Forum posts

Posted 11 years ago2013-06-30 00:07:14 UTC
in Unnamed HL2 Mod Post #314079
Guess I have to keep working on that. :P That cycle I mentioned is one of the reasons C42 died, though on a smaller scale.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-29 14:52:49 UTC
in Unnamed HL2 Mod Post #314076
Just don't do it too much, or you'll end up in a continuing cycle of improving all your maps start to finish until you finally master the craft, finish the mod with your perfect skills, then keel over from age before you can release.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-29 12:23:05 UTC
in Unnamed HL2 Mod Post #314074
They'll never make a Stalker, outta me.
The concept and screenshots look pretty good so far; Very dystopian, as well. I like it. I've got my hands more than full at the moment, but maybe sometime in the future I can contribute something, somehow.

One tip: Don't fall into the trap of using themes from Nova Prospekt. If you do, the mod'll be stale from the get-go. It looks like you're doing a good job of avoiding that, though.

Be sure to keep us posted!
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-28 17:15:04 UTC
in SDK Broken Again [FIX] Post #314067
Offline mode: No updates. :D

So, I'm looking into it, but what exactly IS this Source SDK Base 2013? Is it the current Valve-level version of the engine, or is it just reorganized 2009/MP level code, with none of the new bells and whistles to play with?

EDIT: Also, why does crap like this always seem to happen whenever I'm away from a computer for a few days?

EDIT2: Oh, I see. It's Linux support. And I have no idea if it actually does anything else new.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-20 20:27:59 UTC
in A Hat in Time on Kickstarter Post #314009
Don't forget the engine licensing fees for UDK on Consoles.
And Epic getting 25% of all profits over $50,000.
Making a game can be expensive.
...I think we need more open source software...
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-19 09:34:39 UTC
in HL2 Need help with Custom Textures/Model Post #314004
Oh. Oh, of course!
We all forgot about the file system update!

...I guess a lot of tutorials need to be updated now...

Glad to hear you straightened it out, that never would have occurred to me, since I haven't gotten that update yet.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-19 00:17:19 UTC
in HL2 Need help with Custom Textures/Model Post #313999
I personally can't, sorry. Been using exclusively Offline mode on Steam due to lack of a connection at home for months now.

But if your models are in HL2DM/Models/, I can't think of any reason for them to not show in ingame but show up in Hammer.

Try opening your map with "developer 2", and post the contents of the console. I'm grasping at straws here, but maybe you'll get error messages there that shed some light on the problem.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-18 11:13:19 UTC
in HL2 Need help with Custom Textures/Model Post #313997
If the models are showing up as "ERROR", then it's the model the game can't locate, not the materials. If only the materials are the problem, the models will show up covered in a pink and black checkerboard texture rather than the proper one.

Do the models still show up properly in Hammer the way the paths are now? And this is a HL2: Deathmatch map, correct? (If not, then your filepaths are way off, and need to be changed to regular HL2 or whatever you're running the map in)
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-12 00:00:37 UTC
in How does one Source? Post #313963
The problem with textlights just being that they act like the light entity, rather than light_spot. No nice shadows.
If you need lighting to be uniform over atmospheric, though, they're a good solution.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-11 00:03:40 UTC
in mtv cribs, of your room Post #313941
If I had a decent camera, the bandwidth to upload a video, and some time alone to ramble to myself, I'd totally do this. Just X minutes of me getting excited over the memories held in empty boxes.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-10 09:42:22 UTC
in How does one Source? Post #313928
Yeah, you're in good with Goldsource, so you have all the basics. You'll want to go to the Wiki and read up on the new entities and features, but it's essentially the same thing, just with a lot of new toys and a better interface.

