Forum posts

Posted 13 years ago2011-04-21 04:44:37 UTC
in Portal 2 is out Post #293761
i only know mal to have spoiler tags like that. should definitely be more mainstream on forum boards nowadays.
Posted 13 years ago2011-04-21 04:26:12 UTC
in Portal 2 is out Post #293758
internet gives no mercy to small, ignorant children.
Posted 13 years ago2011-04-20 20:08:08 UTC
in Portal 2 is out Post #293749
that screenshot up top, looks alot like what you see in farmville and those pay-for-items facebook games
Posted 13 years ago2011-04-09 04:38:45 UTC
in Competition 30 Post #293256
Ok, here's your crappy entry.

User posted image


User posted image


User posted image


Should be fairly easy to figure out for hardcore gamers like you and me.
Posted 13 years ago2011-04-08 02:40:44 UTC
in Experienced Coders Wanted Post #293208
not a mod? So basically trying to make a fully independent 3D game that sounds a bit like cod2?

Sparkplug studios needs to hire a payroll officer, along with 20-30 odd employees. Good luck.
Posted 13 years ago2011-04-08 02:36:33 UTC
in Half Life 1 mod: maps needed Post #293207
what do you mean by structure? do you mean a storyline, or a central theme for the maps? If you are interested, one could easily be conjured.
Posted 13 years ago2011-04-08 02:09:42 UTC
in Competition 30 Post #293204
Don't rush me, a crappy entry is on its way.
Posted 13 years ago2011-04-08 01:57:12 UTC
in The Tournament of Retro Maps Post #293202
I get 230+ ping. Didn't expect a good number from Frankfurt, Germany.
Posted 13 years ago2011-04-07 04:02:31 UTC
in Experienced Coders Wanted Post #293162
he does. (see soviet chapter 6)
Posted 13 years ago2011-04-07 03:59:38 UTC
in Experienced Coders Wanted Post #293159
From the viewpoint of a long-time goldsource player - I can imagine this becoming interesting. Although, the biggest problem is making expansive outdoor maps as indicated in your routes. But I have a few gripes, not general ones like huntey is discussing, but details on each page that I feel should be elucidated.

Page 1
...the red character will be around southwestern Australia, pass through the Indian Ocean, take place around Madagascar, head towards Africa, turn back, and end up in Africa.
Wait, what? He goes towards Africa, turn back and end up in Africa? So he doesn't escape Africa does he? Good ending.

Boarding boats is prolly do-able via a boat chase scene or something. I've seen plenty of chase scenes on trains but not on boats before. However I doubt that anyone is willing to make a boat-chase map that's even half as impressive as the one scene from the dream compo winning entry. A shame.

Implementing the second mode is easily doable: One is the "new game" and the other is the "training". This has been done in residual point, it's cool.

Since they overlap in africa, it is highly favourable to have one or a few maps that are accessed by both the american and the soviet 'marine'. Sorry, I just never seen the words 'soviet marine' used together like that. Looked weird.
Although most of the game looks as if it will be almost completely overseas, there will be areas where the player will rest to see he had advanced for a long amount of time. There could have been certain twists or disasters that the player missed which could be kept a mystery for an amount of time.
This part is too vague. I'm assuming you meant cutscene-game_text combo that furthers storyline. Completely do-able.

I am also confused on why the soviet marines (lol) come from Australia. I'm sure the admin team is going to love this idea.

Page 2 - The NPC list.

1. A typical american marine. surely the hgrunts can do for these guys. I have models of the hgrunts using CS ak-47's and m3 pump shotguns from fpsbanana so no worries.

2. Soviet marines (lol, sorry) - just skin them red with soviet emblems on their shirts. Although, the sledgehammer is a problem. I know a mod that has sledgehammers but there aren't w_models.

3. Boat mechanic - easy. Port the TFC engineer and give him the tfc wrench. Probably act similar to barneys. (except the weapon)

4. Generic wild monster. Easy, any monster using the zombie code will do melee attacks.

5. Generic critter, much like monster_rat. No problem

6. Generic flying critter. Can use flyer flock code for flying, but has a hitbox so it can be killed.

7. Kenyan - well if they are easily startled I guess you mean them to be scientist-like.

8. Beast that triggers your geiger counter - kills player with one bite - this is bad for game play. Never, ever use NPC's that kill in 1 hit. The male assassin with sniper from op4 is supposed to kill in 1 hit, but they only do a measly 15 damage. It's purely for gameplay reasons.

