me because I didn't had Forge installed on my client, so I installed it. I was rejected a second time because I didn't installed the mod and I managed to connect the server when I installed the mod on my client.