Just make sure you're done with all your Goldsource projects first. If you're like me, you may have trouble going back.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-09 09:33:38 UTC
in Things you can't stop listening/watching Post #313908
I thought Lucky Star was a female oriented anime...
It's a funny oriented anime. :P
...Then again judging by some of the other anime in my collection, my tastes might be a bit too broad. There is definitely some Shoujo in there. Ah well, genre is BS.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-08 21:22:14 UTC
in Things you can't stop listening/watching Post #313899
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-08 09:39:24 UTC
in Skyscraper Co-op Project Post #313885
There is an env_model entity in SOHL that works like a prop_dynamic, though. Just need to convert the models to Goldsource. Fairly simple if they're a reasonable polycount/texture resolution and you still have the source files.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-06 00:32:17 UTC
in A Hat in Time on Kickstarter Post #313837
I like the HatKid one. Nice and simple, uncluttered, shows the protagonist.
As for the glow-in-the-dark, Tim's Friend would probably stand out well.

Just from a bit of light research in the past couple days, I can definitely say this is going on my list of games I'm waiting for with bated breath. Growing up on the N64 classics, I can definitely appreciate where this game is coming from, and the screenshots look gorgeous.
Good luck with your kickstarter goals, I'm definitely getting a copy after release.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-06-03 09:39:15 UTC
in Skyscraper Co-op Project Post #313814
CapT: It sounds like Moaby did, but he might have had another reason.
AFAIK, Moaby quit because people were complaining about small things that had already been decided, (which in itself was mainly due to poor communication) rather than anything getting done, like actual mapping.

Of course, I probably shouldn't even BE in this thread, because I don't have any time to reliably take on any more projects and mapping with Hammer 3.x unfortunately makes my skin melt nowadays. Which is really inconvenient.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-05-15 20:54:54 UTC
in TWHL Coop Ideas? Post #313559
Personally, I think we should decide on a base layout, and then everyone but whoever makes the lobby, basement, and penthouse (if applicable) need to stay within the lines.
Obviously Lobby and Basement would be larger, and the penthouse would be smaller, but use the base layout as roof bounds.
If you get what I mean. Most skyscrapers are a uniform size most/all of the way up.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-05-12 15:16:18 UTC
in Black Mesa: Hazard Course Post #313483
In addition to our ever-continuing search for an animator, choreographer, and texture artist (apparently the rarest specializations in modding) we are accepting applications for testers in our next alpha build. (and the waiting list for the one after that)

You can apply for the various jobs here. (I don't handle hiring, so there won't be any favoritism for TWHL members. Sorry guys.)
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-05-12 15:06:07 UTC
in TWHL Coop Ideas? Post #313482
I think Source would allow us to do more, since it has a higher entity limit.
Also 3D skyboxes, which would be good for a skyscraper.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-05-12 10:05:04 UTC
in TWHL Coop Ideas? Post #313470
Give me a map with the floor boundaries, I might be able to take a whirl at it.
What engine/game/branch are we making this in? Goldsource? HL2? Source 2007 Base? TF2?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-05-09 09:33:26 UTC
in 100 prefabs [CSGO coop] Post #313450
*func_detail everything?

You'd have to retexture everything, but if I get any ideas and have time, I'll try to make them.

Though not sure what entities are in CS:GO, so I guess it'd have to be standard Source ones.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-04-28 23:59:38 UTC
in Help with GoldSrc Engine Post #313377
For getting it to appear in the FGD, just copy the entry for an existing weapon and change the entity's name. If you copied the entry for the 9mm handgun, change weapon_9mmhandgun to weapon_[name]. If you're using Hammer 3.5 and an FGD that supports models in-editor, be sure to change the model file to the new weapon's one as well.