9. Helicopter with nuke. I don't understand how HELICOPTERS can lug a nuke onboard. That will raise eyebrows.

Page 3 - storyline - 7 comprehensible chapters... PER character
that makes 14 chapters total... that's almost nearing the number of chapters in the vanilla Half life. That's a bit overly ambitious. People may not have the effort or the dedication to map for 14 chapters.

Soviet marine chapters (lol, sorry couldn't resist)
1. What was the message? Well anyway a typical intro with early fight (people might not yet be adjusted to the game to be already thrown into a fight)

2. Gets weapon, but no fighting, get knocked out, end up on the island. Ok I guess he can explore the island a bit before he finds the radio tower (placed there by mysterious stranger TM)

3. More menial tasks (possibly puzzles) on ship. Player does not find the horror.

4. Rest on land, ship blows over. Boss battle. Okay.

5. Occurs entirely on high seas. The way I see it, it will be hard to do unless done as a cutscene. And then a helicopter boss battle.

6. Player goes thru African jungles (very hard to map, massive amount of props required), fights some enemy soldiers, and then some bogies. Player is told to escape, not fight. Sounds a wee bit like Predator (the film).

7. The player is killed, after all that trouble.

US marine chapters

1. Chopper ride to africa. Most likely similar to the one in Heart of Evil. Then a boat ride. From North Africa, around the cape and over to madagascar. May take well over 20 maps of boat rides (jk, just compress it into one cutscene)

2. It just occurred to me, why did the US marines take the Atlantic ocean route to madagascar, not the pacific ocean route? Also in the map it looks like they landed near west africa and just took the overland route? I'm confused.

3. Boss battle on the high seas. On the ship.

4. This is most certainly where the overlap maps may occur, if any. A gruntfest chapter.

5. Player gets weapons stripped? after being knocked out, in similar fashion to soviet chapter 2

6. More bosses.

7. You kill the other character you played (the soviet character) cutscenes with text flash up and tell you that you were killed maybe 20 years later right after you retired. Nobody wins.

Final Page - weapons

1. SOVIET WEAPONS

weapon_fists - seen this in plenty of mods. Probably a crowbar replacement with different sounds.

weapon_pistol - replacement for glock. Prolly a stenchkin aps or tokarev.

weapon_mp5 - replacement for the, um, the mp5.

weapon_shotgun - replacement for the gluon gun. Nah just messin' with ya. I mean the shotgun.

weapon_wrench - for consistency, probably from tfc, or op4

weapon_rpg - do I really have to tell you any more

weapon_sledgehammer - Like I said before I've seen this in another mod but in this case op4 pipewrench code will prolly work.

AMERICAN WEAPONS

weapon_fists - same deal.
weapon_mp5 - same deal.
weapon_sledgehammer - dunno american marines had experience using sledgehammers in combat.

weapon_spear - dunno. The only spear I've seen is in Afraid of monsters Director's cut. Not easy to implement. (unless if it's yet another useless crowbar replacement)

weapon_shotgun - not a different deal.
weapon_rpg - not really a different deal.
weapon_chaingun - the peak of American identity. Blasting away with a chaingun. Although TF2 players will agree if this weapon were to be given to the soviets.

©2011 All rights reserved.

SUMMARY

There isn't much in terms of coding... but the maps are a bit vague and, frankly, too much. No one on TWHL (or anywhere, I venture) will dedicate to make 14 chapters worth of maps for a mod like this. However I will tell you how this mod is possible. Once you have made (or have someone else make) the 14-chapters worth of maps, show some aspiring screenshots of said maps, then put it on moddb, rest assured coders will appear sooner or later. As it is now I doubt it will be able to climb out of the cradle. Sorry.

*And it IS possible. People your age have made full mods (Afraid of monsters for instance)
Posted 13 years ago2011-04-05 05:56:22 UTC
in This Bird Post #293032
if it makes you feel any better, watch the film 'the birds'
Posted 13 years ago2011-03-31 22:31:11 UTC
in 8.9 Earthquake Hits Northern Japan Post #292756
these things can spread pretty far in the air, I think it was either chernobyl or bhopal, one of them resulted in contaminated foods all the way to italy. Cancer rates will go up (again)
Posted 13 years ago2011-03-30 04:22:04 UTC
in The whole Graph Life Post #292683
Things I did:

100% go to twhl
0% make a pie chart
Posted 13 years ago2011-03-30 04:18:56 UTC
in Competition 30 Post #292682
I change my mind because so many people are joining. Well, I'll be putting up a really noob entry. It will make everyone else's entry look good. I promise.
Posted 13 years ago2011-03-27 21:39:36 UTC
in Competition 30 Post #292563
name your monster 'bob', then make a scripted sequence with 'bob' in the (target monster) field. Set the (idle animation) to 'defuse'. That should be all.

Anyway I was going to make and submit something but seeing as it's just by screenshots I figured gameplay would be totally ignored (and that's not fun)
Posted 13 years ago2011-03-24 19:36:43 UTC
in Story time Post #292267
all this out of control posting. STOP IT!
Posted 13 years ago2011-03-24 19:35:08 UTC
in Story time Post #292262
2muchvideogames, for he had continually pointed at soup miner, whilst simultaneously shouting: YOU'RE AN IMPOSTER! WHERE IS COOLFAT?
Posted 13 years ago2011-03-23 18:09:07 UTC
in The Tournament of Retro Maps Post #292180
dam I got dyslexic today. oh well.
Posted 13 years ago2011-03-23 18:06:12 UTC
in The Tournament of Retro Maps Post #292178
Count this baby in!
And you can't get more retro than this map.

User posted image


Anyway please set a good time for this tourney, preferably the weekend. Well at least I hope so.
Posted 13 years ago2011-03-23 05:20:56 UTC
in Story time Post #292157
Dimbark. But Dimbark was prepared, for he had been gaming since 1000 years ago. But nothing could have prepared him for what Cthulhu had in mind. The lightning struck and the earth shook as Cthulthu growled and ran towards Dimbark with godlike agility. Dimbark pulled out a shotgun but he forgot to bring ammunition. Casting aside the now useless weapon, Dimbark recalled the earlier years of his youth, for his Master had taught him a little known magical spell, the incantation of which he was desperately trying to remember. But Cthulhu was rapidly closing the distance between them. Panicked, Dimbark retreated while tossing molotov cocktails. None of them made contact with their targets. But Scotch appeared and slashed this entire post. In its stead, he wrote:

Fourteen orange juices returned from the oblivion in order to
Posted 13 years ago2011-03-21 08:46:11 UTC
in prefab factory? Post #292065
Ok I just noticed this and it might have caused me some problems that I have yet to find out.

So, what happens is, I relocated all hammer files to this other computer and If I create a new prefab in one of the old prefab categories, they dont appear if I close and restart hammer!? Only prefabs created in a new category will appear in the next session? And, the new prefab categories don't appear in the prefabs folder? How is all this prefab stuff organized?
Posted 13 years ago2011-03-19 18:51:55 UTC
in Next Competition Post #291952
From now on, every person who replies after me will get a random single player map idea. The ideas will be given in a logical progression. There are about thirteen ideas, and at the end the thirteen maps will be combined into yet another nameless mappack. The ideas will ask you to do something in particular, but outside of that you can do whatever you want. Let's see if this works out.
Posted 13 years ago2011-03-15 23:03:08 UTC
in FACEBOOK Post #291774
Steam is Facebook for VideoGamers. Besides I don't really like the facebook because it is infinitely boring.
Posted 13 years ago2011-03-15 22:58:10 UTC
in mod pack? Post #291773
Can't believe I didn't see this thread.

Got lots of singleplayer mods for you to try out: potatis has suggested some popular ones, but are you looking for 'typical' mods where you are in black mesa, or are you wanting to explore entirely new settings and so forth? If you have something particular in mind, don't hesitate to tell me.

Yeah, it is a shame that most of these MP mods have no servers (except CS and SC)
Posted 13 years ago2011-03-12 16:49:40 UTC
in Kids Post #291528
Dimbark, meet 4chan.
Posted 13 years ago2011-03-11 05:12:56 UTC
in VGMusic thread! Post #291416
Oh, hohohoho I looooove video game music! I have hundreds of these memorized from years of gaming so that when I'm not gaming, I just hum some. My favourite soundtracks include Final Fantasy, Donkey Kong Country (the mine song is a bit obscure, but nevertheless I know it), Pokemon Game boy first generations, Mario games, and many many others. I also recently got into old touhou music but I think everyone already heard those. With that said I'll let in on my choice cuts.