As for code itself, I have no experience with that, but there are people here who have some. Try PM'ing 2muchvideogames, he knows his way around code. You'll have to check in once in a while, though, as I haven't seen him around the last little bit.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-04-27 23:58:51 UTC
in Now Gaming: ... Post #313364
Some more C&C: Generals.
In one of the skirmishes I played today, the AI that was on my side used a generals power to bomb the last remaining enemy command center. After my units had finished it off.
It did not end well for my loyal men. So the next skirmish, with the same teams, I blasted their base apart.
Assholes.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-04-08 21:30:32 UTC
in CS:S Content In a HL2 Mod Post #313295
No. A BSP contains references to the content, not the content itself.
If you were to change a VMF or delete a model from the game files, they'll be different/missing in the map. You still need the content in order for it to show up, the same way you need the base game to run a mod.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-04-08 09:54:14 UTC
in How to set up Hl-2: Ep 1 Post #313291
When you try to open Hammer, does it give you any errors, or just not work?
Also, have you restarted Steam since you installed Ep1?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-04-08 09:34:13 UTC
in How to set up Hl-2: Ep 1 Post #313289
You could try refreshing the SDK content.
Dunno why it wouldn't let you edit the config or open Hammer, though.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-04-07 10:33:45 UTC
in CS:S Content In a HL2 Mod Post #313273
You could try mounting the CS:S content in your gameinfo.txt file. All the files should be available for use then.
Just make sure to let people know they need both HL2 and CS:S to play the mod, or there will be errors everywhere.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-30 10:23:17 UTC
in Troll Theory Post #313210
Well good thing that's not comi-
Wait.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-30 10:12:00 UTC
in Troll Theory Post #313208
Having never actually gotten the urge to troll, I can't say how or why people want to. But since I don't want this post to be a complete waste, I'll leave this quote from an unknown source here:
Professional Trolls are predictable. Unfortunately, the world is full of amateurs.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-22 09:39:33 UTC
in Last movie you saw? Post #313113
Cineplex. Surprisingly, they actually brought the movies to my city for a single showing each.
Can't wait until it comes out on Bluray/DVD. It would be enough for me to get a bluray-enabled disk drive, actually. Sorry I can't be of any help.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-21 09:58:47 UTC
in Last movie you saw? Post #313100
Puella Magi Madoka Magica - The Beginning Story and The Eternal Story
Both were...amazing. Masterpieces. Of course, being a massive fan of the series, I am quite possibly biased. Both were beautiful, intense, and Eternal made me cry for various reasons at, like, 8 points. Western movies just don't do that for me.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-19 19:09:18 UTC
in What does: Error. Plane with no normal m Post #313093
Plane with no normal generally indicates a misaligned texture/face, usually caused by vertex manipulation. If a texture is not aligned to either world or face, it will output this error. (unless aligned with Alt+RMB) Look around for any faces with massively stretched or squished textures, especially around complex brushwork, and see if anything pops up in your error log (Map >Check for problems)
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-18 09:42:05 UTC
in Editing the menu fonts Post #313085
I'm not 100% sure how to modify the font of things like the "New Game" option, but you can try these tutorials, see if they help.
You may have to modify how you were planning on doing things, but you should be able to get the menu looking how you want it.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-13 00:30:04 UTC
in Night Oddities Post #313037
Basically CT's last paragraph. It's certainly possible, likely even. We'll never know for sure, but alternate timelines/realities/dimensions are definitely an interesting concept.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-09 23:19:28 UTC
in Night Oddities Post #312990
Haven't, actually. Is XXX like that?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-09 12:35:25 UTC
in TWHL Database Hack Post #312966
Could have definitely been a lot worse, yeah. Glad to see the site is up and running, and the perpetrator is working with site authorities to prevent the problem from happening in the future!
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-08 11:44:39 UTC
in Night Oddities Post #312938
Had a dream my alarm didn't go off.
Then my alarm didn't go off.

I really hope the dream it turned into, about some kind of mix between Fallout and a cop show, doesn't happen. Because I was being sent into the presidential metro to face certain death.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-07 23:26:57 UTC
in Insurgency (Early Access) Post #312929
Shame it's multiplayer. Or, rather, shame for me, as I can't play multiplayer at this point in time. Insurgency 2 always looked like something I wanted to pick up, and at that price it's a steal.
Well, good luck finishing it! (not that you need it, from the look of things) hopefully you'll be receiving a chunk of my money some time in the future!
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-03-07 01:24:40 UTC
in Night Oddities Post #312921
Posted 11 years ago2013-02-23 17:11:33 UTC
in Trying to understand GoldSrc textures Post #312736
It's been a while since I've done goldsource, but if I remember correctly:

-1 is part of a random tile texture set, if you use the base texture, -1, -2, etc. will be randomly chosen each time the texture tiles on compile time.