Chrono Trigger - Wind Scene
Donkey Kong Country 2 - Hot Head Hop
Pokemon Gold/Silver - Gym Battle
Final Fantasy VI - Decisive Battle
Final Fantasy IX - You're Not Alone!
Super Mario RPG - Bandit's Way
Posted 13 years ago2011-03-11 04:53:13 UTC
in Your friendly neighborhood steam Post #291414
Because Mac is are not PC is we all know.

Yeah, I think I was thinking along what Ant said about how you can loose all your legitimate games due to having one illegal game due to the nature of the Steam software. Imagine if you stole one book illegally and I lock up your entire bookshelf. The Steam software has absolute control over your game rack, and if you lose one, you lose them all.
Posted 13 years ago2011-03-10 04:02:07 UTC
in Your friendly neighborhood steam Post #291358
secondary forum thread
This is old news, but I just thought it was a bit too overboard how valve cuts its consumer count just like that. (Shows they have no shortage of customers.) Makes me uncomfortable how access to all our paid games are completely in their control. Also weird was why they would "bait" people like that only to skewer them later. This reminds me of a court case where police suspect that an old man was into child pornography so they (the police) kept sending him child porn advertisements over and over until he ordered some. They they arrest the old man for purchasing child porn (illegal).

Maybe I should go back to WON. No multiplayer, so be it.
Posted 13 years ago2011-03-08 22:03:22 UTC
in Story time Post #291311
As more Terrans become slaves to the Swarm, Jim looked up. He watches in horror as a legion of zombies infested colonists marched towards the base. It was inevitable. The only way they could survive was to
Posted 13 years ago2011-03-08 00:03:16 UTC
in Story time Post #291277
milk and cookies. Gabe, now part of a balanced breakfast, decides to set an example of fitness to
Posted 13 years ago2011-03-06 22:48:43 UTC
in Colony 42 Post #291241
However, I'm worried that the player might not get that the switch will work once the power is on again.
Put a power display (the on/off button or the yellow POWER light) next to the switch. Light it up once the generator is turned on. Place the same textured power display next to the generator and that should automatically indicate to players that the two are related.
Posted 13 years ago2011-03-06 22:44:40 UTC
in Story time Post #291239
a little boy who lives in Ohio. But approaching them were some sports enthusiasts who threaten to
Posted 13 years ago2011-03-06 22:34:46 UTC
in Story time Post #291237
And everyone lived happily ever after. That is, until the conspicuous double post is noticed by
Posted 13 years ago2011-03-05 01:37:59 UTC
in Story time Post #291138
shotgun, and with the graceful stroke of a handsome young soldier, he pumped it forcefully and
Posted 13 years ago2011-03-03 20:19:49 UTC
in Colony 42 Post #291070
well if you want, u can give me the maps for my mod I'm needing some maps at the moment you will be credited
Posted 13 years ago2011-03-02 04:27:52 UTC
in HL windowed Post #290996
thx guys! I'll try this when I try it
Posted 13 years ago2011-03-02 04:05:49 UTC
in HL windowed Post #290993
Posted 13 years ago2011-03-02 03:26:34 UTC
in HL windowed Post #290991
Is there a possible way to play Half-Life in a window, like, not in fullscreen mode, so I dont have to alt tab out to access other programmes?
Posted 13 years ago2011-03-01 04:48:58 UTC
in Post your screenshots! WIP thread Post #290949
cscz? If there is several of these maps we can fit them into a CZ mission pack, and maybe hire TWHL members as teammate bots. If only there were more TWhl CSCZ maps.
Posted 13 years ago2011-02-28 21:21:54 UTC
in Colony 42 Post #290934
coding isn't the same as using spirit. Spirit is a 'template mod' that doesn't involve any coding. dimbark you can't use spirit if your mod already has some coding in it.
Posted 13 years ago2011-02-28 21:15:29 UTC
in Teleport questions Post #290933
TWHL - BREEDING MAPPERS SINCE 1798
Posted 13 years ago2011-02-23 18:24:03 UTC
in Half Life 1 mod: maps needed Post #290707
no, not that.