Not sure what the second one is for, but the third looks like, as you thought, a texture to be overlaid brushwork to add a glow.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-02-17 02:10:23 UTC
in WON HL Post #312665
*Will not be supported on WON.

I'm sure it will work. Just not as well.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-02-04 20:36:08 UTC
in map error? Post #312473
Yes, you put Half-Life textures into a wad file. VMFs and VMTs only work for Source, not Goldsource (The HL1 engine)
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-02-01 20:16:26 UTC
in Super Matt Jordan Demo Released! Post #312420
Oh my god, that was awesome.
Good difficulty level, good upgrade system (Loved the duck), and the Super Metroid-style area overview on the bus routes screen was a very nice nostalgic touch.
The bosses were decently challenging and the characters were excellently written and designed. (Loved the afro, by the way)

You obviously put a lot of love and hard work into every sound, every tile, every line of dialog, and it pays off. From the imaginatively designed puzzles to the in-jokes and references that will leave outsiders like me chuckling and the people in the game who were there for them rolling around on the floor, the entire package is chock full of your dedication, sense of humour, and just plain fun.

The only major bugs I can think of are small one or two pixel tile misplacements that get the player hung up on the edges, but I think those are all isolated on the highway stage.

All in all, excellent demo, and I'd just like to say that SMJ is one of the biggest games I'm looking forward to.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-02-01 18:18:39 UTC
in Super Matt Jordan Demo Released! Post #312416
Hell yeah! Downloading!
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-01-28 16:13:04 UTC
in forced HD pack Post #312356
And Viktor Antonov, but he wasn't a member of Valve when HL1 was being developed.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-01-28 15:42:03 UTC
in forced HD pack Post #312354
Monsters and soldiers fade-out when I kill them?!!
Check to see if the parental/content controls are on. Though even if they are, that should only happen when they get gibbed.
fuck valve, i bet theres barely a single guy left who worked on original hl
Except, you know, most of the guys who did.
Not that many people leave Valve, and I expect over half the original team is still there.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-01-28 02:01:31 UTC
in forced HD pack Post #312344
Reasons I don't like the HD Pack
1) It's not really that big a jump in fidelity, polygon wise or texture resolution wise
2) Only animations that were used are present. Valve probably left the animations in the original models for a reason. Like because they were distributing an SDK.
3) The weapons are changed. I don't mind giving the SPAS-12 a stock, but the beretta and M4 are changing things just a bit much, eh? Also, the crowbar is way too thick.
4) No character. The low texture resolution and polygon count meant Valve's modelers had to get creative to do details. This lead to instantly recognizable characters with a lot of artistic detail, much of which was then lost when Gearbox remade them.
5) [NEW!] It's mandatory.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-01-27 21:04:36 UTC
in forced HD pack Post #312336
Not to mention that the HD models lack some of the character and texture quality the original models have.

I dunno if this will work, but unless they replaced the models in the GCF directly, perhaps this link will do the trick?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-01-23 02:04:47 UTC
in Warning: Unknown: Write Failed Post #312304
I'm getting some...extra output on the bottom of the site, I've had this for a couple of pages now;
Warning: Unknown: write failed: No space left on device (28) in Unknown on line 0

Warning: Unknown: Failed to write session data (files). Please verify that the current setting of session.save_path is correct (/tmp) in Unknown on line 0
PB, is this a code runtime error, or a server one? Perhaps we're running low on HDD space?

EDIT: Oh look, it's gone now. Curious.
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-01-22 22:54:20 UTC
in Post your screenshots! WIP thread Post #312299
Is why I not buy it yet.
This time next year I'd be able to not only download it, but actually play it online. Assuming I have the time.
Notewell NotewellGIASFELFEBREHBER