The attachment is an extension in the model itself that parts of the code utilize. For example, muzzleflash code use the model's attachment to determine where the flash occurs. If you go in model viewer and check the "attachment" box, you can see a small extension on the model that shows where muzzleflashes will appear. This m4 model currently doesn't have an attachment. This means no muzzleflashes appear when you fire the weapon. I stumbled across "fixed" versions of this m4 in some obscure mods, but those screwed up other parts of the model, one of which is horrific texture misalignment and the other is the animation messed up. Well anyway I found a high def m4 (the HD-pack version of the mp5) that uses low def hands. I think this can be used instead. No worries.
Posted 13 years ago2011-02-23 04:47:42 UTC
in Half Life 1 mod: maps needed Post #290688
Finally.

I found the solution to this dumb problem for which no good tutorials exist. And, you guessed it, the answer was ridiculously simple. You literally had to change a single dam number from 6 to 7. And all these years it has evaded my watchful debugging efforts. Coding is literally spending days and months looking to fix a dam problem when the solution is that one digit under your flipping nose. This is prolly the fastest way to insanity that I know of.

Rants aside, this means that m249 SAW and sniperrifle will get their own slot 6 now, along with displacer once I can fully incorporate all the auxiliary entities for it. (I dunno if anyone is even going to use the displacer- most op4 mappacks don't seem to utilise its functions very much.)

Of course, this isn't the end-all to all my problems. I still have some unperfected weapons scattered across the mod, and also I'm thinking of switching out the current m4 due to the lack of an attachment on the model itself. But anyways this coding thing is going well for now and I hope you guys can add maps into this mod using all this new stuff. Well, don't y'all worry I'm still thinking of adding more weapons. We'll see if this can get any better.
Posted 13 years ago2011-02-22 21:13:33 UTC
in Half Life 1 mod: maps needed Post #290666
Posted 13 years ago2011-02-22 20:18:26 UTC
in Half Life 1 mod: maps needed Post #290657
OK I SWEAR I will try to get this slot problem ONE MORE TIME.

Someone can tell me where this line of code is:
ShowMenu (pPlayer, 0x7F, 0, 0, szMenu);
This noob tutorial writer just said "that 0x7F means that the slots 1 - 5 are open and can be selected..."

He didn't even say where this line is and how I can change the hexadecimal values or anything. So if anyone can find this line, serverside or clientside, I think this slot problem can be rectified once and for all.
Posted 13 years ago2011-02-22 02:10:57 UTC
in Game pre-orders Post #290627
dam, I have serious issues.

If you must game, but are a poor school student, then in order to satisfy ant and myself, you can just join me and together we can play hundreds of gold source mods at no additional cost. However the cool-to-crap ratio is around 40-50% so if you get a crap mod then it's time to rant about it in a journal.

Happy gaming!
Posted 13 years ago2011-02-21 06:50:35 UTC
in Half Life 1 mod: maps needed Post #290572
can't get sixth slot to work, so I think I might have to stop work on weapons and shift gears to monsters. Gonna add male assassins, but also planning to add this unit that resembles a terran goliath from starcraft. It's this mech piloted by a low def hgrunt, and the model is supposed to be a garg replacement but I'll see if I can make it fire bullets instead

P.S. Sven coop forum have alot of neat models and stuff.
Posted 13 years ago2011-02-11 17:28:22 UTC
in Mods going commercial Post #290287
they prolly have to pay a licensing fee to make money off the source engine

I generally dislike the possibility that modifications go commercial. Do you like to play something like Blue Shift and having to pay money for that? It barely has any new coding. It's really short. Valve also left that glaring Sector G elevator bug in it on Steam that makes it near impossible to play thru legitimately. And it costs money to play.

If modders want money they could ask for donations which allow for special features in the game or something. I know sven coop lets you do that if you donate as little as 2-6 dollars. Go figure.
Posted 13 years ago2011-02-09 18:29:58 UTC
in The Future of TWHL Post #290228
Personally I love starcraft mapping but there are pretty huge sites for those already.

padorath's return is a good rpg map but not the best i played. I don't like how monsters just spawn in front of your face and also evolved units don't use consistent upgrades. I think ozubko rpg's are better both terrain wise and trigger wise but wait, this is a half life forum, forget everything I just said.

*I just want to say that a russian site interpreted this thread as "Twhl is dying/to be reborn?" so really please everyone be careful with the direction you want this idea to develop
Posted 13 years ago2011-02-07 18:41:59 UTC
in twhl cubicles linkies Post #290160
OK.

Anyway I just added like 20 links to twhl maps on moddb, see if there is an influx of new members now. (I doubt it though)